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basic compiler


rocky007

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I'd say rename .bin to .arc and try to unarc it using ARC303G... I seem to remember that I had to do that... maybe.

 

If that doesn't work, let me know... I'll try to find my copy, zip it up, and send it over.

 

Why rename it? Classic99 doesn't care about extensions. :)

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Which is it? R or RC?

 

"R" means define registers (ie: you want to use, for instance, "R1" instead of just "1" in your code)

"C" means write a compressed object code - the resulting file is binary rather than text and about 1/4 the size, but can't be loaded in XB.

"L" means to write a listing file (to whatever device or filename you enter in the next line)

 

Those are the only ones I ever used, I think there are more. Check the Editor/Assembler manual for more details. :)

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i can believe it Xcom was on ebay....http://newsgroups.derkeiler.com/Archive/Comp/comp.sys.ti/2007-11/msg00005.html... and no trace nowhere.

 

SST look also very interesting, i'm trying to put it on disk, and try with real hardware... i installed omniflop, but my old 5 1/4 floppy don't work. I tryed to connect the TI99 one, it looks working ( starting under windows ), but reconize nothing.

 

Opry99er, how did u installed a 3 1/2 in TI99 ? you remplaced some circuit in disk controller ?

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i can believe it Xcom was on ebay....http://newsgroups.derkeiler.com/Archive/Comp/comp.sys.ti/2007-11/msg00005.html... and no trace nowhere.

 

Daaamn. Stupid ebay won't us view this listing to find the owner. Grrrr. Maybe Ben Yates knows about this? He's still around, right?

 

Hey buddy... you should make up a little vid of your program running at BASIC speed and then at assembly speed. =) Kind of a before-after kind of thing... How fast is it? Unplayable? I like that kind of stuff.

 

Unplayable. However, some of the stuff I worked. For example, my keypress routine for selecting a level checks for key lifted before accepting another value. But once you get into the game loop, press a button and you're dead. TOO FAST. Think my call sounds in-game are negative, so, perhaps merely fixing that will help, but I suspect I'll need a delay of some sort.

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Ok, here's my unplayable game. Not sure when I'll get time to slow it down, but it shouldn't be that much work.

 

BloxAsmXB.zip

 

BTW - I'm wondering - how much memory usage is generally available compared to BASIC... AKA - are compiled games smaller / larger in byte size to allow larger games to be created (although terribly difficult to debug). :)

 

-H

Edited by unhuman
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Great... DLing now. =)

 

Slow-down could be as simple as 2 or 3 delay loops within the game loop. I use this while doing my small assembly demos, like BABY STEPs... I had to set up a loop to slow it down. in BASIC, normally you'd use CALL SOUND, but since you're compiling it, CALL SOUND has the same 'durations' regardless of compiled or straight BASIC. Use the assembly technique in BASIC--- at least give it a shot.

 

10 SETTING UP CHARACTERS
20 DIM ARRAYS
50 BEGIN GAME LOOP
100 GAME CODE LOOP
120 GAME CODE LOOP
130 FOR I=1 TO 400 :: NEXT I !new part of code
140 GAME CODE LOOP
150 GAME CODE LOOP
160 FOR I=1 TO 400 :: NEXT I !new part of code
170 END GAME LOOP
180 SUB-PROGRAMS
.
.

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Ok, here's my unplayable game. Not sure when I'll get time to slow it down, but it shouldn't be that much work.

 

BloxAsmXB.zip

 

BTW - I'm wondering - how much memory usage is generally available compared to BASIC... AKA - are compiled games smaller / larger in byte size to allow larger games to be created (although terribly difficult to debug). :)

 

-H

 

yes, it's very very fast ;)

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Nope--- never even heard of it. =) I DID find the XCom compiler manual, but (like you) could not find the program. Give me a half hour or so... I bet I can find it somewhere. =)

 

BTW, the best way to deal with the WHT insanity is to find someone who DLed the torrent... they can search the entire WHT database in an instant using the PC's built in search engine... way better than beating your head against the wall trying to find anything on WHT. =)

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Found this information from the depths of the FTP site... still looking for the actual program....

 

First Impressions of XCOM, a Basic/Xbasic Compiler from DKM Enterprises, p.O.

Box 501046, Indianapolis IN 46250-1046..

.

Well, I got it, I've mentioned it before here, this Basic/XB Compiler from

"DKM". After some hints I got my wife to get it for me for Xmas. Considering

that it's 49.95 this was quite a step on my behalf, getting an "untried" piece

of software for a "you got to be the best thing since sliced bread price" in

the TI world. The program comes on a "protected disk". I know there are many

out there who would not get anything if it's protected. Actually, in this case

I can almost live with the protection **** IF ***** the loader for the compiled

programs were unprotected. In fact, just as there is now a fortran loader and

quick-run loader released, it's absurd to not just release a loader into the

public domain. As it turns out now, even after compiling your program, you

still must use the "PROTECTED" disk to load your program. Totally

unacceptable. It also uses either the MINIMEM or Editor/Assembler cart to

compile or load the programs. I also found that it would not work with the

Gram Kracker Utilities version of the E/A (E/A loaded with XB). XCOM also uses

the RAM in the MINIMEM so larger programs can be compiled and run with it over

the E/A. I assume, but do not know for sure, that a supercart would also help. .

.

Compilation involves saving your program in merge format. If Basic, there is

a utility to allow you to save your programs in merge format using either the

minimem or E/A carts with basic selected. To compile you use option 3 of e/a

or 1 of minimem. The filename is "XCOM". It asks for a source name and a name

for your compiled program. I found no problem using either the Myarc RAM Disk

as DSK5 or the CC RAM disk on my second system as DSK3. Worked fine. ONE BIG

ANNOYANCE I HAD WAS THE AUTO DEFAULT TO DSK1 FOR A WORK DISK! Need to have an

unprotected disk in drive 1 for it to create a work file to use. It deletes it

when it's done. I would much prefer the option to select a work drive. I

would of course select a RAM disk drive #. The compiled programs are run using

a "LOAD" program which much be first loaded using again option 3 of e/a or

option 1 of minimem. When loading it obviously loads several utilities. The

disk does not have to be in drive 1. I had it in drive 4. It keeps looking

for a disk name obviously. Did that several times. Then you load your

compiled program and off it runs. Quick, I must admit. Tried compiling

several programs, found that it stumbled of things like "USING" and "IMAGE".

It gave gave compilation errors with those. I tried it with a Basic calendar

program I have. It MOVED!!!! Much faster I must admit. Tried it with an old

Xbasic game called something like "SPACEPATRL". It ran much faster but seemed

to have trouble defining the sprites. My sprites were just large letters. The

joystick scan seemed to be much faster. There were very few missed "COINC"

that Xbasic is famous for. .

.

The compiled code is D/F 80 and uncompressed. A 22 sector original program

wound up as a 94 sector D/F 80 file. If a loader were available to be released

into the public domain as it should, I would upload it with before and after

files so you could see for yourself. .

.

The program needed to load the compiled code and the compiled code itself

should be in program image format and the loader, at least, should be converted

to work in XB, possibly by using a "SYSTEX" type aproach. The best approach

would be where the utilities to run the compiled program and the compiled

program itself would be combined in a "Program Image" format capable of being

run from Option 5 of E/A or any other program image loader..

.

I feel XCOM has alot of potential. It's an approach to the one utility that

we are still hurting for. Mr Douglas Martin of DKM should talk to either

Barry Traver of Genial Software or Chris Bobbit of Asgard Software. I had

previously suggested to Mr Martin that he join Genie. If he has, he's never

left a message. I suggested to him that he attend and give a demo at the TI

Faire in Chicago. He never did. As I've said before, DKMs distribution

capacity are poor even by orphan standards. I feel the marketing capacity of

ASGARD software or Genial Software, plus the technical expertise that they

could supply/get to aid Mr Martin. Could aid in turning XCOM into the next big

seller in the TI world.

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it's really pitty that i can't transfert it to PC for now... absolutly need to find a working 5 1/4 for my PC.

 

For WHT, u can search easily in typing http instead of ftp : http://ftp.whtech.com/index.php , but anyway, with the word "compiler", i found only 1 compiler and user manual of SST & XCOM

Else if, you can download the whole FTP easily, as it's a FTP ;) just use FileZilla

Edited by rocky007
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Hey Rocky-- are you IN France? If so, I'd like to ask you a favor. =)

in belgium, france is 40km from my home ;) tell me what can i do for you ?

 

 

By the way, so pic of the compiler of Peter Kull ( the same programmer than Dos99 )

Unfortunally, all the doc is in german, need to convert on PC and translate it.

post-25699-129859238754_thumb.jpg

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BTW, the best way to deal with the WHT insanity is to find someone who DLed the torrent... they can search the entire WHT database in an instant using the PC's built in search engine... way better than beating your head against the wall trying to find anything on WHT. =)

 

Can't get the torrent anymore. How big is the archive? Shouldn't it pretty much fit on a single DVD or 2? I'd love to have a copy.

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BTW, the best way to deal with the WHT insanity is to find someone who DLed the torrent... they can search the entire WHT database in an instant using the PC's built in search engine... way better than beating your head against the wall trying to find anything on WHT. =)

 

Can't get the torrent anymore. How big is the archive? Shouldn't it pretty much fit on a single DVD or 2? I'd love to have a copy.

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Ok - I've updated BloxoTIz to be compiled. Everything seems to work... Even found a bug in the compiler!

 

BloxoTIz

 

What I had to do:

 

1. Insert a delay (1 to 750) in the game loop.

2. Increase the sound length when scrolling level data... It was too fast

3. Detect key state logic by myself. the "S" in the CALL KEY(1, K, S) doesn't work properly. The K is fine. I use this to prevent flipping back and forth repeatedly when your block is split.

 

Everything else was pretty much fine.

 

What I might do at some point:

 

1. Come up with a way to make the game more responsive to input. You have to hold the joystick down for a bit for it to act... Sort of like basic, but here it feels more wrong & unnatural. I probably could put the joystick detection in the delay loop - and just remember what was done (in case the joystick was released).

 

Anyhow, enjoy!

Edited by unhuman
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