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Posts posted by xxx
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57 minutes ago, atrax27407 said:I believe Ooeygui V 3.5 works on MAME V224 and below. Ooeygui 4.0 is for V225 and above (remember the Horizon emulation is broken in V225 and V226). The difference between V3.5 and 4.0 is that the Python code must be loaded separately into the folder holding MAME and Ooeygui in 3.5 but Python and Ooeygui are combined in 4.0. Also, Ooeygui 4.0 is designed only for MAME V225 and above according to the author. I am using Ooeygui 3.5 and MAME V224 since I use the Horizon emulation and it works fine - no problems at all.
I'm using the .rpk cartridge versions and .dsk for disks
i just tried the correct version of mame 0.210. still does exactly the same thing. im using ooeygui 3.0. i cant seem to find 3.5
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10 hours ago, Shift838 said:i'm doing a final compile of OoeyGUI v4.0 tonight. I believe it is ready for release and will be posting in a separate thread soon.
im having problems with this bit of software, any chance of a little help?
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2 minutes ago, mizapf said:Please post the command line that you tried.
im not using command line im using ooeygui
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25 minutes ago, mizapf said:MAME does not use the "bin" cartridges but either the RPK or ZIP files. Never unzip a cartridge ZIP file (apart from the all_carts.zip, which contains all ZIP cartridges). We have them all on WHTech, https://ftp.whtech.com/Cartridges/MAME
mame ti99_4a -cart blasto
(no .rpk, no .zip, no .bin in the command line)
Put the ZIP cartridges in your roms subdirectory.
Disks will only work when you attach the hardware. You must plug in the Peripheral Expansion Box into the I/O port, and a disk controller (e.g. DDCC-1) into one slot.
mame ti99_4a -ioport peb -ioport:peb:slot8 ddcc1 -flop1 somefloppyimage.dsk
mame doesnt start when i try zip files. ive attached the disk hardware but this still wont work, sorry
QWindowsNativeFileDialogBase::onSelectionChange (QUrl("file:///C:/mame0212b/roms/alienadd.zip")) 1
Fatal error: Device TI-99 cartridge load failed: Invalid imageive tried multiple carts in this instance, also
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unzip: C:\mame0212b\carts\BlastoG.Bin couldn't find ECD
Fatal error: Device TI-99 cartridge load failed: Invalid imageive tried multiple carts
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19 hours ago, arcadeshopper said:Use the latest version of MAME it has all the latest features and bug fixes mame version 37 is ancient.
Mess and MAME were combined into one program a few years ago so if you're running mess it's probably very old as far as development is concerned.
Conveniently for you the active developer is in this forum and I'm sure he will chime in as well but I'll give you some hints.
One if you're using disk images the ti disk controller can only handle 90k and 180k sssd and dssd images that's because that controller can only handle that size disks in real life. If your disk images are larger than that then you should use a controller that supports those formats such as the Corcomp, Myarc or my favorite the Myarc HFDC.
There's a front end being made for MAME by one of the forum members here shift838. It's in current development that I expect him to release it any day he probably will be happy to let you try a beta copy if you ask
Posting details will get you a lot more help than "it just don't work" for instance you could have told us which disk controller you were using and what the size of the disk images are etc..
Greg
im using 90k and 180k disks. the new version of mame and ooeygui does a similar thing. the carts dont work and the disk directories are not available in mame. it does boot if nothing is attached though. it looks like there is a driver or something that is needed as running mame on its own doesnt show disk directories.
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ive tried the new version (which wont recognize disks) and an older version MESS 0.37 BETA 15 (which seems better). and neither versions load carts. i can get the cassette to work, both loading and saving. ive also tried 99menu, which doesnt help.
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38 minutes ago, senior_falcon said:DEMO-S is actually DEMO-S.txt
The .txt tells you this is a windows format file; not a TI format file. (although I don't think it's required, I always append .txt to a windows format file)
You can open this with a text editor such as Notepad, Notepad++ or whatever you prefer. You can make changes and when done save the revised file.
Classic99 must be configured so it can read and write windows format files. Here is how I have set it up for DSK1.
Now to assemble. Load the assembler (Not the editor-you don't need that!!!)
And that should assemble properly for you.
The DEMO-S is a relic from using the TI editor asssembler package where I used DEMO-S for source code and DEMO-O for object code. If I were redoing this I'd get rid of the -S and -O and make it simply DEMO.TXT and DEMO.OBJ
ty, got it working
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8 hours ago, HOME AUTOMATION said:I see what you mean...
...TABs replacing multiple spaces, in an inconsistent pattern!
...Will this be any better. I dunno.
PAGE EQU >837E SUB EQU >8382 SUBPAG EQU >8386 *NEXT ROUTINE MOVES ALL CHARS UP ONE PIXEL USES A BUFFER AT >8360->836F MOVEUP DATA MOVEUE-MOVEUS MOVEUS BL @SUB DATA CLEAR LI R0,>03F1 MOVEU1 SWPB R0 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 LI R1,16 LI R2,>8360 MOVEU2 MOVB *R14,*R2+ DEC R1 JNE MOVEU2 AI R0,>3FFF SWPB R0 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 LI R1,16 LI R2,>8360 MOVEU3 MOVB *R2+,*R10 DEC R1 JNE MOVEU3 AI R0,>C011 CI R0,>0700 JLT MOVEU1 BL @PAGE DATA LOWERC MOVEUE LOWERC DATA LOWERE-LOWERS LOWERS LI R0,LOWDEF-1 A R13,R0 now R0 points to beg lc defs LI R3,>4608 address in VDP of "a" plus >4000 for write LI R4,16 LOWER1 SWPB R0 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 MOV R4,R1 R1=16 now LI R2,>8360 address of buffer LOWER2 MOVB *R14,*R2+ \ DEC R1 read chardefs into buffer JNE LOWER2 / SWPB R3 MOVB R3,*R15 SWPB R3 MOVB R3,*R15 MOV R4,R1 R1=16 now LI R2,>8360 address of buffer LOWER3 MOVB *R2+,*R10 \ DEC R1 write chardefs to VDP JNE LOWER3 / A R4,R3 A R4,R0 CI R3,>4700 past {? JLT LOWER1 BL @PAGE DATA BORDER LOWERE BORDER DATA BORDEE-BORDES length of page BORDES LI R0,>4000 first screen pos LI R2,>DB00 left brace with offset BL @>8300+BORDLP-BORDES LI R0,>42E0 BL @>8300+BORDLP-BORDES LI R0,>401F LI R1,23 BORDE3 SWPB R0 \ MOVB R0,*R15 set so can write byte top screen SWPB R0 MOVB R0,*R15 / AI R0,32 MOVB R2,*R10 write byte NOP MOVB R2,*R10 DEC R1 JNE BORDE3 FRST3 BL @PAGE DATA HONEY BORDLP LI R1,32 SWPB R0 \ MOVB R0,*R15 set so can write byte top screen SWPB R0 MOVB R0,*R15 / BORDL1 MOVB R2,*R10 write byte DEC R1 JNE BORDL1 B *R11 BORDEE ************************************ HONEY DATA HONEYE-HONEYS HONEYS LI R0,HONEYC-1 A R13,R0 MOV R0,@>83CC LI R0,>0100 MOVB R0,@>83CE MOV @>83FD,R0 ORI R0,>0001 MOV R0,@>83FD BL @PAGE DATA UFO HONEYE ************************************ UFO DATA UFOE-UFOS UFOS LI R0,>E281 16x16 sprites MOVB R0,@>83D4 store value for magnified sprites MOVB R0,*R15 SWPB R0 MOVB R0,*R15 LI R0,>0043 will write to VDP at >0300 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 LI R2,>8300+UFODAT-UFOS LI R1,17 UFOL1 MOVB *R2+,*R10 DEC R1 JNE UFOL1 JMP UFOON LI R1,28 UFOLP LI R0,>C000 MOVB R0,*R10 SWPB R0 MOVB R0,*R10 MOVB R0,*R10 MOVB R0,*R10 DEC R1 JNE UFOLP UFOON BL @PAGE DATA UFOMOT UFODAT DATA >2040,>DC08,>4060,>DC0B,>6080,>DC0F,>80A0,>DC04 DATA >D000 UFOE *********************************************** UFOMOT DATA UFOMOE-UFOMOS UFOMOS LI R0,>8047 >4780 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 LI R1,>8300+UFOMDT-UFOMOS LI R0,16 UFOMLP MOVB *R1+,*R10 DEC R0 JNE UFOMLP LI R0,>0400 MOVB R0,@>837A BL @PAGE DATA RSLOOP UFOMDT DATA >FDF2,>0000,>FFE0,>0000,>FE08,>0000,>0118,>0000 UFOMOE ***************************************** RSLOOP DATA RSLOOE-RSLOOS RSLOOS LI R9,37 LI R4,TEXTA-1 offset from beginning A R13,R4 BL @PAGE DATA SCROLL RSLOOE ******************************************* *this just fits in the available space. The program is from >8300 *to >8351 and the 30 byte long buffer is from >8352 to >836E *The buffer could be from >8354 to >8371 if 2 more bytes were needed. SCROLL DATA SCROLE-SCROLS SCROLS BL @SUB DATA KSCAN LI R5,>0041 second line down LI R6,>8352 SCROL1 SWPB R5 MOVB R5,*R15 SWPB R5 MOVB R5,*R15 MOV R6,R7 SCROL2 MOVB *R14,*R7+ CI R7,>8370 JNE SCROL2 AI R5,>3FE0 SWPB R5 MOVB R5,*R15 SWPB R5 MOVB R5,*R15 MOV R6,R7 SCROL3 MOVB *R7+,*R10 CI R7,>8370 JNE SCROL3 LIMI 2 LIMI 0 AI R5,>C040 CI R5,>02E1 JLT SCROL1 BL @PAGE DATA PRINT SCROLE **************************************** PRINT DATA PRINTE-PRINTS PRINTS SWPB R4 MOVB R4,*R15 SWPB R4 MOVB R4,*R15 MOV R6,R7 PRINT2 MOVB *R14,R8 AI R8,>6000 MOVB R8,*R7+ CI R7,>8370 JNE PRINT2 LI R0,>42C1 start printing here SWPB R0 MOVB R0,*R15 SWPB R0 MOVB R0,*R15 MOV R6,R7 PRINT3 MOVB *R7+,*R10 CI R7,>8370 JNE PRINT3 LIMI 2 LIMI 0 AI R4,30 DEC R9 JEQ RS BL @PAGE DATA SCROLL RS BL @PAGE DATA RSLOOP PRINTE ********************************* CLEAR DATA CLEARE-CLEARS CLEARS LWPI >8300+CLRWS-CLEARS MOVB R0,*R1 SWPB R0 MOVB R0,*R1 SWPB R0 CLRLP MOVB R2,@>8C00 DEC R3 JNE CLRLP LWPI >83A2 BL @SUBPAG DATA RETURN CLRWS DATA >0040 R0 = >4000 reversed DATA >8C02 R1 = vdpwa DATA >8000 R2 = space with offset DATA 768 R3 = counter CLEARE ******************************** *BELOW IS A SUBROUTINE TO SCAN THE KEYBOARD *IF IT FINDS A KEY IT LOOPS TILL NO KEY IS PRESSED *THEN RETURNS VIA "RETURN" KSCAN DATA KSCANE-KSCANS KSCANS LI R11,>0500 MOVB R11,@>8374 LI R12,>FF00 LIMI 2 LIMI 0 KSLP LWPI >83E0 \ MOV R11,@>836E BL @>000E keyscan MOV @>836E,R11 LWPI >83A2 / * MOV @>837C,R4 check for new key pressed * ANDI R4,>2000 * JEQ KSLP CB R12,@>8375 JNE KSCANS keep looping as long as pressing key BL @SUBPAG want to preserve pointers telling where ton DATA RETURN KSCANE **************************************** *************************** *BL @SUBCON returns from a SUB. Gets the page, adds the VDP t *DATA RETURN writes to >8C02 (*r15) * gets position in page from >83d2 and puts into R11 * INCT R11 so points to next instruction, then enter r ***************** RETURN DATA RETURE-RETURS RETURS MOV @>83D0,R11 Get page to return to A R13,R11 Add VDP offset MOVB @>83B9,*R15 lsb of R11 MOVB R11,*R15 msb of R11 MOV @>83D2,R11 position in page when sub was called INCT R11 next instruction LI R12,>8300 JMP RETURS+>0094 B @>8394 RETURE LOWDEF DATA >0000,>3804,>3C44,>3C00 a DATA >4040,>7844,>4444,>7800 b DATA >0000,>3C40,>4040,>3C00 c DATA >0404,>3C44,>4444,>3C00 d DATA >0000,>3844,>7C40,>3C00 e DATA >1824,>2078,>2020,>2000 f DATA >0000,>3C44,>443C,>0438 g DATA >4040,>7844,>4444,>4400 h DATA >1000,>3010,>1010,>3800 i DATA >0800,>0808,>0808,>4830 j DATA >4040,>4448,>7048,>4400 k DATA >3010,>1010,>1010,>3800 l DATA >0000,>6854,>5454,>5400 m DATA >0000,>5864,>4444,>4400 n DATA >0000,>3844,>4444,>3800 o DATA >0000,>7844,>4478,>4040 p DATA >0000,>3C44,>443C,>0404 q DATA >0000,>5864,>4040,>4000 r DATA >0000,>3C40,>3804,>7800 s DATA >2020,>7820,>2024,>1800 t DATA >0000,>4444,>4444,>3C00 u DATA >0000,>4444,>2828,>1000 v DATA >0000,>4454,>5454,>2800 w DATA >0000,>4428,>1028,>4400 x DATA >0000,>4444,>443C,>0438 y DATA >0000,>7C08,>1020,>7C00 z DATA >1038,>7CFE,>7C38,>1000 { DATA >0001,>0103,>073F,>7FD6 UFO defs char 124 DATA >7F3F,>0911,>0000,>0000 DATA >0000,>0080,>C0F8,>FCD6 DATA >FCF8,>2010,>0000,>0000 TEXTA TEXT ' ATARIAGE recently published ' TEXT 'a short program written by ' TEXT 'James Abbatiello called ESCAPE' TEXT 'THE BASIC SANDBOX. The program' TEXT 'does not do much - it scrolls ' TEXT 'HELLO, WORLD down the screen. ' TEXT 'The point of the program is ' TEXT 'that it uses assembly language' TEXT 'to display the text. It does ' TEXT 'the impossible, running ' TEXT 'assembly language on an un- ' TEXT 'expanded TI-99/4A which every ' TEXT 'one knows cannot be done. ' TEXT 'James closed his article by ' TEXT 'asking if anybody cared to try' TEXT 'their hand at making a more ' TEXT 'interesting payload for this? ' TEXT ' After some thought I decided' TEXT 'to to develop Abbatiellos ' TEXT 'idea as far as I could. This ' TEXT 'demonstration program shows ' TEXT 'the results of my efforts. ' TEXT ' Despite the tight memory ' TEXT 'constraints, there is an im- ' TEXT 'pressive amount of potential. ' TEXT 'Super fast assembly language ' TEXT 'programs with sound lists and ' TEXT 'sprites with auto motion are ' TEXT 'now possible on an unexpanded ' TEXT 'TI-99. ' TEXT ' Now I will offer a challenge' TEXT 'of my own. Would anyone care ' TEXT 'to use this tool to develop a ' TEXT 'finished program - perhaps an ' TEXT 'arcade quality game? ' TEXT ' Harry Wilhelm ' TEXT ' ' HONEYC BYTE 9,133,42,144,166,8,176,204,31,223,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 6,164,28,176,201,10,208,18 BYTE 6,172,31,191,204,31,223,9 BYTE 6,140,31,144,175,7,176,18 BYTE 3,166,8,176,9 BYTE 3,175,7,176,18 BYTE 3,166,8,176,9 BYTE 3,175,7,176,18 BYTE 3,166,8,176,9 BYTE 6,162,21,176,199,9,208,18 BYTE 6,172,31,191,204,31,223,9 BYTE 6,133,42,144,166,8,176,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 6,164,28,176,201,10,208,18 BYTE 9,140,31,159,172,31,191,204,31,223,9 BYTE 9,141,56,144,164,28,176,199,9,208,28 BYTE 6,164,28,176,201,10,208,28 BYTE 6,164,28,176,195,11,208,28 BYTE 6,164,28,176,201,10,208,28 BYTE 9,133,42,144,166,8,176,204,31,223,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 3,166,8,176,18 BYTE 3,167,9,176,9 BYTE 6,164,28,176,201,10,208,18 BYTE 6,172,31,191,204,31,223,9 BYTE 6,140,31,144,175,7,176,18 BYTE 3,166,8,176,9 BYTE 3,175,7,176,18 BYTE 3,166,8,176,9 BYTE 3,175,7,176,18 BYTE 3,166,8,176,9 BYTE 6,162,21,176,199,9,208,18 BYTE 9,140,31,159,172,31,191,204,31,223,9 BYTE 9,141,56,144,174,18,176,193,7,208,18 BYTE 3,199,9,208,9 BYTE 3,193,7,208,18 BYTE 3,199,9,208,9 BYTE 3,193,7,208,18 BYTE 3,199,9,208,9 BYTE 6,172,37,176,193,7,208,9 BYTE 3,196,6,208,9 BYTE 3,201,5,208,9 BYTE 9,133,42,144,164,28,176,196,5,208,18 BYTE 9,140,31,159,172,31,191,204,31,223,9 BYTE 3,141,56,144,9 BYTE 3,172,37,176,9 BYTE 6,172,37,176,196,28,208,9 BYTE 9,133,42,144,173,56,176,204,31,223,18 BYTE 6,140,31,159,172,31,191,43 * BYTE 0 * DATA HONEYC BYTE >04,>9F,>BF,>DF,>FF,>00 ENDSome of the comments got clipped though.
FIAD...
neither work, they both produce errors
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7 hours ago, senior_falcon said:You need to provide more information if you want help. "Paste" makes me think you are using Classic99. In any case, the assembler reads from disk and writes to disk. How are you "pasting them into the assembler?" A detailed description of what you are doing would be helpful and maybe some screen shots.
Let's start with the basics. Have you ever successfully written, assembled, loaded and run an assembly language program?
yeah i have but not on a ti99. im pasting from notepad with the paste function in the edit menu in classic99 into the assemblers editor. and im trying to get demo-s that comes with playground to work.
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45 minutes ago, atrax27407 said:Which editor are you using?
ive tried both ti writer and the editor assembler, ti writer just hangs when u run the assembler and editor assembler just comes up with loads of (different) errors. (multiple symbols and invalid mnemotic)
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2 hours ago, apersson850 said:I see no point whatsoever in creating Playground programs for yourself. To create them, you already have every piece of hardware needed to not need the Playground programs. You create them for other people, to run them on unexpanded consoles. But that auditorium is pretty small today.
I've used my complete TI 99/4A to create programs that could run on computers with just Extended BASIC, 32 K RAM and casssette player. But that was back then, when there were no eumulators and not all people had everything.
its handy if u have an emulator and u want to run things on an unexpanded machine
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can any1 else help me with my assembler inputting control characters when i paste them into the assembler?
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25 minutes ago, atrax27407 said:TI Writer will append tabs to the D/V80 file which will likely cause errors to be generated by the assembler. Try another text editor.
ok, im using editor/assembler but still having problems. its saying 'multiple symbols' and just scrolling with loads of numbers and 'invalid mnemotic'
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2 hours ago, Tursi said:You're 137 posts in to a three year old thread... to get some help, maybe be a little more specific about which code you are working with and which assembler you were trying to use.
im working with the ti writer/assembler. and im trying to get demo.s from playground to run
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having problems with this. ive tried copy and pasting the code into the assembler but it wont assemble, it just crashes. ive tried 2 different assemblers. i know a bit about machine code and have used assemblers for other systems. the instructions arent very good either. ive also tried some of the wav files but they wont load. are there any disk images, etc of these progs? any suggs?
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6 minutes ago, arcadeshopper said:Wav files need proper volume to load. Might try an amp inline
Also why aren't you posting this on the playground thread?
Sent from my LM-V600 using Tapatalk
im using an emulator. ok will do
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ive tried copy and pasting the code into the assembler but it wont assemble, it just crashes. ive tried 2 different assemblers. i know a bit about machine code and have used assemblers for other systems. the instructions arent very good either. ive also tried some of the wav files but they wont load. are there any disk images, etc of these progs? any suggs?
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Just now, Lee Stewart said:This should be possible, but, as noted earlier, you will need to use Playground to do it. You should consult the Playground thread—especially posts #33 – #50 to see how you might do it.
...lee
yeah, ive taken a look at that thank you
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ive been looking through this section and have found a few games. i would take me ages to go through them all though

im having problems getting atlantis basic game to work
in TI-99/4A Computers
Posted · Edited by xxx
here
Atlantis.dsk
http://tigameshelf.net/Atlantis.txt
http://tigameshelf.net/tibasic.htm