Jump to content
IGNORED

Classic99 Updates


Tursi

Recommended Posts

question:

 

Does the delete command(DELETE device.filename) not work in classic99 or at least in the version I'm using (388)?

 

I was writing a small program the other day, and used the delete command as a lazy data reset. When writing/testing it on classic99 I kept getting an IO error on that line (blaming my own crappy coding of course). Before giving up completely, I decided to move testing over to my 4A where everything worked perfectly.

 

I have to say it is the first time ANYTHING (that I've tried anyway) has not worked in Classic99 - my absolutely favourite emulator (along with STeem), so I was surprised.

 

not a big problem (and I really should d/l the latest version) I was just curious.

 

It does not seem to work on v398 (latest) either. With “ DELETE "DSK1.JJJ" ”, I get “I/O ERROR 73”. Debugger says it is deleting the file, then chokes, giving the aforesaid error.

 

...lee

  • Like 1
Link to comment
Share on other sites

 

It does not seem to work on v398 (latest) either. With “ DELETE "DSK1.JJJ" ”, I get “I/O ERROR 73”. Debugger says it is deleting the file, then chokes, giving the aforesaid error.

 

...lee

Thanks for checking Lee. Won't rush to update my copy then (everything else works great and I try not to fix things when they work. OK that's a lie... I actually derive great joy out of fixing stuff UNTIL I break it, I just swear a lot in the process)

  • Like 1
Link to comment
Share on other sites

The debug log is supposed tell you that delete is not implemented. ;) Neither is scratch record or initialize. ;)

 

Are you sure the debugger only says its proceeding? I can't check as my laptop now is a Chromebook, and I can't run Classic99 on the road. ;)

 

It didn't make sense to implement it for FIAD access, and DOAD access only exists cause you guys browbeat me into it. ;) I suppose I can add DELETE support to the disk image access, but I won't for the Windows file system. Use Windows to manage Windows files. :)

Link to comment
Share on other sites

The debug log is supposed tell you that delete is not implemented. ;) Neither is scratch record or initialize. ;)

 

Are you sure the debugger only says its proceeding? I can't check as my laptop now is a Chromebook, and I can't run Classic99 on the road. ;)

 

It didn't make sense to implement it for FIAD access, and DOAD access only exists cause you guys browbeat me into it. ;) I suppose I can add DELETE support to the disk image access, but I won't for the Windows file system. Use Windows to manage Windows files. :)

 

I would never expect “scratch record” because TI never implemented it and always threw an error when that opcode was attempted.

 

Here is the debugger output upon attempting to delete DSK1.JJJ:

 

DSR opcode >7 on PAB >37D4, filename DSK1.JJJ
Deleting DSK1.JJJ on drive type FIAD
Setting file error 3 on file buffer 103

 

...lee

Link to comment
Share on other sites

 

I would never expect “scratch record” because TI never implemented it and always threw an error when that opcode was attempted.

 

Here is the debugger output upon attempting to delete DSK1.JJJ:

 

DSR opcode >7 on PAB >37D4, filename DSK1.JJJ
Deleting DSK1.JJJ on drive type FIAD
Setting file error 3 on file buffer 103

 

...leeI

I did write a SCRATCH RECORD into RXB that only worked with SCSI drives as this was suggested by Don O'Neil of Western Horizon.

 

But as expected in GPL the bigger the file the slower this worked.

 

It first found the record to remove than I had to move every record 1 place or more forward, it worked better for scratching huge sections and really bad for single record scratch.

Link to comment
Share on other sites

I did write a SCRATCH RECORD into RXB that only worked with SCSI drives as this was suggested by Don O'Neil of Western Horizon.

 

But as expected in GPL the bigger the file the slower this worked.

 

It first found the record to remove than I had to move every record 1 place or more forward, it worked better for scratching huge sections and really bad for single record scratch.

I should add it had no real applications written by anyone to put it to use except for Dictionary or game lists.

  • Like 1
Link to comment
Share on other sites

I should add it had no real applications written by anyone to put it to use except for Dictionary or game lists.

Sounds similar (or maybe the same) as the Horizon RAMdisk scractch opcode. I only remember ever seeing a demo using it, never really anything practical. Did it work only on fixed files or did you write it to be used with variable files as well?

Link to comment
Share on other sites

Sounds similar (or maybe the same) as the Horizon RAMdisk scractch opcode. I only remember ever seeing a demo using it, never really anything practical. Did it work only on fixed files or did you write it to be used with variable files as well?

 

I wrote it for fixed or Variable files as I was mostly thinking DV80 files or DF128 or DF254 files used by XB.

 

But it was ridiculously slow and even Assembly support only slightly helped.

 

After all in order to ensure you did not totally screw up a file it made a copy first and modified the copy then finally replaced the copy for the original, thus it took up twice the space just to result in a smaller file size.

 

Nothing could be worse than during the SCRATCH record you make a mess of the entire disk or hard drive.

  • Like 1
Link to comment
Share on other sites

Question regarding additional RAM - can Extended BASIC take advantage of the SAMS Support in the configuration? I guess what I need to know is can Extended BASIC in C99 actually access more than the built in 16 KB? I couldn't find any setting for 32K RAM expansion so I am guessing that if SAMS is enabled, the RAM can be used. I'm not familiar with SAMS either which is why I am asking. And if so, how much of it can it use?

Link to comment
Share on other sites

Question regarding additional RAM - can Extended BASIC take advantage of the SAMS Support in the configuration? I guess what I need to know is can Extended BASIC in C99 actually access more than the built in 16 KB? I couldn't find any setting for 32K RAM expansion so I am guessing that if SAMS is enabled, the RAM can be used. I'm not familiar with SAMS either which is why I am asking. And if so, how much of it can it use?

RXB has SAMS support built for use of 960K of SAMS memory.

 

  • Like 1
Link to comment
Share on other sites

Question regarding additional RAM - can Extended BASIC take advantage of the SAMS Support in the configuration? I guess what I need to know is can Extended BASIC in C99 actually access more than the built in 16 KB? I couldn't find any setting for 32K RAM expansion so I am guessing that if SAMS is enabled, the RAM can be used. I'm not familiar with SAMS either which is why I am asking. And if so, how much of it can it use?

 

XB can, indeed, access the 32 KiB expansion RAM, with or without SAMS enabled. It is built in, when SAMS is disabled and, with no additional setup, SAMS acts as though it had only 32 KiB. If you wanted to disable the expansion RAM for some reason (testing?), I am not sure you can do it in Classic99.

 

Also, XB cannot, to my knowledge, make use of SAMS memory paging. RXB does have SAMS support, as Rich posted above, but not XB.

 

...lee

  • Like 2
Link to comment
Share on other sites

Answered above, but forgive me for answering it my own way.

 

Memory expansion in Classic99 is hard-coded on, you always have 32k. In fact you always have 1MB unless you change the SAMS config, but I'm not sure turning it off works. ;)

 

32k is the standard TI memory expansion, while SAMS is a user-created add-on which is compatible. As such regular XB can only use the 32k. (Rich extended Extended BASIC to create RXB, which /does/ support the additional SAMS memory).

 

It is possible to simulate a 16k-only machine in Classic99, but only by subverting the emulator. You need to create an entry in Classic99.ini that contains the cartridge you want to run in addition to loading anything (literally anything) at >A000. The emulator will turn that memory into ROM and when Extended BASIC tests it, it will assume there is no 32k card installed. If you want to be /really/ specific, load files containing only zeros - 24k at >A000 and 8k at >2000 -- then there will not be anything in those ranges and it will look more like no memory expansion installed.

Edited by Tursi
  • Like 2
Link to comment
Share on other sites

With Classic 99 QI396 and TI Logo II I am having problem using the keyboard

I cannot use FCTN keys (no backwards, etc, all strange characters)

the other problem I cannot paste from Notepad to TI Logo (all strange characters),

but pasting works with TI-BASIC

 

[Edit] It is the same problem in JS99er.net and also in CADD PC99

Maybe another related issue with keyboard mapping with the module ?

Edited by globeron
Link to comment
Share on other sites

In MAME it seems as if FCTN-S produces a lower left half of the Texas logo, while FCTN-D produces the lower right half (compare with the logo on the master title screen).

 

Edit: FCTN-3 seems to be Backspace.

 

Thank you, that also works in the other emulators FCTN-3, at least that helps

I never used TI Logo in my life, but now trying together with my kid to do

some programming (like code.org) where he sees what is happening,

but instead of using "drag and drop", typing on a keyboard is apparently fun

 

This is our first program:

 

First at the Welcome screen:

 

? TELL TURTLE

 

then

 

repeat 10 [rt 30 fd 20 rt 120 fd 20 rt 120 fd 20 repeat 3 [lt 90 fd 20]]

 

(but he does not like the abbreviations, like fd need to be typed as forward...)

Edited by globeron
Link to comment
Share on other sites

I've never used TI LOGO 2 before either, but at least using the one built into Classic99, edit->paste appears to work fine. Make sure you are pasting /uppercase/ letters, LOGO doesn't appear to support lowercase. I pasted your program there as a test (although first I used Notepad to change it to uppercase).

 

post-12959-0-68796700-1506292620_thumb.png

  • Like 2
Link to comment
Share on other sites

  • 1 month later...

Feature request... It'd be great if it remembered video settings. I have to turn off filtering and resize every time I start up. And, set up joysticks, which I'm having problems with right now... And, audio appears to be very delayed (at least with Q*Bert)

 

Figured it out (sorta - sound is better) but it doesn't work with my simple gamepad - which I have mounted into an arcade type joystick. I have a newer gamepad that does work fine, using the analog stick. Not nearly as accurate for me.

Edited by unhuman
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...