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tmop69

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About tmop69

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  1. I've just tried the new TI99 core and the speech is working fine! 🙂 The result it's similar to MESS, but this is expected as clarified in previous posts. During the setup of the TI99 core to test the speech I've noticed one thing, that I would like to ask to the experts in the forum. I've tested the speech with Alpiner, Parsec and Big Foot. It seems that Parsec and Alpiner do not need the 32K ROM contained in the speech synthesizer to speak correctly, while Big Foot needs it in order to speak any word. I've double checked and I do not have the 32K spchrom.bin content in any place in the TI99 directory (and it's not embedded in .rbf file for the core). So, what is exactly contained in the 32K ROM in the speech synt? Just vocabulary data or there are also code routines?
  2. Greyrogue, many thanks for the clarification, really interesting. I'll surely test the Speech during the weekend, however a friend of mine already tested it yesterday and the feedback is that it's really excellent! 🙂 I have now another question. I've seen in the change log that the new framework support was added. Does it means that there is now support for features like the audio input for reading cassette tapes? Unfortunately, I cannot check it directly, since I do not have the add on board with the audio jack. Once again, thanks for this improvement, since it means also that the core is still supported. 🙂 May I ask what you plan to add to it in the future? I remember that for the disk there are some problems, related to missing information. Where you able to find them?
  3. Many thanks for adding the speech to your already great port of the TI99 core to MiSTer! Not tested yet, but I've watched a video with Alpiner and it seems really nice. 🙂 One technical question/curiosity: is this darfpga's LPC vhdl code more accurate than the software implementations of the speech chip available in emulators like MESS? Again, many thanks for the work done with this core on MiSTer, I really appreciated it.
  4. Unfortunately it's only working for TI BASIC programs. 😞 We need to ask to Tursi to implement also the Extended Basic conversion feature to Classic99... 😁
  5. It should be possible, however we need some menu to select the different modules. It was done in some compilation by Tursi, Rasmus, etc. I don't know if it was already explained and/or there is some tool/code to use. For EA5 programs it's possible with the Module Creator tool, but it's not working in our case.
  6. Ok, good that now the process is more clear. Just a couple of additional notes: - if you get a memory full error, just reset the emulator and use CALL FILES(0) before loading the game. The CALL FILES(0) is not supported by the real hw, but for the created module is ininfluent and it will work also on real iron; - the easy, fast way to set the breakpoint is to intercept the color change from the light blue (VDP value 07) to the light green (VDP value 03) when the program is run. This will work for all the programs. Otherwise, you need to check if the program sets a different color when it shows the game title (eg. in Robopods) and use that color. This will save some seconds when the program will be used after the conversion to module, allowing a fast startup.
  7. I think it's due to the fact that there is a new file version of the zip on the site and that post has the initial link. Anyway, just go to http://www.ti99iuc.it/web/index.php?pageid=homepage&artid=195#.XhConG5FyUk and scroll down at the end of the article, you'll find the updated files. I guess it's not possible to update the initial post to point to the new version.
  8. Sorry, but it's not clear the problem you experienced with the conversion or the site. Let's review quickly the steps to convert a TI BASIC to a SSS using an example. You need Classic99 installed. 1) Download the Robopods game from the site (it's at the end of the page), place in the DSK1 directory in the Classic99 installation. 2) Run Classic99, select TI BASIC. Type CALL FILE(1). Load the game with OLD DSK1.ROBOPODS 3) Press CTRL+HOME to open the Debugger (or from menu: Edit -> Debugger). In the Debugger window, set a Breakpoint. Click on the Breakpoint field and type U7=04 then press the Add button. This breakpoint intercepts the change of the background color (from the initial value of 07 of TI BASIC). 4) In the TI BASIC launch the game with the usual RUN 5) Wait until the breakpoint is reached (you'll stop to see the changing values for registers, program counter, etc.), then from the Debugger window, menu Make, select the "Save Memory As Program". It wil open a new window to allow you to save the memory. Choose TI BASIC Restore from the list, then type the name of the SSS module (in this case ROBOPODS), then press build and choose the name of the file. 6) You'll get a file with the "9.bin" suffix that you can run directly in Classic99. 7) To run the file on your TI with the FinalGROM you need to invert (a "8.bin" file) using one of the usual utilities/scripts. At the end of the page in the article there is the Java utility from Rasmus. Let me know if this solves your dubts/problems.
  9. The Superfly dumps that are available (in G.bin and 8.bin formats) are working fine only if the Speech is connected. Without the Speech they hang when the fly is catched. The original cart, instead, is working fine without the Speech. Does anyone have a dump that is working fine without the Speech? Many thanks.
  10. The .zip file on the ti99iuc site was updated with the Unix shell script and the suffixes for MiSTer files have now the "8.bin" (the "Full" suffix will be reserved for the memory images with the TI99 system ROM/GROM).
  11. Hi Tursi, here is a link with the technical details on the image file format used on MiSTer TI99 core: https://github.com/MiSTer-devel/TI-99_4A_MiSTer/blob/master/fpga/create-misterrom.cmd#L30 and here is the Python script used to generate the single memory image files (aka "full rom"): https://github.com/GHPS/pyTIrom To summarize, to have the MiSTer TI99 core working, you need first to create a "tiroms.bin" file with the console ROM+GROM. This file can be loaded automatically by the core if renamed in "boot.rom" and placed into the "TI-99_4a" directory of the microSD. Alternatively, you can start the TI99 core, press the F12 button to activate the OSD menu and load the "tiroms.bin" file using the "Load Full or C.bin *.BIN" option (see image in attachment). In this way you will have the base console (16K VDP + TI BASIC). To run a SSS module you can use the same OSD menu and load the varios C, D and G files (the same that you use in Classic99). You need to select the various files, using the specific menu option. This is fast in case of a SSS with a single file (eg. Wumpus), but in case of a SSS module with C, D and G files (eg. Extended Basic) is convenient to create a single file image with the Python script. This single file image can be loaded using the "Load Full or C.bin *.BIN" option. Please, note that the MiSTer core simply ignores C, D and G suffix when using the OSD menu (the suffix instead is needed by the Python script to correctly generate the single file image). So, in the converted files from TI BASIC, I've used the "_C.bin" suffix to easily indicate that they have to be loaded using the "Load Full or C.bin *.BIN" option in MiSTer. Anyway, I understand the point that this could generate confusion if the file is used in another emulator, so I'll have to rethink the convention I've used for TI99 MiSTer files to match both needs. The "_8.bin" suffix is not so immediate if you are not familiar with TI99 and want to load such file on MiSTer.
  12. I've created the shell script for the conversion under Unix. It's in attachment. I've tested it on MAC OSX, but should work fine also on Linux. Set the appropriate permissions on file if needed. The .zip package on the IUC site will be updated soon. I've checked the site and some of the games look interesting for a cart conversion, however I do not plan to do any additional conversion, since 100+ were enough for me at the moment! 🙂 I hope in the support of some volunteers on this forum... Create_FinalGROM_Files.zip
  13. tmop69

    SDD 99

    Ralph, many thanks for the update! This is an awesone project!😍 I have a couple of questions: is SSD99 compatible with the FinalGROM? More specifically, is it possible to load a SSS using the FinalGROM (e.g. E/A, XB, etc.) and use the disk features of SDD99? Or the address spaces used are in overlap? The second question is related to loading XB programs from SDD99. I remember in a previous video that is possible to use a command to load TI BASIC programs, but that was not possible for XB at that time. Is this feature now implemented? Many thanks and please, keep us updated on the progresses! 😄
  14. Hi Rasmus, many thanks for this new game (and, of course, also for all the previous great games) for our TI99! I've tested this beta on the MiSTer TI99 core and it's working great. Finally, also our TI has a Qix clone! 🙂 Now, some feedbacks on your interpretation of Qix. The use of blocks and the scrolling is surely original. At first, I was a little perplexed by this choice. I'm not sure if it was dictated by the limitation of the TI99 (in particular the 2 colors on the 8 pixels) or it was a specific choice. Anyway, the use of blocks has reduced the fill time for the areas with a general improvement of the rhythm of the game! Also the visual effect is great. The scrolling is surely an original idea, however I think it's more a natural consequence of the limited space available by using the 8x8 blocks, so that a greater area is required for the gameplay. Unfortunately, it introduces also a defect on the gameplay. Let's explain with an example. You are at the bottom of the screen and you start the creation of a line to go the top of the screen. When you pass the middle of the screen the scrolling begins. If the enemy is moving on the opposite side you cannot see it anymore at one time and you are not able to evaluate when it's better to close the line and fill the area. It becomes a random, not a specific, gameplay choice. So, you are forced to concentrate first on one portion of the sceen and then to the other and the great idea of the scrolling is partially thwarted. 😞 Maybe the use of 4x4 blocks and a reduced area to scroll could have mitigated/balanced this. Now, probably, the development is too much in an advanced phase to introduce such changes. My suggestion, in alternative, is to add at least something to compensate, eg. some objects to grab to temporary freeze/slow down the enemy and/or some object to increase our speed, etc. One of the fun parts in Qix is to try the risk of filling big areas and the scrolling you added in the game is a clear invite to use such approach, but it's necessary to know where the enemy is... 😁 In any case, is a good game and I'm waiting for the final version! 😄
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