tmop69 Posted October 1, 2020 Author Share Posted October 1, 2020 2 hours ago, senior_falcon said: This is what I see in the BASIC version. The version in the video is the one that uses the DEFs. This matches your description of the faulty behavior in the compiled version. If so then the compiled code is just duplicating the BASIC code. ! ok, I've restarted with the original TI BASIC game (in attachment), load with CALL FILES(0) on Classic 99. Run it to see the correct number sequence on the deactivation. Apply this minimal set of changes to remove the DEF and be able to use the joystick and you'll see the bug on the video on the compiled code: 10 CALL CLEAR :: CALL LOAD(-1,7) 30 REM 820 R=INT(15*RND)+3 830 C=INT(26*RND)+3 1320 R=INT(19*RND)+3 1330 C=INT(28*RND)+3 1660 CALL JOYST(1,X,Y) :: CALL LINK("SYNC") 2200 C=INT((SK-2)*RND)+3 2260 RM=INT((21*RND)+3)-1 2270 CM=INT((30*RND)+3)-1 ROBOPODS-B.zip 2 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted October 1, 2020 Share Posted October 1, 2020 (edited) Rich has said that 99.9% of BASIC programs will run in RXB. This program is one of the .1%. It runs fine in TI BASIC, but when you run it in eiher XB 2.8 G.E.M. or RXB 2015 the problem is there just as you describe and as shown in my video. This is a bit of a mystery to me, since RXB and XB GEM simply adjust the limit checks to allow characters in sets 15 and 16 to be used. The compiler is working properly in that the compiled code works the same as the XB program. The problem is caused by differences between BASIC and XB. Edited October 1, 2020 by senior_falcon Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted October 1, 2020 Share Posted October 1, 2020 Found it! It has to do with the way CALL CHAR handles strings longer than 16 characters. In BASIC only the first 16 characters are used for the pattern. In XB, if there are more than 16 characters they are used to define the next character(s). Test this in BASIC and XB to see the difference 10 PRINT "ABCDEFG" 20 M$="FFFFFFFFFFFFFFFF" 30 FOR I=1 TO 8 50 M$="00"&M$ 55 CALL CHAR(65,M$) 60 NEXT I 65 PRINT "DONE" 70 GOTO 70 In your program line 2510 is the problem: 2510 M$="00"&M$ This should be: 2510 M$="00"&SEG$(M$,1,14) that will keep the string from growing longer than 16 characters long 7 1 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 10 hours ago, senior_falcon said: Found it! It has to do with the way CALL CHAR handles strings longer than 16 characters. In BASIC only the first 16 characters are used for the pattern. In XB, if there are more than 16 characters they are used to define the next character(s). Test this in BASIC and XB to see the difference 10 PRINT "ABCDEFG" 20 M$="FFFFFFFFFFFFFFFF" 30 FOR I=1 TO 8 50 M$="00"&M$ 55 CALL CHAR(65,M$) 60 NEXT I 65 PRINT "DONE" 70 GOTO 70 In your program line 2510 is the problem: 2510 M$="00"&M$ This should be: 2510 M$="00"&SEG$(M$,1,14) that will keep the string from growing longer than 16 characters long Great! Many thanks! It's a real interesting behaviour. In attachment the fixed 1.1 version! ? [GAME] Robopods V1.1 (1983)(Virgin Games)[Compiled by TMOP].zip 4 1 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 3 new compiled games: - Zone Runner. Another nice game from Adam Haase; - Jumping Jack; - Cavern Attacker. [GAME] Zone Runner (1988)(Adam Haase)[Compiled by TMOP].zip [GAME] JumpingJack (198x)(Unknown)[Compiled by TMOP].zip [GAME] Cavern Attacker (19xx)(Unknown)[Compiled by TMOP].zip 4 1 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 On 9/22/2020 at 12:46 PM, blackbox said: Good question. Anything by R Trueman of course. Sticking to TI Basic, top of the list would be WALLS AND BRIDGES by TImagination, also their Zombie Mambo (two linked games ZM1 and ZM2). Other TI Basic games I like- play them first to see if there would be a benefit in compiling- R Trueman Beetle Walk (or Beetle Run) and Gem Grabber Not Polyoptics: Ophyss and Addvance Alistair McMath's GOLF and BOWLS Malcolm Adams GALACTIC ENCOUNTER SP Software PENGI Pewterware CHALLENGE POKER PS Software WONKAPILLAR Patrick Strassen ZARQUON and if Extended Basic with sprites is a possibility, Maple Leaf's HANG GLIDER PILOT. regards s Do you have the TI BASIC version of GEM GRABBER? Thanks. 1 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted October 2, 2020 Share Posted October 2, 2020 this one in XB is not good for you? GEMGRABBER Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 47 minutes ago, ti99iuc said: this one in XB is not good for you? GEMGRABBER 11.13 kB · 1 download The XB version has a SUB C with a CALL LINK to a POKEV sub. Not sure if it's just fix for CALL COLOR and can be simply reverted back to it. With the TI BASIC version it's just faster to check this. This is the reason of the request. 2 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 Mario and Monkeys is a platform with 3 levels inspired by Donkey Kong. A little difficult but enjoyable. [GAME] Mario and Monkeys (198x)(Luca Brentaro)[Compiled by TMOP].zip 5 Quote Link to comment Share on other sites More sharing options...
blackbox Posted October 2, 2020 Share Posted October 2, 2020 (edited) Ray Kazmer did a great job converting GEM GRABBER to XB - sadly I don't have the pure TIB version. I attach a disk with the Kazmer version of GEMGRABBER plus file GEMG where I have removed the machine code routines and removed the CALL A which is not required. I have also amended the user subroutines CALL B to now use CALL CHAR and CALL C to now use CALL COLOR. I don't know if the compiler can cope with user subroutines, but the program would need extensive rewriting to get rid of all the CALL B and CALL C calls. There is also use of DISPLAY AT and multi statement lines. The DSK file also includes Barry Traver's UNBASHER which I tried to use to break up the multi statement lines but it failed to work for me so they remain multi statement lines! s gemgrab.dsk Edited October 2, 2020 by blackbox Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted October 2, 2020 Share Posted October 2, 2020 1 hour ago, blackbox said: I don't know if the compiler can cope with user subroutines, but the program would need extensive rewriting to get rid of all the CALL B and CALL C calls. There is also use of DISPLAY AT and multi statement lines. The DSK file also includes Barry Traver's UNBASHER which I tried to use to break up the multi statement lines but it failed to work for me so they remain multi statement lines! I don't understand the reason for converting this game back into TI BASIC. The compiler can handle almost all XB statements, including user subroutines. (but not DEF) Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 (edited) 4 minutes ago, senior_falcon said: I don't understand the reason for converting this game back into TI BASIC. The compiler can handle almost all XB statements, including user subroutines. (but not DEF) I'm using XB256 to easily manage the delays (SYNC and DELAY) that should not be compatible with other assembler code. Edited October 2, 2020 by tmop69 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 2, 2020 Author Share Posted October 2, 2020 4 hours ago, blackbox said: Ray Kazmer did a great job converting GEM GRABBER to XB - sadly I don't have the pure TIB version. I attach a disk with the Kazmer version of GEMGRABBER plus file GEMG where I have removed the machine code routines and removed the CALL A which is not required. I have also amended the user subroutines CALL B to now use CALL CHAR and CALL C to now use CALL COLOR. I don't know if the compiler can cope with user subroutines, but the program would need extensive rewriting to get rid of all the CALL B and CALL C calls. There is also use of DISPLAY AT and multi statement lines. The DSK file also includes Barry Traver's UNBASHER which I tried to use to break up the multi statement lines but it failed to work for me so they remain multi statement lines! s gemgrab.dsk 90 kB · 2 downloads ok, here we have the compiled version of Gem Grabber, a nice boulder dash slyte game. [GAME] Gem Grabber (198x)(R. Trueman)[Compiled by TMOP].zip 4 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 3, 2020 Author Share Posted October 3, 2020 An here we have now Jumping Miner, a 3 levels clone of Miner. [GAME] JumpingMiner (1985)(Willi Doeltsch)[Compiled by TMOP].zip 4 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 3, 2020 Author Share Posted October 3, 2020 Another platform: Jack the Digger. [GAME] JackTheDigger (198x)(W. Doeltsch)[Compiled by TMOP].zip 3 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted October 3, 2020 Share Posted October 3, 2020 Please let me know if any of these get converted to cartridge BIN format, I'll be more than happy to update the FR99/FG99 repository. Quote Link to comment Share on other sites More sharing options...
jrhodes Posted October 3, 2020 Share Posted October 3, 2020 They are bin files already: [GAME] Robopods V1.1 (1983)(Virgin Games)[Compiled by TMOP]_8.bin 2 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 4, 2020 Author Share Posted October 4, 2020 7 hours ago, Omega-TI said: Please let me know if any of these get converted to cartridge BIN format, I'll be more than happy to update the FR99/FG99 repository. All are in 8.BIN format, ready to be used in FR99/FG99 with 32K. These should be also working in MiSTer / Mist (Mistica) / SIDI FPGAs. I hadn't time to test on FG99/MiSTer, but I do not expect any issues. ? I'm getting close to the 50th compiled game and so I'll release a pack with all the files. Please, just wait some more days in order to inlcude this .zip, instead of the single files. Moreover, I'm planning to prepare an Excel file to track the status of tests on the various compiled games. I like quantity, but also quality and I need the support of those that have played these games to verify if all is ok. I cannot extensively test all of them and something could have been messed up during the process. 2 1 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 4, 2020 Author Share Posted October 4, 2020 Another classic: Archeodroids Now the gamefield draws immediatly and the movement is smooth. [GAME] Archeologic Droid (1984)(HC)[Compiled by TMOP].zip 3 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted October 4, 2020 Share Posted October 4, 2020 If you did Archeodroid, you should try Robochase, too. Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 4, 2020 Author Share Posted October 4, 2020 30 minutes ago, OLD CS1 said: If you did Archeodroid, you should try Robochase, too. It's in the backlog... ? Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 4, 2020 Author Share Posted October 4, 2020 Now we have these new compiled games: - Escape The Mugger and Nuclear Disaster from Virgin Games; - Santa And The Goblins from Intrigue Software; - Il Serpente Divoratore, another Snake like game in italian (but you do not need to understand it to play...); - 3D-Labyrinth by Marc Bruening and Wolfgang Bertsch. Please, note the "please, wait 2 minutes" warning for lab generation (from the original BASIC version) and compare to how much is required now... Have fun! [GAME] Escape The Mugger (1984)(Virgin Games)[Compiled by TMOP].zip [GAME] Nuclear Disaster (1984)(Virgin Games)[Compiled by TMOP].zip [GAME] Santa And The Goblins (1983)(Intrigue Software)[Compiled by TMOP].zip [GAME] Il Serpente Divoratore (19xx)(Francomputer)[Compiled by TMOP].zip [GAME] 3D-Labyrinth (1983)(Marc Bruening & Wolfgang Bertsch)[Compiled by TMOP].zip 4 Quote Link to comment Share on other sites More sharing options...
+DuaneAL Posted October 4, 2020 Share Posted October 4, 2020 This is an incredible effort! Thank you! I’m really looking forward to the 50 game compilation. 3 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted October 5, 2020 Author Share Posted October 5, 2020 20 hours ago, OLD CS1 said: If you did Archeodroid, you should try Robochase, too. Let's start the week with this nice game: Robochase! I like the now increasing pressure and speed when the number of robots is decreasing... This is the #49 compiled game. ? I have to think for a great #50 for the compilation. Suggestions are welcome! ? [GAME] RoboChase V2.13.1 (1984)(Greg Vaughan)[Compiled by TMOP].zip 2 Quote Link to comment Share on other sites More sharing options...
wierd_w Posted October 5, 2020 Share Posted October 5, 2020 I compiled labyrinth some time ago myself-- It becomes a bit "touchy" on input, but the radical reduction in preprocessing to generate the maze is very nice. Quote Link to comment Share on other sites More sharing options...
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