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13
Posts posted by Asmusr
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6 hours ago, dhe said:Academically, it would be interesting if Classic99 or MAME supported OAMS (Original AMS Memory System) - so if you did run in to a program that says - supports AMS memory, you could run it in emulation mode to determine, if it only supports AMS (Classic 😃 ).
I'd bet the number of original 128K AMS cards, is probably not that much greater than real XB3 modules. I know, at about the time period those came out, there had been enough shipping delays, that a fair number of people where only willing to purchase at a fair (if the product was available to take home) or from a dealer that had an item in stock.
But thanks Adam, I wasn't only vaguely aware there was a difference between AMS and SAMS, but your summary has helped a lot!
I'm sure if any original AMS cards exist then @Ksarul will have one. Maybe I will try to implement the card in JS99er, but if would be nice to see some proof first that it does in fact enable Expanded BASIC 3 to use AMS memory for program and/or stack, which would be unique.
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7 minutes ago, arcadeshopper said:It should but it only seems to detect the original smaller AMS not Sams
Sent from my LM-V600 using Tapatalk
I'm sure someone can hack it to fix the detection, unless the hardware is working differently [edit: in a non-backwards-compatible way]?
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2 hours ago, ti99iuc said:I had only tried with JS99er and it worked so i had trust.
JS99er is only interested in whether the ROM is inverted (paged379) or not (anything else).
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I'm still not sure if Expanded BASIC 3 is expected to be able to use SAMS memory if only it could detect the card?
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5 hours ago, Kiwi said:This might be a bug. How do you export the sprite data to RAW? I used the export to binary image, but no sprite char showed up in hex editor. I imported the sprite sheet image into the program, so it is organized properly. Export in binary data only saves the nametable and the char. No sprite char data showed up, even when include sprite is selected.
I added sprite editing a long time after the original author stopped maintaining the program. I have not kept the binary format up to date since I have no need for it, but the code is now on GitHub so it's possible for anyone to contribute. You should be able to extract the sprite data in hexadecimal either from the .mag file or from the assembly export.
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5 hours ago, adamantyr said:Good to know, thanks Tursi!
I just tested my cart and it works with TIPI and SAMS and it worked fine. Even managed to load my CRPG through both XP3's auto-loader and the provided E/A module.
What does the SIZE command report?
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I wonder if these games are developed by a single person or the MSX community is big enough to put together teams of programmers, graphic artists and music composers?
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The TMS9918A video chip sets the upper limit for characters and color.
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8 minutes ago, Vorticon said:How does one access Google Drive with the TI and TIPI? That would work just as well.
In JS99er I'm using the Google Drive HTTP API, and the TIPI software on the RPi could possibly do that as well, but perhaps there is an out-of-the-box solution where you just map a directory on the RPi to your Google Drive? Anyway, it's probably better to discuss that in a TIPI thread.
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4 hours ago, Vorticon said:I was indeed thinking of the tipi doing all the work, but unfortunately I don't have a good understanding of the underlying work involved in such a task. It would have been so awesome though because then the documents created with STEVI could be backed to the Github with no fear of local hardware crashes and loss of data...
Connecting the TI via the TIPI to cloud storage, e.g. Google Drive as I have done in JS99er.net, would probably be quite simple, but connecting to git via the TIPI would require a much more advance API than a DSR to be useful. You would have to be able to resolve merge conflicts, for instance.
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1 hour ago, Omega-TI said:Actually, I have exactly what I want in Force Command working with the FinalGROM. I load it first, and then I can run any EA/5 program and upon a clean exit be back at the DOS prompt without reloading. It's bloody freaking wonderful and a dream come true and even a check off my bucket list. The WANT comes into play because Extended BASIC is a cartridge BIN, so it supplants Force Command, but Matt figured out a way to even get by that, which was a genius move from my perspective.
Now Force Command, being its own environment, over time is going to spawn more programs that use and enhance the Force Command experience. An Extended BASIC that exploits this environment, in an easy to use way can only benefit all it's users. A simple exit command in a version of Extended BASIC specifically designed to go with Force Command seems like a logical, useful and needed progression.
I don't really understand your workflow, but wouldn't you obtain the same if you entered FC when the computer was reset rather than when you left XB?
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I haven't thought this through, but maybe Omega needs an XB cart with a startup routine that bypasses the title screen and loads FC directly?
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Best bang: F18A
Least bang: PEB
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Fixed.
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Yes I also noticed that yesterday. I will work on a fix later today.
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6 hours ago, ralphb said:Yes, sure, there is 32K, SAMS with 32 MB, serial port, parallel port, general I/O, Wifi, CD sound, USB mouse ... and P-Code. 😉 The GIO has two special pins which I'll demo in the next video.
EDIT: Forgot wifi ...
Whoa. What is CD sound?
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2 hours ago, PeteE said:Also, Js99er will need to be updated by @Asmusr to get the zero-length fix in emulation (a separate issue from the on-hardware fix.)
Also also, if your DSR is too old (older than 2018-05-01) there's another zero-length bug that Matt fixed ages ago, and you'll need to update your eprom. Thanks Matt!
I have released a new version.
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1 hour ago, PeteE said:It's not much of an editor, but if you insist on using sound lists then I guess it will help. However, for producing sound and music playable from assembly, working with VGM and a tracker on the PC combined with the tools developed by @Tursi is far better solution.
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11 hours ago, artrag said:Any news on this incredible project?
No I haven't worked on it since the last update. I would like to turn this into a full game, but the work of designing levels, puzzles and background story is not appealing to me. More features would also be needed to keep up the interest for more than a few levels. Switches, for instance, that remove part of the wall somewhere, could turn it into more of a puzzle game. And for the action part at least one type of boss, some different weapons and health kits. It's all technically possible, and I like working on new features, but I'm not sure it's worth the effort if it doesn't turn into a full game anyway.
I think I will add a boss, which will at least complete the one-level demo. It would have to be done with very few characters, probably reusing characters from the existing guard. And if anyone is interested in designing more levels [edit: easy using Magellan], those should be possible to add too.
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9 hours ago, BeeryMiller said:I get a black screen and nothing else.
Which part of your screen is black (I assume it's not all black)?
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Here is a a crash course on the debugger. It's quite simple, but it has been good enough for developing several games.
- Only one breakpoint (CPU, or F18A GPU) is possible
- To set a breakpoint, enter hex value in the Breakpoint box, or click Stop and then click the left side of the disassembly list to toggle a breakpoint at that address
- Click Step to single-step
- Click Start to run to your breakpoint
- Shift-click Step to run to two words after the current PC. If the current instruction is a branch this is effectively a Step Over
- Enter hex address of view address in the View Address box
- The memory split view allows you to view a disassembly of your program together with a selected memory region
- Note that unlike Classic99, the disassembly is a view of the current memory and not a history of executed instructions. This means you can 'disassemble' data and possibly get offset from your program's instructions
- The Graphics tab may be useful for inspecting tiles and sprites
Classic99 has a far more powerful debugger, and I use it once in a while when I need to do something special like break on memory access or count memory cycles.
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What is the value of R2 at >A070?
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51 minutes ago, retroclouds said:Use the existing Myarc XB II with the 128K OS.
I would start with that option because it sounds doable within a reasonable time frame.

Raycaster
in TI-99/4A Development
Posted
My first attempt to add real textures to the raycaster. It looked like chaos at first, but wait, there is a shield on that wall!
Now I have some debugging to do.