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LASooner

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Posts posted by LASooner


  1. I borrowed that book from the library, and we (Morten or Bjarke) typed in Hammurabi on a PDP-something. It had no display, just typewriter, and used papertape for storage. Luckily that was all we did as we got ABC-80 and Sinclair (Timex) computers. Apart from TI-59 and Atari VCS.

     

    gallery_11132_2023_3365.jpg

     

     

    Looks exactly like the paper tape terminal I used in the Army in my RATT rig.

    • Like 1

  2. 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. :-)


  3. It seems to be working OK, so here's a version with two new features:

     

    - Export to XB 256

    - Analyze Character Usage tool

     

    The latter enables you to see how often you have used each character on your maps.

    Awesome! I'll give it a try when I get home. So it now exports the full character range as well?


  4.  

    As an interim solution, would it help to remove the character set limitations on the current XB export screen? Perhaps let it be guided by whether you have chosen Expanded Characters or not?

     

    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.


  5. 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.

    • Like 1

  6. 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

     

    • Like 1

  7. That's a warning I added that checks before disk access if the disk control blocks have been corrupted. If you were running that program on a TI disk controller instead of the Classic99 disk controller, the emulation believes that the code would crash. Rather than permit the crash, which tends to cost me hours of troubleshooting to confirm, it just checks and stops. It doesn't abort anything. If you think the emulator is lying, just press OK and let it continue (you might need to open the debugger and/or press F1 to release the breakpoint - you're the first one to get the message). ;)

     

    The debug log isn't written to disk. You see it by opening the debugger screen from the menu.

     

    If you want me to try to reproduce, please post a copy of the disk image/data you're using.

     

    (edit: The XB256 package shipped with Classic99 doesn't include Funnelweb...)

     

    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.

     

    PKgC104.png

     

    cjgpeeG.png

     

    6aUtoYi.png

     

    L5v7e3a.jpg

     

    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.


  8. 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.

     

    L5v7e3a.jpg

     

    The version of F'WEB is 4.40 the one that comes with XB256 game developer package.

     

     

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