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Everything posted by Sinphaltimus
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I'm just looking for what ever works and is within budget for me. In either a kit (with all parts included and programmed) or finished product ready to install. Just need more ram. And a better storage medium than tape but that's lower priority since I'm getting a flashrom99, I can just develop and test in emulation then use the FR99 to load on to actual HW. The tape drive is currently my only way of getting files from PC to TI and that limits me to 12k files regardless of how much ram I have. With the flash rom, i gain slightly over a full k of additional free space.
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Much better run jump run: 100 CALL CLEAR 110 YP=12 :: XP=15 120 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 130 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 140 DATA 0303040609081010,1818141810106000,1818103810183020,1818503018080C00 150 DATA 1818705018080C00,0018183070103830 160 FOR CHR=40 TO 45 170 READ PAT$ 180 CALL CHAR(CHR,PAT$) 190 NEXT CHR 200 FOR CHS=46 TO 50 210 READ PAT$ 220 CALL CHAR(CHS,PAT$) 230 NEXT CHS 240 FOR CHJ=51 TO 54 250 READ PAT$ 260 CALL CHAR(CHJ,PAT$) 270 NEXT CHJ 280 FOR CHL=56 TO 56 290 READ PAT$ 300 CALL CHAR(CHL,PAT$) 310 NEXT CHL 320 CALL SPRITE(#1,CHR,2,YP,XP,0,6) 330 FOR PT=40 TO 45 340 CALL PATTERN(#1,PT) 350 FOR DELAY=1 TO 10 360 NEXT DELAY 370 CALL POSITION(#1,YP,XP) 380 IF XP>100 AND XP<104 THEN 410 390 NEXT PT 400 GOTO 330 410 CALL MOTION(#1,0,0) 420 CALL SPRITE(#1,CHS,2,YP,XP) 430 FOR PT=46 TO 50 440 CALL PATTERN(#1,PT) 450 FOR DELAY=1 TO 10 460 NEXT DELAY 470 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 480 NEXT PT 490 CALL POSITION(#1,YP,XP) 500 CALL SPRITE(#1,CHJ,2,YP,XP,0,6) 510 FOR PT=51 TO 54 520 CALL PATTERN(#1,PT) 530 FOR DELAY=1 TO 10 540 NEXT DELAY 550 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 560 NEXT PT 570 CALL MOTION(#1,0,0) 580 CALL POSITION(#1,YP,XP) 590 CALL DELSPRITE(ALL) 600 CALL SPRITE(#1,CHL,2,YP,XP) 610 FOR PT=56 TO 56 620 CALL PATTERN(#1,PT) 630 FOR DELAY=1 TO 10 640 NEXT DELAY 650 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 660 NEXT PT 670 RESTORE 120 680 CALL POSITION(#1,YP,XP) 690 GOTO 320 -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Disclaimer: I'm focusing more on the code than the graphics at the moment. Not many options 8x8 but it's fun and challenging. Run then Jump then run some more... 100 CALL CLEAR 110 YP=12 :: XP=15 120 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 130 FOR CHR=40 TO 45 140 READ PAT$ 150 CALL CHAR(CHR,PAT$) 160 NEXT CHR 170 CALL SPRITE(#1,CHR,2,YP,XP,0,6) 180 FOR PT=40 TO 45 190 CALL PATTERN(#1,PT) 200 FOR DELAY=1 TO 10 210 NEXT DELAY 220 CALL POSITION(#1,YP,XP) 230 IF XP=100 THEN 260 240 NEXT PT 250 GOTO 180 260 RESTORE 280 270 CALL MOTION(#1,0,0) 280 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 290 FOR CHR=41 TO 45 300 READ PAT$ 310 CALL CHAR(CHR,PAT$) 320 NEXT CHR 330 CALL SPRITE(#1,CHR,2,YP,XP) 340 FOR PT=41 TO 45 350 CALL PATTERN(#1,PT) 360 FOR DELAY=1 TO 10 370 NEXT DELAY 380 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 390 NEXT PT 400 DATA 0303040609081010,1818141810106000,1818103810183020,1818503018080C00 410 FOR CHR=42 TO 45 420 READ PAT$ 430 CALL CHAR(CHR,PAT$) 440 NEXT CHR 450 CALL POSITION(#1,YP,XP) 460 CALL SPRITE(#1,CHR,2,YP,XP,0,6) 470 FOR PT=42 TO 45 480 CALL PATTERN(#1,PT) 490 FOR DELAY=1 TO 10 500 NEXT DELAY 510 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 520 NEXT PT 530 CALL MOTION(#1,0,0) 540 CALL POSITION(#1,YP,XP) 550 CALL DELSPRITE(ALL) 560 DATA 1818705018080C00,0018183070103830 570 FOR CHR=44 TO 45 580 READ PAT$ 590 CALL CHAR(CHR,PAT$) 600 NEXT CHR 610 CALL SPRITE(#1,CHR,2,YP,XP) 620 FOR PT=44 TO 45 630 CALL PATTERN(#1,PT) 640 FOR DELAY=1 TO 10 650 NEXT DELAY 660 REM CALL POSITION(#1,YP,XP)::rem PRINT XP 670 NEXT PT 680 RESTORE 120 690 CALL POSITION(#1,YP,XP) 700 GOTO 130 -
100 CALL CLEAR 200 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 300 for chr=40 to 45 425 READ PAT$ 450 CALL CHAR(CHR,PAT$) 475 next chr 500 CALL SPRITE(#1,CHR,2,12,15,0,6) 600 for pt=40 to 45 700 call pattern(#1,pt) 750 for delay=1 to 10 760 next delay 800 Next pt 900 goto 600
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Thanks to all the great folks here who answered my call for help on animating sprite patterns - here is more efficient code of the dude running. 100 CALL CLEAR 110 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 120 FOR CHR=40 TO 45 130 READ PAT$ 140 CALL CHAR(CHR,PAT$) 150 NEXT CHR 160 CALL SPRITE(#1,CHR,2,12,15,0,6) 170 FOR PT=40 TO 45 180 CALL PATTERN(#1,PT) 190 FOR DELAY=1 TO 10 200 NEXT DELAY 210 NEXT PT 220 GOTO 170 -
I'm not even close to multi-color yet. I'm just trying to get a grip on 8x8 animating stick figures for the moment. But there's color in my future for sure.
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OK, this looks exactly like what I'm looking for. Yeah. I think I may just rtfm on XB from cover to cover so I at least get the different commands in to my brain for later recall. Thanks, I'm going to try this right now!
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I guess I don't understand the other subprograms and what they do. I can add the velocity arguments but how do I cycle through the patterns at the same time?
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Ok. I'm going to play with this a lot. The issue I have with the additional velocity setting is being able to cycle through patterns without having to call the sprite again. Like having the call sprite outside of the for next loop. But then it wouldnt animate. When I used the additional arguments to set the sprite in motion within the for next, I would be resetting the start position. So the only easy I could think to do it was the way I've shown. This is strictly for me to contribute to the ti graphics thread. Looking for the most efficient method without trying to reinvent the wheel. Call motion. I barely recall that. I should probably read the extended basic manual cover to cover. Thanks for the advice. I'll be sure to follow up later with more animation shenanigans.
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Is there a way to create an animated sprite and then put it in to motion with the call sprite command? So that it moves (column and/or row velocity) and still be animated? The only way I could think of doing this is shown below and I have to use a stationary sprite to accomplish this illusion by changing its column position instead of using the column velocity. 100 CALL CLEAR 200 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 300 R=12 :: C=1 400 CHR=39 500 FOR DIST=1 TO 200 :: CHR=CHR+1 600 IF CHR<=44 THEN 800 ELSE 700 700 CHR=40 :: RESTORE 200 800 C=C+1 :: IF C>=250 THEN 300 900 READ PAT$ 1000 CALL CHAR(CHR,PAT$) 1100 CALL SPRITE(#1,CHR,2,R,C) 1200 NEXT DIST 1300 RESTORE 200 1400 GOTO 300
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
And running across the screen... 100 CALL CLEAR 200 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 300 R=12 :: C=1 400 CHR=39 500 FOR DIST=1 TO 200 :: CHR=CHR+1 600 IF CHR<=44 THEN 800 ELSE 700 700 CHR=40 :: RESTORE 200 800 C=C+1 :: IF C>=250 THEN 300 900 READ PAT$ 1000 CALL CHAR(CHR,PAT$) 1100 CALL SPRITE(#1,CHR,2,R,C) 1200 NEXT DIST 1300 RESTORE 200 1400 GOTO 300 -
Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
First time doing 8x8 animation on a TI. Playing with a run cycle. XB 10 call clear 20 data 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 30 for chr=40 to 45 40 read pat$ 50 call char(chr,pat$) 60 call vchar(15,12,chr) 70 next chr 75 restore 20 80 goto 20 -
BR Klaus. Thank you very much for that response. I will certainly search fir any projects and parts I can get as a kit if they exist. I saw CF7 in several posts just haven't taken a closer look as I wasn't sure what I was looking at. Coming late to the party hurts. I can't even find any sort of 32k upgrade kit packaged and ready to sell. Since guy was selling one in e bay the other day for a hundred bucks. I offered 30 and got shut down. It's ok, I may not be having as much fun as I could be but in I'm still having fun. I also have a kit if links I have yet to investigate fully, all ti hardware mod related. I just have to keep costs low, I already got the stink eye for buying a ti recently. So complete kits are what in hunting. Like the flashrom I ordered. I'm going to use that to store (via pc) all the programs I plan to write this year.
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Yeah, my apologies, I'm no good at hunting down parts. Especially a GRom from an assembler cart - I've already lost several ebay bids on assembler carts just because I want to learn assembly language. I do much better with complete "kits" sold as a package. That's to say I know nothing of the products I would have to buy and would end up purchasing half the wrong things.
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Yeah, I understand some of what you're telling me but it's above my head. I can follow instructions and solder things but I'm not at all familiar with assembly or hardware at that level. owever, sounds like your board is ready to go? But I can't find anything that fits the description or name at that site. https://www.arcadeshopper.com/wp/?page_id=11#!/Cartridge-Boards/c/16275020/offset=0&sort=nameAsc
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FlashRom99. Yes I know what ROM means. I'm sure this was settled ions ago but I have to ask anyway. What about a FlashRam99? I was watching a video on youtube last night in regards to configuring a software on the TI when writing to a cartridge. In the demo I think I heard the person say that there were real world grom write limitations to the hardware, it would simply break down. I was pretty amazed to find out you could write to cartridges using a TI and am wondering why such a process could not be used to somehow emulate a storage device. Not actually on a real cartridge but possibly a flash card read/write that emulates a cartridge like the flashrom99 seems able to do. I guess it took me all that text to ask this, why is the flashrom99 read only when connected to the ti? PS - My flashrom99 kit hasn't arrived yet but I'll have one soon.
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I use it for fun. Haven't had one in many many years, just recently picked one up and made an XB audio program for it. Now I want to make another XB program for audio that plays with the speech synth. I like these as side projects. I may start making some games soon as well. I'm just having fun on the machine that started it all for me. And sharing with the community that has kept it alive for so long. Yeah, that too.
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
I love graphics and animation. I create them all the time. I would love to learn and do the same on the TI, just for viewing or actual program assets (code for use in any scenario). I don't care what it is. I'll create things right away. No kidding. I mean it. I mean seriously, it was my TI-99/4a that got me started and I haven't stopped yet so going back to my roots feels very exciting. -
Fantastic! Will do. I just found the emoticon enabler that I disabled as well.
- 16 replies
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Musickv1.6.zip ***FINAL*** Unless you find something wrong for me to fix or some tips and advice for using less code, this is it. All bugs fixed, all features working as originally intended. Musick v1.6 FINAL FIXED: Out of memory while sliding Tremolo or Psych-D Tremolo( Adjusting Note Frequency with []) Tremolo no longer goes silent during slide ( Adjusting Note Frequency with []) Physchodelic Tremolo FX (Psych-D Tremolo) now sounds distinctly different and more weird than the standard Tremolo effect. I can say this is done, but one of you may find something broken which would require a fix so go and play. Special Note: This program runs on an unmodified TI-99/4a with 16k ram and Extended Basic. To really have fun with this, run in an overclocked emulator such as Classic99 with CPU throttle enabled. Setting to Maximum causes some inputs to go undetected on occasion. Try CPU overdrive instead. The zip file contains a wave file for loading on to a tape for original hardware, a fiad file for an emulator and a text file for manual entry or copy/paste. Please share.
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This is great. Thanks. I too have a standard ram ti. My flash rom 99 kit is on the way.
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New Version 1.3 - Fixed GUI elements not displaying correctly. Some code optimizing gave me back 10 bytes! Probably more to come. Known Issues: Need to fix the tone as the frequency is adjusted during a tremolo fx. It shouldn't go silent. Included in the zip is a wav file, fiad file and plain text of the Program. EDIT Fixed 10k to 10 bytes Musick v1.3.zip
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Thank you everyone, I'm going to continue to make improvements to performance and size for a few more versions until I think it's really done and glitch free. Then I'm going to start on another audio project with the TI. I really want to do something with speech next.
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If you copy and paste it all in to a plain text editor, the smiley faces go away and are replaced by proper text. Although that code is old. Follow the link in my most recently reply before this one to a thread with an updated version..
- 16 replies
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- #ExtendedBasics
- #Errors
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Thanks, I had a much more elaborate GUI until I realized my real world limitations. It's my first go at Extended Basic and I'm not entirely done yet due to some imperfections that shouldn't be. I'm also starting to read about the TI's Assembly Language. I'm not done with XB by any means. Just having fun as long as it is. If you're interested in seeing this take place and the original GUI concept to completion, here's a link to my FB thread where it is happening. https://www.facebook.com/SExmortus/posts/10206543271892515
