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jchase1970

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Posts posted by jchase1970

  1. Ah so it made -e -f -g files, these are the EA5 files.

     

    I seen this CALL LINK(“EA5,”DSK1.HELLO-E”) everytime I used it but I didn't know what it was doing. And my manual must be older then my version because it has this info in it for the file it creates.

     

    "You can see that five files are used in the process of compiling a program. To help keep track of them,
    I recommend using the following conventions. If the original XB program is called TEST then:
    TEST = original XB program
    TEST-M = merge format file
    TEST-S = assembly source code file
    TEST-O = assembly object code file
    TEST-C = compiled code ready to run from Extended BASIC
    TEST-A – compiled code ready to run from EA5
    (The above are just suggestions. Feel free to use whatever file names you wish.)"

     

    It said -A which I don't even have, So I didn't know why I had other files. 

    I've not ever had to deal with other files and I figured out today looking back at stuff on the forums from 10-12 years ago that I was doing, I have forgot it all.  I couldn't even do stuff that I had explained how I was doing it to work.  I do good to be able to type a simply program like this and get it working.

     

    Thank you for your help.

    here are the ea5 files you requested.

     

     

    SANTA-G SANTA-E SANTA-F

    • Like 2
  2. 6 hours ago, tmop69 said:

     

    Is it possible to have it also on .bin format for FinalGROM? Many thanks.

     

     

     

    Someone would have to teach me how to do that.  Retroclouds converted my Bouncing Babies game a long time ago, so I know it can be done but I am clueless on how to do it and would love to learn how.

  3. This is a new game I just completed.  It's been a long time since I have made a game and this was a lot of fun.  It is some of the worse code I have ever written and caused me a huge debugging issue, but I got it working.  Don't be too hard on it, it was only a couple of days of coding but it is fun for a few plays.  I had bigger dreams for it, with music and more level pictures but it's almost Christmas and it is a Christmas theme so the game is done as is.

     

    SANTAPANICJ.jpg

    SANTAPANIC

    • Like 18
    • Thanks 2
  4. I needed binary operations in basic and I created some simple nibble operations routines to go from

    dec to 4 bits

    4 bits to dec

    dec to hex

    hex to dec

    4 bits to hex

    hex to 4 bits

     

    I reserve variables DEC,HEX$,BITS$

    They are string functions but if it is a decimal out come it will be a value not a string

     

    All functions are a single line and could be set up as User-Defined Functions in extended basic

    I have made them all gosubs so I can use them in compiled basic.

     

    The code include a example of each function converting 0-15, 0-F, 0000-1111

    Not sure if anyone needs these but I have used the binary functions many times including for bitwise operators which I will post next time.

     

    I have made good use of them so maybe someone else can too :)

     

     

     

    REM SET UP HEX AND BIN STRINGS
    1 HEXSET$="0123456789ABCDEF"
    2 BINSET$="B0000B0001B0010B0011B0100B0101B0110B0111B1000B1001B1010B1011B1100B1101B1110B1111"
    REM RESERVE VARIABLEs
    REM DEC,HEX$,BITS$
    
    REM EXAMPLES
    10 CALL CLEAR
    20 PRINT"WORKING WITH A NIBBLE(4BITS)"
    30 PRINT"SEND 0-15 AND RETURNS HEX$ 0-F"
    40 FOR DEC=0 TO 15
    50 GOSUB 1000
    60 PRINT DEC,HEX$
    70 NEXT DEC
    80 GOSUB 900
    90 PRINT"SEND HEX$ 0-F AND RETURN 0-15"
    100 FOR VALUE=0 TO 15
    110 DEC=VALUE
    120 GOSUB 1000
    130 DEC=0::REM CLEAR DEC VALUE TO KNOW WE ARE RETURNING A VALYE 
    140 GOSUB 1010
    150 PRINT HEX$,DEC
    160 NEXT VALUE
    170 GOSUB 900
    180 PRINT"SEND 0-15 RETURN NIBBLE BIT VALUE"
    190 FOR DEC=0 TO 15
    200 GOSUB 1020
    210 PRINT DEC,BITS$
    220 NEXT DEC
    230 GOSUB 900 
    240 PRINT"SEND NIBBLE BITS$ AND RETURN DEC"
    250 FOR VALUE=0 TO 15
    260 DEC=VALUE
    270 GOSUB 1020::REM GET BITS$ TO SEND
    280 DEC=0 ::REM CLEAR DEC TO KNOW WE ARE RETURNING A DEC FOR BITS$
    290 GOSUB 1030
    300 PRINT BITS$,DEC
    310 NEXT VALUE
    320 GOSUB 900
    330 PRINT"SEND HEX$ AND GET NIBBLE BITS$"
    340 FOR DEC=0 TO 15
    350 GOSUB 1000
    360 GOSUB 1040
    370 PRINT HEX$,BITS$
    380 NEXT DEC
    385 GOSUB 900
    390 PRINT"SEND NIBBLE BITS$ AND RETURN HEX$ (0-F)"
    400 FOR DEC=0 TO 15
    410 GOSUB 1020::REM GET BIT FOR DEC
    420 GOSUB 1050::REM GET HEX$ FOR BITS$
    430 PRINT BITS$,HEX$
    440 NEXT DEC
    450 GOSUB 900
    899 END
    900 PRINT"PRESS ANY KEY"
    910 CALL KEY(0,K,S)
    920 IF S=0 THEN 910
    930 RETURN
    
    
    
    REM ALL ROUTINES FOR BIT FUNCTION FOR HEX AND BINARY NUMBERS
    REM ALL STORED IN STRINGS FOR SAVING SPACE
    REM ROUTINES WORK ON NIBBLES(4 BITS)
    REM NO ERROR CHECKING
    
    REM RETURN NIBBLE HEX FROM DEC
    REM SET DEC TO 0-15 NUMBER
    REM RETURN WILL BE HEX$
    1000 HEX$=SEG$(HEXSET$,DEC+1,1)
    1001 RETURN
    
    REM RETURN NIBBLE DEC FROM HEX
    REM SET HEX$ TO HEX VALUE
    REM RETURN 0-15 IN DEC
    1010 DEC=POS(HEXSET$,HEX$,1)-1
    1011 RETURN
    
    REM RETURN NIBBLE BITS FROM DEC
    REM SET DEC TO 0-15
    REM RETURNS NIBBLE BITS(4 BITS)
    1020 BITS$=SEG$(BINSET$,DEC*5+2,4)
    1021 RETURN
    
    REM RETURN DEC FROM NIBBLE BITS
    REM SEND BITS$ 
    REM RETURNS DEC
    1030 DEC=(POS(BINSET$,BITS$,1)-2)/5
    1031 RETURN
    
    REM RETURN NIBBLE BITS FROM HEX
    REM SEND HEX VALUE IN HEX$
    REM RETURNS BITS$
    1040 BITS$=SEG$(BINSET$,(POS(HEXSET$,HEX$,1)-1)*5+2,4)
    1041 RETURN
    
    REM RETURN SINGLE HEX FROM NIBBLE BITS(4 BITS)
    REM RETURNS 0-F FOR A 4 BIT STRING
    REM SET BITS$ TO 4 BITS
    1050 HEX$=SEG$(HEXSET$,(POS(BINSET$,BITS$,1)-2)/5+1,1)
    1051 RETURN

     

     

    • Like 4
  5. What I am trying to do is communicate to a mircocontroller thru the cartridge port to provide some enhanced sound functions. 

    I was going to use a PI Zero but I have figure out that this has several hurdles to overcome.

    Now I am looking at various stand alone midi or mp3 players.  They are small enough to insert in to a cart and have a micro speaker in it.

    This would allow a game to play a background track thru that speaker and sound effects thru the TI.

     

    The only thing I need to figure out is how to send a signal out to the controller to tell it what track to play.

    I had hoped this would be as simply as having the controller listen to the 8bit DIO bus and when it reads a command to it then do a function.

     

    But I may be in over my head on this. 

    But I'll plug alone and maybe get it right.

     

     

    • Like 1
  6. The TI-designed 128K Super RAM card included RAM in the >4000 space as well, so you could get up to 48K without banking anything out. Anything that needed a DSR would bank out that 8K, but it was still an available option space. I have one of these.

     

    I've thought about this before, so now is a good time to ask.....

    If you can have 48k with out banking, does that mean you can do 48k bank switching and if so can you do that as a sidecart like the couple that do exist? Seems like if sidecarts could have access 48k at once then someone would be able to make anygame that the MSX series runs. They all just need more memory cause they all run in full bitmap mode.

     

    48k blocks over 8k blocks would really be alot room and easier to program for.

  7. This forum keeps taking little dives towards the yahoo group mentality. This is a programming forum for people to learn and experience the Ti99 in. Using BASIC, XB, GPL, FORTH, ASSEMBLY, or anything else. We need no, "MY WAY IS THE BEST WAY" or "YOU WAY IS TERRIBLE" flame wars on here.

     

    We want a friendly open enviroment that the TI has NEVER had to expand the quantity and quality of the programs available for the TI. A place where beginners and experienced can come and share and learn and teach the ins and outs of the TI. It's a very unique machine that has quarks that make it so much fun to learn about and try to over come.

    • Like 1
  8. Wow, it's the same old issues that have come up so many times in the TI's history. A few of my things are in the GB and I was never asked for permission, Permission is assumed as I have posted them to this site or other sites. It is up to me to author of said material to send a Cease and Decease Notice to indicate my intent that they not be included.

     

    Roms are always iffy to say the least, Atari, Nintendo, and Sega use to actively fight to remove work from the ROM sites on the internet but they don't anymore. The only stuff actively protected are newer works that are still generating income. Now that nowhere means that someone can put all of the old NES ROM on a disk and sell that disk. Cause at that point you are generating income from intellectual property and the owners of said property are due their share and with out an agreed upon arrangement with the owns you have no contract for what you are doing.

     

    As far as compiling stuff that is already on the web and putting it in one location to make it easier to get to, as long as no profit is coming from it, there is no problem cause said creator or owners of said work have not actively tried to remove the property from the web. As long as GB includes a contact for the right owners to contact the creator of GB and have the stuff removed if contested then there is no problem.

     

    I would be totally against this if he had made GB and said here it is, 50GB of TI stuff, If you want it send me $XX for it. But he didn't. I am sure as long as he removes any work when contacted there will be no problem. It has been, and still is, up to the owners of intellectual property to protect it. If no one comes forward to do that it can be considered abandonware. Again it is no smart to try and make money from abandonware cause any onwer that sees money being made from their work can sue for it and will when as long as that work is still under the copywrite.

     

    I'm sure some will disagree and that is fine, But I'm pretty sure everything I said is correct. Only because, as I can tell, he collected stuff already available on the web and compiled it for free and he has contact info available so people can contact him and contest it if they so choose.

    • Like 1
  9. Hi, It's time for a new contest. This one is inspired from how I used the classic 99 emulator when using Harry Wilhems Basic Compiler.

     

    I use a open classic 99 emulator for the basic code. A open emulator for editor assembler. And a open emulator for the loader.

     

    So I have all three instances open and share the same files between the three instances of Classic 99. It is like having 3 TI994/a connected to the same disk drive.

     

    So the challenge for this contest is to see who can be the most creative with file sharing. Use any language you want. Different languages for difference instances if you want. But you must send information thru a file from one instance of Classic 99 to at least one other instance of Classic 99.

     

    You can use as many instances of Classic 99 as you want as long as it is at least 2.

    I dont want to just see a data base either, I'm hoping to see emulated server/ client functions for games or maybe something displayed on one instance based on what happens on the other instance. Maybe a game with graphics in one instance and data in another.

     

     

    To show you what I mean I have created 2 basic programs, One you input a string and then the other displays it.

    Run this one in one Classic 99 window to enter a string.

    10 OPEN #1:"DSK1.FILE",UPDATE
    20 INPUT "ENTER A STRING:":A$
    30 PRINT #1:A$
    40 CLOSE #1
    50 GOTO 10
    

     

    Run this in another Classic 99 window to display what you entered in the other one.

    10 OPEN #1:"DSK1.FILE",UPDATE
    20 INPUT #1:A$
    30 PRINT A$
    40 CLOSE #1
    50 GOTO 10
    

     

     

    Good luck and think outside the BOX on this one.

    John

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