+arcadeshopper Posted May 6, 2016 Share Posted May 6, 2016 I'd like to bring the hive mind together to gather/complile a pile of these games for a future multicart. I submit, compiled camelot, source 99er magazine tibasic game camelot.zip 3 Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted May 6, 2016 Share Posted May 6, 2016 I will have to dig through gamebase and find some favorites to compile. -M@ 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted May 6, 2016 Share Posted May 6, 2016 Post #173 of the Aperture thread in the Development section has a compiled version of Aperture. Unzip the folder and run APERTURE-C in XB. Compiling this akes a great game even better! 1 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 7, 2016 Author Share Posted May 7, 2016 Post #173 of the Aperture thread in the Development section has a compiled version of Aperture. Unzip the folder and run APERTURE-C in XB. Compiling this akes a great game even better! Thanks attaching here I so didn't notice that version had been done i was showing off aperture at the Fest west too! APERTURE-C714.zip Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 7, 2016 Author Share Posted May 7, 2016 Post #173 of the Aperture thread in the Development section has a compiled version of Aperture. Unzip the folder and run APERTURE-C in XB. Compiling this akes a great game even better! May be tough to cart tho in this compiled state.. Can that be made into a EA5? Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 7, 2016 Share Posted May 7, 2016 (edited) I also compiled Bloxo-TI-z from the basic competition... http://atariage.com/forums/topic/172835-ti-basic-game-bloxotiz/ Edited May 7, 2016 by unhuman 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted May 7, 2016 Share Posted May 7, 2016 May be tough to cart tho in this compiled state.. Can that be made into a EA5? Page 4 of the compiler manual shows how to save the compiled program and one of the options is EA5 3 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted May 7, 2016 Share Posted May 7, 2016 Does an entry have to be an already existing Basic game, that is now compiled? Or can it be any game compiled? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 7, 2016 Author Share Posted May 7, 2016 any game compiled.. I just want to compile some compiled games 1 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 7, 2016 Author Share Posted May 7, 2016 I also compiled Bloxo-TI-z from the basic competition... http://atariage.com/forums/topic/172835-ti-basic-game-bloxotiz/ Can you attach? Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted May 8, 2016 Share Posted May 8, 2016 Bouncing babies would be a good one to consider. 1 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted May 9, 2016 Share Posted May 9, 2016 Bouncing Babies is actually in one of the games compilation cartridges already. . .it is one of the programs I play to test the EPROMs when I burn new ones. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 9, 2016 Author Share Posted May 9, 2016 Page 4 of the compiler manual shows how to save the compiled program and one of the options is EA5 ok so I got this compiled, and then tried to run it in DM2k and wow 40column mode from heck.. Compiler or dm issue? runs fine from EA5 tho.. oh and its SUPER DOOPER fast.. is the source file in your postings not the actual source for the compile? or am I missing a step.. Greg aperture-a.zip Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted May 9, 2016 Share Posted May 9, 2016 (edited) ok so I got this compiled, and then tried to run it in DM2k and wow 40column mode from heck.. Compiler or dm issue? runs fine from EA5 tho.. oh and its SUPER DOOPER fast.. is the source file in your postings not the actual source for the compile? or am I missing a step.. Greg Hi Greg: I am not familiar with DM2K, and so I don't know what to tell you about that. From your description, it sounds like it is stuck in the 40 column mode. It may be that some VDP registers have to be changed at startup. There is one thing that I have done with this program that needs to be taken into account when running as an EA5 program. I have added line 1 to the compiled program which is 1 CALL CHAR(1,1,128). I have made the first line of the BASIC program to be compiled to be: 1 CALL GCHAR(1,1,DLY). This lets you pass in a delay value from XB to be used by the compiled program. This way you can try different delay values until you get one that you like, without the need to recompile. Running as an EA5 program, you lose the ability to easily change the delay value. If you like the delay value of 128, simply change line 1 of the BASIC program to be: 1 DLY=128 and that should take care of the timing issues. (edit) I see that the compiler does not change the graphics mode at startup. In the file RUNTIME1 find this line RGSTRS DATA >0320,0400,>0717,0 Change this to: RGSTRS DATA >01E0,>0320,>0400,>0717,0 The >01E0 will ensure that it is in the graphics mode. Edited May 9, 2016 by senior_falcon 1 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 9, 2016 Author Share Posted May 9, 2016 Hi Greg: I am not familiar with DM2K, and so I don't know what to tell you about that. From your description, it sounds like it is stuck in the 40 column mode. It may be that some VDP registers have to be changed at startup. There is one thing that I have done with this program that needs to be taken into account when running as an EA5 program. I have added line 1 to the compiled program which is 1 CALL CHAR(1,1,128). I have made the first line of the BASIC program to be compiled to be: 1 CALL GCHAR(1,1,DLY). This lets you pass in a delay value from XB to be used by the compiled program. This way you can try different delay values until you get one that you like, without the need to recompile. Running as an EA5 program, you lose the ability to easily change the delay value. If you like the delay value of 128, simply change line 1 of the BASIC program to be: 1 DLY=128 and that should take care of the timing issues. (edit) I see that the compiler does not change the graphics mode at startup. In the file RUNTIME1 find this line RGSTRS DATA >0320,0400,>0717,0 Change this to: RGSTRS DATA >01E0,>0320,>0400,>0717,0 The >01E0 will ensure that it is in the graphics mode. Cool thanks! DM2K is option M on XB27.. bestest disk manager around, and it will run EA5 programs with X for eXecute Greg Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 9, 2016 Author Share Posted May 9, 2016 Bouncing Babies is actually in one of the games compilation cartridges already. . .it is one of the programs I play to test the EPROMs when I burn new ones. Well no reason it can't be on both.. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 9, 2016 Author Share Posted May 9, 2016 Here's the right speed version APERTURE.zip Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 9, 2016 Share Posted May 9, 2016 The game Shootings Stars as EA5. 1 Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted May 9, 2016 Share Posted May 9, 2016 I am working on porting "Mars attack" from the XB gameshelf to compilable code. The game is more fun in classic99 overdrive mode, so I'm thinking it is a good candidate. 1 Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 10, 2016 Share Posted May 10, 2016 Bloxo-TI-z attached: http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=193100 1 Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted May 10, 2016 Share Posted May 10, 2016 Ok, I got mars attack working... Thanks for Fred Kaal's Ti99dir, and Tursi's classic99 overdrive! and of course wine, for not making me use Windows I also added joystick support while I was in there. xb_compiled_mars_attack.zip In the compiled version, the monsters descend down the screen twice as fast as in the original ( but still pretty slowly ) and your missile turret moves faster, and with single pixel precision instead of only 4 pixel precision. It is still a good balance. You still are not allowed to move the turret while a missile is active. I did not translate the instructions. Fire button or any key will move you through the instructions. Left/S - move turret left Right/D - move turret right Fire/Q/L - fire missile on the death screen, Fire will respond affirmatively, and restart the game. README in the zip describes the files... oh, they ( incuding the README ) are all tifiles. -M@ 4 Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted May 10, 2016 Share Posted May 10, 2016 Hi, great, really nice game, have played it before. Really faster now. thx. I just wonder which compilers you all are using for that work... So I made a DSK for me, and a small TXT for my doku, so here it is: (added in the ZIP) Mars_Attack_XB_compiled_2-manual-DSK.zip xXx 2 Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted May 10, 2016 Share Posted May 10, 2016 I just wonder which compilers you all are using for that work... I used senior_falcon's compiler: http://www.retroclouds.de/atariage/compilers/HWCOMPILER.zip The compiler documentation discussed strategies for things that didn't compile out of the box. Definitely read through that first! The compiler can be a little misleading. Once I removed the floating point work, it compiled and assembled without error, but wouldn't run. That was all down to structure of IF statements. -M@ 3 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 11, 2016 Author Share Posted May 11, 2016 I believe I used the willhelm compiler (sp?) for camelot 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted May 11, 2016 Share Posted May 11, 2016 I used senior_falcon's compiler: http://www.retroclouds.de/atariage/compilers/HWCOMPILER.zip The compiler documentation discussed strategies for things that didn't compile out of the box. Definitely read through that first! The compiler can be a little misleading. Once I removed the floating point work, it compiled and assembled without error, but wouldn't run. That was all down to structure of IF statements. -M@ When you use IF/THEN/ELSE with the compiler think TI BASIC. When you're used to XB that can be a pain but it is workable with a little patience. The HWCOMPILER that jedimatt uses is the earlier TI BASIC compiler. It does not have most of the goodies you would find in XB, but it is quite a bit lighter weight and if all you want to compile is TI BASIC then it will work fine. For a more advanced compiler download Extended BASIC Game Developer's Package. This is a two pronged approach: COMPILER256 can handle sprites, display at, accept at, disk access and more plus it can compile all the additional assembly subprograms offered by XB256. XB256 adds a lot of advanced graphics to XB plus the ability to play soundlists out of XB. Both programs are stand alone utilities in that you can use either one by itself, but the fun really starts when you use XB256 to develop programs and then run them through the compiler. 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.