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FarmerPotato

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Posts posted by FarmerPotato


  1. Wondering if anyone got an adaptor with their programmer that fits SOIC20.


    I'm looking for a SOIC20-DIP20 adaptor for the XGecu TL866II but none of the XGecu bundles on eBay seem to include bigger than SOIC16. Also annoying is how many bundles lack PLCC20.


    This is an authorized XGecu seller, their store has bundles of TL866II plus adaptor assortments:



    I want to gear up to program PAL replacements, so I'm focusing on the ATF16V8B $0.89 chip (Digikey) which comes in DIP20, PLCC20, SOIC20 (forget TSSOP because 0.65 mm pin spacing.)


    SOIC 1.27mm is not the same thing as SOP 0.65mm but some Amazon listings of adaptors confuse them together.


    Datasheet shows the 4 packages with measurements:




    I like SOIC everything for my work though PLCC20 socketed is probably smarter. Maybe I should forget about programming the SOIC20 package and just use PLCC20?


  2. Fest 99/4ATX will be Friday-Sunday Aug 9-11, 2019 in Austin, TX.
     
    UPDATE: please use this Google Form to register yourself. We need to know how many folks want food!
     
    All are welcome. The main activity will be sharing what we know about the TI-99/4A computer, demonstrating projects and new products, and so on. Fixing broken 4As, soldering kits, and programming are all likely to happen. It really depends on what you want to do!
     
    The venue will be an air-conditioned classroom, with tables, whiteboard, and two large screens, at ATX Hackerspace on 9700 Dessau Rd. There is a lounge/kitchen/eating area. (There will be guided tours of members-only areas like electronics lab, laser cutter and 3D printing.)
     
    If anyone wants to do a presentation/stream, you would write that on the Google sheets schedule. Outside of the agenda, we will share about things TI, much like Chi-Friday. Set up your gear, gather in small groups, share, learn, fix things.
     
    The only charge will be $10 for official registration, which includes a raffle ticket, badge, snacks and drinks. 

    Otherwise it is open for casual observers (I would expect others from the hackerspace and the local C-64 group.)
     
    For Saturday food, we are putting together a group order for Cheko's breakfast tacos (a few dollars) and County Line BBQ ($15 each person).

     

    Details:

     

    • Venue: ATX Hackerspace on 9700 Dessau Rd. Has air conditioned classroom, a lounge/kitchen, and wi-fi. Guided tours of electronics/laser/shop/3D printing.
    • Format: BarCamp style. Attendees can announce a presentation in the classroom, otherwise free form.
    • Security: we can put gear in a locked room overnight. The building is keyed entry. The classroom has doors but does not lock.
    • Hardware: I can provide stock P-Boxes, 4A consoles, monitors so you can travel lighter. Electronics lab available.
    • Lodging: Super 8 near ATXHS is as low as $58. Marriot $118. There are a lot of options.
    • Food: Saturday: Breakfast Tacos. Lunch: barbecue delivery. Dinner: trip to Chuy's (Tex-Mex.)
    • Live Streaming: Use Zoom to join for video/audio chat. https://zoom.us/j/7707370625 
     
    See and Edit the Agenda so far here:
     
     
    Zoom Channel for the event (install Zoom on your phone or computer)
     
     
     
     
     

    LicensePlate994ATX.thumb.png.f8e9781add3afe37e0d45e006a11a4d0.png

     
    • Like 3

  3.  

    "TI licensed the design to AMI and SMC to increase its availability as well released a 4MHz capable part to help relieve the speed bottleneck"

     

    May's email from Unicorn Electronics (Aliquippa, PA, not the other one) lists the AMI S9900-40P for $35. Is this the 4 MHz part?

    They have had the AMI S9900-40P before for $20.

     

    http://unicornelectronics.com/monthly.html

     

     

    Stock # Package Pins Description SALE!! TMS9900 DIP 64 AMI S9900-40P Processor 34.88 TMS9901 DIP 40 Programmable System Interface 27.97 TMS1100NLP DIP 28 Microcontroller 17.47 SO16 DIP 16 16 Pin L.P. IC Socket 0.07 PAL14L4NC DIP 20 16 Input AND/OR Invert Gate Array 0.99 TIM9904NL DIP 20 Peripheral Interface 22.47

  4. At last year's VCF the Super Sketch proved to be quite popular. Enough that I will have it up again this year. I have been making signs for the table and I wanted to make one up for the Super Sketch, only to run into a lack of good historical information. It was announced at the 1984 CES for $50, which also puts it about a year after the Koalapad, but that seems to be it.

     

    I too can report that the Super Sketch is very popular. At MGC we had adults and kids trying it out. Several drew the whole bird picture. One kid did several of the practice sheets.

     

    I have only my own memories from 1984-5. I knew some folks that purchased it at Unisource Electronics (Lubbock TX computer store with a catalog operation). I first played with it at a community craft/computer fair where they had the C-64 version.

     

    The one in use at MGC came from a nice TI collection in Wisconsin that I bought in 2010; the owner had a lot of Tenex catalogs.

     

    Chris Bobbitt reviewed Super Sketch in Micropendium, Jan 1985.

     

    http://ftp.whtech.com/magazines/micropendium/mp8501.pdf

     

     

    The review shows a price of $59.95 and adddress Personal Peripherals, 1505 S Green St, Longview TX 75602.

     

    There is a Unisource ad on page 20 selling it for $44.95.

     

    The review is all As, acknowledging Super Sketch shortcomings, while not calling it a dead end because it can't write to disk, or print.

     

    (Who solved printing, by the way?)

    • Like 1

  5. I got my TI up and found the disk file, but when i loaded it into E/A it said something about 'control character missing'. I will need to look at it some more. :)

    Is it CONTROL CHARACTER REMOVED?

    I have seen this somewhere, maybe a messed up file.

    This error might be returned by EDIT1 (the editor) or possible ASSM1 (assembler), but the LOADER does not use it.

     

    I think it refers to the last line of the file, which has the editor's tab settings, being an unexpected format.

     

     

    These are some of the E/A error numbers.  
    0-7 I/O ERROR
    8  MEMORY FULL
    9  CONTROL CHARACTER REMOVED not used by loader.
    A  ILLEGAL TAG (one of D,E,G,H)
    B  CHECKSUM ERROR
    C  DUPLICATE DEFINITION
    D  UNRESOLVED REFERENCE 
    E  PROGRAM NOT FOUND   not used by loader
    • Like 1

  6. I'm pretty sure it was an internal TI deal. I was so young that I don't remember which demos that TI bought/published/distributed, but it seemed like they were all music demos he programmed in either Basic, Extended Basic, or Assembly.

     

    I've got an unfinished version of a game called 'Caveman' he was working on in Assembly that was based on the Ringo Starr movie, as well.

     

    His name was Sam Moore, Jr. :)

     

    Sam Moore Jr was a big influence on me as a kid.
    I received a few of his music "videos" through friends. They were generally excellent in quality, so I loaded them many times.
    All of the pop songs were new to me as a kid, so I credit Sam Moore Jr with "educating" me in these pop standards, such as Time in a Bottle, Killing Me Softly, You're So Vain, Yesterday, plus a few classical works like Moonlight Sonata and the jazzy 5th of Beethoven and Bumble Boogie. The graphics were always fun.
    Here are listings of what's available in the Tigercub collections of Sam Moore Jr:
    Sam Moore Jr disks
    600, 601, 602, 603 in PC99 format (use ti99dir to extract files or convert to V9T9 dsk)
    600       :     343 used  17 free   90 KB  1S/1D 40T  9 S/T
    ----------------------------------------------------------------------------
    AMAZEFILE     11  INT/VAR 80    2454 B  122 recs
    AMAZEGRACE    10  PROGRAM       2254 B
    BERCEUSE/X    35  PROGRAM       8655 B
    BUGLEBOOGX    31  PROGRAM       7557 B
    BUMBLBOOGB    45  PROGRAM      11116 B
    DOGBOOGIEX    38  PROGRAM       9340 B
    FORESTROSX    31  PROGRAM       7653 B
    LOAD           7  PROGRAM       1410 B
    MAINSCRX      17  PROGRAM       3925 B
    ODEPUPPYX     34  PROGRAM       8326 B
    VARTHEMEX     30  PROGRAM       7181 B
    VENUSRHAPX    26  PROGRAM       6297 B
    WESTBOOGX     26  PROGRAM       6257 B
    
    
    MOORE#2   :     345 used  15 free   90 KB  1S/1D 40T  9 S/T
    ----------------------------------------------------------------------------
    5THBEETHVX    47  PROGRAM      11574 B
    ALBUMLEAFX    46  PROGRAM      11444 B
    IN/MILL/X     38  PROGRAM       9371 B
    JUSTWAY/X     38  PROGRAM       9390 B
    KILMESOFTX    28  PROGRAM       6819 B
    LIGHTFILE     10  INT/VAR 80    2244 B  121 recs
    LIGHTLIFX2    16  PROGRAM       3802 B
    LOAD           7  PROGRAM       1334 B
    OP/23/X       30  PROGRAM       7307 B
    TIME-DATA     12  INT/VAR 80    2620 B  134 recs
    TIME/BOTX2    28  PROGRAM       6720 B
    YESTERDAYX    43  PROGRAM      10607 B
    
    
    
    
    MOORE#3   :     350 used  10 free   90 KB  1S/1D 40T  9 S/T
    ----------------------------------------------------------------------------
    BOOGOOGIEX    34  PROGRAM       8204 B
    GUITAR/X      20  PROGRAM       4773 B
    LOAD           7  PROGRAM       1345 B
    MOONLSON/X    49  INT/VAR 254  12090 B   48 recs
    MORNING/X     40  PROGRAM       9850 B
    NOCTURNE      41  PROGRAM      10218 B
    OZMEDLEY      42  PROGRAM      10384 B
    RONDO         41  PROGRAM      10068 B
    SEABOTTOM     23  PROGRAM       5400 B
    SENORITA      24  PROGRAM       5804 B
    VENBOAT/X     27  PROGRAM       6454 B
    
    
    MOORE#4   :     339 used  21 free   90 KB  1S/1D 40T  9 S/T
    ----------------------------------------------------------------------------
    BIGCATBOOG    19  PROGRAM       4457 B
    CSONATA       43  PROGRAM      10668 B
    GRAYMOUSE     18  PROGRAM       4116 B
    KANGAROO      16  PROGRAM       3793 B
    LOAD           7  PROGRAM       1502 B
    MAPLELEAF     44  PROGRAM      10962 B
    MASH4077      40  PROGRAM       9934 B
    SILENCIA      14  PROGRAM       3240 B
    SNOWSCENE     11  PROGRAM       2393 B
    SPLENDORED    38  PROGRAM       9405 B
    SUNDAYDRIV    18  PROGRAM       4286 B
    WITCHDANCE    42  PROGRAM      10331 B
    WITHLOVE      27  PROGRAM       6495 B
    • Like 1

  7. For the more interesting programs, the screen width was the main limiting factor. I remember way back when trying to convert a really cool naval warfare game (I think it's in Ahl's second book) but being thwarted by the fact that it required 80 columns...

     

    I spent many after school days and summers working on programs out of the two David H. Ahl books of Creative Computing.

     

    I remember adapting the red book's Seabattle to 28 columns with graphic characters (I especially liked the sea monster.) It's like TI Trek but with a submarine, torpedoes, island base, and sea monsters. (Apt, because the Enterprise is basically a submarine in space.) ("The real name of this program is, "Underwater Pie Lob")

     

    From the first book my favorite was Hammurabi (I never had the TI version from Oldier but Goodies I), a strange lifelong affinity that 30 years later led me to the basement of the Oriental Institute of Chicago.

     

    From the third book of much bigger programs, I adapted Dukedom to look nice in Extended Basic.

     

    I purchased the eBooks of Ahl when he had an official website, and the BekerBot folio of robot illustrations from the books. I have converted some BekerBots into vector artwork and made one very large gold foil covered version.

     

    Love those BekerBots.

     

    http://www.bekerbots.com/botbooks.htm

    • Like 2


  8. I measure how fast I can blast 4k of bitmap data, for 1 frame of a 16x16 tile area of the screen. I store the pattern and color in chars 00-7F (each bank) for one frame.


    checkr is a routine that blasts a 4x4 checkerboard pattern into the color table with a scrolled offset of 0-7. Registers are in PAD.


    * Timing

    Full blast 4k. Pat tbl all >F0 with vmsw 2k, color table with checkr 2k. All in CPU RAM. Music playing.


    ; 512 frames in 51 seconds with 2 vsync waits in a row. 10 fps or 6 ticks/frame

    ; 512 frames in 40 seconds with 1 vsync wait. 12 fps or 5 ticks/frame.

    ; 512 frames in 38 seconds with 0 vsync wait. Still around 5 ticks.


    half blast 2k. color table only with checkr.


    ; 512 frames in 24 seconds. 21 fps or 3 ticks/frame.


    half blast 2k. Inner loop of checkr in PAD.

    ; 512 frames in 21 seconds. 25 fps or 2-3 ticks/frame.


    no music

    ; 512 frames in 17 seconds. 30 fps. 2 ticks/frame.


    Cycle Analysis of checkr: T(a73e-a794)


    N Cy N*Cy

    1024 26 26624 movb r4,*r15 (8 movb per unrolled loop)

    128 10 1280 dec r2

    128 10 1280 jne


    Total 29184 cycles


    average cycles measured in checkr: 30352

    Times two, or 60700 cycles.


    Trying movb r4,@VDPWD takes 30 cycles. Slower than movb r4,*r15. Adds 4096 cycles.



    Time to move code into pad:

    60 + 20*(38+14+14) = 1380

    So do this once.






    ; full bandwidth, supposedly optimized vdp blitter.
    ; fill all the bytes that would be written if the whole field had been calculated.
    ; move this routine to >8380
    padck1 equ >8380
    ck1 movb r3,*vd
    movb r3,*vd
    movb r3,*vd
    movb r3,*vd
    movb r4,*vd
    movb r4,*vd
    movb r4,*vd
    movb r4,*vd
    dec r2
    jne ck1
    b @ck2
    ck1$


    ckinit
    ; move code into pad. call this once.
    li r0,padck1
    li r1,ck1
    li r2,(ck1$-ck1)

    ck0 mov *r1+,*r0+
    dec r2
    jne ck0


    checkr
    li r2,>80 ; loops
    mov r9,r0
    neg r0
    andi r0,7
    sla r0,1
    ai r0,padck1
    b *r0 ; jump into partial move

    ck2 mov r9,r0
    neg r0
    andi r0,7
    jeq ck3
    ; partial last char causes all the trouble. we could wrap but clobbering 0 would look awful.
    movb r3,*vd
    dec r0
    jeq ck3
    movb r3,*vd
    dec r0
    jeq ck3
    movb r3,*vd
    dec r0
    jeq ck3
    movb r3,*vd
    dec r0
    jeq ck3
    movb r4,*vd
    dec r0
    jeq ck3
    movb r4,*vd
    dec r0
    jeq ck3
    movb r4,*vd


    ck3 rt




    Next steps:


    Moving data from a buffer in CPU RAM will be a large hit.


    Since at best 2k takes 2 ticks, even 6 ticks for 4k, page flipping will be essential. I will have to break up the blitting into sections, as Rasmus suggested. Perhaps doing other processing in between (though there is only a finite amount of processing to do per frame. sprites move at most 1 pixel per frame.)


    While I would like to have full bitmap scrolling, other ideas are:


    1. My current scheme is 2 tiles, with 2*2 permutations (space above space, space above block, block above space, block above block). There are two frames. On each tick, I update 4 patterns in the next frame, then update the SIT. Total 32+256 bytes.


    2. Idea. Making the background out of only 5 tiles, with all permutations of 5*5*8 stored in the pattern/color table. Then to update the frame, write 256 bytes of SIT (in 16 rows of 16.) This is still awfully limiting. Total 256 bytes.


    3. Idea. Have 11 tiles, and update all 11*11 permutations for a frame. Write SIT. Total 2.5k.


    4. Reduce the scrolling area width or height.


    Links









    • Like 2

  9. Im working on blasting bitmap mode again.

     

    I decided on a 16x16 area with two frames.

    So that chars 0-127 are for one frame in each bank. One char has to double as the blank char.

     

    I found that I can push the whole color table portion in under 2 ticks, thats 2k of sequential writes, operating completely out of PAD. doing something more interesting than a scrolling checkerboard will be slower.

     

    Id post code but we just got hit with a lightning strike. Im typing on my phone plugged into a car jumper battery.


  10. Full credit to Sparkdrummer! Flottman1 knows the filename on disk, but maybe I was runnning the cassette version! Anyway I cropped the first line of the screen which displays CAVERN QUEST.

     

    I located it on 99er.net but not ftp.whtech.com


  11. I think I had around 3000 hours into TIPI sideport before I released it as a Beta (it is still beta)

     

     

     

    Oh wow.

     

    From where I see it, you make it look easy. 3000 hours is why it looks perfect (:

     

    I have about 300 hours into FORTI-2. I was afraid I was just slow. (it's got an awful timing bug with the 9900 running code out of its memory, though data access works.)

    • Like 2

  12. best monitor for retro stuff.. samsung 910mp.. does rf, composite, vga, SCART (15khz RGB) and svideo.. AND its 4:3 ratio

     

    Greg

     

    Can anyone verify that the Samsung 910mp works with PAL output , or if there is more than one version of the 910mp?

     

    We have someone bringing a Spectrum ZX81 to Midwest Gaming classic and I think that might be our only PAL monitor in the 80s row.



  13. Thank you for the good words. I'm happy that y'all were entertained. There are still some sprites nobody named.


    My kids are demanding that this become a playable game, so it must be.


    My sprite table is full at 247 sprites, so there will be a lot of code rewritten to page in the chardefs. Besides I want 16x16 sprites too.




    For background: this is a tribute to the 2004 Katamari Damacy for Playstation 2. (Lately for Nintendo Switch.)







    • Like 1

  14. Some people know that TI experimented with porting its best-known games to Intellivision.

     

    Well, much later, Namco planned to roll up the market for retro-gaming by producing software for the TI-99/4A. A Namco intern told their boss to build on the nostalgia for "Munk-Man" and this is what happened.

     

    MunkMan

     

    I found the binary on an MSX forum earlier this year: (k2.dsk or download here) contains a single E/A 3 object file "K2" without Namco markings. The program name is K2.

     

    Watch the video here: https://youtu.be/writJ0I5fHg

    • Like 11

  15.  

    I just discovered this, have not had a chance yet to play with it.

    Implementation of PEEKV and POKEV in XB: (found here: http://ftp.whtech.com/emulators/pc99/pc99%20dsk%20collection/U_1/UP1.ZIP)

    100 REM  ******************
    110 REM  * EXTENDED BASIC *
    120 REM  * POKEV AND PEEKV*
    130 REM  * BY BILL PROTHRO*
    140 REM  ******************
    150 REM  This program allows you to poke values into vdp ram and peek values from the vdp ram within a running program in extended basic.
    160 REM  To poke successive bytes you will have to use data statements and a for next loop.
    170 REM  To peek successive bytes a for next loop is all that is needed.
    180 REM  32K memory expansion is required to use this utility.
    190 CALL INIT
    200 CALL CLEAR
    210 REM  These load statements load a machine code program into the memory expansion that can be accessed with extended basic.
    220 CALL LOAD(16368,80,79,75,69,86,32,48,52,80,69,69,75,86,32,48,32)
    230 CALL LOAD(12320,2,224,48,0,192,32,255,254,6,160,48,88,216,32,136,0,255,253,16,11,2,224,48,0,192,32)
    240 CALL LOAD(12346,255,254,2,32,64,0,6,160,48,88,216,32,255,253,140,0,4,192,216,0,131,124)
    250 CALL LOAD(12368,2,224,131,224,4,96,0,112,6,192,216,0,140,2,6,192,216,0,140,2,4,91)
    260 CALL LOAD(8196,63,240)
    270 REM  In a free running program equate pokeadd to the address you want to poke in VDP ram.
    280 INPUT "WHICH ADDRESS? ":POKEADD
    290 REM  Equate pokeval to the value you want to poke.
    300 INPUT "VALUE TO POKE ":POKEVAL
    310 GOSUB 390
    320 REM  Equate peekadd to the address you want to peek.
    330 INPUT "ADDRESS TO PEEK? ":PEEKADD
    340 GOSUB 400
    350 REM  The value you peek is returned in peekval.
    360 PRINT PEEKVAL
    370 STOP
    380 REM  These subroutines divide the address into msb and lsb values and link to the machine code program.
    390 ADD=POKEADD/256 :: MSB=INT(ADD) :: LSB=(ADD-MSB)*256 :: CALL LOAD(-3,POKEVAL,MSB,LSB) :: CALL LINK("POKEV") :: RETURN
    400 ADD=PEEKADD/256 :: MSB=INT(ADD) :: LSB=((ADD-MSB)*256) :: CALL LOAD(-2,MSB,LSB) :: CALL LINK("PEEKV") :: CALL PEEK(-3,PEEKVAL)
    410 RETURN
    
    

     

    This might work, using the Bill Prothro routine. I did not test it yet...

    SUB POKEV(A,B) :: C=A/256 :: CALL LOAD(-3,B,INT(A/256),B AND 255) :: CALL LINK("POKEV") :: SUBEND
    SUB PEEKV(A,B) :: C=A/256 :: CALL LOAD(-2,INT(A/256),B AND 255) :: CALL LINK("PEEKV") :: CALL PEEK(-3,B) :: SUBEND
    
    SUB COLORHI(A,B,C) :: CALL LOAD(-3,(B-1)*16+C-1,8,15+A) :: CALL LINK("POKEV") :: SUBEND
    
    SUB CHARHI(A,A$) :: HEX$ = "123456789ABCDEF" :: MSB = 3+INT(A/32) :: LSB = (A AND 31)*8 :: FOR I=1 TO LEN(A$) STEP 2 :: B = POS(HEX$,SEG$(A$,I,1))*16 + POS(HEX$,SEG$(A$,I+1,1)) :: CALL LOAD(-3,B,MSB,LSB+INT((I-1)/2)) :: CALL LINK("POKEV") :: NEXT I :: SUBEND
    
    

    I call it CHARHI , it is going to be slower than CHAR, so you could rename just some of the CALL CHAR statements where needed.

    Similarly COLORHI though the slowdown is much less.

     

    CHAR definitions 144-159 overlap the sprite motion table in Extended Basic.

    One thing missing here: turning off sprite motion by setting the status byte at >83C2. I think it's off by default.

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