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Understanding how cartridges load and run


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On 9/12/2024 at 8:04 PM, Gary from OPA said:

GROMs also generally only contain GPL assembly not TMS9900 assembly, so until you have a Ghidra loader that understands the GPL opcodes no point worrying about it yet, as it will not disassemble via 9900.

I've managed to get the barest skeletal beginnings of a GPL extension "working". The parts of Ghidra for adding new languages are more of a black art than those for making loaders and filesystems.

 

One thing I've learned is that Ghidra does not have a way to handle two languages in one file. But I can add a way to choose TMS9900 or GPL when loading a TI-99/4A file. It may be possible to create a hybrid 'language' that can do both. 'Language' is Ghidra's term for what most people probably think of as a CPU or instruction set but it can work with virtual machines / bytecode.

 

I'm still figuring out how language specifications work so for now it only identifies the first byte of a GPL instruction and not the addressing modes and parameter bytes that follow.

 

It turns out that you define how to disassemble and how to decompile in the same language definition file, but that the decompilation part is optional and trickier (even more of a black art). That's why the TMS9900 extension can disassemble but can't decompile yet. Same will apply to my GPL extension.

 

If anyone has some tiny simple GPL binaries they can share or point me to for testing, nothing too advanced but more advanced than just `fmt` / `fend` with a `htext` "hello world", that would be appreciated. I can handle FIAD, TIFILES, and .bin file formats with the 'standard header'.

 

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Something like this?

 

****************************************
*                                      *
* COPY-FILE FOR  GPL-ASSM              *
* TEXT FOR DISPLAY OF STRING   'HELLO' *
*                                      *
****************************************
       HOME              * = DCLR @YPT
       FMT               * BEGIN FMT-ROUTINE
       FOR  COPIES       * COPIES IS LOOP COUNTER
       COL  26           * COLUMN 26
       HTEX 'HELLO'      * STRING 'HELLO' TEXT
       ROW+ 2            * ROW PRESENT VALUE +2
       FEND              * END 'FOR'
       FEND              * END FMT

 

00000000 00 00 00 68 A0 00 AA 01 00 00 00 00 60 10 00 00 ...h........`...
00000010 00 00 00 00 00 00 00 00 60 1D 08 47 50 4C 20 54 ........`..GPL T
00000020 45 53 54 07 20 87 7E 08 CB FF 1A 04 48 45 4C 4C EST. .~.....HELL
00000030 4F A1 FB 60 23 FB 86 4A BE 4B 20 3D 00 01 07 4A O..`#..J.K =...J
00000040 35 03 00 AF 10 00 A0 00 BC AF 13 00 A0 00 35 03 5.............5.
00000050 00 A0 00 AF 10 01 03 60 5D 92 4B 8E 4B 40 35 90 .......`].K.K@5.
00000060 4A 40 32 07 20 04 07 0B 00 00 00 00 00 00 00 00 J@2. ...........
00000070 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00000080 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................

 

Spoiler
*******************************************
*                                         *
* EXAMPLE PROGRAM  in GPL (GPL-ASSM)      *
*                                         *
* This program is a screen editor to      *
* demonstrate inputting data in GPL       *
*                                         *
*******************************************
 
*
* ASSEMBLER DIRECTIVES
*
       TITL 'GPL-SCREEN EDITOR'
       OFFS 0              * No Load-Offset (DEFAULT)
       GROM >8000          * Second GROM
       AORG >0000          * Begin at address 0 (DEFAULT)
*
* STANDARD GROM-HEADER
*
       DATA GROMID,0,0     * Standard entry vector for modules
       DATA POINTR,0,0,0,0
*
* START LABEL POINTERS
*
POINTR DATA 0,START        * no further pointers
       STRI 'SCREEN EDITOR' * Start name including byte length
*
* DEFINED SYMBOLS
*
GROMID EQU  >AA01          * Predefined for standard-groms
BLANK  EQU  ' '            * Must be equated !!
NORMAL EQU  >07            * Normal background color
CHARHL EQU  FAC            * Holds character at current screen postion
SCPT   EQU  FAC+2          * Points to screen location of cursor
SCREND EQU  767            * Last position on screen
KEY    EQU  >8375          * Equated for Scan
LASTKY EQU  FAC+1          * Last key pressed
SPBYTE EQU  FAC+4          * Count byte for speed of auto-repeat
SPEED  EQU  >26            * Time between repeat key
WAIT   EQU  >80            * Time to wait before repeat key
BACKEY EQU  15             * Equates for key values
HOMEKY EQU  188
DCKY   EQU  3
DLKY   EQU  7
RITEKY EQU  9
LEFTKY EQU  8
UPKY   EQU  11
DOWNKY EQU  10
CURSOR EQU  30             * Cursor character
*
*
*
START  ALL  BLANK                     * Clear Screen
       DST 0,@SCPT                    * Clear screen pointer
       ST  BLANK,@CHARHL              * Space char for first position
       DST >0900,@>834A               * Load upper case
       CALL >0018
       DST >0B00,@>834A               * Load lower case
       CALL >004A
       MOVE 8,G@CURSDT,V@>8F0         * Set up cursor definition
       CLR @LASTKY                    * >00 for last key pressed
       FMT                            * Format screen for instructions
       ROW 0
       COL 1
       HTEX '* GPL-SCREEN EDITOR EXAMPLE *'
       ROW 5
       COL 2
       HTEX '<F> 3   Clear Screen'
       ROW+ 2
       COL 2
       HTEX '<F> 1   Delete Character'
       ROW+ 2
       COL 2
       HTEX '<F) 0   Home'
       ROW+ 2
       COL 2
       HTEX '<F> 9   Quit'
       ROW+ 2
       COL 2
       HTEX 'Move cursor: arrow keys'
       ROW+ 4
       COL 2
       HTEX 'Press any key to begin'
       FEND
BLOOP  SCAN                           * Check for a key
       BR BLOOP                       * No? then loop
       ALL BLANK                      * Clear screen
LOOP1  ST CURSOR,V*SCPT               * Write cursor to screen
       ST CURSOR,V*SCPT               * Do it again
       ST @CHARHL,V*SCPT              * Write character to screen
       SCAN                           * Key pressed?
       BS CONT1                       * Go check key again
       CEQ @LASTKY,@KEY               * Same key as last time?
       BR LOOP1                       * No?, then go to loop
       DEC @SPBYTE                    * Subtract 1 from speed byte
       CEQ 0,@SPBYTE                  * Should we auto repeat yet?
       BR LOOP1                       * No?, then jump
       ADD SPEED,@SPBYTE              * Add speed for next auto repeat
       ST CURSOR,V*SCPT               * Write cursor to screen
       ST CURSOR,V*SCPT               * Again!
       ST @CHARHL,V*SCPT              * Write character to screen
       B CONT2
CONT1  ST @KEY,@LASTKY                * Save current key at last key
       ST WAIT,@SPBYTE                * Store the wait length at the speed byte
CONT2  CEQ BACKEY,@KEY                * Function 9?
       BS EXIT                        * Yes?, then jump
       CEQ LEFTKY,@KEY                * Function S?
       BS LEFT                        * Yes?, then jump
       CEQ RITEKY,@KEY                * Funtion D?
       BS RITE                        * Yes?, then jump
       CEQ UPKY,@KEY                  * Funtion E?
       BS UP                          * Yes?, then jump
       CEQ DOWNKY,@KEY                * Function X?
       BS DOWN                        * Yes?, then jump
       CEQ DLKY,@KEY                  * Function 3?
       BS DELLIN                      * Yes?, then jump
       CEQ DCKY,@KEY                  * Function 1?
       BS DLCHAR                      * Yes?, then jump
       CEQ HOMEKY,@KEY                * Function 0?
       BS HOME                        * Yes?, then jump
       CGT 31,@KEY                    * Smaller than space char?
       BR LOOP1                       * Yes?, then jump
       CH  127,@KEY                   * Bigger than highest standard char?
       BS LOOP1                       * Yes?, then jump
       ST  @KEY,V*SCPT                * Write key pressed character to screen
       ST V*SCPT,@CHARHL              * For last char on screen
       DCEQ SCREND,@SCPT              * Check if at end of screen
       BS HONK                        * Yes?, then jump
       DINC @SCPT                     * Add 1 to screen position
       ST  V*SCPT,@CHARHL             * Put char at new position in the holder
       B LOOP1
*
DELLIN ALL  BLANK                     * Clear screen
       DCLR @SCPT                     * Set pointer to 0
       ST BLANK,@CHARHL               * Put a blank in the char holder
       B LOOP1
*
DLCHAR DST 767,@FAC+6                 * 767 bytes
       DSUB @SCPT,@FAC+6              * Subtract position from it
       DST @SCPT,@FAC+8               * Put pointer in FAC+8
       DINC @FAC+8                    * Add 1 to pointer
       MOVE @FAC+6,V*FAC+8,V*SCPT     * Move screen back to delete current char
       ST BLANK,V@767                 * Put a blank in last space
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
HOME   DCLR @SCPT                     * Clear the screen pointer
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
LEFT   DCEQ 0,@SCPT                   * Are we at beginning?
       BS HONK                        * Yes?, then jump
       DDEC @SCPT                     * Subtract 1 from pointer
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
RITE   DCEQ SCREND,@SCPT              * Are we at end?
       BS HONK                        * Yes?, then jump
       DINC @SCPT                     * Add 1 to pointer
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
DOWN   DCGT 735,@SCPT                 * Will new position be off screen?
       BS HONK                        * Yes?, then jump
       DADD 32,@SCPT                  * Add 32 to increase row #
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
UP     DCGT 31,@SCPT                  * Will new position be off screen?
       BR HONK                        * Yes?, then jump
       DSUB 32,@SCPT                  * Subtract 32 to decrease row #
       ST V*SCPT,@CHARHL              * Put new char in hold byte
       B LOOP1
*
HONK   CALL >0036                     * Call honk routine in console
       B LOOP1
*
EXIT   ALL BLANK                      * Clear screen
       BACK NORMAL                    * Set normal background color
       EXIT                           * Exit to main title screen
*
CURSDT BYTE >00,>00,>00,>00,>00,>00,>FF,>FF  * Data for cursor char
       END
.
b.$.J.i.4.,x(....:Nv...R.....#m../?.dK"...f%'...F.Y3X..;.X-..4....>7
RKP.-.............$......Z..[9..Xy......--.....m....{

 

I believe this disk is ARKed...

 

GPL_DEMOS_AND_MANUALS__1998.DSK

Edited by HOME AUTOMATION
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9 hours ago, hippietrail said:

I've managed to get the barest skeletal beginnings of a GPL extension "working". The parts of Ghidra for adding new languages are more of a black art than those for making loaders and filesystems.

 

One thing I've learned is that Ghidra does not have a way to handle two languages in one file. But I can add a way to choose TMS9900 or GPL when loading a TI-99/4A file. It may be possible to create a hybrid 'language' that can do both. 'Language' is Ghidra's term for what most people probably think of as a CPU or instruction set but it can work with virtual machines / bytecode.

 

I'm still figuring out how language specifications work so for now it only identifies the first byte of a GPL instruction and not the addressing modes and parameter bytes that follow.

 

It turns out that you define how to disassemble and how to decompile in the same language definition file, but that the decompilation part is optional and trickier (even more of a black art). That's why the TMS9900 extension can disassemble but can't decompile yet. Same will apply to my GPL extension.

 

If anyone has some tiny simple GPL binaries they can share or point me to for testing, nothing too advanced but more advanced than just `fmt` / `fend` with a `htext` "hello world", that would be appreciated. I can handle FIAD, TIFILES, and .bin file formats with the 'standard header'.

 

Don't forget to visit Ninerpedia; our wiki about the TI-99/4A. Check here.

 

If you are the owner of one of the programs or sites and do not want it posted, please let me know and it will be removed immediately.

Also if you think a reference to an important development resource is missing, then please let me know and I'll be happy to add to the list.

 

If you are new to the TI-99/4A or returning after a long time, then you might want to check out the TI-FAQ page here.

Also make sure to visit the TI-99/4A Home Computer Book Archive by @airernie, now hosted by @acadiel.

It's a great collection of excellent technical books about programming the TI-99/4A.

 

Latest update: March 17th 2024

 

 

1. Emulators

 

classic99 win

Windows-based emulator including TI-99 ROMs under license from Texas Instruments.

Debugger, memory heatmap, OS file support, support for 128K bank-switch carts, can create ROM/GROM cartridges, possibility to record AVI movies.

User manual is included.

Check the classic99 Updates thead for the latest news on classic99.

Click here to watch Tursi's classic99 tips and tricks video tutorial.

Author: @Tursi

 

MAME win+linux

Multiple system emulator that supports the TI-99/4, TI-99/4A, TI-99/8, and Geneve.

Emulates more than 400 systems. Requires ROMs from the original systems.

Features a powerful Debugger, most accurate emulation, support for 64K bank-switch carts / Gram Kracker / UCSD p-code expansion card.

Possibility to record AVI movies.

Also see the MAME section in ninerpedia.

Author: @mizapf

 

Js99'er All major browsers

TI-99/4A emulator written in javascript. Has support for TMS9918A VDP & supports most of the F18A functionality, TMS9919 sound.

Virtual disk drives using google drive.

Some preloaded games, demos and applications included.

Js99'er development thread on Atariage can be found here.

Js99'er source code repository on Github can be found here.

Author: @Asmusr

 

V9t9 win+linux

TI-99/4A emulator written in java. Has support for TMS9918A VDP, TMS9919 sound & TMS5220 speech.

Debugger included. V9t9 also supports the UCSD P-Code system.

Some of the advanced V9t9 features include: ability to save/restore emulator state, record & playback, support for V9938 VDP.

Requires ROMs from the original systems.

This emulator needs the Java Runtime Environment available for free at Oracle.

V9t9 discussion thread can be found here.

Author: @eswartz

 

DS99/4a DS/DSI

TI99/4a Emulator for the Nintendo DS/DSi.
DS99/4a discussion thread can be found here.
Author: @wavemotion
 

Win994a win

Windows-based emulator of the TI-99/4a

Good TMS9900 cross-assembler included. No debugger.

 

Ti994w win

Windows based emulator. Offers 80 column support, SAMS card 1Mb of RAM, V9938 support, built-in debugger, ...

Author: @F.G. Kaal

 

TI-99/Sim linux

Linux-based software simulation of the TI-99/4A.

 

PC99 DOS

Commercial DOS-based emulator licensed by Texas Instruments to sell ROMs.


2. Programming languages

 

Assembly language - Software

Winasm99 win

Windows based TMS9900 cross assembler with GUI and ability to build 8K cartridge roms.

Is part of the Win994a emulator.

 

asm990 linux

Linux based cross Assembler for the TI 990 by Dave Pitts.

You'll also need lnk990 a separate linker which can be found on the same page.

 

TIasm win

TMS9900 cross assembler TIasm will build 8K console (>0000) or cartridge (>6000) rom.

Is part of the old V9T9 emulator package. Source is included.

 

Editor/Assembler IV TI-99/4A

Editor/Assembler IV is a module for the TI99/4A home computer. The software this cartridge contains is the in TMS9900 assembler rewritten Editor and Assembler loader, Program loader and an implementation of

my own written Linking Loader and a simple debugger. The editor and debugger are running completely in the module space (>6000 - >7FFF). The assembler is copied from EPROM to CPU RAM before it is started.

Author: @F.G. Kaal

 

XA99 - Cross Assembler 99 win

XA99 (Cross Assembler 99) is a program for assembling TMS9900 assembler code on the PC.

Author: @F.G. Kaal

 

L99 - Linker 99 win

L99 is a tagged object file linker by Fred Kaal for creating program files for the TI99 and Geneve home computer.

Author: @F.G. Kaal

 

xdt99 - TI 99 Cross-Development Tools win, linux, OS X

The TI 99 Cross-Development Tools (xdt99) are a small suite of programs that facilitate the development of programs for the TI 99 family of home computers on modern computer systems.

All programs are written in Python and thus run on any platform that Python supports, including Linux, Windows, and Mac OS X.

Includes xas99 (TMS9900 cross-assembler), xga99 (GPL cross-assembler!) and some command line tools for handling disk images and nanoPEB/CF7A+ volumes.

The development thread on atariage can be found here.

Author: @ralphb

 

Assembly language - Manuals

devres_bookcovers_kombi2.thumb.png.a3428cae6d0c163678b486cdb65b681c.png

Editor/Assembler reference manual PDF

The official Editor/Assembler reference manual. Note that this is not a tutorial for beginners.

Still, it's an essential manual when writing assembler for the TI-99/4A.

The online version can be found here.

 

The TMS9900 Cheat-Sheet PDF  

Very helpful reference card with opcodes, VDP tables, colors, etc.

Author: @SteveB
 

COMPUTE!'s beginner's guide to assembly language on the TI-99/4A PDF

The Lottrup book. The only manual available today focusing on programming games in TMS9900 assembler.

The examples in the book are for the Mini Memory line-by-line assembler which is rather limited.

The manual also contains a few errors. Check here for the corrections.

Nonetheless this book is a must-read for everyone seriously interested in writing assembler games for the TI-99/4A.

The online version can be found here.

 

Introduction to Assembly Language for the TI Home Computer PDF

The Molesworth assembly language introduction book.

Covers VDP communication, keyboard reading, file access and a lot more.

 

The Art of Assembly series PDF

The full series of articles by the late Bruce Harrison compiled as PDF. Over 600 pages, very well written and thorough.

 

Assembly on the 99/4A WEB

Excellent thread on Assembly language programming for the TI-99/4A, focussing on game loops, etc.

Author: @matthew180

 

SPECTRA2 zip

Library for programming games in TMS9900 assembly language.

Has routines for handling tiles, sprites, sound & task scheduler.

Documentation manual PDF is included.

Author: @retroclouds

 

 

BASIC - Software

Cortex BASIC TI-99/4A

This is a port of the 'Cortex BASIC' interpreter used with the TMS9995-based Powertran Cortex machine.

It is written in pure assembly. Graphic commands, sprites and saving to disk are supported. Currently no sound and speech supported.

Power BASIC instruction manual available.

 

Playground TI-99/4A

Playground is a package making it possible to create assembly language programs that run from TI BASIC on an unexpanded console using only a cassette player to load the program(!)

Although primarily intended for use in TI BASIC, programs written for playground can be run from XB, saved in E/A 5 format, loaded into a supercart, and even made into an actual cartridge.

The manual describes in detail the differences in style necessary when programming for an environment that runs in only 256 bytes of memory.

There is a library of subroutines for printing text, printing a number, shifting blocks in VDP, generating random numbers, using the line editor from BASIC, HCHAR, VCHAR,GPLLNK, a bit reversal routine, and a fast scroll routine.

Source code is included for three different programs that should help you get started.

Check here for the development thread on Atariage.

Check this related thread for some clever work based on Playground.

Author: @senior_falcon

 

 

Extended BASIC - Software

Extended Basic Game Developers Package "JUWEL4" TI-99/4A

This package consists of two applications that make it possible to produce arcade quality games using Extended BASIC.

Although they are designed to complement each other, each is a stand alone utility.
Also included is XB 2.9 G.E.M. which offers greatly enhanced graphics in Extended BASIC.

The package has been extensively updated to be fast, versatile, and simple to use.

It is meant to be used with the Classic99 emulator, but the programs it creates are fully compatible with a real TI99, requiring nothing more than XB, 32K and a disk drive.

Purists can use Juwel994 which has modified prompts to work with a real TI99.

There is an option to use the older, more compact TI BASIC only runtime routines.

This replaces for the older "Harry Wilhelm's BASIC COMPILER" and as a bonus, it's much easier and faster to use.

Author: @senior_falcon

 

1) XB256

XB256 lets you toggle between two independent screens as desired. Screen2 lets you define all 256 characters and still have up to 28 double sized sprites using the character definitions available to Screen1. Scrolling routines let you scroll characters left, right, up, or down or scroll using single pixels.

There is a text crawl that gives an effect similar to the STAR WARS title screen. You can highlight text, set the sprite early clock, print in any direction on the screen using 32 columns, read/write to VDP ram, write compressed strings or sound tables to VDP ram, play a sound list, and catalog a disk.

A utility lets you save selected areas of VDP memory as compressed strings that cn be merged with your program. With this, character definitions, sound tables, screen images, etc. can be saved in a more compact form that can be loaded virtually instantaneously, even in XB

There are two utilities that can convert the CALL SOUNDs in an XB program into a sound table containing music and sound effects. Sound tables can be loaded directly into VDP memory and played automatically while your XB program does other things. Also, a second player can play a different sound list simultaneously with the first, so you can have music playing with sound effects on top of the background music.
 

2) XB COMPILER

COMPILER lets you compile an XB program into an equivalent assembly language program that will run about 30 times faster. All the XB256 subprograms are supported by the compiler and in general, all the major features of XB are supported, including XB style IF/THEN/ELSE and named subprograms.
Programs using assembly support routines such as The Missing Link, T40XB and T80 XB programs can now be compiled. About the only unsupported XB features are DEF and the trig functions.
There are provisions to save programs in EA5 format, as an XB loader, as a grom cartridge, or as a rom cartridge.

 

T80XB TI-99/4A

T80XB is a collection of assembly language subroutines that give the Extended BASIC programmer easy access to the 80 column screen mode offered by the F18A and other 80 column upgrades.

Lets you select from two independent screens. G32 is the default screen when a program starts running.. This is the 32 column graphics mode screen normally used by Extended BASIC. It is accessed using the usual XB graphics statements. T80 is the 80 column text screen which offers 24 rows of 80 columns.. You can toggle between the two screens as desired, preserving the graphics on each screen. When using the T80 screen there are assembly equivalents that replace PRINT, CLEAR, COLOR, INPUT, CHAR, HCHAR, VCHAR plus routines that will scroll the screen and invert text on the screen.

Author: @senior_falcon

 

XB 2.9 G.E.M. (Graphics Enhancement Module)TI-99/4A

XB 2.9 G.E.M. is a greatly expanded version of Tony Knerr's XB 2.7 
The cartridge contains utilities that enhance Extended BASIC's graphics capabilities. XB256, T40XB, T80XB, THE MISSING LINE, and THE MISSING LINK GRAPHICS ADVENTURE are all available from the main menu or from a running program. 
60 different fonts can be loaded from the cartridge or loaded from or saved to disk.
Programs can be chained together and when the new program runs it will retain all numeric and string variables. This allows very large programs with the size limited only by disk capacity
A powerful new editor is included that permits full screen editing in 40 and 80 columns.
You can save or load programs in either IV254 format or DV80 format, and windows text if you are using an emulator.

 

RXB 2024B TI-99/4A

Rich Extended Basic (RXB) is an updated version of TI Extended Basic.

Most bugs in XB have been fixed in RXB and GKXB is in the main core of RXB.

RXB has features no other XB has such as batch processing, SAMS support, hard drive access or updated CALL routines.

 

The below RXB tutorials on Youtube give a good overview of RXB's power:

RXB 2020 Release video on features  video

RXB memory manager routines in RXB 2020 video

RXB 2021 demo 1 video

RXB 2021 demo 2 video

RXB 2021 demo 3 video

RXB 2021 demo 6 video

RXB 2021 demo 7 video

RXB 2021 demo 8 video

RXB 2022 demo 9 video

RXB 2022 demo 10 video

RXB 2022 demo 11 video 
RXB 2022 demo 12 video 

 

Full documentation, examples, links to YouTube tutorials and GPL source code are all included in the ZIP package. Cartridge image for classic99 emulator also included.

Requires a GRAM device such as a GRAM Kracker or finalGROM99 cartridge for running RXB on the TI-99/4A.
Author: @RXB


RXB 2024B.zip41.65 MB · 32 downloads

RXB 2023.zip18.96 MB · 126 downloads

RXB 2022.zip31.72 MB · 109 downloads

RXB 2021.zip23.57 MB · 98 downloads

RXB2020E.zip14.75 MB · 197 downloads

 

TiCodEd Windows + MAC OSX

Modern, structured Extended Basic. Integrated PC editor.

Development thread on Atariage.
Author: @SteveB

 

My Little Compiler (MLC) TI-99/4A

Library for using assembler-like language & routines from Extended Basic.

Great for putting more power in Extended Basic programs. Now includes a precompiler for high-level language syntax. Demo Pong game and documentation included.

The MLC development thread can be found here.

Check out the video by @rocky007 on his MLC based TI-99/4A port of Kaboom!

Author: @moulinaie

 

The Missing Link 2.0 (TML) TI-99/4A

The zip archive contains "The Missing Link 2.0" and its documentation. This was published by Texaments in 1990.

It gives the XB programmer easy access to the bit mapped features of the 9918 VDP.

Full color cartesian graphics, turtle graphics, sprite graphics (32 sprites with auto motion) are supported.

Text can be displayed on screen with fonts having sizes ranging from 4x6 pixels to 8x8 pixels.

The manual is updated with many previously undocumented features. A tutorial called "Potatohead" is included.

There is a loader that embeds A/L programs in high memory - they can be saved as an XB program and run directly out of high memory.

Author: @senior_falcon

 

TidBiT - BASIC/XB Translator win, linux, OS X

A translator program that reads a program written in a custom, structured form of BASIC and translates it to a BASIC / Extended BASIC program.

PHP required when doing a local installation.

Check here for the latest revision, installation instructions included.

Author: @matthew180

 

Kull KXBII Extensions TI-99/4A

Kull Extended BASIC II programming package. High resolution graphics and clock support in Extended Basic. Documentation by @hloberg.

 

 

Extended BASIC - Manuals

image.thumb.png.f9fe49557e0234a4a946a78df714d461.png
 

COMPUTE!'s Programmer's Reference Guide to the TI-99/4A PDF

TI-Basic programming manual touching graphics and sound.

 

COMPUTE!'s TI Collection volume One PDF

The online version can be found here.

Best of TI-Basic programming by C. Regena

 

Texas Instruments TI-99/4A user reference guide PDF

The official user reference guide with details how to setup and connect your TI-99/4A.

Includes an introduction on the TI-BASIC programming language.

 

Extended Basic reference manual PDF

The official extended basic manual, explaining the 40 new or expanded commands, sprites, etc.

Check here for the online version with command lookup functionality.

 

MG Night Mission PDF

Advanced tutorial on how to program an arcade game in Extended Basic.

 

MG Smart Programming Guide for Sprites PDF

Advanced tutorial on how to efficiently use sprites in Extended Basic.

 

C - Software

C99 v4 TI-99/4A

C99 is a small C compiler for the TI-99/4A written by the famous C. Pulley. Documentation included.

 

C99C - C99 cross compiler and optimizers win

C99C is the enhanced PC version of the C99 compiler for the TI99/4A home computer.

Also included are multiple optimizers for compacting the generated assembly source (C Optimizer, Function Call Optimizer, ...)

Author: @F.G. Kaal

 

GNU C Compiler (GCC) win + linux + osx

GCC for the TMS9900 allows you to cross-compile C programs on your PC (Linux, OSX or Windows) for the TI.

Insomnia's release contains a set of patches against GCC 4.4. Just check out the code from the GCC project, apply the patches and build according to the build instructions

for your platform and you're on your way to write programs and games for the TI in a high level language that rival the speed of assembly. And if you need just that little

bit extra in terms of speed, you can always inline TMS9900 assembly for the critical sections of your code and compile everything with the same toolchain.

For access to the VDP, the SN76489, etc... you can use Tursi's ti99 library, which you can find in the GCC thread.

Hop over to the INSOMNIA LABS blog for background information on this port.

Check the "Setting up the GCC compiler for the TI-99/4A" video by @Tursi for detailed steps on how to build and install GCC on your Windows PC.

You can now download the cygwin binary port of the older TI GCC 1.10 for Windows here. (Thanks @lucien2).

Author: @insomnia

 

 

Fortran - Software

99-9640 Fortran TI-99/4A & Geneve

The zip archive contains LGMA Products' FORTRAN v4.4 in both a version for the TI-99/4A and the Geneve 9640 computer.

Documentation in PDF format included. The discussion thread on Atariage can be found here.

 

image.thumb.png.b67faf726a6fbcbd5ae4e029d8d30d44.png

 

Forth - Software

Turboforth TI-99/4A

A brand new implementation of the Forth langugage for the TI-99/4A.

The Forth system itself is written in assembler and is optimized for speed.

It runs from the cartridge space so there's plenty of space for your program in the 32K memory expansion.

Check TurboForth.net the companion web site for the TurboForth system.

Click here for seeing some Turboforth video tutorials.

Author: @Willsy

 

TI Forth Instruction Manual "2nd Edition 2013" PDF

2012 enhanced version of the original TI Forth Instruction Manual in PDF format by @Lee Stewart.

Look here for details on manual improvements, etc.

The updated TI-Forth system disk can be found here.

Author: @Lee Stewart

image.png.36628d3d8da336278fb025c54a7bb3dc.png

fbForth TI Forth with File-based Block I/O zip

fbForth uses Level 3 file I/O for I/O of Forth blocks. It also implements 80-column text mode if you have a system with that facility.

fbForth 32KB 2.0.X ROM cartridge available.

Check the fbForth website

Author: @Lee Stewart

 

image.thumb.png.fe3af8ae579791d295e99fb6c70e7abf.png

CAMEL99 V2 Forth TI-99/4A

Multi-tasking Forth for the TI-99/4a. CAMEL99 Forth has been built as an educational tool for those who are interested in how you could cross-compile Forth to a different CPU using an existing Forth system.

Camel99 Forth Development thread on Atariage can be found here.

Author: @TheBF

 

GPL - Manuals/Tutorials

GPL Programmers Guide PDF

The original GPL programming reference manual from Texas Instruments.

Covers all opcodes and advanced stuff like coincidence detection, I/O routines, etc.

image.png.3549390e7086562daf758dc137834391.png

The Graphics Programming Language (GPL) PDF
GPL manual with instruction syntax as accepted by the RAG Software GPL Macro Assembler.
Edited by @Lee Stewart

 

TI-Intern PDF

Details on "Monitor", the OS of the TI-99/4A. Disassembly of console ROM/GROMS and GPL interpreter.

Has details on interrupt routine, utility subprograms, basic interpreter, etc.

 

GPL HOW 2 Series video

A complete series on how to program GPL (Graphics Progroamming Language) on the TI-99/4A.

Each tutorial has its own support package with example code, GPL assembler, etc.

Video tutorials done by Rich, the programmer of Rich Extended Basic.

Author: @RXB

 

GPLHOW2A - Introduction video / zip

GPLHOW2B - Sprite demo video / zip

GPLHOW2C - How to make a Screen Editor like TI Writer or Editor Assembler video / zip

GPLHOW2D - Editor Assembler TI BASIC support.video / zip

GPLHOW2E - DMII cartridge upgrades and how GPL works video / zip

GPLHOW2F - TI Basic to GPL. Converting a TI Basic program to GPL video / zip

GPLHOW2G - TI Basic CALL SOUND to GPL video / zip

GPLHOW2H - Simultaneous sound lists and interrupt timer in GPL video / zip

GPLHOW2I - XB2GPL demo of a XB game Baloons converted into a GPL program video / zip

GPLHOW2J - Update to GPLHOW2I and adds a automatic music to the game from the last demo video / zip

GPLHOW2K - How to make XB Program Image files into I/V 254 files video / zip

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19 hours ago, HOME AUTOMATION said:

Something like this?

 

****************************************
*                                      *
* COPY-FILE FOR  GPL-ASSM              *
* TEXT FOR DISPLAY OF STRING   'HELLO' *
*                                      *
****************************************
       HOME              * = DCLR @YPT
       FMT               * BEGIN FMT-ROUTINE
       FOR  COPIES       * COPIES IS LOOP COUNTER
       COL  26           * COLUMN 26
       HTEX 'HELLO'      * STRING 'HELLO' TEXT
       ROW+ 2            * ROW PRESENT VALUE +2
       FEND              * END 'FOR'
       FEND              * END FMT

 

Sorry, no not quite like that. I'm avoiding all the `FMT`...`FEND` stuff for now since those are special opcodes that require mode switching support, which is an advanced topic I haven't learned how to do yet.

Basically, the same byte has a different meaning outside `FMT` vs inside `FMT`. For instance `>00` normally means `RTN`, but inside `FMT`...`FEND` it means `HTEX` with a count of 1.

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Something like this?

 

	grom	>6000
	data	>aa00,>0100,>0000
	data	menu
	data	>0000,>0000,>0000,>0000
menu	data	>0000
	data	start
	stri	'BOUNCING *'
 
* main
x	equ  >8318
y	equ  >831a
xd	equ  >831c
yd	equ  >831e
pos	equ  >8320
 
start	back >1c
	dst  >1c1c,v@>384
	dst  4,@x
	dst  8,@y
	dst  1,@xd
	dst  1,@yd
	
L1	dst  @y,@pos
	dsll 5,@pos
	dadd @x,@pos
	st   42,v@0(@pos)
	dadd @xd,@x
	dadd @yd,@y
	dcgt 31,@x
	bs   L2
	dcge 0,@x
	br   L3
	dcgt 23,@y
	bs   L4
	dcge 0,@y
	br   L5
	b    L1
L2	dst  31,@x
	dneg @xd
	b    L1
L3	dst  0,@x
	dneg @xd
	b    L1
L4	dst  23,@y
	dneg @yd
	b    L1
L5	dst  0,@y
	dneg @yd
	b    L1

	end

 

bouncing asterisk.zip

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