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About jchase1970

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  • Birthday 12/21/1970

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  • Location
    Newburgh IN
  • Interests
    Programming, Toy train collecting, Saltwater fish tanks.
  1. What I am trying to do is communicate to a mircocontroller thru the cartridge port to provide some enhanced sound functions. I was going to use a PI Zero but I have figure out that this has several hurdles to overcome. Now I am looking at various stand alone midi or mp3 players. They are small enough to insert in to a cart and have a micro speaker in it. This would allow a game to play a background track thru that speaker and sound effects thru the TI. The only thing I need to figure out is how to send a signal out to the controller to tell it what track to play. I had hoped this would be as simply as having the controller listen to the 8bit DIO bus and when it reads a command to it then do a function. But I may be in over my head on this. But I'll plug alone and maybe get it right.
  2. What does the 8bit databus IO do? I specifically want to send a byte out thru the cartridge port to another device but I don't want it to interfere with the normal operation of the cartridge.
  3. here is a link to my sprite editor. It lets you layer sprites and build 28 at a time. then export 1 or all the char pattererns to the clipboard. http://www.atariage.com/forums/topic/159668-my-sprite-editor/ John
  4. I've thought about this before, so now is a good time to ask..... If you can have 48k with out banking, does that mean you can do 48k bank switching and if so can you do that as a sidecart like the couple that do exist? Seems like if sidecarts could have access 48k at once then someone would be able to make anygame that the MSX series runs. They all just need more memory cause they all run in full bitmap mode. 48k blocks over 8k blocks would really be alot room and easier to program for.
  5. This forum keeps taking little dives towards the yahoo group mentality. This is a programming forum for people to learn and experience the Ti99 in. Using BASIC, XB, GPL, FORTH, ASSEMBLY, or anything else. We need no, "MY WAY IS THE BEST WAY" or "YOU WAY IS TERRIBLE" flame wars on here. We want a friendly open enviroment that the TI has NEVER had to expand the quantity and quality of the programs available for the TI. A place where beginners and experienced can come and share and learn and teach the ins and outs of the TI. It's a very unique machine that has quarks that make it so much fun to learn about and try to over come.
  6. I bought a 3.5 inch drive from tex-in treasures last year, just plugs on to the disk controller card on the expansion. Have not tried to transfer from ti to pc or vise versa but that was my intentions. If I remember it was only about 30 dollars.
  7. Wow, it's the same old issues that have come up so many times in the TI's history. A few of my things are in the GB and I was never asked for permission, Permission is assumed as I have posted them to this site or other sites. It is up to me to author of said material to send a Cease and Decease Notice to indicate my intent that they not be included. Roms are always iffy to say the least, Atari, Nintendo, and Sega use to actively fight to remove work from the ROM sites on the internet but they don't anymore. The only stuff actively protected are newer works that are still generating income. Now that nowhere means that someone can put all of the old NES ROM on a disk and sell that disk. Cause at that point you are generating income from intellectual property and the owners of said property are due their share and with out an agreed upon arrangement with the owns you have no contract for what you are doing. As far as compiling stuff that is already on the web and putting it in one location to make it easier to get to, as long as no profit is coming from it, there is no problem cause said creator or owners of said work have not actively tried to remove the property from the web. As long as GB includes a contact for the right owners to contact the creator of GB and have the stuff removed if contested then there is no problem. I would be totally against this if he had made GB and said here it is, 50GB of TI stuff, If you want it send me $XX for it. But he didn't. I am sure as long as he removes any work when contacted there will be no problem. It has been, and still is, up to the owners of intellectual property to protect it. If no one comes forward to do that it can be considered abandonware. Again it is no smart to try and make money from abandonware cause any onwer that sees money being made from their work can sue for it and will when as long as that work is still under the copywrite. I'm sure some will disagree and that is fine, But I'm pretty sure everything I said is correct. Only because, as I can tell, he collected stuff already available on the web and compiled it for free and he has contact info available so people can contact him and contest it if they so choose.
  8. It doesnt have to be a game, looking for creativeness. I was under the impression CPU OVERDRIVE is same on all machines but SYSTEM MAXIMUM is different. I may be wrong.
  9. Since this is an emulator only challenge fill free to make the game work in overdrive. Which FYI will let you get 20+fps in basic w/file reading or writing, making it possible to to have action games that run on multiple screens.
  10. I got the first batch out and ran into some serious personal problems. I have some more almost done. But, I'm in the middle of moving. Please be a little patient with me and I'll contact you. Sorry, John.
  11. Hi, It's time for a new contest. This one is inspired from how I used the classic 99 emulator when using Harry Wilhems Basic Compiler. I use a open classic 99 emulator for the basic code. A open emulator for editor assembler. And a open emulator for the loader. So I have all three instances open and share the same files between the three instances of Classic 99. It is like having 3 TI994/a connected to the same disk drive. So the challenge for this contest is to see who can be the most creative with file sharing. Use any language you want. Different languages for difference instances if you want. But you must send information thru a file from one instance of Classic 99 to at least one other instance of Classic 99. You can use as many instances of Classic 99 as you want as long as it is at least 2. I dont want to just see a data base either, I'm hoping to see emulated server/ client functions for games or maybe something displayed on one instance based on what happens on the other instance. Maybe a game with graphics in one instance and data in another. To show you what I mean I have created 2 basic programs, One you input a string and then the other displays it. Run this one in one Classic 99 window to enter a string. 10 OPEN #1:"DSK1.FILE",UPDATE 20 INPUT "ENTER A STRING:":A$ 30 PRINT #1:A$ 40 CLOSE #1 50 GOTO 10 Run this in another Classic 99 window to display what you entered in the other one. 10 OPEN #1:"DSK1.FILE",UPDATE 20 INPUT #1:A$ 30 PRINT A$ 40 CLOSE #1 50 GOTO 10 Good luck and think outside the BOX on this one. John
  12. So I came out with 23 different screens and all of them can be linked either top or bottom except 1. That means 22 screens need 12 bytes and 1 screen needs 14 bytes. Making it 278 bytes! Now for the record there is 3 bytes of wasted space per screen, but laying it out this way makes it easier to program. But If I did pack it as tight as possible it could be packed into 209 bytes. Here is a small section, excluding the hex values cause I have not done that yet. SOUTH *0000 0111 1111 1111 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 NORSOU *0000 0111 1111 1100 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 NORTH *0000 0111 1111 1100 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 *0000 0010 0000 0000 EWS *0000 0111 1111 1111 Oh and Sometimes you are right the path is always grey, but in the black castle and the dark maze the foreground is also grey. The area lite by your torch is orange. Not sure how we are going to implement that? The torch lights a 9x9 character square around the player showing the path as grey.
  13. I was looking at the way they stored the room data and they have another space saver that I never thought of. Rooms are arranged in memory to share the top or bottom line in memory. IE using 2 Hex values for example only *ROOM1 TOP EXIT ROOMS ROOM1 DATA >FE *11111110 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 *NEXT LINE SHARED IN 2 ROOMS *ROOM2 BOTTOM EXIT ROOMS ROOM2 DATA >FF *11111111 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 DATA >80 *10000000 DATA >FE *11111110 So anytime a pattern is needed for room type 1 point to ROOM1 and read bytes for 7 rows Same for room 2 point to ROOM2. 13 lines of data drawing 14 rows I'm excited to see how small I can make the room data, lol.
  14. That's great, and very close to what I was guessing at, only difference really is the keys. Black key 1st 18 screens White key can be in black maze Yellow key anywhere I can work up a perfect layout from this. Thanks
  15. So about screen layout. Based on game three which is random item locations. Keys cant be in castles or you might not be able to get in Keys need to appear in first 16 screens outside of castles Screens outside of castles are 1-16 Chalice should be in black castle or white castle 17-24 Black castle room 25 nothing will be in screens higher then 25 3 Castle screens 26,27,27 Inside yellow castle 29 Secret room 30 This will make random locating ranges easy Random locate keys 1-16 Random locate Chalice 17-24 Random locate Dragons,Magnet,Bridge,Bat 1-25 Now 2 screens change, the room in the black castle, which according to this drawing stays in game 2,3 but has 2 exits instead of 1 and 1st of 3 dark maze screens, in game 1 it is just a room. At first I was just thinking relocate memory based on game selection, but if this is a cartridge we cant do that so now I'm thinking add to more screens. 31 black castle single room 32 dark maze single room nothing will random locate in these as they don't exist in game 3. This now gives me a screen map looking like this, Any thoughts.
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