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Airshack

+AtariAge Subscriber
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Everything posted by Airshack

  1. How does one tell if it's v2.2 from looking? Serial numbers or any way to tell from photos?
  2. Our beloved TI is an interesting part of personal computing history. I'm sure there will be some form of interest once all of us emotionally attached nerds die. The ArcadeShopper Multi-Carts, FlashROM99, and FinalGROM99 were why I gave a bunch of carts away. To each his own I suppose. I get you Omega.
  3. You've created opportunity. Paint those splotchy beige boxes to add some personality. Sent from my iPhone using Tapatalk Pro
  4. Feeling better about scoring more than Zero! Sent from my iPhone using Tapatalk Pro
  5. Great Mini-Game Keith! I'm horrible at this... The clock tone adds a nice stressful touch! As does the Qbert jumping noise whenever you move. Thanks! Great to see more Compiled BASIC games!
  6. Hey Sparky, Charles Good (Sept 2017) mentions SIX HOURS of TI related viewing to include: never released module talk such as ET, Bill Cosby commercials, retailer pep talks, and official TI Retail Training video, and LOTS of TI-99/4 (no A) footage. I'd be interested in watching this now historical footage. Any ideas on its whereabouts? Anyone have a link? Looks like Hank Mishkoff conducted the interview. Is he still around? -j
  7. With the F18A mod there's no way better for running TI games than on a real system. Sent from my iPhone using Tapatalk Pro
  8. A little game history: http://segaretro.org/Star_Trek:_Strategic_Operations_Simulator#TI-99.2F4A_version
  9. I can't recall playing this game in my arcade days. It appears the TI version is an extremely accurate port of Sega's original arcade version: https://youtu.be/lZj9WLFe6cY Suddenly I'm feeling a lot less critical of the lack of an up/down dimension. Satisfies the retro gaming prime directive: Easy to learn yet hard to master!
  10. Hey Lee, Anything you have to add is ALWAYS appreciated. The details matter. Thank you for today's ounce of enlightenment. I had no idea about ISR/GPL Workspace differences. So... I'm thinking with interrupts disabled, they're both areas I may use for variable space without concern? -j
  11. http://atariage.com/manual_page.html?SystemID=5200&SoftwareLabelID=665&maxPages=8&currentPage=0 Atari 5200 manual of the same game ported to that system. Same controls.
  12. The bottom first-person view would be necessary and greatly enhance gameplay if the targeting reticle and enemy ships could move up and down, as well as left and right. Without the up/down target movement it's more of a hinderance looking down since that blinds you from seeing the inbound shots and enemies from outside this narrow Captain's eye view. Perhaps other players get something out of it I'm missing? I just steer towards enemies and constantly button mash.
  13. That's pretty much what I gathered regarding >8300 being a choice because "I have always done it." I'm relieved there wasn't something I was missing. Of course, scratchpad RAM is the way to go for speed. Assumption: Most guys leave LIMI 0 and poll the CRU bit for timing so... May I assume the rest of the scratchpad is safe for variables? How about the ISR's Workspace at the end of the Scratchpad (>83E0 - >83FF)? Assuming it is usable as long as LIMI 0 *interrupt disabled ?
  14. Thanks again Harry for making the process easier and faster! This is a BIG win for BASIC programmers looking for a way to speed up their code. Glad to see you've cleared up the file extensions as well! No more "-C" extension confusion with large files and XB files! I was going to ask about this but you fixed it! ))
  15. Looking for manual PDF... PC99 tip is a great one! Thx!
  16. This is a cool game. Am I the only one ignoring the bottom section of the screen as I navigate around and shoot? What I've figured out so far: E/X/S/D = UP/Down/Left/Right, K = move forward, J = Guns/Laser ?, L = Photon Torpedo? Who has the manual pls? Fun! (my goal is to beat Lenny)
  17. I always forget what that '8' is for at the end of a filename. Perhaps that's why it gets deleted? Why is that needed again?
  18. Q4: So it must look for the GROM in the cartridge address space at RESET?
  19. Thank you for this link! This kind of material helps break up the monotony of reading through the E/A manual. -j
  20. Bob Webb's collection of User Group newsletter Assembly Lessons is especially enjoyable to read. His humor and artwork combine well with an ability to clarify some challenging topics. Today's questions come from Bob's tutorial on the Memory Map. From what I've gathered the 8k area from >6000 to >7FFF is for Command Module memory: GROM and ROM, or in the case of Mini-Memory GROM/ROM and "middle memory" RAM. Q1: This Command Module ROM is either TI's proprietary GROM (auto-incrementing for faster sequential reads) or regular ROM, or both. Correct? Q2: Is it safe to assume using GROM was less about speed and more about controlling developers? Q3: If one wishes to write Assembly code for a cartridge ROM, you're limited to 8k? Q4: How does the console v2.2 ROM lock out GROM-less cartridges? Q5: Are the modern carts sold by Greg on Arcadeshopper unable to run on the v2.2 machine? Thanks guys! Many pieces to this TI 99/4A puzzle! -j
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