F.G. Kaal Posted September 5 Share Posted September 5 (edited) 21 hours ago, SteveB said: Could you send me a version with an increased constant, 2500 or 3000 ? Here it is XA99 with a max space for 3000 symbols, untested by myself but what can possibly go wrong Xa99_35c.zip If I remember correctly it is now the 3rd time I increased the maximum number of symbols. Maybe I must convert that fixed table to something more dynamic with alloc and realloc and add an extra 100 symbol locations every time the assembler runs out symbol space. Edited September 5 by F.G. Kaal 2 Quote Link to comment Share on other sites More sharing options...
SteveB Posted September 6 Share Posted September 6 I don't know about other languages, but we are pushing the compiled XB already to the limit at 2000 symbols, 3000 sounds more than sufficient. But my first test got another error: PASS 2 ERRORS ***** VALUE OVERFLOW OR NEGATIVE - 4333 I can't locate the error in the list-file. The same code works with version 3.3a I'll send you my code in a direct message. Quote Link to comment Share on other sites More sharing options...
SteveB Posted September 6 Share Posted September 6 On 9/5/2024 at 2:30 PM, senior_falcon said: XB256 >1820 - >37D7 So I could use almost 8kb VRAM in XB256 without worrying? Even with 1k on either side to keep the XB loader safe, this would be 6kB ... amazing! Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted September 7 Author Share Posted September 7 3 hours ago, SteveB said: So I could use almost 8kb VRAM in XB256 without worrying? Even with 1k on either side to keep the XB loader safe, this would be 6kB ... amazing! Some of that depends on what you want to do with the XB loader. If you don't care about returning to XB then you can use it all, and return via the quit key. If you want to return to XB when the program is done, then you might need to save 50 bytes at the >1820 end, and maybe a little more at the upper end. I'm guessing 100 bytes should be enough. 2 Quote Link to comment Share on other sites More sharing options...
F.G. Kaal Posted September 7 Share Posted September 7 Here is a better version of XA99 3.5/D: Xa99_35d.zip Complaints about nagative values for BSS or BES after a formula is evaluated completely 2 1 Quote Link to comment Share on other sites More sharing options...
SteveB Posted September 7 Share Posted September 7 It works for me now, thank you! XA99 is such an underrated tool ... for those who don't know it, XA99 is a tiny E/A compatible assembler console-program for the windows PC, making it very easy to script or call from a program like TiCodEd instead of the GUI app ASM994. 4 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted Monday at 12:10 AM Author Share Posted Monday at 12:10 AM (edited) Here is JUWEL7. Juwel7 - Sound lists and compressed data statements can now be used with The Missing Link and they can be used while running in XB or when compiled. The steps to do this are similar to those used in XB256, but there are differences, so there is a file describing how to do this. The folder TMLSOUNDPLAYER has the docs, TML Sound Player and Compress.pdf, and the supporting files TMLCWRITE.OBJ, TMLCWRITC.TXT, TMLSOUNDC.TXT, HMSOUND.OBJ, and HMSOUNDC.TXT Tursi's sprite flicker routine is now built into the compiler. This can be used with standard XB or with XB256. You can find details on how to use this in the folder named FLICKERROUTINE. I also added HMLOADER to the package, which is something I thought I had done long ago, but in checking back I see that I had not done that. Also, it is now possible to add your own assembly code to the runtime routines so they are part of the compiled code. I hope that everything is in here. It is really sprawling these days, so it is hard to get it all wrapped up. The latest version of XB 2.9 G.E.M. is included in the package. JUWEL7.zip Edited Monday at 12:37 AM by senior_falcon 10 5 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted 12 minutes ago Share Posted 12 minutes ago (edited) A little demo I made which takes use of the modified CALL HCHAR command with the extra parenthesis. Due to being able to do something like this; CALL HCHAR(BX1,BY1,96,1,BX2,BY2,104,1,BX3,BY3,112,1) and so on ... It really does speed up the HCHAR. We have stars that scroll at two different speeds , the balls, and the ground scrolls two different speeds. This was then compiled but without the new HCHAR it would be clunkier as I'm pushing the TI a little here No sprites were used, it's all character graphics. Which means I could improve this demo even further with sprites. js99er-20241003173631.webm Edited 10 minutes ago by Retrospect Quote Link to comment Share on other sites More sharing options...
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