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About this blog

Just a bunch of Retro 8-bit Projects

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OeeyGUI & fusion BBS

NOTE: an update of OeeyGUI is forthcoming. I'll post v2 when I receive it from Shift838. the BBS software still works, though, if you just want that.   Here is the OeeyGUI & Fusion BBS that Shift838 demonstrated at the TI99 fest in Austin. The fusion BBS wasn't on the CDs I handed out.   Oeeygui-bbs.zip

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Some software from CD1 ATX

UPDATE: found the bug in the 99/2. erase the ti99_232.ini in the INI directory fixes the issue with it starting in partial emulation mode.   Here is some of the software from the CD1 of the 2 CDs I gave out at the TI99 fest in Austin. I removed the documentation so the file would go over the max file size. also Oeegui will be posted in another post. for those who weren't able to attend the Austin TI99 fest I handed out a 2 CD pack to as many as I had. It contained a disk of lots a

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hloberg

 

Uno for TI-99/4a in XB with multicolor text

Converted my Atari 800 game Uno card to TI-99. I used the KXBII extensions to create multi-color text. (see earlier blog post for Uno for Atari 800 and KXBII extensions for TI-99/4a).  Plays at TI-99 XB speeds, which is to say, fast enough. The multi-color text is part of the KXBII extension package. Works rather well & fast enough and bug free. Only weird glitch is 1/2 character random flicker in one letter (you'll see it) when text being printed.  I created a CALL PR(X,Y,TEXT$,fo

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hloberg

 

TI 40 Column Redux

I looks like I screwed up. A little while back I posted a blog about Harry's 40 column routine he created for the TI-99/4a. I also added a the game Civil War. After rechecking the blog I discovered the two files I posted were the wrong files. ACK! So, here are the right files and a little more. I have the T40XB utility on .DSK and my XBBOOT.DSK which included the T40XB  on a menu along with TML & KXBII. And I have a directory with all the games I have posted so far. Here is the cor

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MAME TI 99-8 & TI 99-2 full usable download

MAME TI 99-8 & TI 99-2 full usable download I have put together a workable MAME TI 99-2 & TI 99-8 packages. Just download and execute the batch file in the MAME directory. The 99-2 & the 99-8 never made it market for TI but they got fairly far along to the point of workable prototypes and even manuals (download manuals from http://ftp.whtech.com/datasheets%20and%20manuals/ ). The 99-2 works fine as is. It only has 4k of memory, no sound and B/W. Bo sure to use only the disk in the

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hloberg

 

Uno game in Kull XBII for TI-99

I wrote a version of Uno for the Atari in Atari Microsoft BASIC and posted a few blogs ago. Well, here is Uno in the Kull XBII. Kull XBII is a little known package to TI-99 Extended BASIC. Check an earlier post for more on the KXBII package. One nice thing about KXBII is that it enables multi-color text which I use a lot in the program and it looks really good. Multi-color text is the best feature in KXBII. As I detailed in the earlier post about KXBII is there are a few limitations such as a

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Coco 2 Expanded BASIC Quick Reference Manual

A previous post I created LINES on a Coco 2 with 8 colors using Tino Deleurgo's Expanded BASIC utility package. It utilized semi-graphic capabilities and is a rather nice package with lots of nice features. Unfortunately the manual isn't that great. Tino uses a tutorial structure in the manual that makes it hard to find the commands and what they do. So I wiped up a quick reference manual for myself and decided to post it. I zipped it up with the original manual which you will need. Here it is:

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My game PARSEC 2600 is now for sale as a cartridge

http://www.2600connection.com/features/parsec/parsec.html The game I wrote for the Atari 2600 is now for sale as a cartridge. Parsec 2600. It includes a nice booklet and a professionally created cartridge. it's a limited run for now. Cost $25. Click on link above.

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Coco 2 LINES in 8 color using Expanded BASIC

‘LINES’ is a simple enough program. It draws random lines on the screen in a trailing pattern. I have posted several versions from multiple 8-bit computers on this site. I have even posted a version for the Color Computer 2 with four colors. Today, I’m going to post another version of LINES for the CoCo2 but this time in eight colors! “Eight colors! How,”, you say, “how can you get eight color on the screen with the CoCo2?!? That is impossible! That challenges the very laws of physics!!” First,

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hloberg

 

Kull Extended BASIC II TI-99 XB extensions

A few years ago I came across this disk of extensions to XB and was intrigued. It had nice high resolution capabilities and some interesting clock functions. I initially did some research and found it was released by Peter Kull in Germany in the 80s and that he has since disappeared from the TI99 scene. Not much more was known about it. Well, life happened so I put this project aside for a few years. But recently, having gotten back into the TI99,I pulled the old KXBII disk and decided to finall

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hloberg

 

TI-99 40 column text game using T40XB

I have been going through my Atari 8-bit games and looking to translate them into TI-99 games, mostly BASIC. The games I wrote in Atari MSBASIC are fairly straight forward translations. Atari BASIC has the issue of strings being completely different but can be got around. One thing that both Atari BASICs have in common is the Atari uses 40 column text. This can be a tedious issue to fix when translating to TI99 32 column text. You have to go through each line check, recheck, reformat recheck aga

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Atari Programming with 55 Programs by Linda M. Schreiber

Atari Programming with 55 Programs by Linda M. Schreiber This is the book I learned the basics of Atari BASIC. One of the best beginners book on Atari BASIC and the Atari in general I have read. Linda Schreiber did not talk down to you in the book. But, she did give very complete instructions with lots of explanations and a line by line description of what ever programming she was demonstrating. She also gave several examples of some useful everyday routines. This was (and is) invaluable in BASI

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Color Computer 2 semi-graphics mode 8

this is a short blog. Again playing around with the Color Computer 2 & came across the semi-graphic mode 8. This mode isn't really addressable straight from BASIC. You have to do a series of POKES and address the screen by the location in memory, but it still has potential. you can display all 9 color on the screen in a 32 x 64 grid. With a little assembler trickery I can see that being expanded to 64 x 64. Semi-graphics mode 24 can give you 64 x 128, not bad. Who ever wrote the Wikipedia a

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hloberg

 

Lines in compiled Atari Turbo BASIC XL

Here is the Lines demo I did for the CoCo2 and Atari Action! As you may see the TBXL compiled is as fast as the Action! version. This is one of the reasons why I soured on Action! after testing it and using it for a while. Action! is a nice programming language but it's just not that much better for what was already out there at the time for the limitations. Now there may be situations where Action! is much faster but I haven't found them. Anyway, here's the demo:

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Some Atari TurboBASIC XL games

For this time I am posting some programs I wrote or modified in that wonderful BASIC Atari TurboBASIC XL. GamesTUR.atr There are four games: Awari - this is just the Atari TBXL version of the Awari game I already posted for the TI-99/4a and the CoCo2. It's the fast version so far and is programmed in Gr.0 characters. I cleaned up the logic a little more but it's still the same game as on the other two computers. I wrote this one from the original Ahl BASIC book to TI-99 console BASIC (lost)

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hloberg

 

LINES demo for the Tandy Color Computer 2

Here is simple little demo I did for the Atari Action! tutorial on the Tandy Color Computer 2. It's written in BASIC. I choose the green background but maybe the 'buff' background might be better? Anyway, the Youtube video. and the code: 10 REM "LINES/BAS" 15 PMODE 1,1 20 SCREEN 1,0 30 PCLS 32 X=RND(-TIMER) 35 COLOR 3,5 40 X1=9:Y1=12:X2=40:Y2=30:Z=2 50 A=8:B=8:C=8:D=8 100 COLOR Z,5 110 LINE (X1,Y1)-(X2,Y2),PSET 124 IF A>1 AND RND(0)<0.1 THEN A=INT(RND(0)*4)+2 127 IF D>1 AND RND(0)&

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Learning Action! part 5, That's all folks!

Well, I was going to go over P/M graphics for Action! but found the book says little about P/M graphics, sigh. So, I'm going to end the tutorials here. I could go over pointers and arrays but I plan to do some tutorials in the future on Atari C and Pascal which use Pointers and Arrays much more extensively and with better manuals (and books). But know that you now have enough to start creating software in Action! It's not a bad little programming language. But, and here comes the review: I'm no

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hloberg

 

Learning Action! part 4, Graphics Demo

Sunday I posted a LINES.ACT to the blog and Youtube. http://atariage.com/forums/blog/528/entry-15444-demo-in-action/ It’s a fun little program I use to test programming languages and retro-computers. It originated on the TI-99 Mini-Memory as a demo program. So far I have converted the program to Atari BASIC, Atari MicroSoft BASIC, Atari Action!, Tandy CoCo2 BASIC, TI-99/4a TML enhanced ExBASIC and (and I have it somewhere but can’t find it for now) TMS9900 assembler. I’ll post the various conver

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hloberg

 

Mod to MEDIT for APX Pascal to make it work

I have been testing the waters of Atari APX Pascal recent and have been having an issue with MEDIT blowing up when run from the Pascal menu. I twittered the great Bill Lange who gave me the fix. (1) As you probably know, you have to copy the MEDIT executable over to your work disk image in disk drive D2. In addition, MEDIT needs a minor modification for it to work with the Atari Pascal Language System. (2) With DOS loaded, put the work disk into D1. Use the DOS menu option N to create a MEM.SA

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hloberg

 

Learning Action! part 3, loop da loop

Today’s lesson is loops. Today’s lesson is loops. Today’s lesson is loops. Today’s... sorry, couldn’t resist the joke. Welcome back to learning about OSS Action! for the Atari 8-bit. As usual, We’ll start with a program, PROC MAIN()   ;part 1 BYTE V PRINTE(" ") PRINT ("ENTER A NUMBER: ") V=INPUTB() ;INPUT BYTE   IF 5>V THEN PRINT("5>") PRINTBE(V) ;PRINT BYTE WITH C/R ELSE PRINTB(V) PRINTE(">5") ;PRINT WITH C/R FI ; END OF IF ;part 2 WHILE V>0

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Demo in Action!

Note: I'll be covering this program and how it compares to Atari BASIC in an upcoming post. Till then, enjoy. ; "H:LINES.ACT"PROC MAIN() BYTE Y1, Y2, Z, T INT A, B, C, D CARD X1, X2 ;INTL VAR X1=9 Y1=12 X2=40 Y2=30 Z=1 T=0 A=5 B=5 C=5 D=5 GRAPHICS(7+16) ;INFIN LOOP WHILE Z DO COLOR=Z PLOT(X1,Y1) DRAWTO(X2,Y2) ;RAND(X) IS RND(0)*X IF A>1 AND RAND(0)<10 THEN A=RAND(3)+2 FI IF D>1 AND RAND(0)<10 THEN D=RAND(3)+2 FI X1=X1+A

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Learning Action! Part 3; If Then

Welcome Back to Action! I'm going to break this lesson up into two parts. Today, the first part we will look at IF-THEN statements. Next time we’ll look at LOOPs. So here’s the program. ;(PART 1) PROC MAIN() BYTE V PRINTE(" ") PRINT ("ENTER A NUMBER: ") V=INPUTB() ;INPUT BYTE IF 5>V THEN PRINT("5>") PRINTBE(V) ;PRINT BYTE WITH C/R ELSE PRINTB(V) PRINTE(">5") ;PRINT WITH C/R FI ;(PART 2) WHILE V>0 DO V==-1 PRINTB(V) PRINT(" ") OD

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Learning Action! Part 2, resources

Before we get too far into learning I'm going to post some resources for Action!.   First off, the books. The reference manual and a quick reference books.zip   Here is the .bin for the cartridge that can be loaded into Altirra and the runtime package. bin-runtime.zip   here is a collection of modules and a toolkit that can be added to your Action! program in .dsk format. I will go over what is on these disk in a later tutorial. Action.zip   here is a printout of some more useful mod

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