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kl99

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Posts posted by kl99


  1. Hi guys,

    since I am currently learning TMS9900 assembler and find the language and its opportunities most interesting and powerful, I came up with a crazy idea about having a regulary broadcasting featuring an assembler course, with a specific topic for each lesson, using a chat to have room for all questions and input.

     

    I would like to get your feedback about this idea.

    Is it the wrong topic because tms9900 assembler lacks a target audience today?

     

    If there is enough interest, and no ones else wants to do the lessons, I would take the broadcasting role, even though my knowledge is still very limited, and I might do things inefficient.

     

    My goal is not only having an interactive show with enough participants when broadcasted but have these streams avaiable along with the chat log for everyone who wants to watch them at a later point, along with a comment opportunity on every stream.

     

    Klaus


  2. I know that Berry Harmsen, Netherlands, has got his hands on a lot of faire dvds (which have been videotapes before). Don't know about their origin and copyright status though but I am interested as you to see those.

     

    Where are those avaiable you uploaded? Can you post a link?.


  3. I can post them on ti99ers.org as well. My ti99blog is space limited, but I will try to find some storage for all the pics from the meetings (any suggestions?). I even have a nice video of the F18A demo from matthew (between 14 and 20 minutes long) we did in the hotel room in the evening before the faire.


  4. It was a great event, I will definately come back. I will prepare some game and maybe even an animation/sound demo on the next faire.

    I want to do a demo contest anyway some time next year with an official winner-election on a ti-meeting (either US or Europe).

     

    Klaus


  5. I did enjoy my trip to the USA as well as you guys. I am so lucky that I have passed the weight limits for air travelling on the way back. Got so much new stuff. Anyone who wants to have another TI meetings, there is one tomorrow evening in Vienna, Austria :) I will try to show off the F18A, a photo tour on the chicago faire and a nice review of everything that is going on.

    I would like to stay in contact with you: I got skype and Facebook, just give me a private message for my usernames. On Facebook I have 123 faire pics :)

    • Like 1

  6. you mean Terrific Games for the TI-99/4A. It was translated in several other languages. I have it in german language for example.

     

    Programs:

    Zombies in the Swamp, Galactic Monsters, Keyboard Memory, Las Vegas a Go Go, Parrot, Kentucky Derby, Rainbow Square Dance, Qui Vive, STM, One to Five, Escher, Genius at Work, Shark Hunt, Shakespearian Shuffle, Explosion, New York, New York, Key, Black Box, Treasure Hunt, I.T. — The Adventure of the Century, The Wolf

    and the Five Little Goats, Highway, Road Race, At the Market, Fallout, Ship's Attack, Mini Mancala, Stop It!, BABA, Vowels and Consonants, Astrology

     

    Info extracted from the Cyc DVD (cadd99.com)


  7. Hi Matthew,

    i have to agree, the TI community - although quite small - is quite inhomogene.

    ) showing the own hardware/software projects

    ) getting news about other projects

    ) collecting / trading / selling stuff

    ) talk about good old ti-times

    ) meet old friends

     

    Well, i believe everyone once worked with these machines and spent whole nights infront of them. So if you encourage the others to talk about ti-99 instead of football, the event could turn out more the way you prefer it, with on-topic chat.

     

    Matthew, I really hope to see you there!


  8. Regarding the more than 4 sprites in a line problematic.

     

    If I understand this topic technically correct, there are four types of programs:

     


    •  
      1. program simply ignores that the 5th sprite is not shown
      2. program reads the 5th sprite status flag and the program reacts in some way
      3. program knows by other variables (coordinate variables) that there are now more than 4 sprites in a line and react in some way
      4. program always rotates the sprites even if there are less than 5 sprites in a line

    For now the F18A handles the first case perfect by simply setting the jumpers on the board accordingly

    Case 2, 3 and 4 however can still cause flickering on F18A machines.

     

    If the jumper settings would allow a mode that the F18A doesn't set the 5th sprite flag, even if more than 4 sprites are in a line, case 2 could be handled quite perfectly. The program from case 2 only reacts to the 5th sprite flag which will never be set in such a mode. So the flickering handling of the program is never triggered.

     

    There is no way to handle case 3 and 4 of course - without reprogramming the program itsself. I doubt there are too many assembler programs which doesn't use the 5th sprite status flag in their sprite handling mechanism.


  9. I know this game but never played it yet. Looks really promising!

    Best wishes for your progress!

    Btw: The Gameboy version has a size of 24KByte.

     

    kl99

     

    for sure using assembler & bitmap, it could use 5 ko, but unfortunally iu never studied assembler :(

    in V1, i had to precalculate all pipe, with all level of water, in all ways possible ! ( 19 tubes X 9 waters postions, on 4 chars = 684 chars ! )

     

    oh, i never studied tms9900 assembler as well (just 68k assembler).

    i guess you are currently using Extended Basic?

     

    can't the water be animated as sprites on top of the background-pipes?

    at least as long as it's not completely filling up one pipe char?

    afterwards you could replace the not filled version of the pipe char with a filled version of it and get rid of the sprite.

     

    kl99


  10. I was told on tuesday, that this list got filtered by Berry Harmsen in the TI-GG Yahoogroup:

     

    Here we go:

     

    T I - 9 9 G A M E S P R O G R A M M E R S

    Source: The Giant List of Classic Game Programmers

    http://www.dadgum.com/giantlist/list.html

    Last Updated October 11, 2005

    Please send new information and corrections

    to James Hague (email: [email protected])

     

     

    Archuletta, Michael

    Hopper, with John Phillips (1983, TI99, Texas Instruments) Pengo-like

    4A Flyer, with John Phillips (1986, TI99, Triton Products)

     

    Bachrach, Mark

    Spin*A*Fortune (1982, TI99, Sunrise)

     

    Bader, Chris

    Kangaroy (1985, TI99, T&C Actionware)

     

    Behlen, James W.

    Mini-Golf (1982, TI99, BeeJay Funware

    Mini-Golf II (1983, TI99, BeeJay Funware)

     

    Behnke, John

    Missile Wars (1987, TI99, Asgard)

    The Haunted Mine (1987, TI99, Asgard)

    The Volcano Fortress (1987, TI99, Asgard)

     

    Bies, Bill

    Arthropod (1983, TI99, North Hills) Centipede-like

    AsTIroids (1983, TI99, North Hills) Asteroids-like

    Arcturus (1985, TI99, Exceltec) Zaxxon-like

     

    Binkowski, Ron

    Fowl Play (1981, TI99, Futura)

    Getcha! (1981, TI99, Futura)

    The Hustler (1981, TI99, Futura)

    London Blitz (1982, TI99, Futura)

     

    Bishop, David

    Witch's Brew (1989, TI99, Asgard)

    Wizard's End (1989, TI99, Asgard)

     

    Bobbitt, Chris [founder of Asgard Software]

    Balloon Wars (1987, TI99, Asgard)

    Classic Checkers (1992, TI99, Asgard)

    Column Attack (1988, TI99, Asgard)

     

    Bobco, Maxine

    Henhouse (1982, TI99, Funware)

    Driving Demon (1983, TI99, Funware)

    Rabbit Trail (1983, TI99, Funware)

    Lobster Bay (1983, TI99, Funware)

    St. Nick (1983, TI99, Funware)

     

    Bozeman, Jim

    Moon Base Rynin (1983, TI99, CMS Systems)

     

    Burck, James

    Galaxy (1983, TI99, Avalon Hill)

     

    Burt, Jon

    C.I.A. Adventure (1982, TI99, Futura)

    TI Runner, with Scott Emery (1984, TI99, EB Software) later Star Runner (1987, TI99, DaTaBiotics)

     

    Cantwell, Edward C.

    Highrollers (1987, TI99, self-published) dice game

     

    Carter, Ted

    Galactic Barrier (1983, TI99, Funware)

    Shanghai (1983, TI99, Funware)

     

    Cleveland, Dean

    Tile Breaker (1985, TI99, Exceltec) Breakout-like; later Breakthrough (1989, TI99, DaTaBiotics)

     

    Craig, Douglas Brian

    [P] Donkey Kong, with Howard E. Scheer (1983, TI99, Atarisoft) port from COIN

    [P] Moon Patrol (1984, TI99, Atarisoft) port from COIN

     

    Dibble, Ken

    Draw Poker (1982, TI99, Counterpoint)

    [P] Spy's Demise, with Mark Sumner (1982, TI99, CSI Design Group) port from AP2

    Mini-Pede (1985?, TI99) Centipede-like

     

    Dickerson, Robert

    Dragon Game (1982, TI99, Futura)

    Viral Vendetta (1982, TI99, Futura)

     

    Dollahite, Garth

    TI Invaders (1982, TI99, Texas Instruments) Space Invaders-like

    [P] Vanguard, with Jim Dramis and Paul Urbanus (1983, TI99, Atarisoft) port from COIN

    [P] Pole Position, with Paul Urbanus (1984, TI99, Atarisoft)

    Barrage (TI99, DaTaBiotics/Softmachine) Missile Command-like

     

    Dollard, Walter J.

    Egyptian Graphical Adventure (1983, TI99, Dollard)

    Medieval Graphical Adventure (1983, TI99, Dollard)

    Sundial Island I & II (1983, TI99, Dollard)

     

    Dow, John T.

    Dow-4 Gazelle (1981, TI99, Dow Software)

     

    Dramis, Jim

    Car Wars (1981, TI99, Texas Instruments)

    Parsec, with Paul Urbanus (1983, TI99, Texas Instruments)

    Munch Man (1983, TI99, Texas Instruments) Pac-Man-like

    [P] Vanguard, with Paul Urbanus and Garth Dollahite (1983, TI99, Atarisoft) port from COIN

    [P] Jungle Hunt, with Paul Urbanus (1984, TI99, Atarisoft) port from COIN

    Spot-Shot (TI99, Databiotics/Softmachine)

     

    Ehninger, Charles [founder of Futura Software]

    'Chutes and Sharks (1981, TI99, Futura)

    All*Star Baseball (1981, TI99, Futura)

    All*Star Bowling (1981, TI99, Futura)

    Galactic War (1981, TI99, Futura)

    Wall Street (1981, TI99, Futura)

     

    Farmer, David

    MU Outpost (1982, TI99, Counterpoint)

    Ribbit (1983, TI99, CSI Design Group)

    Bubble Badness (1984, TI99, IG Development)

     

    Garcia, Curtis

    Quimbee (1982, TI99, Dynamic Data & Devices)

     

    Gardner, John D.

    Battlestation with John C. Williams (1983, TI99, Mirage)

    Chopper Ace with John C. Williams (1983, TI99, Mirage)

    Mean Streets with John C. Williams (1982, TI99, Alpha)

    Quadrant Command with John C. Williams (1982, TI99, Alpha)

     

    Gardner, Lynn

    Oliver's Twist, with Mickey Schmitt (1989, TI99, Asgard)

    Zoom Flume (1989, TI99, Asgard)

     

    Gilland, Ken

    Doom Games III (1989, TI99, Asgard)

     

    Granger, Chris G.

    Underground (1981, TI99, DigiLog)

    TI Checkers (1981, TI99, DigiLog)

    Cracker (1982, TI99, DigiLog)

     

    Granros, Donn

    Old Dark Caves (1985, TI99, Asgard)

    Legends (1987, TI99, Asgard) sequel to Old Dark Caves

    Legends II (1989, TI99, Asgard)

     

    Green, A.

    Froggy with J. Couto (1982, TI99, Extended) Frogger-like

     

    Groves, Glen H.

    TI Toad (1983, TI99, Software Specialties) Frogger-like

    Burger Builder (1983, TI99, Software Specialties) Burger Time-like

    Micro Pinball (1983, TI99, Software Specialties)

    Midnite Mason (1983, TI99, Software Specialties) Lode Runner-like

     

    Habibi, Mehdi

    Jailbreak (1983, TI99, "Bit, Byte, Bit")

     

    Harris, Robert S. "RoSHA"

    [P] Hustle (TI99)

    [P] Blasto (TI99)

     

    Harter, David

    SPAD X111 Mk. 2 (1987, TI99, Not-Polyoptics) later Red Baron Flight Simulator

     

    Henshon, Elaine

    [P] Yahtzee (TI99, Milton Bradley) port from paper & dice game

    [P] Stratego (TI99, Milton Bradley) port from board game

     

    Hoddie, J. Peter

    Fishy Business (1983, TI99, Optimus)

    J. Freddy Frog (1983, TI99, Optimus)

    Klimbing Kong (1983, TI99, Optimus)

    Nuclear Rain (1983, TI99, Optimus)

    Space Battle: 2101 (1983, TI99, Optimus)

     

    Hoffman, William

    Laser Battle (1982, TI99, Futura)

     

    Jacoby, Arthur P.

    Bankroll (1982, TI99, Not-Polyoptics)

     

    Johnson, Roger L.

    ASW Tactics II (1983, TI99, DEJ Software)

     

    Johnson, Tom

    3-D Maze (1982, TI99, American)

    Bomb Squad (1982, TI99, American)

    Wizard's Dominion (1982, TI99, American)

    Entrapment (1983, TI99, American)

     

    Kean, Greg

    Bouncer (1982, TI99, Extended)

    Heist (1983, TI99, Kean Computing) Lode Runner-like

    Kong (1983, TI99, Extended) Donkey Kong-like

    Romeo (1983, TI99, Extended)

    Sneaky Snake (1984, TI99, Kean Computing)

    Void (1984, TI99, Kean Computing)

     

    Kemmetmueller, Robert

    Walk the Plank (1982, TI99, self-published)

    Springer (1982, TI99, self-published)

    Jouster (1982, TI99, self-published)

    [TB] Taco Man (1983, TI99, 99'er)

     

    Kenney, Kevin

    Tunnels of Doom (1982, TI99, Texas Instruments)

     

    Kidd, Michael A.

    Country Club Golf (1983, TI99, User-Happy Simulations)

     

    Kugler, Paul

    Ring Destroyer, with Steve Meyers (1982, TI99, Republic)

     

    LaFortune, Eric

    Rock Runner (1990, TI99, Asgard)

     

    Lampke, Steve

    Intercept, with Ed Lee (1982, TI99, Cactus Eaters)

    [P] Black Hole, with Ed Lee (1987, TI99, DaTaBiotics) port from VIC

     

    Landowski, James

    [P] Centipede (1982, TI99, Atarisoft) port from COIN

    [P] Dig-Dug (1982, TI99, Atarisoft) port from COIN

    [P] Cannonball Blitz (1982, TI99) port from AP2

     

    Lavdas, Mike

    Atlantic City Games (1982, TI99, Jerseyware)

     

    Lewis, Larry

    Fly Snuffer (1983, TI99, Futura)

     

    Macchiarulo, Joe

    Astro-Mania (1982, TI99, Moonbeam)

    Cavern Quest (1982, TI99, Moonbeam)

    Garbage Belly (1982, TI99, Moonbeam)

    Zero Zone (1982, TI99, Moonbeam)

     

    Mann, Bill

    Super Demon Attack (1983, TI99, Texas Instruments)

     

    Marshall, Todd

    [P] Frogger (1983?, TI99, PB) port from COIN

     

    McCarthy, Justin

    'Copter Capers (1982, TI99, Futura)

     

    McCue, Mike

    Night Mission (1986, TI99, Millers Graphics) Choplifter-like

     

    McGuinness, Tim

    [D] Rotor Raiders (1982, TI99, Romox) Pac-Man-like

     

    McKenzie, Neil

    [P] Fathom (1983, TI99, Imagic) port from 2600

     

    Melfi, Dominic J.

    Kippy's Nightmare (1981, TI99, Futura)

    Bang Bang Sub (1982, TI99, Data Force)

    Space Station 1 (1982, TI99, Data Force)

     

    Meyers, Steve

    Ring Destroyer, with Paul Kugler (1982, TI99,Republic)

     

    Mildon, Steve

    Junkman Jr. (1987, TI99, DaTaBiotics)

     

    Miller, Craig

    Battle Over Titan (1982, TI99, MG)

    Blackbeard's Treasure (1982, TI99, MG)

    Casino Blackjack (1982, TI99, MG)

    The Crazy Fun House (1982, TI99, MG)

    The Pharaoh's Tomb (1982, TI99, MG)

     

    Moody, John

    La Kootieratcha (1983, TI99, CMS Systems)

     

    Moon, Mr. [founder, Moonbeam Software]

    Death Drones (1982, TI99, Moonbeam)

     

    Morgan, Scott

    Haunted House (1982, TI99, Tiventures)

    Miner 49er (1982, TI99, Tiventures)

    Stone Age (1982, TI99, Tiventures)

    007: Aqua Base (1982, TI99, TIventures)

    Fun House (1982, TI99, TIventures)

    In Search of: The Four Vedas (1982, TI99, TIventures)

     

    Munsey, Paul

    [P] M*A*S*H, with Flora Ng (1983, TI99, Fox) port from 2600

    [P] Revenge of the Beefsteak Tomatoes (1983, 800, Fox) port from 2600

     

    Norton, Larry

    Cross Country Car Rally (1982, TI99, Norton Software)

     

    Parod, Bill

    [P] Robotron: 2084 (1983, TI99, Atarisoft) port from COIN

     

    Perkowitz, Tom

    The Castle of Death (1984, TI99, Tomputer)

    The Chicken (1981, TI99, Tomputer) Frogger-like

    The Quest for Hitler's Diary (1984, TI99, Tomputer)

    Thief (1982, TI99, Tomputer)

    The Haunted Lighthouse (1984, TI99, Tomputer)

     

    Peterson, Ted

    Minefield (1985, TI99, T&C Actionware)

     

    Pettingill, Tom

    The Attack (1981, TI99, Milton Bradley)

     

    Phillips, John

    [P] Moonmine (1983, TI99, Texas Instruments) designed by Robert F. Hendren

    Hopper, with Michael Archuleta (1983, TI99, Texas Instruments) Pengo-like

    [P] Jawbreaker II (1983, TI99, Sierra) port from 800

    D-Station (1983, TI99, IUG)

    Face Chase (1984, TI99, Video Magic)

    D-Station 2 (1985, TI99, Exceltec)

    Star Trap (1985, TI99, Exceltec)

    4A Flyer, with Michael Archuletta (1986, TI99, Triton Products)

    Beyond Parsec (1988, TI99, Triton Products)

    STRIKE THREE! (1988, TI99, Triton Products)

     

    Pincus, Samuel

    Starship Concord (1982, TI99, Futura)

    Doomcastle (1983, TI99, Futura)

    Newton's Revenge (1983, TI99, Futura)

     

    Plaster, John C.

    Tombstone City in the 21st Century (1981, TI99, Texas Instruments)

    Chisolm Trail (1982, TI99, Texas Instruments)

     

    Reiss, Bill

    TI-Pei (1992, TI99/Myarc Geneve 9640, Asgard)

     

    Reiss, Jim

    TRIS (1989, TI99, Asgard)

    TRIS-2 (1992, TI99, Asgard)

     

    Root, Chris

    Pulsar (1982, TI99, C.A. Root Associates)

     

    Rothstein, Rick

    Shuttle Command (1982, TI99, FFF Software)

     

    Rutland-Wallis, John

    Mission To Sector 1 (1983, TI99, CMS Systems)

    Night Patrol (1983, TI99, CMS Systems)

     

    Scheer, Howard E.

    [P] Pac-Man (TI99, Atarisoft) port from COIN

    [P] Donkey Kong, with Douglas Brian Craig (1983, TI99, Atarisoft) port from COIN

     

    Schmitt, Mickey

    Oliver's Twist, with Lynn Gardner (1989, TI99, Asgard)

     

    Schworak, Glenn

    Karate Challenge (1989, TI99, Asgard)

    Mission Destruct (1989, TI99, Asgard)

     

    Sellers, Norm

    Sorgan II (1988, TI99, DaTaBiotics)

     

    Sheer, Howard

    [P] Pac-Man (1983?, TI99, Atarisoft)

     

    Spacek, Jerry

    Defend the Cities (1982, TI99, Intersoft)

    Theon Raiders (1983, TI99, Intersoft)

     

    Srimushnam, Janet

    [P] Alpiner (1983, TI99, Texas Instruments)

     

    Steenburn, Eric

    Lost Dutchman (1983, TI99, CMS Systems)

     

    Steffen, George F.

    Beanstalk Adventure (1982, TI99, TexSoft)

     

    Stevenson, Kent

    Ant Colony (1983, TI99, Funware)

    Schnoz-Ola (1983, TI99, Funware)

    Ambulance (1983, TI99, Funware)

     

    Stewart, Mike

    Quest For The Key Part 1 (1983, TI99, CMS Systems)

    Quest For The Key Part 2 (1983, TI99, CMS Systems)

    The New King (1983, TI99, CMS Systems)

     

    Sumner, Mark

    Space Rescue (1980, TI99, Christian)

    Space Rescue 2 (1981, TI99, PS Software)

    PS Pesteroids (1981, TI99, PS Software)

    Hopper (1981, TI99, Futura)

    Key Quest (1981, TI99, PS Software)

    Star Sentinel (1981, TI99, PS Software)

    3D Stalkers (1981, TI99, PS Software)

    Starprobe 99 (1982, TI99, Counterpoint)

    Horrors! (1982, TI99, Counterpoint) Q*bert-like

    Wallaby (1982, TI99, Challenger)

    [P] Spy's Demise, with Ken Dibble (1982, TI99, CSI Design Group) port from AP2

    Octal (1982, TI99, CSI Design Group)

    Starprobe 99 (1982, TI99, CSI Design Group)

    Gravity Master (1983, TI99, CSI Design Group)

     

    Taylor, John E.

    Capture The Intruder (1983, TI99, CMS Systems)

    The Egg Hunt (1983, TI99, CMS Systems)

     

    Tyma, Paul

    Death Station (1982, TI99, Futura)

     

    Ulrich, Bob

    Lost Treasure of the Aztec (1983, TI99, Mind Games)

     

    Urbanus, Paul

    Parsec, with Jim Dramis (1983, TI99, Texas Instruments)

    [P] Vanguard, with Jim Dramis and Garth Dollahite (1983, TI99, Atarisoft) port from COIN

    [P] Jungle Hunt, with Jim Dramis (1984, TI99, Atarisoft)

    [P] Pole Position, with Garth Dollahite (1984, TI99, Atarisoft)

    Jumpy (1987, TI99, Databiotics/Softmachine) Q*bert-like; name changed to QMaze in 1988

     

    Vaughn, David

    Astrid (1983, TI99, Vaughn Software)

    Chopper Fireman (1983, TI99, Vaughn Software)

     

    Von Ehr II, James R.

    Slymoids (1983, TI99, Texas Instruments)

    Sneggit (1983, TI99, Texas Instruments)

     

    Webb, Martin

    Adventuremania (TI99)

    Main (TI99)

    Lilo and the Dragons (TI99)

    Panic on the Titanic (TI99)

    Santa and the Goblins (TI99)

     

    Weinstock, Neil

    Cosmic Drift (1982, TI99, Futura)

    Ice Caverns of Xen (1982, TI99, Futura)

    Moonduster (1982, TI99, Futura)

     

    Wible, Tom

    High Gravity (1987, TI99, Asgard)

     

    Williams, John C.

    Battlestation with John D. Gardner (1983, TI99, Mirage)

    Chopper Ace with John D. Gardner (1983, TI99, Mirage)

    Mean Streets with John D. Gardner (1982, TI99, Alpha)

    Quadrant Command with John D. Gardner (1982, TI99, Alpha)

     

    Woods, Tad

    Spacestation Pheta (1985, TI99, T&T)

     

    Yantis, Mike

    [P] Protector II (1983, TI99, Atarisoft) port from 800

     

    Zedeck, Stephen A.

    [P] Tutankham (1983, TI99, PB) port from COIN

     

    Zielinski, Bill

    Garkon's Getaway (1983, TI99, TEXware)


  11. I didn't want to sound uninterested or strong. If I was, sorry about that.

     

    Did you check out the games that are posted on the club errorfree page?

    http://errorfree.de/Menu08.html

     

    And about 100% completeness: I am sure, there will be revisions, if not done by you - but by others in the community.

     

    How are you handling localized versions of the same game? There are several games, that got translated by magazines or user(group)s.

    How are you handling game revisions? There were several little alterations of the source code on mostly basic games, also done by magazines or user(group)s? For example enhance the original code to use joysticks instead of keyboard, enhancing routines, speed up stuff, stuff like getting the player more lifes...

     

    Klaus


  12. Please don't wait for my additions. There is no way, I can quickly check through 1000 disk images for games and rapidly decide if they are copyright protected, public domain or not meant for public use.

     

    All I know so far: some are meant to be played from Ramdisk, some are meant to be played via 80columns cards, on GRam devices, some are for Mini Memory, Forth, Logo and other rarer programming environments. The rest is probably TI Basic, XB, E/A.

     

    All publishable stuff will be avaiable in my CMS program database project. You can read about it here:

    http://www.atariage.com/forums/topic/176994-project-ti-99-global-database-project-started/

     

    Klaus


  13. Hi!

     

    I know, I am really late to answer here. This is phenomenal work you are doing for the community.

    As I am currently transfering disk after disk a huge ti-99 program collection from real 5.25" disks to disk image files on my pc, there will hopefully be even more games for your database.

     

    One disk collection (250 disk images) comes from a guy in Austria, who was there in the early days of TI-99.

    The other disk collection (~800 disk images) comes from a guy in Germany, who was there from beginning and active til the year 2008.

     

    I can't give you the disk images now because they contain private stuff and copyright stuff as well.

    You probably know better than me how much work it is to go through such a big collection of disks.

    It will take some time...

     

    Klaus


  14. Wonderful news Matthew! Looking forward to meet you on the upcoming Chicago Faire!

     

    I am no way an engineer and have only limited technical skills, nonetheless would like to bring in these questions:

     

    Will the F18A be compatible with the MBX device for the TI-99? It's basically only input/output communicating with the TI-99 but as it once was meant to be a stand alone computer could there be any technical issues, that makes the system incompatible to use with F18A equipped TIs?

     

    If the VDP replacement uses lower power couldn't there be a power overload somewhere else in the system as a result? I mean that another chip gets too much voltage as a result?

     

    What is the current status on the 80column mode? You talked about it in this thread but as far as I know, there is no word yet whether it's part of the present features or not.

     

    Is the V1.0/1.1/1.2 featuring VGA 640x480 or SVGA 800x600?

     

    Do the boards feature Software Updatability?

     

    You talked about a FPGA TMS9900 CPU replacement sometime, maybe happening by you. What advantages do you see, that go beyond the original features/specs? I know by far too few about the system. Is it addressing issues? Is it timing? Maybe you can talk a little to give us non-pros a view what might be possible...

     

    Do you see a point in FPGAs replacing the sound chip and the speech chip?

     

    Please see this posting with deepest respect in your talent and hard work within your free time, not as a wishlist nor complaints.

     

    Klaus


  15. Hi Tursi!

     

    I love your project and seeing it already working is wonderful!

     

    As far as I know there were several bugs found in the original GROM0 and GROM1 for which there exists fixed GROMs:

    As far as I know Winfried Winkler, Heiner Martin and SNUG do earn most credits for those fixes

    http://home.arcor.de/system-ninety-nine-user-group/index_e.htm

     

    Please correct me if I am wrong.

     

    As far as I understand the german manual from this SNUG peripheral card which lets you put the GROM0 and GROM1 outside of the console into the PEB [http://home.arcor.de/system-ninety-nine-user-group/hsgpl/hsgpl-mb.pdf]:

     

    Bug N°1 - Review Modul Library:

     

    Let me try to translate from the german manual:

     

    The OS reads the GROM3 at >9800, address space goes from G>6000 to G>7FFF. The GROM3 gets compared with the GROM which is referenced at >9804. In case it's identical, the search gets canceled and the Message REVIEW MODUL LIBRARY will be surpressed. On a standard console this will always be the case because of the not fully decoded area of GROM (>98xx, >9Cxx).

     

    In case a difference is found, you will get "REVIEW MODUL LIBRARY" as your last item on the first selection screen. If you select this item, you will get to the next Screen. The next page (site?) gets searched for modul-names and the system builds up a new selection list based on the search results. If no modul is found, "Review Modul Library" will be the only item. There are 16 pages you can page through. This paging can be continued until a module is selected. And now we come to the error in the original OS of the TI:

    If the OS encouters a difference on the first comparison of GROM3, it by mistake reads out the GROM0 at >9804 as well. This means that on page 1 (>9804) you must have at least a GROM0. That's why the HSGPL (=SNUG card) always comes with 2 pages at least, and the Gram Part do come with two pages at least (>9800 and >9804). On the other pages you don't have to have anything. If however a module is on any other page, you got have at least a GROM0 on the same page.

     

    Furthermore you need a GROM3 with correct header on every used page, otherwhise the page is not accessable and higher GROMs are not searched at all. To our luck almost all modules da use GROM3. Only a few game modules do come without one. The reason could be that the original plan was to release those games together with other games and were split up later. Examples are Zero-Zap (only GROM7), Hangman (only GROM5) and Connect Four (only GROM4). If those are on a GPL page, they are not found because of the missing GROM3. If you add any other game to them which uses only GROM3, you now get all module entries, although there could be an empty GROM between GROM5 and GROM7. It's important that on any used GPL-Page a valid GROM3 is found, otherwhise the whole GPL-Page is skipped.

     

    Okay - as far as I understand the document, there is no bugfix for this yet?

     

     

    Bug N°2 - Bug in TI Basic with the use of 80chars-cards:

     

     

    The TI Basic which is on both GPL Pages is a version with corrected initial values for the V9938 VDP register.

     

    This is important to enable the use of 80chars cards.

     

    Original:

    http://home.arcor.de/system-ninety-nine-user-group/hsgpl/grom0.bin

    Fixed GROM0:

    http://home.arcor.de/system-ninety-nine-user-group/hsgpl/grom0-80.bin

     

    Bug N°X - Several bugfixes corrected in Extended Basic 3:

     

    Extended Basic 3 was released in its original form and to my knowledge it fixes a lot of bugs in the original system from TI. My guess is that they were mostly bugs from XB though.

     

    Other releated stuff:

     

    Here you can find an interesting GROM0 designed by Winfried Winkler:

    http://home.arcor.de/system-ninety-nine-user-group/hsgpl/grom0ww.bin

    It allows you direct selection of GROM bases (whatever that is).

     

    This is TI Basic with corrected 80chars-bug:

    http://home.arcor.de/system-ninety-nine-user-group/hsgpl/tibasic.zip

     

    This is an enhanced GROM0 which includes "EasyBug" but its meant for the SGCPU peripheral SNUG card:

    http://home.arcor.de/system-ninety-nine-user-group/sgcpu/sgcpuupd.zip

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