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Everything posted by Sinphaltimus
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Help Compiling XB in to BIN for flashrom99
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Computers
OK, I get as far as extracting a file. Source drive:1 Source file name: Comp_arc (It's actually Comp_arc.bin) Output drive:2 Extract all files? Y RED SCREEN: I/O Error #0 I'll be here all day. Once I figure this out from end to end, I'll do a write up of each and every step I did that works and hopefully get it stickied for the future.- 39 replies
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Help Compiling XB in to BIN for flashrom99
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Computers
I downloaded Wilhelm's XB Compiler from tigameshelf but it itself is a bin file. I'm unable to figure out how to open the bin in an emulator and I am in the middle of searching now when I decided to check back here. Assuming I get the compiler to work and I follow the only video tutorial on the topic, I should end up with a binary that still needs to be converted for the FR99. How do I do that? I'm looking to do that in emulation if possible since you mention I'd need 32k expansion. Assuming I can get all that done, do I still need a 32k expansion on the original hardware to execute my XB program using the FR99?- 39 replies
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I tried Compiler 2.12 but it doesn't create .bin files. What I'm trying to do is run my XB programs from flashrom99 so I need a way to compile XB in to BIN. I've searched and search for anything resembling a step by step and am at a loss.
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Done, thank you.
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Oh no. I'm no discordian. Just a SubGenius. -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
What is the XB compiler? Will it allow me to convert my XB programs to bin files for the flashROM99? EDIT:::Oh, I see: http://atariage.com/forums/topic/206961-xb-compiler-v21/page-6 -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
I basically just wanted a quick and easy switch for Call Magnify (CM). It switches the floating Dobbsheads from big to small and back again (CALL MAGNIFY(3) OR CALL MAGNIFY(4)). -
IT WORKS! Shaky hands, no flux and I needed to use cell phone macro for magnification. Also, a friend of mine noticed my 994a and said he has one in the box with manuals, he's giving it to me in October when we meet again. Yeah, now I'll have one for modding and one for stock. And can only hope this one comes with the mem upgrade. Now that would be something. EDIT: Question: What kind of electronics would I scavenge for a 14.31818 crystal? I have old PCs and laptops, maybe there? CRT monitors? etc?
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Works best in emulation with CPU throttled way up. Messing with "Bob" 100 DATA 4,2,1,5,2,1,6,2,1,7,2,1,8,2,1,9,2,1,10,2,1,11,2,1 110 DATA 12,2,1,13,2,1,14,2,1 120 DATA 57,"000080C0E0F0F8FC",58,"0000000000000000",59,"3F3F3F3F3F1F1F3F",60,"808080008080803F",61,"000000000000003F" 130 DATA 62,"1E1A1E050D050101",63,"60606040C2C2E1F3",64,"0F3F7FFEE4F1FFFF",65,"FFFFFF866622A091" 140 DATA 66,"F8FF7787171D5F1F",67,"0F0F4F4F4F4F4F0F",68,"DBFFEFC7A7A3A343",69,"FEFCF8FB0080E0F2" 150 DATA 70,"0707F3F3737B3E0C",72,"0000000000000000",73,"8080808080808080",74,"0C00000070F8FC9F",75,"00000000005EFFF7" 160 DATA 76,"0C00000000000000",77,"0000000000808080",78,"8080000000000000",80,"1C000000008387CD" 170 DATA 88,"0606060E0C2060F0",89,"73771F0F1E3F7FFF",90,"FCE1FF7FE0C0C0C0",91,"01C1C18303060C18" 180 DATA 92,"C080800000000000",93,"0F1F1F1F1F3F3F3F",94,"FFFFFFFFFF808000",95,"FFFFFFFFFF0E0000" 190 DATA 96,"FFFFFCF080000000",97,"FEBE3F1F1F1F1F2F",98,"3F3F3F3F3E3E1E1A",99,"FFC3FFFF7F4C030F" 200 DATA 100,"80C0C0E1E3E0E060",101,"7F70FEFFDD0D381C",102,"EF6F2727A7270706",103,"0103010101010000" 210 DATA 104,"0F077EF818F0E000",105,"F0F0F0606060C0C0",106,"F7E3C0C080000000",107,"C0FFFF0000000000" 220 DATA 108,"38F0E00000000000",112,"000000010307070F",113,"0000003844544834",114,"0000007844784844" 230 DATA 115,"0000003C40380478",116,"0000007C10101010",117,"0000004444444438",118,"0000004444282810" 240 DATA 119,"0000004444545428",120,"0000004428102844",121,"0000004428101010",122,"0000007C0810207C" 250 DATA 123,"0018202040202018",124,"0010101000101010",125,"0030080804080830",126,"0000205408000000" 260 DATA 32,24,16 270 DATA 112,64,65,66,57,58,58,58,58,58,58,58,58,58,58,58 280 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 290 DATA 93,94,95,96,97,77,58,58,58,58,58,58,58,58,58,58 300 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 310 DATA 59,60,72,61,67,73,58,58,58,58,58,58,58,58,58,58 320 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 330 DATA 98,99,100,101,102,78,58,58,58,58,58,58,58,58,58,58 340 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 350 DATA 62,80,63,74,88,58,58,58,58,58,58,58,58,58,58,58 360 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 370 DATA 103,68,69,104,105,58,58,58,58,58,58,58,58,58,58,58 380 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 390 DATA 75,89,90,91,92,58,58,58,58,58,58,58,58,58,58,58 400 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 410 DATA 70,106,107,108,58,58,58,58,58,58,58,58,58,58,58,58 420 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 430 DATA 76,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 440 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 450 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 460 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 470 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 480 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 490 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 500 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 510 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 520 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 530 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 540 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 550 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 560 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 570 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 580 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 590 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 600 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 610 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 620 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 630 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 640 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 650 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 660 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 670 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 680 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 690 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 700 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 710 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 720 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 730 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 740 DATA 58,58,58,58,58,58,58,58,58,58,58,58,58,58,58,58 750 RESTORE 100 :: FOR C=1 TO 11 :: READ CS,CF,CB :: CALL COLOR(CS,CF,CB):: NEXT C 760 RESTORE 120 :: FOR C=1 TO 56 :: READ CN,CC$ :: CALL CHAR(CN,CC$):: NEXT C 770 RESTORE 260 780 READ W,H,SC :: CALL SCREEN(SC) 790 FOR Y=1 TO H 800 FOR X=1 TO W 810 READ CP :: CALL VCHAR(Y,X,CP) 820 NEXT X 830 NEXT Y 840 RESTORE 100 :: FOR C=1 TO 11 :: READ CS,CF,CB :: CALL COLOR(CS,CF,CB):: NEXT C 850 RESTORE 120 :: FOR C=1 TO 56 :: READ CN,CC$ :: CALL CHAR(CN,CC$):: NEXT C 860 RESTORE 260 870 READ W,H,SC :: CALL SCREEN(SC) 880 FOR Y=10 TO H 890 FOR X=1 TO W 900 READ CP :: CALL VCHAR(Y,X,CP) 910 NEXT X 920 NEXT Y 930 RESTORE 100 :: FOR C=1 TO 11 :: READ CS,CF,CB :: CALL COLOR(CS,CF,CB):: NEXT C 940 RESTORE 120 :: FOR C=1 TO 56 :: READ CN,CC$ :: CALL CHAR(CN,CC$):: NEXT C 950 RESTORE 260 960 READ W,H,SC :: CALL SCREEN(SC) 970 FOR Y=1 TO H 980 FOR X=1 TO 10 990 READ CP :: CALL VCHAR(Y,X,CP) 1000 NEXT X 1010 NEXT Y 1020 CALL CLEAR 1030 CALL CHAR(40,"070E1F1D181E1F0B",41,"090F0B0507363D38",42,"F0B8BCDC0C3C7C28",43,"08B8E830D020C000") 1035 CM=4 1040 RANDOMIZE 1050 X=INT(RND*255)+1 1060 Y=INT(RND*195)+1 1070 CALL SPRITE(#1,40,2,Y,X,Y/100,X/100) 1080 X=INT(RND*255)+1 1090 Y=INT(RND*195)+1 1100 CALL SPRITE(#2,40,2,Y,X,-Y/100,-X/100) 1110 X=INT(RND*255)+1 1120 Y=INT(RND*195)+1 1130 CALL SPRITE(#3,40,2,Y,X,-Y/100,X/100) 1140 X=INT(RND*255)+1 1150 Y=INT(RND*195)+1 1160 CALL SPRITE(#4,40,2,Y,X,Y/100,-X/100) 1180 TB=1 1190 FOR BOB=1 TO 13 1195 1200 TB=TB+1 1210 PRINT TAB(TB);"p@AB9 p@AB9 p@AB9 p@AB9" 1220 GOSUB 1420 1230 PRINT TAB(TB);"]^_`aM ]^_`aM ]^_`aM ]^_`aM" 1240 GOSUB 1420 1250 PRINT TAB(TB);";<H=CI ;<H=CI ;<H=CI ;<H=CI" 1260 GOSUB 1420 1270 PRINT TAB(TB);"bcdefN bcdefN bcdefN bcdefN" 1280 GOSUB 1420 1290 PRINT TAB(TB);">P?JX >P?JX >P?JX >P?JX" 1300 GOSUB 1420 1310 PRINT TAB(TB);"gDEhi gDEhi gDEhi gDEhi" 1320 GOSUB 1420 1330 PRINT TAB(TB);"KYZ[\ KYZ[\ KYZ[\ KYZ[\" 1340 GOSUB 1420 1350 PRINT TAB(TB);"Fjkl Fjkl Fjkl Fjkl" 1360 GOSUB 1420 1370 PRINT TAB(TB);"L L L L" 1390 REM FOR DELAY=1 TO 1000::NEXT DELAY 1400 NEXT BOB 1401 if CM=4 then cm=3 else cm=4 1405 call magnify(cm) 1410 GOTO 1050 1420 FOR FC=1 TO 15 1430 FOR CLR=4 TO 12 :: CALL COLOR(CLR,FC,1):: NEXT CLR 1440 CALL SCREEN(SC):: SC=SC-1 1450 NEXT FC 1460 SC=16 1465 if CM=4 then cm=3 else cm=4 1466 call magnify(cm) 1470 RETURN -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
New and improved running jumping man. 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 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) 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=-12 860 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. 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=12 :: 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. 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 -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
And here is running jumping man. Joystick required push left, runs left, push right, runs right. press button, jumps. I know it's a lot of code, but these are just demos and I want them to run as smoothly as possible. 100 CALL CLEAR 110 YP=12 :: XP=15 :: RS=0 :: CS=6 !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 620 CALL SPRITE(#1,CHRR,2,YP,XP,RS,CS)!create the runner and send running***What to assign chr*** 630 FOR PT=40 TO 45 !setup for animating the run 640 CALL PATTERN(#1,PT) 650 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 660 IF S<>0 THEN 860 !nothing pressed for button keep running 670 IF JX<>0 THEN 780 !not joy pressed keep running 680 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 690 NEXT DELAY 700 NEXT PT 710 CALL POSITION(#1,YP,XP)!check position and store before stopping motion 720 GOTO 630 730 REM **************call joy and key checks********* 740 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 750 IF S=0 THEN 770 ELSE 860 760 !nothing pressed for button so skip next lines 770 IF JX=0 THEN 780 ELSE 950 780 REM ********Check direction and continue runing.*************** 790 IF CS<>-6 THEN 820 800 CALL POSITION(#1,YP,XP)!get new position for next sprite 810 GOSUB 1680 820 IF CS<>6 THEN 740 830 CALL POSITION(#1,YP,XP)!get new position for next sprite 840 GOSUB 1550 850 GOTO 730 !after RETURN goto joyst check 860 REM ********jump routine check******** 870 CALL MOTION(#1,0,0) 880 IF CS<>-6 THEN 910 890 CALL POSITION(#1,YP,XP)!get new position for next sprite 900 GOSUB 1280 ! goto run left 910 IF CS<>6 THEN 740 920 CALL POSITION(#1,YP,XP)!get new position for next sprite 930 GOSUB 1020 !goto run right 940 REM *******run check************ 950 IF JX<>-4 THEN 980 960 CALL POSITION(#1,YP,XP)!get new position for next sprite 970 GOSUB 1680 !joyst left goto run left 980 IF JX<>4 THEN 1010 990 CALL POSITION(#1,YP,XP)!get new position for next sprite 1000 GOSUB 1550 !joyst right goto run right 1010 GOTO 740 !return to joyst check 1020 REM *************jump right routine****** 1030 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! right 1040 CALL SPRITE(#1,CHSR,2,YP,XP)!recreate sprite1 as stop and jump characters right 1050 FOR PT=46 TO 50 !setup stop and jump animation right 1060 CALL PATTERN(#1,PT) 1070 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1080 NEXT DELAY 1090 NEXT PT !continue animating the stop and jump until done right 1100 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping right 1110 CS=12 :: CALL SPRITE(#1,CHJR,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion right 1120 FOR PT=51 TO 54 !setup jumping characters right 1130 CALL PATTERN(#1,PT) 1140 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1150 NEXT DELAY 1160 NEXT PT 1170 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1180 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1190 CALL SPRITE(#1,CHLR,2,YP,XP) 1200 FOR PT=56 TO 56 !setup landing animation 1210 CALL PATTERN(#1,PT) 1220 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1230 NEXT DELAY 1240 NEXT PT ! continue landing animation until last frame 1250 CS=6 :: CALL MOTION(#1,0,CS) 1260 CALL POSITION(#1,YP,XP)!get new position for next sprite 1270 RETURN 1280 REM *************jump left routine********* 1290 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! 1300 CALL SPRITE(#1,CHSL,2,YP,XP)!recreate sprite1 as stop and jump characters 1310 FOR PT=63 TO 67 !setup stop and jump animation 1320 CALL PATTERN(#1,PT) 1330 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1340 NEXT DELAY 1350 NEXT PT !continue animating the stop and jump until done 1360 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping 1370 CS=-12 1380 CALL SPRITE(#1,CHJL,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion 1390 FOR PT=68 TO 71 !setup jumping characters left 1400 CALL PATTERN(#1,PT) 1410 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1420 NEXT DELAY 1430 NEXT PT 1440 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1450 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1460 CALL SPRITE(#1,CHLL,2,YP,XP) 1470 FOR PT=72 TO 73 !setup landing animation left 1480 CALL PATTERN(#1,PT) 1490 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1500 NEXT DELAY 1510 NEXT PT ! continue landing animation until last frame 1520 CS=-6 :: CALL MOTION(#1,0,CS) 1530 CALL POSITION(#1,YP,XP)!get new position for next sprite 1540 RETURN 1550 REM ************run right routine******** 1560 CS=6 :: CALL SPRITE(#1,CHRR,2,YP,XP,RS,CS)!create the runner and send running 1570 FOR PT=40 TO 45 !setup for animating the run 1580 CALL PATTERN(#1,PT) 1590 REM FOR DELAY=1 TO 2 !these delays adjusts animation frame rate to match desired rate. 1600 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1610 IF S<>0 THEN 1670 !nothing pressed for button keep running 1620 IF JX<>0 THEN 1670 !not joy pressed keep running 1630 REM NEXT DELAY 1640 NEXT PT 1650 CALL POSITION(#1,YP,XP)!check position and store before stopping motion 1660 GOTO 1570 1670 RETURN 1680 REM **********run left routine************** 1690 CS=-6 :: CALL SPRITE(#1,CHRL,2,YP,XP,RS,CS)!create the runner and send running 1700 FOR PT=57 TO 62 !setup for animating the run 1710 CALL PATTERN(#1,PT) 1720 REM FOR DELAY=1 TO 2 !these delays adjusts animation frame rate to match desired rate. 1730 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1740 IF S<>0 THEN 1800 !nothing pressed for button keep running 1750 IF JX<>0 THEN 1800 !not joy pressed keep running 1760 REM NEXT DELAY 1770 NEXT PT 1780 CALL POSITION(#1,YP,XP)!check position and store for next sprite 1790 GOTO 1700 1800 RETURN -
I'm already eyeballing more TIs. I'd like to keep at least one unmodded and original.
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I thought I needed 32k and a disk drive to run ea?
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I imagine doing the pre-calculation method at the moent of fireing and then use a glowing red tip on the photon torpedo tube as if it's warming up while the precalcs take place. A way to "hide" the thinking process.
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Animation tool?
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Feel free to throw in my new musick program done in extended basic. It does not require 32k as it's made for tape transfers and must be under 12k for such a thing. Here's the link but do scroll to the bottom for the **FINAL** version which is 1.6 at the moment. http://atariage.com/forums/topic/255396-new-musick-program/
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That's pretty much what I did. Been updating the code here: http://atariage.com/forums/topic/254360-graphics-on-your-ti-are-you-interested/
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My flashrom99 kit arrived today! I'll probably work on it any day now. I have to read the instructions a thousand times first.
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Yes boy's & girl's it's all about... NECRO THREADS!
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
I'm here to code. In returning to the TI since I was a wee little boy, i have started to learn extended BASIC which I did not have back in the day. Back then it was only BASIC for me. In learning Extended BASIC, I realized I really should be learning Assembly Language. But I do not have the hardware to support that. I suppose I can do it in emulation. So while playing with XB, I've also just started reading "Fundamentals of ti-99/4a Assembly Language" By M.S. Morley. I hope that's a good start. Sounds like it in the Preface.- 21 replies
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I've run in to that issue with various 2d game engines where the collision detection gets missed on fast moving objects. I've also ran in to that here in this very program where I was waiting for the column position to equal 100 then initiate the jump. It would miss every so often so I put in a small range. About the video timing... Do I have any control over that in xb? That sounds more like an al process.
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
So this tiny little journey of mine keeps evolving. Each post a little something more than the last. Here's running stick figure dude - this time a button press of the joystick OR a keypress on the left side of the keyboard will invoke the jump. Or else, he just keeps on running. Added comments too as I think it will be useful for anyone who comes after me with less know how than I. 100 CALL CLEAR 110 YP=12 :: XP=15 !start position 115 !running patterns 120 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 125 !stop and jump 130 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 135 !jumping 140 DATA 0303040609081010,1818141810106000,1818103810183020,1818503018080C00 145 !landing 150 DATA 1818705018080C00,0018183070103830 160 FOR CHR=40 TO 45 !setup for creating running characters 170 READ PAT$ 180 CALL CHAR(CHR,PAT$) 190 NEXT CHR 200 FOR CHS=46 TO 50 !setup for creating stop and jump characters 210 READ PAT$ 220 CALL CHAR(CHS,PAT$) 230 NEXT CHS 240 FOR CHJ=51 TO 54 !setup for creating jumping characters 250 READ PAT$ 260 CALL CHAR(CHJ,PAT$) 270 NEXT CHJ 280 FOR CHL=56 TO 56 !setup for creating landing characters 290 READ PAT$ 300 CALL CHAR(CHL,PAT$) 310 NEXT CHL 320 CALL SPRITE(#1,CHR,2,YP,XP,0,6) !create the runner and send running 330 FOR PT=40 TO 45 !setup for animating the run 340 CALL PATTERN(#1,PT) 350 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 360 NEXT DELAY 370 CALL POSITION(#1,YP,XP) !check position and store before stopping motion 380 CALL JOYST(1,X,Y)::call key(1,b,s) !check for joystick input (ket is for fire button) 385 if s=-1 then 410 !fire button pressed jump to jump (410) 390 NEXT PT !continue animating the run 400 GOTO 330 !if no joystick input interuptions then continue running. 410 CALL MOTION(#1,0,0) !joystick button pressed so STOP running! 420 CALL SPRITE(#1,CHS,2,YP,XP) !recreate sprite1 as stop and jump characters 430 FOR PT=46 TO 50 !setup stop and jump animation 440 CALL PATTERN(#1,PT) 450 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 460 NEXT DELAY 480 NEXT PT !continue animating the stop and jump until done 490 CALL POSITION(#1,YP,XP) !get new postion for animating the jumping 500 CALL SPRITE(#1,CHJ,2,YP,XP,0,6) !recreat sprite 1 as jumping characters and put in to motion 510 FOR PT=51 TO 54 !setup jumping characters 520 CALL PATTERN(#1,PT) 530 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 540 NEXT DELAY 550 NEXT PT 570 CALL MOTION(#1,0,0) !stop motion at end of jumping animation to begin landing animation. 580 CALL POSITION(#1,YP,XP) !get new position for starting landing animation. 590 rem CALL DELSPRITE(ALL) 600 CALL SPRITE(#1,CHL,2,YP,XP) 610 FOR PT=56 TO 56 !setup landing animation 620 CALL PATTERN(#1,PT) 630 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 640 NEXT DELAY 650 NEXT PT ! continue landing animation until last frame. 670 RESTORE 120 !getting ready to do it all over again. 680 CALL POSITION(#1,YP,XP) !get current position to start all over again from new position. 690 GOTO 320 !start all over again. -
I may have arrived just in time! I swear, I know you're all just creatures on a mudball in space just like me but I feel like I'm amongst gods. The threads and brilliance and knowledge packed away in these forums. I'm happy to be here. Thank you all for not being like a lot of other creatures I've run in to as a noob in other forums.
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I contacted Marc. it sounds like he does the work but doesn't have the parts. Like if I sent him everything and paid him to do it. I guess if he had the 32k kits he'd have sold them by now. It won't be the first party I've arrived late to. I'm still enjoying every bit of it.
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*sigh* - I'm going to enjoy what I have and work the best I can within the confines of my limitations. I am saving up for a new video card for my PC. Maybe someday a CF& or other 32k expansion (internal maybe) will pop up on the ebays.
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a PEB, is that the big expansion bays box I keep seeing for $300 on eBay?
