Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/18/2019 in all areas

  1. New version 0.9.7 Most updates and fixes were done in Player/missile editor. Some highlights of new version: - support for loading and saving missile data (file format includes height, color and byte array data representation) - representation of selected missile in all possible sizes - enhanced formats for saving and loading players and multi-color player files: - byte array data representation instead of binary (the size of file is automatically quite smaller from older data format) - player height information (currently fixed to 30-pixel height) - player color information - Source code generator: - full support for selecting the size of each missile (this one was pain in the ass finding out all 255 combinations of selecting different sizes for each missile) - selection of player/missile color - player/missile coordinate values are now interchangeable between editor and generator (remembering current values) - checkboxes for setting a player and missile default position - (Mad Pascal): universal skeleton code on using P/M graphics (without any external P/M units) - Bug fixes: - proper loading and saving of multi-color player (*.mpl) files (bug in loading data from old format found by Philsan from AtariAge forum) - proper usage of color registers 2 & 3 when loading data files - Text editor - A warning message after closing source code generator, so the user can decide to copy new code contents in source code editor (suggestion by Philsan from AtariAge forum) - Buf fix: - saving new/unnamed filenames by using standard naming convention of incrementing number by one (removing annoying consequent 1's in filenames reaching number 19) - Animation player editor - Bug fix (source code generator): switched selection of Action! and Mad Pascal example source code listings Definitely this program needs some documentation which will be prepared in some later version. Regards madstudio.zip
    11 points
  2. Here is a disk with replacements for the five levels on the abbuc disk and one extra one, copy these over to the abbuc disk: The files are "GBHLEVEL.001" through "GBHLEVEL.006". If you want a bootable game, use DOS2.5 and copy GBH.COM as AUTORUN.SYS from ABBUC Disk "A" onto this levels disk with the new levels. I've removed this for now - please message me if you want the updates The abbuc version has a lot of bugs as I didn't manage to send the fixed version. If anyone wants their disk patching with the bug fixed version or wants to test out some additional levels send me the ATR and I'll update if for you. If I get it ready I'll issue a patch program too. *Bugs in abbuc version: Sometimes falling under the floor will not restart properly and may lock up. Also glitches the screen. IMPORTANT!>>> After landing if your body is "inside" a platform you need to move along before jumping again or it will reposition you and you'll probably fall off! Some of the levels may not be possible without using the cheats (presss 5 to fly, 0 to land) Sliding platforms not fully functional Title screen not showing! If you landing on the gems/pills pull down! Debugging mode left on, showing gibberish on the status bar! Instructions for the game: Block on Legs - First Steps v1.00.txt I will release this after the contest, with improvements to the jumping and bouncing off the platforms and hopefully with a high score table added if I can get my Ski-It code to work (insert fried brain emoticon!) trbb
    8 points
  3. You will finally get lucky after 8 years. Story of your life!
    7 points
  4. It is my great pleasure to announce that we have 2 clear winners for the contest: TI BASIC category: tibasic for SWAMP with 47% of the votes XB Category: kl99 for TI GAME ENGINE X with 42% of the votes Congratulations on winning this stiff competition as I continue to marvel at all the creativity displayed by every entry. tibasic and kl99, please PM me with your preference of prize. (1x NIB Atari Flashback Blast! Volume 1 and 1x NIB Activision Flashback Blast!) Until next year's contest...
    6 points
  5. While putting the Geneve through a few hours of testing, I gnawed on the final card on my bench - an HFDC that was fried by over-voltage a few years ago that I had repaired to the point where it would do everything except format a hard drive. A few chips in the hard drive circuitry had not yet been replaced as they are common to both the floppy and hard drive logic, nor could I see any reason a format would fail when all reading/writing worked. So I bit the bullet to replace the common chips to rule out some weird situation where the floppy worked but hard drive did not. In the older HFDC card revisions, Myarc had forgotten to add a spot on the board for the capacitor tied to the 'step' line, so the cap is mounted to the back of the card. (This was fixed on the last board run, along with the capacitor placement for the 9223 and a few other changes). I noted the capacitor pin connection points but forgot to take a picture, so I went back to the schematic to confirm/compare my work notes. It seemed the capacitor had been connected to the wrong pins long ago. I had to flip the card front-to-back at least 5 times to make sure I was looking at the right pin numbers (it can get confusing!). Turns out the capacitor was tied to the 'step' output when it should have been tied to the input. I suppose this was holding the output high too long and/or beyond the point the input was supposed to be active? Without a scope, I can't confirm this conjecture; what I can confirm is that the HFDC formatted a hard drive for the first time in 3+ years. If I've learned anything this year it is to keep an eye open for misplaced or improperly connected/mounted passive components, wrong resistor values, etc. With luck, I can run this card through its paces today and return it to its owner soon. Then I will turn my attention to refreshing some of my own equipment before I dig into the MDOS 7.00 problem.
    6 points
  6. during my testing last weekend it seemed that when I inserted the clock/sound chips into their sockets, the Geneve would exhibit some strange symptoms. Further inspection showed some moderate corrosion near the top of the socket leads, so I decided to inspect the area more closely. While preparing to remove the sockets I happened to notice the clock chip crystal was very, very close to a lead from the adjacent capacitor. The lead was bent inward. When I checked continuity between the two, it only required the tiniest nudge of the crystal to short to the lead. With just a bit more luck, I'm hoping this is the end of the proverbial tunnel.
    6 points
  7. I agree that the Level 2 I/O board should always be optional, and that there will eventually be variations made available by 3rd parties. As for adding a second deck of connectors on the rear, I have yet to see what is fully required to bring that into reality. I know Dropcheck for one is working on something, and we have seen the boards (they are real), but the finished result has yet to be seen, although I know she is working on it and she's pretty good, so I know whatever she comes up with will look great. The 1088XLD version as shown is my imagineering at work, and as part of that I set some pretty strict requirements at the beginning of the project. Number one was to do the least possible modifications to the original 1050 plastics as humanly possible. In that aspect I think I succeeded. Number two was to make the end product look like something that could have come straight from the Atari factory. In that I also succeeded. And in keeping with that theme, choosing a pre-existing Atari product case made this look even more like a real Atari product instead of some modern piece of no brand name gear like the XEL. Not that the XEL isn't good, its just not recognizable as something Atari might have produced BITD. I have said it before, and I will say it again this was a personal project this go around, and not something I thought would be seen outside of a show or on my desk. So for obvious reasons it reflects my wishes to a great degree. Over the years I got spoiled by hard drives, so I wanted something that had a mass storage device, and one that was as easy to use as something seen in a PC at the end of the 90's, as well as being open to the possibility of a graphical operating system like the Apple Mac or GS that could eventually access it. So for me the idea of a Cart or even a floppy drive was a very, very low priority. Hence the reason you don't see support for either directly built into my XLD or incorporated into its I/O boards. However I did leave the necessary hooks to allow this stuff to be added by 'other' individuals if they so chose, and of course we still have SIO. So without a built-in cartridge port what was going to reside in the extra space available on the front panel once all the normal stuff was accommodated? It wasn't a lot of space mind you, but then I thought MIDI, and why not. So MIDI and a Dual CF took up that level 2 space at the front, and that's where it ended up. So here we are approaching the end of Summer 2019 just barely over 1 year since this project was first conceived. It's gone from a personal endeavour to something that will now be manufactured, thanks in large part to AtariAge members requesting that this happen, and even more so to MacRorie for taking it on. But please do keep in mind its origins, and the decisions that were made because of that. I personally like it very much, and it as well as a few more like it, will become my Atari machines of choice (sorry XELs, but you might get relegated to a shelf pretty soon). Why MIDI? People might question why I made MIDI so central to this system, but to me it's more than just about the music, although that will be very nice to have. The MIDI interface also gives us a very robust optically isolated network that can be expanded up to 16 computers or devices on a shared interconnected ring, that can reliably send and receive data up to 75 feet between hubs, with each hub acting as a repeater. Between this and the now very inexpensive stand-alone SIO2MIDI devices, our Atari's for the first time ever have the means to be networked for cheap, even crossing the boundary between 8-bit and ST. And all it'll take is applications to be written with this in mind, while MIDI-MAZE serves as a good example of how that could be done.
    6 points
  8. Build 28 - 06/16/2018 - Changed: Button Logic in ATR Search. - 06/17/2018 - Added: Read CSV Files in ATR Search. - 06/18/2018 - Fixed: ATR Search - Validates FileNames and File Sector Length. - 06/19/2018 - Fixed: Sector Map Display now shows All Sectors. - 06/20/2018 - Fixed: DOS XE and SpartaDOS DateStamp Now Use. 4 Digits. - 06/20/2018 - Added: Extracted Files Now Use.DateStamps from DOS XE and SpartaDOS. - 06/27/2018 - Fixed: Check Disk now Updates the First Available Sector in SpartaDOS. - 06/28/2018 - Fixed: Delete File now Updates the First Available Sector in SpartaDOS. - 01/04/2019 - Fixed: Basic Tokens Now Allow the use of the SPACE character. Build 29 - 07/13/2019 - Added: 2048 and 4096 Sector Selection in Image Formatter. - 08/06/2019 - Fixed: Rename File. - 08/10/2019 - Added: SendMessage() Error Handler. - 08/16/2019 - Added: Support for LiteDOS. ATRTools-029a.zip
    6 points
  9. Sign me up. Saturday only. Hotel and plane flight booked.
    5 points
  10. Jersey coastline (UK Channel Islands)- from one of my own photographs. WhiteRock.xex
    5 points
  11. I'm with Shawn on the side-topic. I've never experienced anything near what you're describing, Jinks, and I think it has more to do with the province and/or city than an indictment on the national healthcare. I'm in the burbs outside Toronto, and the wait times aren't crazy. Yes, there is some delay when you get to the ER with a boo boo, since they triage the serious patients first. When I've gone to the ER with my kids and the issue was serious, we were moved to the top of the queue and seen quickly. I've also generally found the quality of care is pretty good. After a workout session my young-adult son felt a bit of cramping around his chest, so he went to the local ER - they took him in pretty quickly, and 3 hours later he had finished a battery of tests, including a CT scan. (all good) The regional differences are an issue that should be fixed for sure. Even over here we avoid going to certain ERs in Toronto proper, because high population density means you're going to wait longer. In some provinces you have to pay premiums up front to participate, in others, the premiums are covered for residents under provincial taxes. It's not a perfect system, but I wouldn't move anywhere where I didn't have similar care, unless I had stashed away millions in homebrew sales. Even then, only if I had to. Sorry for the OT post, Matt. Just a diversion while we wait for the next demo. I will say it's been a privilege to have been privy to the development discussions with this game. Matt has obviously been kicking butt with the game code, and pushed 7800basic hard enough to reveal a couple bugs along the way. (fixed) Defender_2600 has done an incredible job on graphics (once again), meticulously tweaking each element multiple times to ensure the most arcade-like experience. Synthpopalooza has contributed amazing arcade authentic music and sounds. There's nobody better with QA testing and reporting than Trebor, who has been the secret sauce of nearly every great 7800 project for a very long time. Now we have the amazing cart/poster art by Atariboy2600. (please do support his go fund me if you can spare a few bucks) I think by the time this game is done, it will be the best Arkanoid port on any 8-bit platform. We may be a small community in number, but holy hell do we have a lot of talent!
    5 points
  12. Very hard has been to choice a winner among some pearls in this contest, it is really incredible what developers can do with 10 lines of BASIC a very big thank you to everyone for these mini masterpieces. Congratulations to the winners !!
    5 points
  13. I had an old and battered CX40, which was beyond saving and so I decided to mod it by fitting an arcade joystick from eBay. It was a very tight fit inside, with much cutting and bodging, it's not very pretty, especially underneath, but i got there in the end and it works perfectly: I'll understand if people hate what i've done, but I like it which is the main thing
    4 points
  14. Atari 8-bit: Abracadabra! - 6 min. Pac-Mad - 7 min. Ok, it's not a lot and only one late evening session but at least I got a few minutes of game play.
    4 points
  15. 4 points
  16. And that last build had a broken pepper counter... so here's another one: chaoticGrill-2019-08-18--NTSC.bin chaoticGrill-2019-08-18--PAL60.bin
    4 points
  17. I realized I forgot to put in my entry for last week, but that's ok For this week, it's still pretty much Classic Doom. I'll have Doom 2016 times to add to Modern tomorrow. PC Doom -- 304 minutes
    4 points
  18. I do plan on modifying some to sell later, but it will be some time before I can get to that. Plastic had to be cut to make room for the mechanism and I still need to sort out how to cut the PCB to retain the pause/option and A-B-C buttons. As you can see it takes up some space underneath the d-pad. This particular orientation is also specific to make room for switches mounted directly behind it to make it 'left handed': So I may be able to get away with orienting the mechanism so I don't have to cut so much of the PCB for 'normal' controllers. Probably, but I'd only want to chop up one of Starwander's reproductions instead of an original. I haven't looked too closely at the internal differences between it and the three button pad.
    4 points
  19. Ah-ha, I found it! First a history lesson. The first practical typewriter was the Sholes and Glidden typewriter, later known as the Remington 1 - it had uppercase letters and numbers but no shift key. Then the business was sold to to Remington and the 1878 Remington 2 was released - it had a shift key, upper/lowercase, numbers and punctuation above the numbers. In fact the top row starting from 2 (use a lowercase letter L for one and uppercase letter O for zero) was "#$%_&'() ASCII has these in order "#$%&'() being a direct copy of the most famous mechanical typewriter brand with just the _ being dropped. Most computer terminals went for the bit-paired order where the ASCII order was put on the top row and one or two logic gates could implement the shift key - easy and cheap! Most home computers followed the same convention, although Atari inserted the @ key after the ' key, which kind of cancelled out the earlier deletion of _ as far as the () brackets were concerned. Enter the electric typewriter in the form of the 1961 IBM Selectric. Each key had to use the same force, whether it was shifted or not. Which meant that 2 and " characters both got the same force. But the smaller " character has all that force being applied through a smaller area, so it appears darker and deeper on the paper when struck through the ink ribbon. Therefore IBM rearranged the keyboard so that each shifted and non-shifted character on any given key were similar in size and then arranged for particular keys to have slightly less force applied. So the ' and " were moved to their own key and @ and * were moved above the 2 and 8. The Selectric was copied by DEC, which was copied by the ANSI terminal, which was copied by the IBM PC keyboard, which then dominated the world. The final clue about the hammer force was found at http://www.quadibloc.com/comp/kybint.htm (about halfway down just after the images of key rows). The history of ASCII can be found by searching for "Bob Bemer" and "father of ASCII" - his website http://bobbemer.com/ has many interesting anecdotes about how many different character encodings were selected (often with his boss's politics overriding his technical reasons).
    4 points
  20. Here is a small part of a collection of public domain disks I got recently. All copied by me from original disks. Here's a catalog of the disks. https://archive.org/details/mwpdspublicdomainsoftwareforatari800xlxe https://archive.org/details/MWPDSPublicDomainSoftwareCatalogForAtari/page/n13 Hopefully others have other disks in this catalog and can archive them. Allan MWPDS.zip
    3 points
  21. Hi. @19Echo sent me a bunch of disks for evaluation and dumping. I'm still going through them but one set caught my eye. It is a set of a whole lot of PAPIE (Professional Atari Programmer's Exchange) disks. I loaded up the first one and it looks like Antic had programmers who were REQUIRED to submit something every month. I'm assuming these disks are the collection of that. There are 17 double-sided diskettes. I used Happy Sector Copier to copy most of them. Some of them were labelled on the disk as having sector or track issues so any disk that got any errors, I kryofluxed and converted to .atr. Those are marked with a (K). Except one, that only had one error and completed, I left that one and then labelled the one with the same name with (Kryoflux). Anyway, even thought they are not original and some of them are on Atarimania, I thought I would share them here for others to look at. Big thanks to @19Echo for sending me these disks. PAPIE.zip -Todd
    3 points
  22. While looking through boxes for the back side of a Myarc case I know I have (but still haven't found) I came across an old disk that I had sent to Harold Mayo, the first person to use and as he always put it, "beta test and crash" the BBS software. It is a copy of what then was known then as "S&T MXT BBS" dated February 1991. I popped the disk into DSK1. and Extended BASIC autoloaded the BBS startup screen. Wow, talk about a blast from the past. The BBS was limited to 2400 baud back then so it was a bit slow and I had just finished adding a number of assembly routines for displaying files, hotkeys, and ibm graphics. I made the mistake of looking at the XB code... it looked so simple. All of the basic features are there but that's where the similarities end -- the code certainly evolved a lot since then. Maybe I'll put it online for a nostalgia night some day...
    3 points
  23. Hi folks, KAZ asked me to share the promo video here. The cartridges will be sent by the end of August, the price is 49 USD/39 EUR
    3 points
  24. Al I know is, I heard the NES music for this, and I knew the POKEY could do it a whole lot better! There are so many features, and we have all barely scratched the surface of what is possible.
    3 points
  25. The internal representation of a text file in RAM is not necessarily the same (and for most text TI-editors it probably isn't, not sure there). The programming editor I'm working on (at least from time to time) has a different representation as it has when written to disk. My goal is to support large files (when using SAMS). You can read about it in the TiVi thread.
    3 points
  26. I haven't had any requests for this in a while, but I can go ahead and get some carts made up. PM me if you want to order one. It's $35 plus shipping.
    3 points
  27. Thanks for the feedback Herb... I know Eric will be pleased to hear this too. I'm going to make more videos along the lines of the 'SIDE Loader' videos from the other week, this time covering the OSS ROMs, APT tools, etc, when I get time... once I climb out of the quicksand that is Lastic's 130XE. Eric continues to be a big help: today he reported some small issues with the 'APT' boot drive setting which I'm fixing up. I guess it's a little used feature (retrieving the non-SDX boot drive number from the boot flag in the partition table on disk), but the fix - along with the fix for the 'Boot diagnostic cart' feature - will appear in another update soon. Huzzah! [reaches for tranquillisers]
    3 points
  28. The creativity in this community is fantastic. Thanks to everyone who took the time to write a program for this.
    3 points
  29. Happy Black Cat Appreciation Day!
    3 points
  30. I just finished to print the 1010 case Thanks you Mr Robot for this excellent works
    3 points
  31. Of course! Again this is just a graphics test... The perception seems to be that the Atari can't do good looking shooter unlike other 8bit platforms. I don't know about that. The best looking one is probably Dropzone and it's got its own style but most of the screen has no background. Atari Blast is supposed to be a showcase of the A8 power but while it does have a lot on screen, those PMGs take me back right to VCS days.
    3 points
  32. I would recommend this topic: There are already several panel files by other builders that got uploaded there.
    3 points
  33. Additionally unveiling: Gorf Edition- SpectraVideo SV-103:
    3 points
  34. I already stated I'm going to move the posts to another thread, please stop harping on this. Your posts about this are also off topic. Thank you, ..Al
    3 points
  35. So why don't you just complain about it some more instead of helping the thread get back on topic? After all, piling on is an American tradition, amirite? *** I flashed my XEL, XLD and SIDE2 cart with Jon's new firmware this afternoon - I've been beta testing the XLD version for a couple months now but since it's "done" I decided it was the time. I did *not* purchase Lotharek's "FJC Firmware" option with my Incognito. I'll be making another direct donation to Jon when the board is in-hand to ensure Jon gets the maximum bang for my buck.
    3 points
  36. It's been awhile so... Time for another update! The following are the things I've worked on: Changed start/end music and main theme to match what @Kurt_Woloch provided Added difficulty ramp-up by adding enemy fractional movement... (enemies speed increase with level progression). Fixed player control issues so that when you're near intersections, player will slide toward the intersection you are pressing a direction that is only available at the intersection. Worked on a few graphical glitches and I believe I've eliminated the issue with corrupted graphics/phantom sprite appearing. There is still more work to be done... Title screen High score table (and SaveKey support) Maybe better flicker managment Maybe more levels Maybe some other cool things... ...but I'm not sure what I'm going to work on next. Please let me know if you find any issues. Enjoy. chaoticGrill-2019-08-17--NTSC.bin chaoticGrill-2019-08-17--PAL60.bin
    3 points
  37. I have been tasked to do music for an NES game based on the TV show Stranger Things, and will be doing 7800 music for this as well. One of these is going to use some of these experimental techniques ... in particular the above $4x SKCTLS setting coupled with 15khz mode. I will post this up when I have a test ready.
    2 points
  38. Realistically, Atari already has some canned excuses ready to unleash. Their die hard fans have believed every excuse and lie up to this point. No reason to think that will change in 4 months. Atari will say the backers get the benefit of being early testers, they will use their valuable feedback for the main launch in the spring, and everyone will be happy. That is, assuming this thing is released to backers this December. There's nothing remotely impressive about the technology here, so it should be no problem. Maybe they're too busy working on Defender Remastered to put on the Atari store for John P. to buy.
    2 points
  39. Dungeon Hunt was not released for free. You could buy a very nice floppy disk/cart boxed edition (link, scroll a bit to see package). An updated version, Dungeon Hunt II, has entered ABBUC Software Contest 2019. ABBUC's members already have it. AFAIK author at the end of the contest will release it for free. Other nice new games not released for free are Tempest Elite (updated version of Tempest Xtreem) and Venture.
    2 points
  40. This inspired me to recap my game gear today. I've been sitting on a cap kit for it for at least 9 months. I did the main board and power board. The replacement caps for the audio board are SMD. And I don't trust myself to install those without wrecking them. I lost one of the case screws in the process and the sound caps are bad (super low volume on both speaker and headphones). But other wise a successful recap. ? There is a guy local who does repair work, so I'll have to have him do the audio board. And I'll have to scour the area around my workbench for the missing screw.
    2 points
  41. Dynamic Memory Allocation from Forth.net http://theforth.net/package/dynamic-memory-allocation/current-view/dynamic.fs I always knew that I was trying to make CAMEL99 Forth ANS/ISO compliant but today I got a pleasant surprise. I found a dynamic memory library and it seems to work! All I had to do was convert it to uppercase for CAMEL Forth. It's way overkill (probably) for TI-99 but since I was already using Low RAM as a heap there was a place for dynamic memory anyway. It would be pretty cool to rewrite it for SAMS. Here's the code and the screen shows it working. I have not played with it much to see how it FREEs up memory.
    2 points
  42. I think it was always cost, plus the market needed a very different kind of RAM. TI touted the advantages of masked ROM, chiefly manufacturing cost. Making ROM or GROM to order was much easier than making a RAM--there was a final lithography mask added to connect the desired 0 bits in an otherwise standard ROM production line. The GROM had fewer pins thanks to a TI invention of latching the address in 2 bytes--an idea that became an industry standard in DRAM pinouts. SRAM was a relatively expensive technology process involving a charge capture layer and more pins. Compare 18K of GROM to the cost of 16K true RAM. In late 1982, the 3x6K GROMs in the console cost $3.96, while 16K of VDP RAM still cost $9.20. Adding an extra 16K of DRAM to the console, an idea that was seriously considered, would cost $9.20 plus a refresh controller at $1.25. DRAM required constant refresh cycles, complicating any other use of the address pins. I think that adding the GROM address emulation to a DRAM was not worth the effort of solving this problem on a single chip. It was really nobody's problem.. GROM was supposed to be cheap ROM. You might as well have the GPL interpreter keep its own address pointer and read from DRAM. Meanwhile, Karl Guttag took TI in the direction of dual-port VRAM: a very useful innovation to give the CPU full read/write control of the DRAM, while the DRAM had one serial output going to the VDP display circuitry, over which it streamed pixels one full row at a time. (In the 9918, the VDP reserved a lot of available memory cycles to get what it needed to refresh the display.) The Dual-port VRAM in turn evolved into DDR and the memory technology used today. Returning to the topic of GROM cost: In 1982, normal RAM or even ROM did not become cheaper than GROM. For use in TI consoles, it was judged more useful to put in 1K SRAM to populate >8000->83ff, or even 16K of paged DRAM. Even so, the number of cheap GROMs for the console ballooned into at least 7 for the console successors (how many in the 99/8?) Below are some late 1982 prices. TI's internal costs were falling. 4732 4k ROM from $3.70 to $2.50 6k GROM from $1.35 to $1.32 4116 DRAM from $1.65 to $1.15 single voltage 8117 DRAM from $1.40 to $1.15 DRAM controller $1.25 6810 SRAM (128 bytes) from $2.06 to $1.25 (use two for 16 bit words) TMS2114 SRAM (256 bytes) I don't have a cost for (use one with 8 bit words for the TMS9995) My figure for the extra 16K of console RAM is based on 8x8117 plus DRAM controller. In late 1982: Total IC cost in the 4A was falling from $91.63 to $64.95 Total component cost for the 4A was falling from $207.24 to $152.46 (In 1983 this would have to be negotiated below $100 in the QI or V2.2 to keep fighting the price wars.) Source of prices: personal notes of Ron Wilcox, 99/4B/4C/5 engineer.
    2 points
  43. Back from the wife's family reunion in the Netherlands and little time in Paris and Provence. (I could stay in Paris for a long time ? ) CAMEL99 Forth is starting to be fun to use as I get more libraries working. I need to get a better glossary document together so by putting together some lib files I could write a crude "GLOSSARY" utility. The code could be re-factored a bit more but it works. I should also create a generic sort routine that takes a pointer and count as a library for system usage. A Glossary in Forth parlance is a list of Forth words with stack comments and a text description. The output of this code gives me the sorted names and an empty stack comment. Not much, but better than nothing. Here is how the code looks: MAKEGLOSSARY.mp4
    2 points
  44. I would be okay with atgames getting it. At least they make stuff.
    2 points
  45. We hope you guys can appreciate our efforts...
    2 points
×
×
  • Create New...