calc84maniac / tiboyce Goto Github PK
View Code? Open in Web Editor NEWA Game Boy emulator for the TI-84 Plus CE and TI-83 Premium CE.
Home Page: https://calc84maniac.github.io/tiboyce/
License: GNU General Public License v3.0
A Game Boy emulator for the TI-84 Plus CE and TI-83 Premium CE.
Home Page: https://calc84maniac.github.io/tiboyce/
License: GNU General Public License v3.0
The "Load State Slot #" entry in the emulator pause menu should not be populated with slots that don't exist.
Instead of remembering numbers from 0-9. Maybe put the name in a header, and keep Sv0-9 in the appvars' names.
Still pondering on the best UI for this, but the feature itself should be useful.
Perhaps allow entering a cut-down version of the pause menu, with options only, from the ROM list. This would edit global settings. Then, the in-game pause menu would have an additional option for each setting to mirror the global setting (ideally with some way to echo the global setting's value).
This would be very useful in general, but would also help with diagnosing errors that may be caused by game glitches instead of emulator glitches such as #26.
It'd be easier to see things happen there, and if you link this repo to it'd be very helpful to IRC users. (If there is one already, what is it?)
As I was playing this game, and went to fly, I noticed that enemy aircraft do not show up. Neither do bullets when I shoot. I have already tried disabling frameskip to see if it was skipping over the frames where they are visible, but that did not work. I know that the planes and bulllets show because I have seen gameplay from other people.
I'm not sure if this would be fairly simple or enormously difficult to implement, but it would be awesome for games like Pokémon where calculators can be linked together for trading and what not.
Title is pretty self-explanatory. Just stick this in the menu system somewhere, I imagine.
If you get around to implementing game-specific settings, unless someone can think of a good reason otherwise, the backlight setting should probably be global only.
It'd be convenient if this was added, but, it's not really necessary.
In pokemon blue, all of my team fainted and I blacked out. When that happens the screen becomes white and cannot be dealt with other than removing the battery
Is your feature request related to a problem? Please describe.
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exe files doesnt work for mac
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Make an alternate mac emulator
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put code in a dmg format instead?
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Some of the TI-83 Premium CE's keys have different names than the TI-84 Plus CE's, but only the TI-84 Plus CE's key names are used regardless of the model.
An example is trading pokemon between red and blue all from one calc. One idea is to be able to switch which screen is displayed, or split the screen up.
TI-OS version: 5.3.1
TI-Boy CE version: 0.1.1
Describe your issue: Transfert error when I try to make a screenshot from TI Connect.
The Game Boy and Game Boy Color screens had pretty poor contrast relative to the CE, especially with the lack of a backlight. Users (including myself) may want the ability to emulate this to some degree. In particular, some palette colors/combinations look quite garish on the CE.
After unarchiving the title appvar, and doing the garbage collect thing, (unarchiving and archiving a large file to trigger garbage collect), going to Ti-Boy CE, running that ROM, selecting yes to the garbage collect prompt, and waiting for it to finish, and pressing [clear]. Exiting and reopening doesn't change the glitch.
It crashes a lot at the character selection screen, and when idling too long at the title screen, when the demo plays, and you try to get back to the game.
It always results in the same Error: Encountered an invalid opcode!
It would be nice to be able to delete games as a whole rather than selecting from the OS interface and having to find the correct appvars
TI-OS version: 5.2.0.0035
TI-Boy CE version: 0.1.1
Describe your issue: When I try to start tiboyce the emulator just freeze.
Any logs, error output, screenshot, other comments...?
Frozen here.
The same issue mentioned in #26. This is just to make it new and have a correct description.
Allow loading the autosave from the emulator pause menu. This could be presented as state slot "A".
This doesn't seem personally that useful to me, but maybe some people would use it. Implement this at your leisure (or perhaps never).
Hello, it's just for saying for everybody here, that you should never use Hacked Roms, from Romhacking.net or other websites like this, because it will destroy your calculator.
When you run the hacked rom, the calculator will instantly screen freez, like a blue screen on windows, and the only way to save the calculator is reset it.
Be careful.
I am new to the whole ROM download deal and I have no clue what I'm doing. I put the file into the website and I told it to convert. It gave me a bunch of prompts but I had no clue how to follow them. What do I do?
If any of the ROM files are unarchived when loading the ROM, they will be archived, which may cause a Garbage Collect. In this case, TI-Boy reindexes the ROM data files it's already found, but it does not reindex the metadata file and update the game title location. This causes garbage to be displayed in the emulator menu.
For Pokemon ROMS the exit button doesn't work, so basically you can't get to the very main menu.
TI-OS version: 5.3.0.0037
TI-Boy CE version: Alpha v0.1.1
I followed this tutorial on youtube: https://www.youtube.com/watch?v=5RUx__X082Y
I installed 2 games; Metroid II and Kirby's Dream Land 2. Both games gave the error in the title of this post.
(Metroid II: "Error:Unsupportedcartridgetype73" ; KDL2: "Error:Unsupportedcartridgetype3B")
In most cases, writing the value of LY into LYC will cause the coincidence flag to go from 0 to 1, which should trigger a coincidence interrupt.
However, if the value of LY was already in LYC, the coincidence flag would have already been 1, which means a coincidence interrupt should not be triggered.
This bug exhibits itself with graphical glitches in the final boss fight of Kid Icarus: Of Myths and Monsters.
I had so many games that it had two pages at one point, but I couldn't find a new game that started with A. and then I found that it was at the end. I think it'd be easier to find game when they're in order.
Or, maybe allow the user to potentially reorder them.
RETI is scheduling its interrupt trigger before updating the cycle count for the RET's destination code block, which can cause past emulator events to be triggered again.
This is the actual main cause of the graphics glitch mentioned in #49, because it was causing vblank to be triggered twice.
It allows you to put more than 5 chars in, but at the end, an "Input" loop happens. A perpetual input prompt. It's always because there was a problem before.
I think this may have been added already, but I'm not sure.
I had 1630 something Kb left, and when I exited, it would error, and say I needed to Garbage collect because Archive was full. The first time this happened, I went with it, (garbage collected) and I lost the saves. After that I never garbage collected. Just went with it. The only bad thing was that the saves were stuck in RAM. And I couldn't use save states.
I don't know if this is planned, but I haven't seen an issue with this, so here it is.
Just started happening.
It would be great if we could pass an appvar name into the program when it starts, so that way we can run it externally without opening the game selection screen
Currently, when the emulated screen is off, it is blanked to pure white. This can be a bit garish when using a palette that has a non-white color playing the role of white. Assuming the "white" palette color is well-defined (I imagine it's always color 0 or color 3 or something), I'd suggest blanking the screen to this color instead.
For example, when the ROM file is too large, it fails silently.
If I want to see some glitches on the screen and some flashes of color, it'd be nice if we can slow down the emulation.
Title should be pretty self-explanatory. The more it feels like TI-OS, the better, because users should be used to that key repeat delay and speed.
I was able to get pokemon gold on my calculator when this is not supposed to be a feature yet. Plz remove immediately. Thx
When in the menu and the cursor is on the load savestate option, it would be nice if the paused game display is replaced with a preview of the selected savestate.
This could be implemented in two ways:
The fact that the savestate entries are stuck in the middle of the "options" entries is kind of silly. I'd suggest hoisting the savestate entries to the top and grouping the three "options" entries in the middle. You could also removing the spacing between them, like the group of three entries below.
If you also choose to implement #1 the "hard" way, highlighting the load savestate entry would have small short-term performance implications, so it should be made difficult to unintentionally highlight. I'd suggest making whatever entry comes after the savestate entries be the default highlighted entry, and if exiting the menu with the cursor on the load savestate entry, bump it back to the default highlighted entry.
I've noticed in some games, namely Pokemon Gold and Silver, that the game sometimes slows to ~20% speed. Although good for winning at slots, it's not fun to go walking around like that. It's usually at 60-90% speed. exiting and reopening fixes it, but it's weird. Everytime it happens, I'm doing something different. Is it because the calculator can't process it all that fast?
In Pokemon blue, random missing opcode errors cause the game to revert to the last in-game save, and it's pretty tedious to do that often. Also in that, at random times, the calc resets, and since I'm using Cesium, it reverts to the last TI-Boy save, which might have been made a long time ago. If the calc resets during the game without backup, will the appvars be erased? Or are they run from Archive?
So, can there be an auto TI-Boy save thing that saves every few seconds/minutes/whatever, and/or a short cut that saves? Or are there any better ideas?
Reason: After completing something "major" in the game, I sometimes forget to save, and that is when most of these errors and resets occur. Or, I either only save or only exit TI-Boy to save, and then the one that ruins me happens. If I exit, I usually get an opcode error to revert to in-game save. If I in-game save, I usually get a RAM reset. Either I'm really unlucky, or... Then I lose what I spent a few hours doing (when I'm bored, this is what I do. Don't judge :P), which isn't fun.
Maybe add a warning that for large games turbo may slow it down?
Similar to CEmu, with the ability of turning it off and on. The only problem I see is that if you turn it off, it might look like the calc is off, unless a message is displayed. This would help me in doing some game glitches 😉 .
This issue seems to have been observed most in Pokémon Red, but may very well apply to other games.
Due to the randomness of triggering the bug, it seems to be some kind of JIT issue.
May want to add some kind of core dump feature to help analyze the bug when it occurs.
Currently, both the rom converter and the TI-Boy launcher throw an error in response to a 4MB (256-page) ROM. Unless there's a technical limitation in the core emulator that would make support of a 256-page ROM hard or impossible, these limits should be lifted.
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