Vindex Posted February 14, 2021 Share Posted February 14, 2021 I can't load it. Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 14, 2021 Author Share Posted February 14, 2021 29 minutes ago, Vindex said: I can't load it. Using bnp_8.bin from the Cartridge->User->Open menu? Please open Edit->Debugger window and copy the messages from the debug pane and post them here. Quote Link to comment Share on other sites More sharing options...
Vindex Posted February 14, 2021 Share Posted February 14, 2021 Speech Buffer thread began... CPU thread began... Starting Window management (Non-DSR) Top of VRAM pointer at >8370 changed to >0000 by PC >0028 CS1 tape motor on suppressed - waiting for off->on transition. CS2 is not supported. (Non-DSR) Top of VRAM pointer at >8370 changed to >1000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >2000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >4000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >3F00 by PC >025A (Non-DSR) Top of VRAM pointer at >8370 changed to >3FFF by PC >025E Setting top of VRAM to >37D7 (3 files) Found B:\Ti-994a\bnp_8.bin... Initializing AMS mode 2, size 33554432k Loading file from resource: Type D, Bank 0, Address 0x1100, Length 0x01C0 Loading file from resource: Type E, Bank 0, Address 0x1100, Length 0x2000 Loading file from resource: Type S, Bank 0, Address 0x0000, Length 0x8000 Loading file from resource: Type P, Bank 0, Address 0x0000, Length 0xF800 Loading file from resource: Type C, Bank -1, Address 0x0000, Length 0x2000 Loading file from resource: Type G, Bank -1, Address 0x0000, Length 0x1800 Loading file from resource: Type G, Bank -1, Address 0x2000, Length 0x1800 Loading file from resource: Type G, Bank -1, Address 0x4000, Length 0x1800 Loading file (B:\Ti-994a\bnp_8.bin) from disk: Type 8, Bank 0, Address 0x0000, Length 0x8000 Loaded 32768 bytes, non-inverted, bank mask 0x3 (Non-DSR) Top of VRAM pointer at >8370 changed to >0000 by PC >0028 CS1 tape motor on suppressed - waiting for off->on transition. CS2 is not supported. (Non-DSR) Top of VRAM pointer at >8370 changed to >1000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >2000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >4000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >3F00 by PC >025A (Non-DSR) Top of VRAM pointer at >8370 changed to >3FFF by PC >025E Setting top of VRAM to >37D7 (3 files) Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 14, 2021 Author Share Posted February 14, 2021 27 minutes ago, Vindex said: Speech Buffer thread began... CPU thread began... Starting Window management (Non-DSR) Top of VRAM pointer at >8370 changed to >0000 by PC >0028 CS1 tape motor on suppressed - waiting for off->on transition. CS2 is not supported. (Non-DSR) Top of VRAM pointer at >8370 changed to >1000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >2000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >4000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >3F00 by PC >025A (Non-DSR) Top of VRAM pointer at >8370 changed to >3FFF by PC >025E Setting top of VRAM to >37D7 (3 files) Found B:\Ti-994a\bnp_8.bin... Initializing AMS mode 2, size 33554432k Loading file from resource: Type D, Bank 0, Address 0x1100, Length 0x01C0 Loading file from resource: Type E, Bank 0, Address 0x1100, Length 0x2000 Loading file from resource: Type S, Bank 0, Address 0x0000, Length 0x8000 Loading file from resource: Type P, Bank 0, Address 0x0000, Length 0xF800 Loading file from resource: Type C, Bank -1, Address 0x0000, Length 0x2000 Loading file from resource: Type G, Bank -1, Address 0x0000, Length 0x1800 Loading file from resource: Type G, Bank -1, Address 0x2000, Length 0x1800 Loading file from resource: Type G, Bank -1, Address 0x4000, Length 0x1800 Loading file (B:\Ti-994a\bnp_8.bin) from disk: Type 8, Bank 0, Address 0x0000, Length 0x8000 Loaded 32768 bytes, non-inverted, bank mask 0x3 (Non-DSR) Top of VRAM pointer at >8370 changed to >0000 by PC >0028 CS1 tape motor on suppressed - waiting for off->on transition. CS2 is not supported. (Non-DSR) Top of VRAM pointer at >8370 changed to >1000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >2000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >4000 by PC >025E (Non-DSR) Top of VRAM pointer at >8370 changed to >3F00 by PC >025A (Non-DSR) Top of VRAM pointer at >8370 changed to >3FFF by PC >025E Setting top of VRAM to >37D7 (3 files) That all looks normal, what part isn't loading? Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted February 14, 2021 Share Posted February 14, 2021 21 minutes ago, PeteE said: Loading file (B:\Ti-994a\bnp_8.bin) from disk: Type 8, Bank 0, Address 0x0000, Length 0x8000 is loading into address 0x0000 normal? I would have though that would be 0x6000. Quote Link to comment Share on other sites More sharing options...
Vindex Posted February 14, 2021 Share Posted February 14, 2021 Only appears "1 TI FOR BASIC" Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 14, 2021 Author Share Posted February 14, 2021 Weird, mine also says address 0x0000, but it loads at 6000 when I try it. In the debugger CPU pane, set to 6000, shows the cartridge loaded at the proper address 6000: AA 01 01 00 00 00 60 0A ......`. 6008: 00 00 00 00 60 36 0F 42 ....`6.B 6010: 4F 55 4E 43 45 27 4E 27 OUNCE'N' 6018: 50 4F 55 4E 43 45 04 E0 POUNCE.. 6020: 60 02 04 5A 04 E0 60 04 `..Z..`. 6028: 04 5A 04 E0 60 06 04 5A .Z..`..Z 6030: 04 E0 60 00 04 5A 04 E0 ..`..Z.. I'm out of ideas... maybe @Tursi could chime in? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted February 14, 2021 Share Posted February 14, 2021 Are you running the latest classic 99?Sent from my LM-V600 using Tapatalk Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 15, 2021 Share Posted February 15, 2021 Yeah, at this point, try PeteE's suggestion - go to the debugger, select the CPU radio button at bottom right, and enter "6000" in the box there and press Apply. See if your hex dump looks the same as above - to show up in the menu the first 4 lines need to look the same. If they are not the same - everything else looks correct, I'd suspect you have a corrupted download. 1 Quote Link to comment Share on other sites More sharing options...
Vindex Posted February 15, 2021 Share Posted February 15, 2021 (edited) Sorry ... I solved. I had selected Ti99 / 4a v.2.2 as hardware. Sorry for the inconvenience ... but I did not know the machine. Edited February 15, 2021 by Vindex 3 Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 15, 2021 Share Posted February 15, 2021 5 hours ago, Vindex said: Sorry ... I solved. I had selected Ti99 / 4a v.2.2 as hardware. Sorry for the inconvenience ... but I did not know the machine. ooooh.. yes, that would be the other option. The V2.2 BIOS locks out ROM-only cartridges. No worries - there are no fixes or other reasons worth running the 2.2 version for. Quote Link to comment Share on other sites More sharing options...
Airshack Posted March 5, 2021 Share Posted March 5, 2021 Hey @PeteE how did I miss this when it came out? What delightful conversion of Bump 'N' Jump! Bravo! I made it to spring on my second try. I need to play this game on several platforms for comparison. Brilliant my friend. 1 Quote Link to comment Share on other sites More sharing options...
Airshack Posted March 5, 2021 Share Posted March 5, 2021 On 2/1/2020 at 9:48 PM, PeteE said: I'm glad you asked. The tracks are made from 16 segments, each 32x32 characters: This graphics lesson was interesting to read. How did you manage the music in the game? I've successfully written a song-list player to mimic what goes on in the E/A manual TI routines. Wondering about the state of the art techniques regarding in-game music these days? 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted March 5, 2021 Share Posted March 5, 2021 16 minutes ago, Airshack said: Wondering about the state of the art techniques regarding in-game music these days? I use a tracker called MOD2PSG2 to produce either a VGM file, which can be played by Tursi's player, or a ePSGMOD file, which Tursi has also made a player for, but recently I have been using my own, very compact player. Another tracker that can produce VGM files is DefleMask, which was used for the Megademo. I know some people have been using my SoundListRipper as a tracker to produce standard sound lists. But actually I think most of the active TI developers are coding their music by hand. 1 1 Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 5, 2021 Author Share Posted March 5, 2021 The music and sound effects for bounce'n'pounce were composed in a C program which builds a sound list in memory with an option to play it or save it to a file. I was copying the notes from a MIDI file I found from the original game. Here's a sample of what the C code looks like: case 3: // intro chord_vol = 2; chord(G5,E5,2); chord(G5,E5,1); chord(G5,E5,1); chord(G5,E5,5); rest(1); chord(A5,F5,2); chord(G5,E5,2); chord(A5,F5,2); chord(G5,E5,2); chord(G5,E5,1); chord(G5,E5,1); chord(G5,E5,3); rest(1); chord(G5,E5,2); rest(2); rest(4); // don't terminate if (duration) putchar(duration); return 0; case 4: // driving chord_vol = 4; // quieter while driving chord(E5,C5,2); chord(E5,C5,2); chord(C5,A4,2); chord(C5,A4,2); chord(D5,B4,2); chord(D5,B4,2); chord(F5,D5,3); rest(1); chord(E5,C5,2); chord(E5,C5,2); chord(C5,A4,2); chord(C5,A4,2); chord(D5,B4,2); chord(D5,B4,2); chord(G4,E4,3); rest(1); chord(E5,C5,2); chord(E5,C5,2); chord(C5,A4,2); chord(C5,A4,2); chord(D5,B4,2); chord(D5,B4,2); chord(E5,C5,2); chord(F5,D5,2); chord(G5,E5,2); chord(G5,E5,2); chord(C6,A5,2); chord(G5,E5,2); chord(E5,C5,2); chord(G5,E5,2); chord(C6,A5,3); rest(1); chord(C6,A5,2); chord(A5,F5,3); rest(1); chord(F5,D5,2); chord(B5,G5,2); chord(G5,E5,3); rest(1); chord(E5,C5,2); chord(A5,F5,2); chord(F5,D5,3); rest(1); chord(D5,B4,2); chord(G5,E5,2); chord(E5,C5,3); rest(1); chord(C5,A4,2); chord(C5,A4,2); chord(E5,C5,2); chord(G5,E5,2); chord(G5,E5,2); chord(D5,B4,2); chord(F5,D5,2); chord(A5,F5,2); chord(A5,F5,2); chord(G5,E5,2); chord(B5,G5,2); chord(D6,B5,2); chord(E6,C6,2); chord(C6,A5,6); rest(2); chord(C6,A5,2); rest(1); chord(A5,F5,1); chord(F5,D5,3); rest(1); chord(B5,G5,2); rest(1); chord(G5,E5,1); chord(E5,C5,3); rest(1); chord(E5,C5,2); rest(1); chord(F5,D5,1); chord(G5,E5,3); rest(1); chord(G4,E4,1); chord(A4,F4,1); chord(B4,G4,1); chord(C5,A4,1); chord(D5,B4,1); chord(E5,C5,1); chord(F5,D5,1); chord(G5,E5,1); chord(F5,D5,2); rest(1); chord(G5,E5,1); chord(A5,F5,3); rest(1); chord(A4,F4,1); chord(B4,G4,1); chord(C5,A4,1); chord(D5,B4,1); chord(E5,C5,1); chord(F5,D5,1); chord(G5,E5,1); chord(A5,F5,1); chord(E5,C5,2); chord(E5,C5,2); chord(F5,D5,2); chord(F5,D5,2); chord(G5,E5,2); chord(G5,E5,2); chord(C5,A4,3); rest(1); chord(F5,D5,2); chord(D5,B4,2); chord(E5,C5,2); chord(F5,D5,2); chord(E5,C5,2); chord(D5,B4,2); chord(C5,A4,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(F5,D5,2); chord(E5,C5,2); chord(D5,B4,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(E5,C5,2); chord(D5,B4,2); chord(C5,A4,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(E5,C5,1); chord(F5,D5,1); chord(G5,E5,1); chord(A5,F5,1); chord(B5,G5,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(F5,D5,2); chord(E5,C5,2); chord(D5,B4,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(B4,G4,1); chord(A4,F4,1); chord(B4,G4,1); chord(C5,A4,1); chord(D5,B4,3); rest(1); chord(E5,C5,2); chord(E5,C5,1); chord(E5,C5,1); chord(C5,A4,2); chord(C5,A4,1); chord(C5,A4,1); chord(D5,B4,1); chord(E5,C5,1); chord(F5,D5,1); chord(G5,E5,1); chord(A5,F5,3); rest(1); chord(B5,G5,2); chord(B5,G5,1); chord(B5,G5,1); chord(G5,E5,2); chord(G5,E5,1); chord(G5,E5,1); chord(C6,A5,1); chord(B5,G5,1); chord(A5,F5,1); chord(B5,G5,1); chord(C6,A5,3); rest(1); chord(C6,A5,2); chord(A5,F5,2); chord(F5,D5,2); chord(G5,E5,2); chord(B5,G5,2); chord(G5,E5,2); chord(E5,C5,2); chord(F5,D5,2); chord(A5,F5,2); chord(F5,D5,2); chord(D5,B4,2); chord(E5,C5,2); chord(G5,E5,2); chord(E5,C5,2); chord(C5,A4,3); rest(1); chord(C6,A5,3); rest(1); chord(A5,F5,2); chord(F5,D5,2); chord(B5,G5,2); chord(B5,G5,2); chord(G5,E5,2); chord(E5,C5,2); chord(A5,F5,3); rest(1); chord(F5,D5,2); chord(D5,B4,2); chord(G5,E5,2); chord(G5,E5,2); chord(E5,C5,2); chord(C5,A4,2); // repeat? break; case 5: // finish chord_vol = 1; chord(G5,E5,10); chord(A5,F5,2); chord(G5,E5,2); chord(F5,D5,2); chord(G5,E5,6); chord(F5,C5,2); chord(G5,D5,2); chord(A5,F5,2); chord(G5,E5,2); chord(F5,D5,2); chord(G5,E5,16); vol(VOL1,15); vol(VOL2,15); vsync(); break; The "chord" function sets the frequency on GEN1 and GEN2 and then decays the volume for n beats. The "rest" function mutes the GEN1 and GEN2 channels for n beats. 3 1 Quote Link to comment Share on other sites More sharing options...
Airshack Posted March 6, 2021 Share Posted March 6, 2021 20 hours ago, PeteE said: a MIDI file I found from the original game. That's great how you've constructed a tool to produce sound lists. Where may one find original game midi files? 1 Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 6, 2021 Author Share Posted March 6, 2021 (edited) 5 hours ago, Airshack said: That's great how you've constructed a tool to produce sound lists. Where may one find original game midi files? I don't remember the exact site I found it, try searching "gamename arcade midi", but this is the viewer I used: https://onlinesequencer.net/import Edited March 6, 2021 by PeteE Quote Link to comment Share on other sites More sharing options...
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