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E/A manual - Tombstone


tmatuc

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If you like looking at source code, the source for several TI games is posted in the resources thread in the Development subforum. I obtained a copy of the source code for Parsec (printout) many years ago and eventually had a chance to run it through an OCR. The quality of the original was pretty bad, but between Paul Urbanus and I, we were able to clear up the errors, so the copy in the Dev thread is clean. Munchman source code is in the thread too, along with source code for several utility cartridges. I will soon be putting a clean copy of the source code for the extremely rare BASIC Support Module up there as well (I have about 30 pages of that one left to type in/verify).

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If you like looking at source code, the source for several TI games is posted in the resources thread in the Development subforum. I obtained a copy of the source code for Parsec (printout) many years ago and eventually had a chance to run it through an OCR. The quality of the original was pretty bad, but between Paul Urbanus and I, we were able to clear up the errors, so the copy in the Dev thread is clean. Munchman source code is in the thread too, along with source code for several utility cartridges. I will soon be putting a clean copy of the source code for the extremely rare BASIC Support Module up there as well (I have about 30 pages of that one left to type in/verify).

 

Jim, the source for Parsec. That looks like one copy written in GPL, plus another copy written in assembler - is that correct? Or is it GPL *plus* various routines written in assembler?

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Parsec is a hybrid program--part GPL and part Assembler

Actually this like XB GPL sets stuff up and Assembly (ROMs) do the workhorse work.

This is why I wonder why Texas Instruments did not do more Assembly imbedded into GROM and run from Scratchpad.

 

I would have taken Assembly and put more into the GROM for XB or other carts and use 32 bytes for Workspace >8300 to >831F and FAC and ARG for buffers.

This would have left plenty open for other uses, like why is STLN & ENDLN (STarg LiNe & END LiNe) saved in Scratch pad address?

I mean it gets copied to VDP all the time and everything goes thru >0820 VDP (Current Line executed) or >08C0 VDP (Buffer for subprograms), it just makes no sense to me.

 

WTH is the point to use Scratch Pad limited 256 bytes for Editor Flag or Command Flag? Especially each time you access it you copy it to VDP anyway??????

 

....end of rant on TI....

Edited by RXB
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Every one of the E/A module sets I ever saw has Tombstone City. TI did sell TI Invaders and Munchman on disk, but they weren't widely known at the time as disk releases--and the disks didn't include source files.

I swore I saw or had an EA manual with an addendum that said it would be either Tombstone City or TI Invaders. I will have to dig up all my paperwork.

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