Atarigmr
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Posts posted by Atarigmr
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This is a problem with the program: it's an EXE that loads directly on top of the cartridge area ($A000-BFFF), so if you have BASIC or another cartridge active, the picture gets corrupted.
Understood. I did have BASIC on.
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Pass, maybe Phaeron changed something in the settings which the loaded old preferences didin't like?
Glad its working now..
Thanx
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Odd, totally fine here, loaded it 20 times plus..
Tried loads of settings
You could try a command line of altirrra /resetall
To reset all the settings although I can't imagine the settings are that changed?
Just tried it a few more times under many settings and it still works without the effects mentioned, I did get a sort of rolling bar down the screen until I remembered to put Vysnc back on that fixed it.
I put it in Atari 800 OSB mode and all the colours were wrong, some sort of XL - XE only mode?
It is working now after resetting the settings I wonder what was messing up things...
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Are you set to NTSC by any chance?
nope
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I was looking at some pictures and this one(http://atari.fandal.cz/detail.php?files_id=5371) is not showing correctly.
I am using Altirra 2.30 test 10
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The TRS-80 Color Computer? Okay, now you really got me interested in your project... you got a website or blog about it?
Adamantyr
I have started to code it for a thomson machine
I have created a blog for my retro codin' stuff but it is empty still. -
If you're doing a version for the 6502, you might want to consider a version of your game for the Creativision console. It has a 6502 CPU, but shares the VDP and sound chip with the TI-99, so you could probably re-use all the graphics and much of the 6502 code you have.
It seems a good candidate for a port.

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On their website you can load the games+sources. I have ported some of their games to the c64.
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What 6809-based system are you working on? The 6809 was popular in arcade machines, but I didn't think it was used in many (if any) home computers.
The Coco line of computers
The Dragon 32/64
The French 8 bit computers from Thomson

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You're welcome. It is nice to know people are still looking back at the older threads. There is a lot of really good info in this forum. Most people tend to shy away from assembly because they think it is hard or something, but I really enjoy it and it is really well suited to these older limited-resource computers. It does take a little more time to "get in to" than something like BASIC or XB, but assembly is also *very* rewarding. This forum has a good mix of assembly programmers too (I am a speed/performance freak, others are more balanced, and a few will use whatever works). For me helping people is a lot of fun, so I hope you have tons of questions! :-)
Thank you for being so generous with your knowledge. Be sure I will bug you if I get stuck

Today I spent sometime reading your tutorials here and other documents on the VDP. Then I copied your code(the randomize routines come specially handy
I don't know if I am going to use them as they are but they are a starting point ) from this thread and adapted it to my needs. And at the moment I have graphics mode 2 working + sprites. Now it's time to get dirty with 'real' TMS9900 assembly as I need to start putting the game together(I am coding the same game on the 6502 and 6809, so I only need to translate what I already have and then add what else might be needed). -
Awesome tutorials Matthew. Thanks.
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I don't know very much about the TMS7020 except that it is an 8-bit CPU with stack logic. The TMS9900 is a 16-bit CPU with no stack logic---it uses context switching among workspaces in CPU RAM-space, with each workspace comprised of 16 16-bit registers numbered 0-15. There are, consequently, several differences between the two with respect to assembly language codes.
...lee
Thanks Lee.
Indeed it will be interesting coding for a processor without stack logic
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Thank you guys,
Yesterday I was reading 'beginning-assembly-language-for-the-ti-home-computer-second-edition' and it answered many questions I had about directives and 9900 asm

Anyone know how the TMS7020 compares to the 9900? Ta.
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Yes this is a known. I think it was Tursi that managed to get a special build of the assembler from the author with the bug fixed (thanks Tursi)
I have attached the debugged version. To my knowledge the Win994A project is dead.
Mark
Thank you

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Hello
Yesterday I have started to read about this machine, and I find that it is quite interesting.
I am not acquainted with the TMS9900 processor but I am with the following ones: 6502, 6809, z80 and the 68000, from what I have read about the processor I don't think I will have major problems with it.
I have downloaded the Asm994a Assembler (v. 3.009). I have typed and compiled a very simple test program, and then ran it with classic99 and it worked just as expected. At the moments I am reading about the VDP and the inner workings of the Ti-99/4a but I got worried when I came across in another thread where it was mentioned that there is a bug in this version of the assembler(instruction JMP?!), and it was mentioned also a patch but I couldn't download it, could someone send it to me(pvt me)? Also I couldn't find any documentation on this assembler, it would be nice to have it, in order to know what directives etc I can use.
Are the existing emulators (Mess, classic99, and the simulator that comes with the assembler) reliable enough to be used for development/testing?
Thanks
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Very generous of you Bob. Thx.
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@ Rybags thx for clarifying
@PacManPlus
Thanks, of course it had to be me doing something wrong, what I did in my haste to test transparency, I just put the high nibble to 0, which of course is wrong, I should have cleared bits 7,6,3 and 2 of the byte to have the first pixel transparent... dah
Now, with a playing area so huge, I hope I will have enough cycles free for the game logic and music

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BTW I have been doing gfx stuff by hand( not to bad because it was just for testing purposes and thus nothing complex) and also started to code a PC program to help with that but I'd rather not reinvent the wheel as time is something that we all lack - is there any programs to convert gfx from PC formats to a7800 format?
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Thank you Rybags. Great to know about the wraparound at position 240, that'll solve things

So MESS is not correct in showing only 226 line in PAL...
I wonder about the transparency discrepancy I am getting on these emus.
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I have been playing around with 7800 coding for sometime now...
But I noticed that my program (testing mode 160x4) doesn't produce the same results in of two emulators I have tried it on, Prosystem and MESS. On Prosystem transparency is not working, the pixels show black, but on MESS they are transparent.
I was thinking I would like to have sprites coming from outside the visible area (scrolling in), from the right side it is easy, but what about the left side as 0 is the first visible position, I thought of having a smaller visible area and cover the sides and then this would work but what if I want to use the whole visible area and have no black areas on the sides what would be the best approach?
The program I am working on at the moment needs to display preferably 256 lines, but I can go with 240, is this possible?, thus I am aiming at the PAL A7800 (although I would prefer the NTSC palette). BUT this 240 lines show well on Prosystem emu but not on MESS as it only shows 226 lines (PAL) and when I tried the NTSC I noticed that it shows 225, which is odd, just one line more in PAL?!
At the moment I have my dll, dl's and sprites and tiles all working but I am having this problems mentioned above and I will stop for now waiting for your insights on these issues as perhaps I am just wasting my time working with emus. (unfortunately I don't have the real hardware.)
Thanks
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Thank you EricBall.
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What are the max displayable lines? Are they 240 like on the xl?
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Thx Rybags,
I have chosen char mode because I can have the 5th color.
The 30 lines of the play area must be 8 pixels high each.


Scramble - 2600
in Homebrew Discussion
Posted
Great game, congratulations!