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Sinphaltimus

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Everything posted by Sinphaltimus

  1. I've refined running jumping man's jump. Next I'm going to create platforms and gravity. I want to ask how others simulate gravity but I won't. I want to try and figure this out without help as I have some ideas. Let's see what the next version looks like. As for this version, enjoy the new jump. Oh and PS - Just kidding, I'm actually going to stop the running man from sliding (instant stop when joystick released), then I will work on gravity. 100 CALL CLEAR 110 YP=12 :: XP=15 :: RS=0 :: CS=16 !start position direction and velocity 120 !running patterns right 130 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 140 !stop and jump right 150 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 160 !jumping right 170 DATA 0303040609081010,1818141810106000,1818103810180C00,1818503010180404 180 !landing right 190 DATA 0018183050180818,1818101038501018 200 !running patterns left 210 DATA 1818080808080818,1818183C3828640C,18583C7A58CC0206,18987E19384E8200,18987E1918284EC2,18181C7A1A38246C 220 !stop and jump left 230 DATA 1818080808080818,0030380C1A100818,000030380C3A3818,00006070183C3018,00C0E03018100818 240 !jumping left 250 DATA C0C0206090100808,1818281808080600,1818081C08183000,18180A0C08182020 260 !landing right 270 DATA 0018180C0A181018,181808081C0A0818 280 FOR CHRR=40 TO 45 !setup for creating running characters right 290 READ PAT$ 300 CALL CHAR(CHRR,PAT$) 310 NEXT CHRR 320 REM CHR=CHRR 330 FOR CHSR=46 TO 50 !setup for creating stop and jump characters right 340 READ PAT$ 350 CALL CHAR(CHSR,PAT$) 360 NEXT CHSR 370 FOR CHJR=51 TO 54 !setup for creating jumping characters right 380 READ PAT$ 390 CALL CHAR(CHJR,PAT$) 400 NEXT CHJR 410 FOR CHLR=56 TO 56 !setup for creating landing characters right 420 READ PAT$ 430 CALL CHAR(CHLR,PAT$) 440 NEXT CHLR 450 REM left running*********************** 460 FOR CHRL=57 TO 62 !setup for creating running characters left 470 READ PAT$ 480 CALL CHAR(CHRL,PAT$) 490 NEXT CHRL 500 FOR CHSL=63 TO 67 !setup for creating stop and jump characters left 510 READ PAT$ 520 CALL CHAR(CHSL,PAT$) 530 NEXT CHSL 540 FOR CHJL=68 TO 71 !setup for creating jumping characters left 550 READ PAT$ 560 CALL CHAR(CHJL,PAT$) 570 NEXT CHJL 580 FOR CHLL=72 TO 73 !setup for creating landing characters left 590 READ PAT$ 600 CALL CHAR(CHLL,PAT$) 610 NEXT CHLL 602 gir$="FFC3A59999A5C3FF" 605 call char(100,gir$) 620 REM******Create Sprite Idle******** 630 CALL SPRITE(#1,CHRR,2,YP,XP)!create the runner and send running***What to assign chr*** 640 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 650 IF S=0 THEN 1290 !nothing pressed for button keep running 660 REM ********jump routine check******** 670 CALL MOTION(#1,0,0) 680 IF CS<>-16 THEN 720 690 CALL POSITION(#1,YP,XP)!get new position for next sprite 700 GOSUB 760 ! goto jump left 710 GOTO 620 720 IF CS<>16 THEN 1290 730 CALL POSITION(#1,YP,XP)!get new position for next sprite 740 GOSUB 1030 !goto jump right************************** 750 GOTO 620 760 REM *************jump left routine********* 770 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! 780 CALL SPRITE(#1,CHSL,2,YP,XP)!recreate sprite1 as stop and jump characters 790 FOR PT=63 TO 67 !setup stop and jump animation 800 CALL PATTERN(#1,PT) !ANIMATE 810 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 820 NEXT DELAY 830 NEXT PT !continue animating the stop and jump until done 840 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping 850 CS=-18 855 YP=9 860 CALL SPRITE(#1,CHJL,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion 870 FOR PT=68 TO 71 !setup jumping characters left 880 CALL PATTERN(#1,PT) 890 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 900 NEXT DELAY 910 NEXT PT 920 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 930 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 935 YP=12 !RESET YP TO BE GROUND. 940 CALL SPRITE(#1,CHLL,2,YP,XP) 950 FOR PT=72 TO 73 !setup landing animation left 960 CALL PATTERN(#1,PT) 970 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 980 NEXT DELAY 990 NEXT PT ! continue landing animation until last frame 1000 CS=-16 :: CALL MOTION(#1,0,CS) 1010 CALL POSITION(#1,YP,XP)!get new position for next sprite 1020 RETURN 1030 REM *************jump right routine****** 1040 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! right 1050 CALL SPRITE(#1,CHSR,2,YP,XP)!recreate sprite1 as stop and jump characters right 1060 FOR PT=46 TO 50 !setup stop and jump animation right 1070 CALL PATTERN(#1,PT) 1080 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1090 NEXT DELAY 1100 NEXT PT !continue animating the stop and jump until done right 1110 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping right 1120 CS=18 ::YP=9:: CALL SPRITE(#1,CHJR,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion right 1130 FOR PT=51 TO 54 !setup jumping characters right 1140 CALL PATTERN(#1,PT) 1150 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1160 NEXT DELAY 1170 NEXT PT 1180 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1190 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1195 YP=12 1200 CALL SPRITE(#1,CHLR,2,YP,XP) 1210 FOR PT=56 TO 56 !setup landing animation 1220 CALL PATTERN(#1,PT) 1230 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1240 NEXT DELAY 1250 NEXT PT ! continue landing animation until last frame 1260 CS=16 :: CALL MOTION(#1,0,CS) 1270 CALL POSITION(#1,YP,XP)!get new position for next sprite 1280 RETURN 1290 REM **************Check Joyst Options************ 1300 IF JX<>0 THEN 1330 1310 CALL MOTION(#1,0,0) 1320 GOTO 640 1330 REM ********Check direction and continue running.*************** 1340 IF JX<>-4 THEN 1370 1350 CALL POSITION(#1,YP,XP)!get new position for next sprite 1360 GOSUB 1550 1370 IF JX<>4 THEN 640 1380 CALL POSITION(#1,YP,XP)!get new position for next sprite 1390 GOSUB 1410 1400 GOTO 640 !after RETURN goto joyst check 1410 REM ************run right routine******** 1420 CS=16 :: CALL SPRITE(#1,CHRR,2,YP,XP)!create the runner and send running 1430 CALL MOTION(#1,0,JX*4) 1440 FOR PT=40 TO 45 !setup for animating the run 1450 CALL PATTERN(#1,PT) 1460 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1470 REM IF S=0 THEN 1620 else 1670 !nothing pressed for button keep running 1480 IF JX=4 THEN 1510 1490 IF JX=0 THEN 1500 ELSE 1540 !not joy pressed keep running 1500 IF JX=-4 THEN 1540 1510 NEXT PT 1520 IF JX=4 THEN 1440 1530 CALL POSITION(#1,YP,XP)!check position and store before stopping motion 1540 RETURN 1550 REM **********run left routine************** 1560 CS=-16 :: CALL SPRITE(#1,CHRL,2,YP,XP)!create the runner and send running 1570 CALL MOTION(#1,0,JX*4) 1580 FOR PT=57 TO 62 !setup for animating the run 1590 CALL PATTERN(#1,PT) 1600 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1610 REM IF S=0 THEN 1750 else 1800 !nothing pressed for button keep running 1620 IF JX=-4 THEN 1650 1630 IF JX=0 THEN 1640 ELSE 1680 !not joy pressed keep running 1640 IF JX=4 THEN 1680 1650 NEXT PT 1660 IF JX=-4 THEN 1570 1670 CALL POSITION(#1,YP,XP)!check position and store for next sprite 1680 RETURN
  2. This is looking great. Thanks everyone once again. I have ordered by 32k chips for the internal mod. I should have them in about a week so possibly next weekend I'll perform the tasks. So I will certainly have at least 32k (something I'm a bit confused about at the moment). Maybe this isn't the right place to ask this question but I will anyway. I've read that if you buy a peb and add the 32k expansion it actually adds to the already existent 16k essentially giving the console a full 48k. I have not seen the same type of chatter about these other mods. I'm not sure if this 32k internal mod is going to add 32k to my 16k system for the full 48k or if it will bring my system up to 32k total. I also haven't read the entire pdf more than once yet so it's possible I missed the mention of it. Here's all I get: "The mod consists of a single 32k x 8 static RAM chip" which leads me to believe it's adding 32k but then at the end he says "Have fun with your 32k console!" which leads me to believe that is the final total. http://www.harmlesslion.com/text/TI%2032k%20Mod.pdf
  3. In truth, I want the most efficient path from emulation to hardware. I don't really need to develop on the hardware as long as I can get a program from my PC to the TI with as few limitations as possible then I'll be OK I think. Ya never know, I might stat hitting thrift shops and come across one. *shrugs* but for now the 32k internal mod and flashrom should provide everything I need at the moment. Assuming I can get a good development workflow from XB emulation to hardware FR99 execution, I'll be golden for a while. Hopefully long enough to learn TI A/E. So I have a question about limitations. I couldn't just get a FR99 and develop XB stuff, recompile and get working on hardware because I need 32k (which is why that's my next step). Am I going to run in to similar issues with A/E programs?
  4. So I decided to pull the old Amiga 500 out and fire it up again. It powered up just fine confirming I have a 3.1 rom chip installed and after booting to WB1.3 I confirm almost 8mb ram. Great. Power it off. Connect my GVP Impact Series II A500HD+, turn it on by itself and it powers up, platters spinning. Turn it off wait for HDD to go silent. Power the amiga and GVP up at the same time. Amiga does not boot. Caps lock comes on then goes off, no power or activity light shown. GVP powers up just like before. Power everything off, disconnect GVP, boot up amiga to the WB3.1 insert floppy screen again. Seems fine. I remove all ram from the gvp and reset the jumpers to their no mem setting. Reconnect, same thing. Amiga does not boot, it does power on but the power light and activity light do not stay on. I only know it is on by tapping the caps lock key and seeing the light go on and off. Rinse and repeat. It was working when I packed it away. At least I recall it was working. Any tips, known issues, possible part replacement? What about this foot note I found on this website? Would that make sense of this was all working at some point? And where do I find the info about a trace cut? I used to do the cpu removal and replace trace cuts back in the day for the additional ram so I'm not afraid to do another HW project. "problems may arise with the combination of A500, 8372A Agnus and an internal memory expansion with CPU or Gary adaptor - a trace has to be cut to solve the problem" Source:http://amiga.resource.cx/exp/impact500mk2 User Manual: https://computerarchive.org/files/comp/hardware/amiga/GVP_Impact_Series_II_A500_HD_Users_Guide.pdf
  5. I agree, is just pricey right now. I completed the fr99 build. I ordered the parts for both the crystal upgrade and the 32k internal ram upgrade. Under 20 bux for both those upgrade parts and I had to order more than I needed to keep the price lower. I'm having a hard time justifying legacy hardware costs and whining about the gtx 1080 card from nVidia. My wife says I've our the other, the other is almost 700 bux right now. I'm trying to finagle both.
  6. I answered you here since I got a spam posting glitch this morning.. I'm going to try and keep the original thread alive and get this one deleted. http://atariage.com/forums/topic/255787-short-term-goals/?do=findComment&comment=3569786
  7. I want one. I can pay 20 percent of the asking price with shipping. See how stuck I am. Actually, with all the alternative hacks out there, I will only end up needing a disk drive (virtual or other) if I want to give up developing in emulation. Sure is a pretty box though. Has me wanting to hit all the thrift stores.
  8. Is there an alternative to v9t9 when going from XB to FR99? I just followed the steps I was guided down. Always looking to make things more efficient. Your info here is greatly appreciated. PS- hope you enjoyed the gift. (L.Rivera)
  9. I reported this post as well. Mobile device glitch caused multiple duplicate posts.
  10. Get rid of my tape drive. Why? 11k program limit. Built the fr99 from kit. I hope to use this to replace my tape drive. Develop in emulation (extended basic for now, going to learn assembly). Convert xb programs in to fr99 compatible bin files (cartridges). Load programs on tio original hw and use. So I learned I need 32k to see this through. My next project will be the internal 32k upgrade. Chips are already ordered. Then after that I'll do the crystal upgrade for better performance. That part is also ordered. That should complete my short term goals. In the long term I want the nanopeb cf7 and f18a. Cf7 mia, f18a currently above budget. End result, to use the ti (possibly 2 or more together) in a live audio video performance alongside other retro-hacking tech performers this July 5th at Wysteria (https://www.wisteria.org). I'm starting this topic as a way to track progress over the coming year. -Sin
  11. Another PEB on ebay - I have to pass but maybe one of you folks can grab it? http://www.ebay.com/itm/TEXAS-INSTRUMENTS-TI-99-4A-PERIPHERAL-EXPANSION-SYSTEM-PHP1200-IN-BOX-/262539336906?hash=item3d20905cca:g:9tYAAOSw-4BXadSf EDIT: and another, http://www.ebay.com/itm/like/112080078104?format=1&hlpv=1&cond=1&rmvSB=true
  12. History of this little project: https://www.facebook.com/SExmortus/posts/10206705085217747?pnref=story
  13. This isn't what I would call the final version. Just quick and dirty. I can do a much better job once I get confirmation of pass/fail since I can't test on my own until I get my TI upgraded.
  14. Guess what else I just ordered! Too slow. IC,SRAM,CY7C199-35PC, 32KX8,PDIP28,35NS IC,74LS21N,DIP-14,DUAL 4-INPUT AND GATE Oh JOY indeed!
  15. Richard can be contacted by email: swim4home@aol.com Email is dead. I just ordered the chips for the internal 32k mod. That seems pretty straight forward. I'm so psyched for this. Thanks for this .
  16. Here's the video showing the steps I took. Some mistakes along the way, I'm tired. Unfortunately I can't test these myself. https://app.box.com/s/dzjs4ng77jsztzzoil5y2duk1qi8f9on And the bin file resulting from the video. bob.bin
  17. This: https://archive.org/details/softwarelibrary_amiga# Oh and hello everyone. Been busy on the TI forums and haven' had a chance to stop by and say hi prior to this news. Loved he Amiga, all time favorite experience. Still have an A500 - packed it away when the hard disk controller seemed to die. Been thinking of hooking it back up and doing more trouble shooting. That was until I got a TI-99/4a and began playing with it. Any ways, hope to be around more when I do finally break out the old 500. The last time I used it was to connect it to PC and use Amiga Explorer via Cloanto Amiga Forever and a serial cable to transfer floppies to virtual floppy format. Just preserving what little I had left. Thinking about doing some game development on it.
  18. Here's a bin of the above graphics most recently discussed. I saved from XB as merged file then loaded up XB compiler 256 did all that through to the e/a5 file the ti99dir convert to v9t9 and finally module creator 2.0 to get this bin. Can any of you check to see if this works on a flashrom99? bob.bin
  19. I'm going to assume it's not working. One thing that happened which I can't explain nor do I know what to do about. When I saved as A/E5 from XB Compiler it gave me 2 files One was the file name I entered "mus-a" and the other is "mus-b". From that point on I open each one in ti99dir to convert tifiles to v9t9 for both a and b. I only select mus-a as the only program to include in the bin cart file using module creator. Is this the correct process? EDIT: Or do I have to concatenate somehow? EDIT2: Or do I only convert the mus-a file to v9t9 and not the mus-b?
  20. I understand. I've read the limitations to the compiler once I found the link and began looking in to how to use it. Unfortunately, I don't have additional ram and my ony way to tranfer programs from PC to TI is tape drive so I'm stuck with 12k programming to tape. Not this program in particular but another one I wrote is going through the wringer now. I'd like to take this one and the other on to a flashrom99. But I have no way of testing. http://atariage.com/forums/topic/255751-help-compiling-xb-in-to-bin-for-flashrom99/ At some point I'm going to have to get more ram or stop. As far as I can tell I'm stuck with 12k at the moment.
  21. Upgrades, upgrades, upgrades..

    1. GoldLeader

      GoldLeader

      Yes...Where do they all come from?

  22. OK, so I went through the entire process from start to finish undocumented (I have it memorized by now). And in the end, I get this bin file (see attached) Musick.bin Can someone with 32k in their ti put this on their flashrom99 and see if my musick program loads for you? If this worked, I'm going to get very vocal about adding at least 32k to my ti folks. LOL Actually, if this works, I will create a tutorial, step by step with download links and a video as a great big thanks to you for helping me accomplish this. Then I will whine about the additional ram. EDIT: I can see it in the menu of mine but I can't confirm it works since I only have 16k.
  23. Lee Stewart - you have been nothing short of fantastic. I keep hitting brick walls with every step. I get to the finish line and click Create Module. Yab Error: Expanded line too long <Routine[bT_CREATE] Line 20> <#callwait(#constant(xa99) -i#function(modfunc).a99 -o#function(modfunc).obj -l#funtion(modfunc).lst -v -r -S -s)> I suppose I'll have to contact Fred. EDIT: Annnnnnd there's no contact info for him. Update, Well I got past the first error by moving the program to the root of an HDD and copying the source there too. But now I get hit with another error - this error is a bit more specific. Some v9t9 header error - Module Creator start: L99 Linkfile : D:\ModuleCreator_20\Musick\build\MUSI-A.l99 Mapfile : D:\ModuleCreator_20\Musick\build\MUSI-A.map Errorfile: D:\ModuleCreator_20\Musick\build\MUSI-A.ler *L99 v1.6.2 *** Loading object file ... Inputfile = <D:\ModuleCreator_20\Musick\build\modfunc.obj> Module name = <MODFUNCS> Module size = <0000> *** Loading program file ... Inputfile = <D:\ModuleCreator_20\Assembled\MUSI-A> File does't have a correct V9T9 program file header *** Creating cartridge file ... BankId >6000 Table address >6020 Buffer start address >611C, size >1EE4 bytes LO-Mem start address >0000, size >0000 bytes HI-Mem start address >0000, size >0000 bytes Outputfile = <D:\ModuleCreator_20\Musick\build\MUSI-A.bin> Linker errors
  24. OK, here's where I am at. I go in to XB. load my XB program, save "dsk2.musickv1_6",merge I load up XBCompiler and follow all the instructions right down to creating an e/a5 so my final file is now dsk2.musi-a Where do I find Module Creator 2.0 to convert musi-a for flash99?
  25. thanks - that puts the kabosh on so many things. My FR99 is no longer the tool I needed it to be. That's a hard brick wall to hit. So I'm dead in the water with this TI994a stuff. I'll have to stick with emulation.
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