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Offline ben_g

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Re: Official TI-Boy SE Beta Thread
« Reply #120 on: February 02, 2013, 05:32:41 pm »
Because of the way ti-boy works, compression would cause a HUGE slowdown, and it would need to rewrite flash pages very often. And as flash pages only have a limited number of rewrites, it would ruin the life of the flash memory.
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Offline CaptainMcClellan

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Re: Official TI-Boy SE Beta Thread
« Reply #121 on: February 02, 2013, 09:14:31 pm »
Thanks. I figured it wasn't possible just as soon as I found that very topic on the original Ti-Boy thread. (Oops. ^^' ) Thanks though Ben_g. Now, I think I actually (possibly) thought of something useful *and* doable this time. A binary to convert Virtualboy (or general) *.sav files into the appvars for Ti-boy and vice versa. According to my checking of the Virtualboy the save types are: EEPROM SRAM and Flash (which presumably calc84 already knows). That way I can take my adventure on the go back to my computer and also I don't have to start from Dungeon 1 all over again when I had already made it to Dungeon 5. (I apologize again for being such a noob, I feel like I'm like annoying everyone with my constant posts because I barely have any idea of what I'm talking about at all and like know only 0.2% programming skills. )

Offline DJ Omnimaga

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Re: Official TI-Boy SE Beta Thread
« Reply #122 on: February 03, 2013, 03:44:53 am »
Because of the way ti-boy works, compression would cause a HUGE slowdown, and it would need to rewrite flash pages very often. And as flash pages only have a limited number of rewrites, it would ruin the life of the flash memory.
Actually there was only 1 instance of a calc dying due to dead flash so far that got reported and it was a calc that was a few years old but since many older calcs never had such problem even after intensive usage for gaming/programming, it seemed more like it was defective. Urban legends talks more about 100000-200000 rewrites, while others talk about a million or more, meaning something else in the calc has chances to break long before your flash does.

Intensive writing to Flash drains batteries REALLY REALLY fast, though... (If you play The Reign of Legends 1 on a regular 83+, you can't even finish the game with 1 set of Duracells because of all the constant archiving/garbage collecting)

Welcome here by the way, CaptainMcClellan! :D
« Last Edit: February 03, 2013, 03:47:06 am by DJ_O »

Offline GalacticBacon

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Re: Official TI-Boy SE Beta Thread
« Reply #123 on: February 03, 2013, 06:11:53 am »
Me being an Idiot, Leaving the rom zipped up, too used to flashing Androids. Just one question, Pokemon red, blue are 1,772KB after makeapp. Is that normal? 

Offline JosJuice

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Re: Official TI-Boy SE Beta Thread
« Reply #124 on: February 03, 2013, 07:14:18 am »
Just one question, Pokemon red, blue are 1,772KB after makeapp. Is that normal? 
.8xk files are roughly twice as large as the app will be on-calc. I'm not sure how large those games are supposed to be, but it seems like a reasonable size to me.

Offline GalacticBacon

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Re: Official TI-Boy SE Beta Thread
« Reply #125 on: February 03, 2013, 07:40:59 am »
How are people playing Pokemon Red/Blue etc. on a TI-84+ that only has 480kb of rom?

Offline Hayleia

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Re: Official TI-Boy SE Beta Thread
« Reply #126 on: February 03, 2013, 08:28:39 am »
1.772 KB is only the size displayed by windows but it is smaller on calc.
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Offline GalacticBacon

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Re: Official TI-Boy SE Beta Thread
« Reply #127 on: February 03, 2013, 08:33:53 am »
Do I need a silver cable to transfer it? I'm having no luck with usb

Offline JosJuice

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Re: Official TI-Boy SE Beta Thread
« Reply #128 on: February 03, 2013, 09:02:38 am »
How are people playing Pokemon Red/Blue etc. on a TI-84+ that only has 480kb of rom?
I don't think it fits unless you have an SE calc.

Offline Streetwalrus

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Re: Official TI-Boy SE Beta Thread
« Reply #129 on: February 03, 2013, 09:32:21 am »
Yeah, Blue/Red are 512kB ROMS. On my 83+ SE, I have Link's Awakening, which is 512kB too. Its total size is > 540kB. ;)
Also, the 84+ has 1MB flash total, and the OS uses less than 520kB, but it reserves some empty space. Maybe a patch could fix it ?
« Last Edit: February 03, 2013, 09:35:58 am by Streetwalker »

Offline ben_g

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Re: Official TI-Boy SE Beta Thread
« Reply #130 on: February 03, 2013, 09:52:17 am »
Also, the 84+ has 1MB flash total, and the OS uses less than 520kB, but it reserves some empty space. Maybe a patch could fix it ?
I think there is already a patch that does it (NyanMem iirc), but it only lasts untill the next garbage collection, so it can help with transferring large apps, but it won't give you any more storage.
« Last Edit: February 03, 2013, 09:52:43 am by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Streetwalrus

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Re: Official TI-Boy SE Beta Thread
« Reply #131 on: February 03, 2013, 11:22:38 am »
I knew about NyanMem, but I was thinking of permanently modding the OS.

Offline habstinat

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Re: Official TI-Boy SE Beta Thread
« Reply #132 on: February 03, 2013, 01:33:47 pm »
Sorry if this has already been asked, but what's the official stance on adding linking-between-calculators-like-linking-gameboys support? A few of my friends have been competing to see who could collect all 150 Pokemon first, but as some of us have Red and some of us have Blue we need to link trade to reach this goal. Is it possible with a regular calculator link cable? Will it ever be added? Will it fit on a newer revision TI-84+SE?

Offline calc84maniac

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Re: Official TI-Boy SE Beta Thread
« Reply #133 on: February 03, 2013, 04:15:53 pm »
I've attempted to add linking in the past, but it always glitched up... probably because the emulator's timing isn't accurate enough. I wouldn't get my hopes up, sorry :/
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Offline habstinat

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Re: Official TI-Boy SE Beta Thread
« Reply #134 on: February 03, 2013, 04:31:00 pm »
I've attempted to add linking in the past, but it always glitched up... probably because the emulator's timing isn't accurate enough. I wouldn't get my hopes up, sorry :/

Ah; thanks for the response. Not to be one of those non-programmers who tries to theorize as to how to program something (OK, maybe I'll be that guy for just a moment), but would it be possible to "artifically" slow down the emulator by a lot during times when data must be transfered to get the timing right?
« Last Edit: February 03, 2013, 04:31:44 pm by habstinat »