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Posts posted by orion1052003
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Can you do that in LOGO? Define just the points first? Any "pointers" on how to do it? Ha. Yes, I programmed the turtle to make the shapes. The way I did it was very tedious. I made the outer shape, made the inner shape, and from the inner shape made the lines connecting out to the big shape and back to the small shape. Figured out the angles as I went along through trial and error. Very Tedious. In between large and small shapes I did pen up, and moving around to position the turtle on mistakes I did pen up. Although it worked, the mistakes were extra steps that are less efficient than possible of course.
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Ok, this is one article about Jack that doesn't make him look too good. Here I'm showing that there are articles out there like this one. I'm sure Retrorogue's sources and research is far superior to a magazine like this based on what he said. So if these articles are wrong, it just serves to show that wrong information can be perpetuated. From what I heard, it made me not like the man. However, what I hear could be wrong, or right, and he was a human being. I will try to find other popular type of articles or book excerpts if i can find them when I have time.
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What is the likelihood someone will fix the bug in Win99/4a? Here is a video about TI LOGO II with Eunice Spooner narrating.
http://www.youtube.com/watch?v=DUo5IOydSxM
I taught some LOGO concepts to 8th graders, this was their assignment. Some said it was easy, one girl said it was rocket science, and she would never get it.
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Any idea why the knight character only shows up as the top half? Had this in a couple other programs, too. heh.
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I'm sorry, but they do not. What published book, interview, etc. states Jack passed on the NES?
I will find some. Videogame Trader and Retro Gamer magazine might be the first place.
As I stated, the information I presented comes from the direct sources, or "horses mouth" as you like to put it. Direct interviews with the people involved at Atari Inc., Warner Communications, GCC, and Atari Corporation. Including with Mike Katz, the man responsible for re-launching the 7800 as part of the new Entertainment Electronics division in 1985. Likewise engineering logs, internal emails, materials, legal documents, financial documents, etc., etc.
How could I choose not to accept the direct sources BEFORE they were mentioned? The only thing I see before you revealed these sources were interviews with C64 programmers mentioned in a previous post. It is worth time to attempt to prove things, even to just to show another side of a story.
The example of Federated conflicts with your question, "What did he do to Atari?", which alludes that Jack was beneficial to companies. Rather than my opposite claim that he was a repeated scourge, that he had a negative effect on businesses, that caused the end of companies he was involved with.
Where? I don't recall discussing Federated in my previous post.
You didn't discuss Federated in your previous posts, I did. It still conflicts.
Once again, it seems you're getting even the hearsay wrong. As you clearly stated above and previously, he was accused of running Federated in to the ground *after* he already owned it. Completely different scenario.
How does the various methods for running a company into the ground make completely different scenarios? The end result is the same. If he weakened a company before or after buying it, it makes no difference. If he ran a company into the ground after being asked to buy it makes no difference. So, I didn't get hearsay wrong, you misunderstood my quote.
Actually, coverage of the time would paint a different story.
Also, the person at Federated is a direct source, not hearsay. A newspaper account of the story is not a fact. You should know that inaccuracies, omissions, partial information, bias, incomplete coverage, opinions, and many more distortions are found in newspapers.
"Part of my deal...my re-negotiation - my new deal in 1985 for helping to make Federated expansion extraordinary - from 14 little L.A. stores to 78 superstores in five states in four years...was for Federated to make it possible for me to buy the condo - the condo was to be mine as part of the deal and Keith Powell honored that commitment before Jack bought the company. His reward for honoring my deal was to be taken to court and sued, and ultimately losing his own settlement with the company. So...Jack managed to fuck over an incredibly honorable man simply because Jack was lower than the scum beneath toilet seats. That - on top of firing 800 people in one day without severance. I hope he died screaming. But he probably didn't . "
Same with Atari. A) He didn't buy Atari, he bought a division, the Consumer Division. That was then rolled in to Tramel Technology Ltd. which itself was renamed Atari Corporation.
If I bought half a shoe, renamed it Leimart, and then renamed it "shoe" again, wasn't it still a shoe the whole time? If a ball breaks into 3 pieces, which is the ball? Is there a "fact" for that? The Retrocomputing Roundtable Podcast episode #26 says that Jack Tramiel bought Atari. Maybe you should write in and correct them. I'm sure they will appreciate you making the distinction.
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@ Retro Rogue. It sounds like you're emotionally attached to the idea that Jack Tramiel was a good, upstanding guy. I have to remain skeptical of the information in your post, as all the video game histories I read have presented the timeline of events the way I reiterated it in the post. Especially about the 7800. Certainly they could be wrong, popular histories that often repeat myths. And your information sounds specific and detailed, which tends to support the idea it could be true. I just don't see proof to be sure yet. One thing that seems to conflict, is that I already have it from the horse's mouth at Federated Electronics that he fired everyone on the spot, brutally took away their life's pensions, and cause the downfall of the company. He even said he ruined people's lives, and he was there, saw it happen, and was affected by it personally. The popular histories seem to point out that this was his m.o. with every company he bought, including Atari. So, if he did this to one company for sure, Federated, why would people tend to believe this is the only single company to go down this way and not a planned systematic pattern?
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That looks like a good game. Wonder if the amiga or the c-64 version is better. Any thoughts on post #10? I am trying to use use the program GAME to learn the examples in the book, but if I could make a program out of it, I would purposely make it different than grid runner now that I've seen some of what goes on in the gameplay,
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I have never used Classic 99 before. All Win99/4A so far. I wrote out those 100 AND results on a couple sheets of paper at work, and then made the little program to display them on screen. I guess ANDing the numbers was pretty easy like you say, because of the masking. I read that
Night Mission article about setting, checking, ANDing, ORing, bits to use flags in a program. I don't get it still, how to actually use flags from a byte in a program. Thanks for the KnightMoves txts. Checking em out.
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I have a question on making title screens...If you have the "KNIGHT MOVES" screen, and you want to optimize by getting rid of a bunch of vchar statements, how would you generate the Column numbers? For example, on the 24 x 32 grid, there are 13 straight down vertical lines, each 5 characters long in the title "KNIGHT MOVES". My thought was to use typical statements for the diagonal or small parts of letters, but to try and shorten the statements for the several vertical lines that are all of the same length. Right now each vertical line has a CALL VCHAR to draw it. Maybe I could shorten this to 2 statements and a for next loop instead of 13.
CALL VCHAR(9,C,CHAR,5)
CALL VCHAR(16,C,CHAR,5)
Say you wanted to use a FOR loop or something, knowing all the parameter numbers would remain the same except for column..How would you come up with something to generate the column numbers?
The co-ordinates are 9,4 - 9,9 - 9,13 - 9,16 - 9,19 - 9,24 - 9,26 - 9, 29 - 16, 5 - 16, 10 - 16,12 - 16, 14 - and 16, 25.
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Back to relational expressions....I tried to see what numbers come up with AND. Since Karsten used AND 7 to make a pattern of 1- 7 to use in a FOR NEXT loop. Looks like some results alternate between zero and one, and a couple patterns of repeating numbers like 2,2,4,4. Maybe this results table can be used by you programmer's for reference. I also made a short program to print the results although I wish I knew how to spruce it up a bit.
10 !AND 1-PRINTING RESULTS OF AND WITH NUMBERS 15 CALL CLEAR 17 PRINT "THE POWER OF AND" :: PRINT 20 FOR I=0 TO 9 25 FOR J=0 TO 9 30 IF I=2 AND J=0 THEN PRINT "PRESS ANY KEY TO CONTINUE" :: LINPUT L$ 40 IF I=4 AND J=0 THEN PRINT "PRESS ANY KEY TO CONTINUE" :: LINPUT L$ 50 IF I=6 AND J=0 THEN PRINT "PRESS ANY KEY TO CONTINUE" :: LINPUT L$ 60 IF I=8 AND J=0 THEN PRINT "PRESS ANY KEY TO CONTINUE" :: LINPUT L$ 70 ! AND OPERATIONS 80 PRINT I;" AND ";J;" = ";I AND J 90 NEXT J 100 NEXT I
0 AND 0 = 0
0 AND 1 = 0
0 AND 2 = 0
0 AND 3 = 0
0 AND 4 = 0
0 AND 5 = 0
0 AND 6 = 0
0 AND 7 = 0
0 AND 8 = 0
0 AND 9 = 0
1 AND 0 = 0
1 AND 1 = 1
1 AND 2 = 0
1 AND 3 = 1
1 AND 4 = 0
1 AND 5 = 1
1 AND 6 = 0
1 AND 7 = 1
1 AND 8 = 0
1 AND 9 = 1
2 AND 0 = 2
2 AND 1 = 0
2 AND 2 = 2
2 AND 3 = 2
2 AND 4 = 0
2 AND 5 = 0
2 AND 6 = 2
2 AND 7 = 2
2 AND 8 = 0
2 AND 9 = 0
3 AND 0 = 0
3 AND 1 = 1
3 AND 2 = 2
3 AND 3 = 3
3 AND 4 = 0
3 AND 5 = 1
3 AND 6 = 1
3 AND 7 = 3
3 AND 8 = 0
3 AND 9 = 1
4 AND 0 = 0
4 AND 1 = 0
4 AND 2 = 0
4 AND 3 = 0
4 AND 4 = 4
4 AND 5 = 4
4 AND 6 = 4
4 AND 7 = 4
4 AND 8 = 0
4 AND 9 = 0
5 AND 0 = 0
5 AND 1 = 1
5 AND 2 = 0
5 AND 3 = 1
5 AND 4 = 4
5 AND 5 = 5
5 AND 6 = 4
5 AND 7 = 5
5 AND 8 = 0
5 AND 9 = 1
6 AND 0 = 0
6 AND 1 = 0
6 AND 2 = 2
6 AND 3 = 2
6 AND 4 = 4
6 AND 5 = 4
6 AND 6 = 6
6 AND 7 = 6
6 AND 8 = 0
6 AND 9 = 0
7 AND 0 = 0
7 AND 1 = 1
7 AND 2 = 2
7 AND 3 = 3
7 AND 4 = 4
7 AND 5 = 5
7 AND 6 = 6
7 AND 7 = 7
7 AND 8 = 0
7 AND 9 = 1
8 AND 0 = 0
8 AND 1 = 0
8 AND 2 = 0
8 AND 3 = 0
8 AND 4 = 0
8 AND 5 = 0
8 AND 6 = 0
8 AND 7 = 0
8 AND 8 = 1
8 AND 9 = 8
9 AND 0 = 0
9 AND 1 = 1
9 AND 2 = 0
9 AND 3 = 1
9 AND 4 = 0
9 AND 5 = 1
9 AND 6 = 0
9 AND 7 = 1
9 AND 8 = 8
9 AND 9 = 9
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Well, just one of the things is he shelved the 7800 for 2 years which practically killed it. It was made but not released due to his taking over the company. I read he wanted to focus on home computers and stop the video game division, basically the entire Atari. Nintendo asked to be a subsidiary of Atari to make the NES games through them, but Atari couldn't be bothered with home consoles anymore. And when the NES started kicking ass, he brought out the old, shelved 7800 made for an earlier when it was too old in a lame attempt to compete. 2 chances to dominate the video game market as before the fall wasted. Another is that he supposedly fired most of the original employees as soon as he took over. Anyone got any insight on that?
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Got this from a source connected directly to the man himself. Not relaying it to be negative, but this is part of the truth, negative and positive.
".....but it's hard to feel any compassion for a man who literally ruined people's lives in his determination to win at any costs...he ruined the life of the President of Federated, Keith Powell, in unspeakable ways too numerous to mention, but including honoring a commitment to me...he fired 800 people in a day with no severance...people who had been with the company for ten or fifteen years...and then of course, it was the end of my production company...but that wasn't the end of the world...but he bankrupted a terrific company in less than 18 months...he was not a nice man...you have to feel sorry for him."
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Hello. I tried to make a program based on TARGET to learn to use the concepts and understand them. I was thinking to try and do this exercise with different inputs, since that always seems confusing. To have the same example program, but to switch out the different types of input like switching a subroutine. To try one with keyboard input and HCHAR, then switch that out with Joystick input and HCHAR, and then Joystick input and Sprites.
The program has the most original name ever, GAME.
Some problems are :
Lines 410-411 I got out of the book for a screen border check to keep the player in the boundaries of the screen, but it doesn't work.
Lines 340-460 is the Main Loop and I don't get why the player leaves a trail behind. I think it has something to do with erasing where the player was previously at with another variable.
Another question is how do you show the background you want? You might notice in the attachment
picture game, the player character(batarang lookin' thing in the center) shows the default TI color behind it. Also, the enemy plane in the top left corner. I used CALL COLOR(set,black,transparent) or CALL COLOR(9,2,1) Transparent seems to destroy whatever is drawn under it and show the default screen or whatever color is CALL SCREEned. I was hoping to see the grid under the player graphic.
I tried to get around this by setting the player and enemy graphic to a black background and the screen black as well. It works a lot better, but you see the grid is partially cut off in picture attachment GAME2. Is this a limitation of the TI or is there a way to fix this?
Another thing to work on would be to make a player shooting routine, and better movement for the enemy. Probably an enemy shooting routine, a player and enemy crashing routine, and collision detection. I'm clueless about that. Somewhere around 420 would be a GETCHAR statement and 420 would branch to a collision sequence. Not so sure how to use get char even after reading about it in the XB manual.
When you input a key at say line 370, ..370 CALL KEY(0,K,S) are you supposed to do IF K=0 THEN 370 or IF S=0 THEN 370 (IF KEY=0 THEN 370, IF STATUS=0 THEN 370) in order to block typing the wrong keys? Does it matter which you use?
I did not know how to get the left,right,up, down views for the player going. Chars 96-99. So it moves with the UP redefinition. Usually you can branch to a routine for each direction, life IF X=-4 THEN...go left routine, but I didn't know how to stick that together with the relational expression.
10 !GAME 50 ! TITLE 60 ! 4-11-12 JAMES PEYTON 70 ! TEXAS INSTRUMENTS HOME COMPUTER 80 ! TI-99/4A EXTENDED BASIC 90 ! --INITIALIZATION-- 100 CALL CLEAR :: R=12 :: C=16 110 ! --GRAPHICS -- 120 BL$=RPT$("F",16)!104 BLACK SQUARE 130 TL$="1F1F181818181818"! 112 TOP LEFT 140 TR$="FFFF030303030303"! 113 TOPRIGHT 150 BL$="C0C0C0C0C0C0FFFF"! 114 BOTTOM LEFT 160 BR$="030303030303FFFF"! 115 BOTTOM RIGHT 170 B$="181818181818FFFF"! 116 BOTTOMROW 180 T$="FFFF181818181818"! 117 TOPROW 190 L$="C0C0C0FFFFC0C0C0"! 118 LEFTROW 200 R$="030303FFFF030303"! 119 RIGHT ROW 210 M$="181818FFFF181818"! 120 MAIN SQUARE 220 E$="005048FFFF481020"! 128 ENEMY 230 VU$="183C7EC3C3000000"! UP 240 VD$="C3C37E3C18000000"! DOWN 250 VL$="1183860E0E060381"! LEFT 260 VR$="C0E030383830E0C0"! RIGHT 270 CALL CHAR(96,VU$,97,VD$,98,VL$,99,VR$,104,BL$,112,TL$,113,TR$,114,BL$,115,BR$,116,B$,117,T$,118,L$,119,R$,120,M$,128,E$) 280 !SET-UP SCREEN 283 CALL SCREEN(2) 290 CALL HCHAR(1,1,120,768) :: CALL HCHAR(24,1,104,64) :: CALL VCHAR(24,31,104,48)!BORDER 300 CALL HCHAR(2,3,117,28) :: CALL HCHAR(23,3,116,28) :: CALL VCHAR(3,2,118,20) :: CALL VCHAR(3,31,119,20)!GRID BORDER 310 CALL HCHAR(2,2,112) :: CALL HCHAR(2,31,113) :: CALL HCHAR(23,2,114) :: CALL HCHAR(23,31,115)!GRID CORNERS 320 CALL COLOR(9,11,1,10,2,2,11,7,2,12,7,2,13,13,1) 330 CALL HCHAR(R,C,96)!START POINT 340 !MAIN LOOP 350 FOR EC=2 TO 31 360 CALL HCHAR(2,EC,128) 370 CALL KEY(0,K,S) 380 IF K=81 THEN 470!Q KEY 390 IF K=0 THEN 370 395 !ALL HCHAR(R,C,32) 400 R=R-(K=88)+(K=69) :: C=C-(K=68)+(K=83) 405 !F K=88 THEN R=R+1 406 !F K=69 THEN R=R-1 407 !F K=68 THEN C=C+1 408 !F K=83 THEN C=C-1 409 CALL HCHAR(R,C,32) :: CALL HCHAR(R,C,96) 410 R=R-(24*(R=0))+(24*(R=25)) 411 C=C-(32*(C=0))+(32*(C=33)) 420 !F Z=128 THEN (CRASHROUTINELINENUMBER) 450 NEXT EC 460 GOTO 350 470 CALL CLEAR 480 CALL SCREEN(15) 490 PRINT "PROGRAM INDEX" 500 PRINT "GRAPHICS..110-270" 505 PRINT "CHARACTER 104";CHR$(104) 510 PRINT "CHARACTER 112";CHR$(112) 520 PRINT "CHARACTER 113";CHR$(113) 530 PRINT "CHARACTER 114";CHR$(114) 540 PRINT "CHARACTER 115";CHR$(115) 550 PRINT "CHARACTER 116";CHR$(116) 560 PRINT "CHARACTER 117";CHR$(117) 570 PRINT "CHARACTER 118";CHR$(118) 580 PRINT "CHARACTER 119";CHR$(119) 590 PRINT "CHARACTER 120";CHR$(120) 600 PRINT "CHARACTER 128";CHR$(128) 610 PRINT "CHARACTER 96 ";CHR$(96) 620 PRINT "CHARACTER 97 ";CHR$(97) 630 PRINT "CHARACTER 98 ";CHR$(98) 640 PRINT "CHARACTER 99 ";CHR$(99) 650 PRINT "TITLE..50-80" 660 PRINT "INITIALIZATION..90-100" 670 PRINT "MAIN LOOP 340-460" 680 PRINT "INDEX..470-700" 700 GOTO 700 -
I was always against him for what he did to ATARI, but I wish that he was still around. I read he was a holocaust survivor.
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I think that the goal of the companies is to someday sell downloadable unviewable and unusable content at high prices. Control, control, control. Open vs. closed information is a debate since the advent of computers. To think about why the companies are just as bad and worse than pirates, read a copy of HACKERS by Steven Levy. Great book!
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I goofed up the last one yeah...I values instead of 1. Since 1 and "i" look so similar, I accidentally wrote the whole thing out with C*3 + i instead of 1 and had to redo it. Apparently I'm starting to understand some of the relational expressions..Albert, what happens when the neutrinos start to move faster than the speed of light? See you yesterday, and thanks!
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Texas Joe, that sure is some Einstein looking' shite, innit? Not sure if my attempt worked out, or just went off on an unintelligible tangent of numbers without meaning.
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I made a chessboard on screen with several lines of HCHAR statements. Karsten shortened it up to one line. When I ran the program with the new line in place of the old ones, it still gave the same result, and much faster. In order to understand the line, I tried to evaluate it on paper like the computer might do it. I did not check the result to see if it works out to my many previous lines, which I figure it must to work. Trying to see if I got the idea or not first.
90 !DRAW SQUARES 100 FOR R=0 TO 7::FOR C=(R AND 1) TO 7 STEP 2::FOR I=1 TO 3::CALL HCHAR(R*3+I,C*3+1,96,3)::NEXT I::NEXT C::NEXT R
R=0 TO 7
C=(R AND 1) TO 7 STEP 2
I=1 TO 3
H(R*3+I,C*3+I,96,3)
NEXT I
NEXT C
NEXT R
R----------C------------------C C C C
---------------------------------------------
0 AND 1=0 TO 7 STEP 2--0 2 4 6
1 AND 1=1 TO 7 STEP 2--1 3 5 7
2 AND 1=0 TO 7 STEP 2--0 2 4 6
3 AND 1=1 TO 7 STEP 2--1 3 5 7
4 AND 1=0 TO 7 STEP 2--0 2 4 6
5 AND 1=1 TO 7 STEP 2--1 3 5 7
6 AND 1=0 TO 7 STEP 2--0 2 4 6
7 AND 1=1 TO 7 STEP 2--1 3 5 7
FOR R=0 TO 7 FOR I=1 TO 3 NEXT I NEXT R
call char 24 statements 3 statements 8 times = 3 * 8 = 24
But with C, 8 more statements during each increment of R, leading to 96 HCHAR statements. Only 1-24 and the last number 96 are printed here.
CALL HCHAR(0*3+1,0*3+1,96,3) = 1,1,96,3
CALL HCHAR(0*3+2,0*3+1,96,3) = 2,1,96,3
CALL HCHAR(0*3+3,0*3+1,96,3) = 3,1,96,3
CALL HCHAR(0*3+1,2*3+1,96,3) = 1,7,96,3
CALL HCHAR(0*3+2,2*3+1,96,3) = 2,7,96,3
CALL HCHAR(0*3+3,2*3+1,96,3) = 3,7,96,3
CALL HCHAR(0*3+1,4*3+1,96,3) = 1,13,96,3
CALL HCHAR(0*3+2,4*3+1,96,3) = 2,13,96,3
CALL HCHAR(0*3+3,4*3+1,96,3) = 3,13,96,3
CALL HCHAR(0*3+1,6*3+1,96,3) = 1,19,96,3
CALL HCHAR(0*3+2,6*3+1,96,3) = 2,19,96,3
CALL HCHAR(0*3+3,6*3+1,96,3) = 3,19,96,3
CALL HCHAR(1*3+1,1*3+1,96,3) = 4,4,96,3
CALL HCHAR(1*3+2,1*3+1,96,3) = 5,4,96,3
CALL HCHAR(1*3+3,1*3+1,96,3) = 6,4,96,3
CALL HCHAR(1*3+1,3*3+1,96,3) = 4,10,96,3
CALL HCHAR(1*3+2,3*3+1,96,3) = 5,10,96,3
CALL HCHAR(1*3+3,3*3+1,96,3) = 6,10,96,3
CALL HCHAR(1*3+1,5*3+1,96,3) = 4,16,96,3
CALL HCHAR(1*3+2,5*3+1,96,3) = 5,16,96,3
CALL HCHAR(1*3+3,5*3+1,96,3) = 6,16,96,3
CALL HCHAR(1*3+1,7*3+1,96,3) = 4,22,96,3
CALL HCHAR(1*3+2,7*3+1,96,3) = 5,22,96,3
CALL HCHAR(1*3+3,7*3+1,96,3) = 6,22,96,3
all the way till---
CALL HCHAR(7*3+3,7*3+3,96,3) = 24,24,96,3
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I mean does this statement you made work out to the above post when the computer evaluates it? I didn't fully write it out, but I guess it would have to make all the same HCHAR and VCHAR coordinates when written out on paper. Trying to understand the logical expressions and how they work. They are neat!
90 !DRAW SQUARES
100 FOR R=0 TO 7::FOR C=(R AND 1) TO 7 STEP 2::FOR I=1 TO 3::CALL HCHAR(R*3+I,C*3+1,96,3)::NEXT I::NEXT C::NEXT R
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K=18 for the red button on the "wired remote controllers" CALL JOYST and CALL KEY together to move a char around and do something with the button.
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LOGO /\
in TI-99/4A Development
Posted
How could it automatically connect dots though? It seems like you have to tell the turtle every movement each step at a time. rt 50 fd 20...etc.