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Posts posted by jedimatt42
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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.
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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!
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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.
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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.
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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.
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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.
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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?
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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:@
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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
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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?
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Ok, that is working for me now... I must have been doing something wrong last night.
This has 'huge' potential.
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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.
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That 3rd picture shows a Geneve in the expansion box.
Somebody better grab it!
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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.
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When you use IF/THEN/ELSE with the compiler think TI BASIC. When you're used to XB that can be a pain but it is workable with a little patience.
The HWCOMPILER that jedimatt uses is the earlier TI BASIC compiler. It does not have most of the goodies you would find in XB, but it is quite a bit lighter weight and if all you want to compile is TI BASIC then it will work fine. For a more advanced compiler download Extended BASIC Game Developer's Package. This is a two pronged approach: COMPILER256 can handle sprites, display at, accept at, disk access and more plus it can compile all the additional assembly subprograms offered by XB256. XB256 adds a lot of advanced graphics to XB plus the ability to play soundlists out of XB. Both programs are stand alone utilities in that you can use either one by itself, but the fun really starts when you use XB256 to develop programs and then run them through the compiler.
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
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I just wonder which compilers you all are using for that work...
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.
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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.
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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.
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.
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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.
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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.
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I used it to make a new Atari Age avatar...

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.
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BTW, that is not a 683--it is a 688. . .the board mask mangled the last 8 due to its location over a via. . .
Ah, back to ebay then... My earlier post has been edited so I don't mislead anyone. The 3 that is supposed to be an 8 still looks more like a 3 than the cut off 0 with it's diagonal in the font.
Lets check the rest now ( I no longer trust my ability to read ):
5x 0.1uf tantalum capacitors
1x 47uf electrolytic capacitor
1x 100uf electrolytic capacitor
1x 220 ohms resistor ( I'm assuming a 1/4watt will do for both resisters )
1x 22uf tantalum capacitor
1x 1k ohm resistor
1x 7805 voltage regulator
1x heat sink for voltage regulator
1x LED
1x 74LS125 Quad bus buffer ic
1x 74LS138 3 line to 8 line decoder ic
1x 74LS32 Quad 2-input OR gate ic
1x 74LS04 Hex inverter ic
1x 74LS612 memory mapper ic
2x 62512 SRAM ic
1x 74LS259 8 bit addressable latch ic
1x 74LS08 Quad 2-input AND gate ic
3x 74LS244 Non Inverting Buffer/Driver ic
1x 74LS688 8 bit magnitude/identity comparator ic ( Noted alternative: 25LS2521 )
1x 74LS245 Octal Bus Transceiver ic
1x 555 timer ic
1x 8pin dip socket ( 2x4 )1x 40pin dip socket ( 2x40 )2x 32pin dip socket ( 2x16 )4x 14pin dip socket ( 2x7 )2x 16pin dip socket ( 2x8 )5x 20pin dip socket ( 2x10 )and a bit of thermal compound for the heat sink.
Is this correct?

fbForth—TI Forth with File-based Block I/O [Post #1 UPDATED: 04/13/2021]
in TI-99/4A Development
Posted
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?