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jedimatt42

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Everything posted by jedimatt42

  1. On real iron, I get no behavior out of >MAP. and SAMS? reports 0 I have the 1 meg SAMS 2016 card in the system, it had passed the SAMTEST4. My test: HEX EFA0 S0&TIB! . ( S0&TIB! leaves the new address on the stack ) S0 @ . TIB @ . FF F000 ! F000 @ . (expect to see FF) 0 F000 >MAP 0 F000 ! F000 @ . (expect to see 0) FF F000 >MAP F000 @ . (expect to see FF, but see 0) SAMS? . (expect to see 1, but see 0, probably should have started with SAMS?) [email protected]
  2. Calling S0&TIB! with a value that is too low kicked me out of HEX mode. It produced a new fbForth 2.0:< prompt. Is that too be expected?
  3. I've been travelling most weekends lately, so I haven't caught up. But I'm taking the day off so I can get this going on real iron today. [email protected]
  4. I am thinking Fred Karl's ti99-geek.nl Module Creator tool will be handy for transforming any EA5 that is small enough into a bin for the SD card cartridge. It targets 64k eproms, but depending on how he uses the space it may just require truncation. Or maybe Fred would make a 32k option? With that and the plethora of Grom games that have been converted to EA5, basic games that can be compiled and saved as EA5, and most utilities that are already EA5, converting them to individual cart loaders will make these sdcard cartridges a primary storage device. I'm waiting on parts to prove this technique, but I encourage anyone with an sdcard cart to explore this and let us know! This list could get big! [email protected]
  5. I replaced the battery in mine, but I skipped the battery holder. I just soldered a replacement right inside. Adding the holder to the outside seems like the way to go for ease. You could inline a switch to use for extended volatile storage, or to force data reset. But you could also just take the battery out too. [email protected]
  6. The copy approach seems to be the most robust option. However, it is a fairly advanced feature, and if nulling the destination tib first is sufficient to avoid run away behavior, making the user prepare the tib beforehand could save you cart space, and would be 100% reasonable. [email protected]
  7. There seem to be a number of things that are preserved during COLD. While, as a novice, I think of it more like staring over, but skipping the TI menu. It is possible COLD isn't the word I'm looking for. [email protected]
  8. Also, should COLD reset the mapping? It resets S0 and TIB, so I would think it should reset the mapping of the default 32k ram pages. It currently does not appear to reset them. [email protected]
  9. I like this idea, but on an emotional basis, not a technical reason. The voodoo in our users group back in the day, was that replacing the powersupply board would fix some of the weird lockups that tended to happen after a couple hours use. That might be backed up a bit by recent posts to replace the power switch. I'd be interested to here if this is cleaner and more efficient power than TI's board? Does anyone have actual data on the TI board? [email protected]
  10. I've been travelling too much on weekends to get to play with much of these goodies, while in my hotel, I'm playing with classic99 QI386, and the >MAP word seems to work as expected. moving s0 and tib seem to work. Again, on emulation. Hopefully this week I'll get some time to fire up the real iron... But I thought I'd let you know, that on classic99, the SAMS? word doesn't seem to work. It puts 0 on the stack with or without the 1024k sams memory option enabled in the emulation. Oh, and to be precise, I was using 2.0:@ [email protected]
  11. I was wondering if we could get a authoritative post of the .hex file to flash to the atmel 8515 so someone assembling this doesn't have to install 3 otherwise unnecessary tool chains? It would make life easier, and I have to imagine it exists already [email protected]
  12. Adding >MAP would be cool. I was looking at the memory map for fbforth yesterday, and wondering, where it would be safe to page. The middle of the upper 24k seemed to be the only place to likely have an untouched 4k area. It struck me, that it would be maybe sensible to allow relocation of the terminal buffer? and parameter stack? ( I don't have my docs with me. ) down a block or two to make room for pages to be mapped in. The definition stack and parameter stack can continue to grow toward each other, and then the user can map without worrying about code growing into the mapped page? Or is there a better place to page at? [email protected]
  13. Ok, that is working for me now... I must have been doing something wrong last night. This has 'huge' potential. [email protected]
  14. Did you setbank before compiling the testdata word? [email protected]
  15. I thought I would play around with the SAMS bank switching library in Turboforth. I have found one gotcha: the data and enhanced data ( data[ ]data ) words They don't return the address of the data when compiling into a paged bank. : testdata data[ 1 2 3 4 ]data ; : test testdata 0 do CR @++ . loop drop ; Running test prints out the expected 1 2 3 4 But if you do these first: 2 banks 0 setbank Then it prints out entirely different values. I suspect values I get are the machine code leading up to jumping into the bank. [email protected]
  16. That 3rd picture shows a Geneve in the expansion box. Somebody better grab it!
  17. I would second Omega's suggestion of the Lotharek hxc floppy emulator. I was in the bootstrapping position last summer, and went with a Gotek floppy emulator. It was initially cheaper, but after time and parts, to make it as usable as the Lotharek, I wish I had just started with the Lotharek. Save your hacking energy for an 80 track rom upgrade to the floppy disk controller. Which the Lotharek will work nicely with before and after. [email protected]
  18. Oops, I didn't realize there was a difference between the hwcompiler.zip and the xb256 set. I actually used the tools bundled with classic99, or an update to them, which say they are version 2.56C of the xb compiler. I didn't scroll far enough on dev resources page, I should have linked to this: http://www.retroclouds.de/atariage/compilers/XB_Game_Developers_Package_12-23-14.zip [email protected]
  19. I used senior_falcon's compiler: http://www.retroclouds.de/atariage/compilers/HWCOMPILER.zip The compiler documentation discussed strategies for things that didn't compile out of the box. Definitely read through that first! The compiler can be a little misleading. Once I removed the floating point work, it compiled and assembled without error, but wouldn't run. That was all down to structure of IF statements. [email protected]
  20. There is a great tool called Magellan, and a VDP programmers guide, and numerous other tools over here: http://atariage.com/forums/topic/153704-ti-994a-development-resources/ Search the first post for "Magellan" and that'll get you near the VDP resources. [email protected]
  21. Ok, I got mars attack working... Thanks for Fred Kaal's Ti99dir, and Tursi's classic99 overdrive! and of course wine, for not making me use Windows I also added joystick support while I was in there. xb_compiled_mars_attack.zip In the compiled version, the monsters descend down the screen twice as fast as in the original ( but still pretty slowly ) and your missile turret moves faster, and with single pixel precision instead of only 4 pixel precision. It is still a good balance. You still are not allowed to move the turret while a missile is active. I did not translate the instructions. Fire button or any key will move you through the instructions. Left/S - move turret left Right/D - move turret right Fire/Q/L - fire missile on the death screen, Fire will respond affirmatively, and restart the game. README in the zip describes the files... oh, they ( incuding the README ) are all tifiles. [email protected]
  22. I am working on porting "Mars attack" from the XB gameshelf to compilable code. The game is more fun in classic99 overdrive mode, so I'm thinking it is a good candidate.
  23. I gave it a shot, got 74040, saw the league I'm not in, and went back to filing parts. I had never heard of this one before. I love this thread for that reason, even if I don't stick my head up here often. This one is fun, and uniquely, death can be strategic. [email protected]
  24. That's a cool idea. I'm getting so used to big sharp pixels from the TI gear, that I was surprised it scanned, since it looks softened to me. [email protected]
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