# Asmusr

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1. ## A worse programmers questions

I think it would be fun to have more programming challenges, but perhaps you should start a new thread, since most of us (judging from the many frustrated answers) thought this thread was about you seeking advice on how to program the TI-99/4A. For me to participate in a more challenges, the rules for each challenge should be stated unambiguously in advance, including a deadline for when to submit your solution. We don't necessarily need to have a winner, but it should be clear what we're trying to accomplish. All in a positive and friendly spirit, of course. Well, that's my opinion. Kill this thread and start another one with a clear purpose.
2. ## TIX development

Thanks. It's the recursive algorithm, but using a stack instead of recursive procedure calls. And I'm stacking a map address instead of coordinates. I'm using assembly, but it should be doable in XB.
3. ## A worse programmers questions

I can't let Tursi and TI BASIC win this one. So here's a Cortex BASIC version with labels. Takes about 5 seconds to draw where the TI BASIC version takes about 10 minutes. 10 COLOUR 1,14 20 GRAPH 30 DIM \$F(10,3) 40 \$F(0,0)="111101101101111" 50 \$F(1,0)="010110010010010" 60 \$F(2,0)="111001111100111" 70 \$F(3,0)="111001111001111" 80 \$F(4,0)="101101111001001" 90 \$F(5,0)="111100111001111" 100 \$F(6,0)="111100111101111" 110 \$F(7,0)="111001001001001" 120 \$F(8,0)="111101111101111" 130 \$F(9,0)="111101111001111" 140 SW=256 : SH=192 150 GW=10 : GH=SH/SW*GW 160 SX=0.9*SW/GW : SY=SH/GH 170 OX=SW/2 : OY=SH/2 180 REM DRAW X-AXIS 190 PLOT 0,OY TO SW-1,OY 200 FOR X=INT(-GW/2) TO INT(GW/2) STEP 1 210 XS=OX+X*SX 220 PLOT XS,OY-2 TO XS,OY+2 230 XS=XS-1 240 YS=OY+4 250 N=X 260 IF N<>0 THEN GOSUB 1000 270 NEXT X 280 REM DRAW Y-AXIS 300 PLOT OX,0 TO OX,SH-1 310 FOR Y=INT(-GH/2) TO INT(GH/2) STEP 1 320 YS=OY-Y*SY 330 PLOT OX-2,YS TO OX+2,YS 340 XS=OX+4 350 YS=YS-2 360 N=Y 370 IF N<>0 THEN GOSUB 1000 380 NEXT Y 390 REM DRAW GRAPH 400 FOR X=-5 TO 5 STEP 0.1 410 PLOT OX+X*SX,OY-SIN(X)*SY 420 NEXT X 430 WAIT 1000 440 TEXT 450 STOP 1000 REM PLOT NUMBER N AT POS XS,YS 1010 IF N<0 THEN PLOT XS,YS+2 TO XS+2,YS+2 : XS=XS+4 1020 DIM \$CH(3) 1030 \$CH(0)=\$F(ABS(N),0) 1040 FOR R=0 TO 4 1050 FOR C=0 TO 2 1060 I=R*3+C+1 1070 IF ASC(\$CH(0;I))=49 THEN PLOT XS+C,YS+R 1080 NEXT C 1090 NEXT R 1100 RETURN Output: I have to say, string handling in Cortex BASIC is weird. Took me hours to figure out how to make a simple array. Edit: Notice that the labels on the y-axis are not flipped like in the TI BASIC version.
4. ## The most outrageous, far-out, super cool probably never to be made dream item for the TI-99/4A...

My dream for the TI-99/4A would be an easy to install, cross-platform C/C++ (or similar) compiler with built in, seamless SAMS support for code and data. The compiler should have libraries for all common hardware including the F18A/MK2. The emphasis would be to remove restrictions and support creativity. Then my next wish would be to have some large, open source, community driven game projects using the compiler where everybody contributed with what they were best at (code, graphics, sound, story).
5. ## A worse programmers questions

String space is what I meant by program data. I couldn't remember what exactly the VDP memory was used for.
6. ## TI-99/4a disk-based CRPG

Whoa, that looks so cool.
7. ## A worse programmers questions

It doesn't look like Cortex BASIC has the ability to draw text at any point in bitmap mode (256x192), so drawing labels on the tick marks is not something I will attempt to do. Note that TI BASIC, XB, RXB, etc. don't support bitmap mode out-of-the-box. Bitmap mode is using 12K of the 16K video memory, leaving almost no space for program data (the disk DSR also uses some). Tursi showed how you can draw a limited bitmap-like image by redefining character patterns, but this technique is limited by the complexity of the image. The Missing Link (TML) is an assembly extension to XB that provides bitmap mode, but using that means you have less space for your program data, and the overall space ends up being closer to that of Cortex BASIC.
8. ## The most outrageous, far-out, super cool probably never to be made dream item for the TI-99/4A...

I added support for 2-button joysticks in Knight Lore, but I don't think I had any feedback on that feature.
9. ## A worse programmers questions

Here's a version in Cortex BASIC. It's the first time I have tried this language (edit: or actually this particular dialect) : 10 COLOUR 1,14 20 GRAPH 30 SW=256 : SH=192 40 GW=10 : GH=SH/SW*GW 50 SX=SW/GW : SY=SH/GH 60 OX=SW/2 : OY=SH/2 70 REM DRAW X-AXIS 80 PLOT 0,OY TO SW-1,OY 90 FOR X=INT(-GW/2) TO INT(GW/2) STEP 1 100 PLOT OX+X*SX,OY-2 TO OX+X*SX,OY+2 110 NEXT X 120 REM DRAW Y-AXIS 130 PLOT OX,0 TO OX,SH-1 140 FOR Y=INT(-GH/2) TO INT(GH/2) STEP 1 150 PLOT OX-2,OY-Y*SY TO OX+2,OY-Y*SY 160 NEXT Y 170 REM DRAW GRAPH 180 FOR X=-5 TO 5 STEP 0.1 190 PLOT OX+X*SX,OY-SIN(X)*SY 200 NEXT X 210 WAIT 600 This is the output:
10. ## A worse programmers questions

Fctn-9 http://www.stuartconner.me.uk/ti/ti.htm#programs
11. ## A worse programmers questions

Why don't you show them Cortex BASIC then?
12. ## 10 Liner BASIC/XB contest VOTING POLL

Thanks. Is it just me who think we have too many pinned threads? I think it should be limited to two: 'TI-99/4A development resources' in this forum and 'New to the group? TI-99/4A FAQ, Hardware and software resources READ FIRST!' in the other.
13. ## F18A programming, info, and resources

Yes, setting VR35=0 means width=256.
14. ## 10 Liner BASIC/XB contest VOTING POLL

Perhaps this topic could be unpinned now?
15. ## F18A MK2

Another import with 8 colors only.
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