Retrospect Posted February 15, 2018 Author Share Posted February 15, 2018 *** Billy Ball Resurrection *** Billy Ball has promised to meet his girlfriend Beatrice Ball, at the end of the woods in the village of Ballsham. It's no walk in the park. He faces Snappers, Spiders, Birds, and holes in the ground. Use Joystick to control. Billy Ball can move left and right, and jump left and right as well as straight up. This game works in Extended Basic and can be used on a stock console with 16Kb RAM if copied to a real tape. BBR.wav 2 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 15, 2018 Share Posted February 15, 2018 Yeah I remarked about that yesterday to a friend. It's the audio quality they need, I think maybe the data would not survive any compression. Well, with very few changes (basically just to allow other filename extensions), js99er.net v. 5.12.3 now supports mp3 and ogg files. When generating these compressed files you may have to choose a quality in the high end of the scale to be able to read them in js99er, but the sizes are still considerably smaller. Not sure if this will have any practical value. For the archive of tape files I would still recommend to stick to wav. If size matters, a binary tape format for emulators would be much more efficient. Instead of storing a bit as 32 samples of 32 bits you could use, well, 1 bit only (a compression factor of 1024). 3DLABY.mp3 4 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 15, 2018 Author Share Posted February 15, 2018 This will probably come in handy for storing the tapes on my chromebook as it has slightly more limited memory than normal computers. 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 15, 2018 Author Share Posted February 15, 2018 Regarding "Billy Ball Resurrection", Major author apology, it's slow as molasses. I've not used any clever routines for the player movements such as SIN command, it's all literally moving by pixels and there's quite a bit going on in some screens. Maybes I'll fix this with a rewrite at some point. Usually it doesn't matter because I compile games such as these, in fact with a delay put in, it would make a good compiled game. 2 Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 15, 2018 Share Posted February 15, 2018 Not sure if this will have any practical value. For the archive of tape files I would still recommend to stick to wav. If size matters, a binary tape format for emulators would be much more efficient. Instead of storing a bit as 32 samples of 32 bits you could use, well, 1 bit only (a compression factor of 1024). I haven't tried, but do we get sufficient compression if we just zip the WAV files? Unpacking a zip in memory is pretty well understood, so we could add that level of support? Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted February 15, 2018 Share Posted February 15, 2018 AdventureLand gives me a bad value in 490 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 16, 2018 Share Posted February 16, 2018 I haven't tried, but do we get sufficient compression if we just zip the WAV files? Unpacking a zip in memory is pretty well understood, so we could add that level of support? Zipping is actually *much* more efficient than mp3'ing on the files I have tried. Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted February 16, 2018 Share Posted February 16, 2018 Zipping is actually *much* more efficient than mp3'ing on the files I have tried. Color me impressed (mp3s created with lame 3.99 with --vbr-new): 1,788,716 DEMO.wav 334,450 DEMO.aac 386,086 DEMO.mp3 33,135 DEMO.zip or more relevant 29,190,572 BBR.wav 1,366,255 BBR.aac 1,599,768 BBR.mp3 270,929 BBR.zip 3 Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 16, 2018 Share Posted February 16, 2018 That looks like a winner! Thanks for running the tests Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 17, 2018 Author Share Posted February 17, 2018 My "OXO" nought'n'crosses game for Rich Extended Basic, on tape. That's novel. Computer plays against the player. Sometimes it can win, sometimes it's plain dumb. I don't think anyone's ever typed OLD CS1 or RUN "CS1" into RXB have they? rxboxo.wav 2 Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 17, 2018 Share Posted February 17, 2018 Regarding "Billy Ball Resurrection", Major author apology, it's slow as molasses. I've not used any clever routines for the player movements such as SIN command, it's all literally moving by pixels and there's quite a bit going on in some screens. Maybes I'll fix this with a rewrite at some point. Usually it doesn't matter because I compile games such as these, in fact with a delay put in, it would make a good compiled game. Maybe so, but it's gorgeous! I had a quick go tonight! 2 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted February 17, 2018 Share Posted February 17, 2018 (edited) Hello Guys, i always done conversion in .wav on software published on my website database and used to a wave saved as a Mono, 8 bit, 44.1 KHz WAV File. (RIFF Format) because i used it with the program CS1er and it requested this format. It is not e real compressed final file but it is not so heavy. think that for a FIAD file with size 40 the final file will be of 6Mb about.this was a 40 fiad file example: test.wav I think that actual this is a nice compromise to use a standard non-compressed format and you can use it will remain compatible with the most of other programs like CS1er and MESS too. Edited February 17, 2018 by ti99iuc 2 Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted February 17, 2018 Share Posted February 17, 2018 (edited) AdventureLand gives me a bad value in 490 (EDIT: Tested on real iron, classic99 and JS99er - same error.) Also, Billy Ball at the Hatchery.wav seems to have an error. Doesn't load on real iron, classic99 or JS99'er. Edited February 17, 2018 by Sinphaltimus Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted February 18, 2018 Share Posted February 18, 2018 (edited) AdventureLand gives me a bad value in 490 (EDIT: Tested on real iron, classic99 and JS99er - same error.) Also, Billy Ball at the Hatchery.wav seems to have an error. Doesn't load on real iron, classic99 or JS99'er. Flooraway the second floor wav file seems corrupt. Won't load on real Iron, JS99er or classic99 Same Colors (Playground) loads on all 3 but crashes when RUN Stardust loads on all 3, saves to DSK just fine in classic99 and JS99er but locks up my Floppy Disk controller on real iron. That's about it, I think i saved them all (the working ones on real iron) to a real floppy disk and at least did a RUN to ensure they start with the exceptions above. Some I played, most I have not. EDIT: Photo Added Edited February 18, 2018 by Sinphaltimus 3 Quote Link to comment Share on other sites More sharing options...
Tursi Posted February 18, 2018 Share Posted February 18, 2018 I went to check on Stardust but I couldn't find it -- I'm wondering if it's just a CALL FILES issue? Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted February 18, 2018 Share Posted February 18, 2018 (edited) Hmmm, thought it might have been acquired via this topic. Maybe I got it from another, I'll attach after breakfast. Edited February 18, 2018 by Sinphaltimus Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted February 18, 2018 Share Posted February 18, 2018 AdventureLand gives me a bad value in 490 (EDIT: Tested on real iron, classic99 and JS99er - same error.) Also, Billy Ball at the Hatchery.wav seems to have an error. Doesn't load on real iron, classic99 or JS99'er. Flooraway the second floor wav file seems corrupt. Won't load on real Iron, JS99er or classic99Same Colors (Playground) loads on all 3 but crashes when RUN Stardust loads on all 3, saves to DSK just fine in classic99 and JS99er but locks up my Floppy Disk controller on real iron. Attached are all the files I had issue with - Cassette.zip Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 19, 2018 Author Share Posted February 19, 2018 Hi Sinphaltimus I can tell you straight away what's wrong with the Adventure game, it's written in TI Basic and is using characters of 144 and over, which in normal extended basic is not allowed. This game will actually run properly in RXB because Rich fixed stuff like this. Also to note; in both Classic99 and JS99er (and a real-iron machine with disk system attached) the game won't run even in TI basic unless you CALL FILES(1) and NEW first before loading it. Which brings me to mind; there's some strange behaviour with JS99er when you disable the 32K and do a call files(1) and new ... I'll alert Rasmus to it when I find it again so I can tell him properly what's happening. It says error in line whatever, and when you list it, a load of + and 0 chars spill down the screen. 2 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted February 19, 2018 Share Posted February 19, 2018 FWIW, I have been very successful in cleaning up tape samples then importing them via Tape994A and to a lesser extent CS1er. I have done so with almost all of my old BASIC programs on tape. If you have any samples of tapes you cannot get to load in Classic99 or JS99er, let me know and I will give them a whack. 1 Quote Link to comment Share on other sites More sharing options...
chris36 Posted November 11, 2022 Share Posted November 11, 2022 Necro'ing because it was the only duckduckgo hit for "carscarc2". I tried to convert the sound file at whtech/cassettes to BASIC. Everything looks good except line 30002 toward the end of file. 30000 SUB BXB :: CALL INIT :: CALL LOAD ( 8194 , 37 , 194 , 63 , 240 ) 30001 CALL LOAD ( 16368 , 80 , 79 , 67 , 72 , 65 , 82 , 37 , 58 , 80 , 79 , 75 , 69 , 86 , 32 , 37 , 168 ) 30002 ] [ \ [ ]$ = "<snipped non-ASCII text garbage>" 30003 FOR J = 1 TO 136 :: CALL LOAD ( 9529 + J , ASC ( SEG$ ( ] [ \ [ ]$ , J , 1 ) ) ) :: NEXT J :: SUBEND Both copies of the duplicate records pass the checksum and are identical to each other. So I think it was written to tape this way. Some sort of esoteric method of cramming data into a TI-99/4A? Quote Link to comment Share on other sites More sharing options...
Retrospect Posted November 15, 2022 Author Share Posted November 15, 2022 I thought Cars N Carcasses 2 was a 16K game, why is there even CALL LOAD commands in there?? Quote Link to comment Share on other sites More sharing options...
SteveB Posted November 15, 2022 Share Posted November 15, 2022 On 11/11/2022 at 2:00 AM, chris36 said: I tried to convert the sound file at whtech/cassettes to BASIC. The WAV seems to be a 48000Hz 32 bit Floatingpoint mono AIFF. I converted the WAV to unsigned 8bit mono PCM in order to read it with Tape994a ... but get this error, no matter what I try... I was able to load the file in Classic99 XB 2.9 though ... with the same result you mentioned .. Other than line 0 and 30000+ this looks like a pure TI BASIC program, not XB. Who would redefine CALL COLOR and CALL CHAR...? I am slightly irritated ... Since it actually run I think the string was meant this way. CARSCARC2 2 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted November 16, 2022 Share Posted November 16, 2022 1 hour ago, SteveB said: The WAV seems to be a 48000Hz 32 bit Floatingpoint mono AIFF. I converted the WAV to unsigned 8bit mono PCM in order to read it with Tape994a ... but get this error, no matter what I try... I was able to load the file in Classic99 XB 2.9 though ... with the same result you mentioned .. Other than line 0 and 30000+ this looks like a pure TI BASIC program, not XB. Who would redefine CALL COLOR and CALL CHAR...? I am slightly irritated ... Since it actually run I think the string was meant this way. CARSCARC2 5.13 kB · 1 download Looking at line 30002, several things pop out. First, ][\[]$ is a valid string name. It is followed by =" which is the standard opening for a string--and at the end of the weird stuff, you have a standard " to close the string. It looks like they were using characters from some of the uncommonly used character sets in this string. It looks like it is actually quite normal. 1 Quote Link to comment Share on other sites More sharing options...
chris36 Posted November 16, 2022 Share Posted November 16, 2022 4 minutes ago, Ksarul said: Looking at line 30002, several things pop out. First, ][\[]$ is a valid string name. It is followed by =" which is the standard opening for a string--and at the end of the weird stuff, you have a standard " to close the string. It looks like they were using characters from some of the uncommonly used character sets in this string. It looks like it is actually quite normal. Sort of what I eventually decided must be happening. Once I got unstuck from seeing only the non-viewable characters, I realized that the same strange variable name was used in the following line. The program ran fine, so the variable name must have been valid. Quote Link to comment Share on other sites More sharing options...
+Torrax Posted November 16, 2022 Share Posted November 16, 2022 (edited) You can delete lines 0 and 30000-30006 and resave it back to disk/cassette to make it a BASIC only program. The lines are adding assembly support (32K req.) to extend the CALL CHAR and CALL COLOR for the missing character sets that are not found in XB. You can find several BASIC games/programs that were modified in this manner to run from XB. Edited November 16, 2022 by Torrax 2 Quote Link to comment Share on other sites More sharing options...
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