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LASooner

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Everything posted by LASooner

  1. It installed fine for me under 10, you could try the version that doesn't install, you just have to have JAVA installed Magellan_3_3.zip
  2. Looks exactly like the paper tape terminal I used in the Army in my RATT rig.
  3. Is there a way to detect a Joystick button press using CALL KEY 0? I'm using the whole keyboard for other aspects of the game, and there seems to be a noticeable performance drop when I use two CALL KEY commands just to detect JOY 1's button being pressed.
  4. I ran into this last night, I just added a space between them and it worked fine
  5. I'm pretty sure Hamurabi goes back to early university mainframe days, I actually converted this from a big book of basic games back in the early 80's but I have no idea where any of my TI tapes are or if they even survived post moving out of my mom's house. She was kind of ruthless with the stuff we left. In retrospect it was weird behavior for someone who claims to be a genealogist. :-)
  6. no problem. I stopped using the auto translate. I feel like I have more control by executing the batch scripts myself.
  7. Just tried it, and it works perfectly! Thank you so much!
  8. Awesome! I'll give it a try when I get home. So it now exports the full character range as well?
  9. That would be a useful starting point indeed. As for the XB256 export. As far as I know, using the existing XB export, you'd need only replace the commands that define characters and color sets, with the XB256 equivalent. IE. CALL CHAR is CALL LINK("CHAR2”,character-code,pattern-identifier[,...]) CALL COLOR is CALL LINK("COLOR2”,character-set,foreground-color,background-color [,...]) and include CALL LINK("SCRN2") before you write the characters to screen. In doing so, the character definitions can use the full range of characters, and colors. It's quite great for us novice programmers who don't grok assembly. By writing to the second character set, the 1st character set is freed up to define all our sprites. This is done just using the built in CALL CHAR. So it gives us 28 sprite definitions in extended basic separate from the character set. If you need more info than that Senior Falcon can get into the nitty gritty. Thanks for taking the time to look into any of this at all.
  10. Is there going to be thermal issues with such a compact design and old components?
  11. If some others need it, would it be possible to have a checkbox option to toggle it on or off?
  12. I'd like to see an export option in Magellan for XB256, since XB256 can use the full range of characters on screen 2, and all the sprites get mapped to the 32-144 range of screen 1. Basically I'd like to see an export option that does what Exporting to Extended Basic does, but maps the full character and color range using XB256 commands. I've been cutting and pasting character defs by hand for the characters out of the 32-144 range. I've also noticed if you create a blank character, the XB exporter doesn't define that. It just skips that character in the data statements.
  13. Looking really good. Only played it on JS99.net but it's moving really fast and smooth. Well done.
  14. Thanks Harry! Auto completing CALL LOAD and CALL LINK is also a huge time saver
  15. Did your eeprom burner come with that case? Mine came in an ill fitting cardboard box.
  16. I like to surround myself with smart people just for this reason.
  17. Cool, I'll try this method. Thanks for the layman explanation as well, just what I need. :-)
  18. I'm trying to generate 6 unique random integers in XB from 0 to 6, I don't want to use the same number twice, what would be the most efficient way of doing that? This is what I came up with and it's dog slow, it basically gets stuck after the 4th number or 5th number. 100 RANDOMIZE 110 CPC(0)=INT(RND*6) 120 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) 130 CPC(1)=INT(RND*6) 140 IF CPC(1)=CPC(0) THEN 130 150 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) 160 CPC(2)=INT(RND*6) 170 FOR A=0 TO 1 180 IF CPC(2)=CPC(A) THEN 160 190 NEXT A 200 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) 210 CPC(3)=INT(RND*6) 220 FOR A=0 TO 2 230 IF CPC(3)=CPC(A) THEN 210 240 NEXT A 250 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) 260 CPC(4)=INT(RND*6) 270 FOR A=0 TO 3 280 IF CPC(4)=CPC(A) THEN 260 290 NEXT A 300 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) 310 CPC(5)=INT(RND*6) 320 FOR A=0 TO 4 330 IF CPC(4)=CPC(A) THEN 310 340 NEXT A 350 PRINT CPC(0);CPC(1);CPC(2);CPC(3);CPC(4);CPC(5) I know there's got to be a better way, but my brain has yet to find it. And my programming 'Fu' is weak
  19. I mistakenly typed XB256, I meant Compiler 256 Steps to reproduce put ..\Contributors\Harry_Wilhelm\Compiler256D in DSK1, this came with C99 reset and select Extended Basic, it will auto load. If I click OK, then press F1 to continue, nothing happens, and I need to reset it to get it working again. As I stated previously, this disk works fine in an older version of Classic 99 Also of note in this version of Classic 99, sometimes I have to close it and restart it several times before I get video. This behavior is inconsistent but happens on both my laptop and desktop.
  20. I was compiling an XB program and when I got to the assembler , it crashes immediately in C99 upon pressing #2 from the Fweb menu, 100% repeatable I ran an older version of C99 I happen to have and it runs fine. No crash Here's the error message. I don't know where the debug log gets saved, it wasn't in the root directory. The version of F'WEB is 4.40 the one that comes with XB256 game developer package.
  21. Just to clarify, "autocompile" translates TIdBit code to Basic. It doesn't actually compile the code to assembly. There was some confusion about that.
  22. Using TIdBit, I wonder how I put up with line based BASIC for so long. It's a nice place to visit, but I wouldn't want to live there.
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