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Everything posted by Elia Spallanzani fdt
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something similar also happens in italian and french: a bit may be called "un morso" (a bite), or "un morceau".
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TI99/4A and vector graphics
Elia Spallanzani fdt replied to whoami999ster's topic in TI-99/4A Development
P.s. I think one could start with this to make a tank game. -
TI99/4A and vector graphics
Elia Spallanzani fdt replied to whoami999ster's topic in TI-99/4A Development
The interesting bit: " I've found an algorithm to split up triangles into character based graphics very nicely (so every 8x8 region of a solid color is transferred as a character index rather than a bitmap)." -
TI99/4A and vector graphics
Elia Spallanzani fdt replied to whoami999ster's topic in TI-99/4A Development
american saracen uh? -
Does anyone have a TI PILOT (PHD5066) Manual?
Elia Spallanzani fdt replied to pixelpedant's topic in TI-99/4A Computers
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TI99/4A and vector graphics
Elia Spallanzani fdt replied to whoami999ster's topic in TI-99/4A Development
Go with 64x192 + sprites https://atariage.com/forums/topic/251540-formula-18a-formula-99-formula-99-development/page/5/?tab=comments#comment-4926676 -
video is locked as private
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Games in bitmap mode and multicolor mode
Elia Spallanzani fdt replied to Sergioz82's topic in TI-99/4A Computers
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TI-99 Infocom Interpreter Dev
Elia Spallanzani fdt replied to InsaneMultitasker's topic in TI-99/4A Development
Maybe it can be useful: https://github.com/jcmf/glulx-strings -
Tms9900 based moog: the SL8
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
Bit of a mistery here: "The circuit guts and operating system source code disappeared at some point before Moog's liquidation, and no recordings of the SL-8 are known to survive" -
"One of the really cool attributes of the TMS 9900 MCU was it had a considerably faster 3.3 MHz clock than the 8051/8031 MCU used in the Roland and the 8085 in the Korg units at the time. It ran rings around a Z80 because of the 16 bit data path and the unique ability of the 9900 to store all user registers in RAM and update the "RAM Registers" in a single instruction cycle. If you called a subroutine or a NMI call was true, you could update the user register directly. This was how all of the parameters were stored/updated once a program or configuration change was made. It also made complex multi tasked threading for the housekeeping, DCO timing, triggering, MIDI, and controller interaction much simpler to code. http://moogarchives.com/forum/viewtopic.php?t=9
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Removed
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P.P.S.: a Quill interpreter for ti-89 (m68k): https://www.ticalc.org/archives/files/fileinfo/219/21943.html
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P.S. a (partial) z80-tms9900 transpiler: https://github.com/bkrug/Z80TMS9900Transpiler
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Incidentally, thera was a z80 simulator for the geneve :
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Considering making a text adventure
Elia Spallanzani fdt replied to wierd_w's topic in TI-99/4A Computers
You can try punyinform online with borogove.app -
As far as I understand, the daad database is well documented and the same for all platforms, while the raster graphics are inserted with an extension called maluva https://github.com/daad-adventure-writer/MALUVA/wiki
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No, hibernated is z-machine.
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P.S. I asked mr Uto and he says: "If there is any modern device able to provide more than 32K, ideally 64K, then I'd say porting MSX2DAAD (written in c) interpreter would be the way to go."
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The advantage of being able to use the daad data file would be to be able to play the adventures already made for that system. You may have the best system in the world for creating adventures but if it is not used the involvement will be poor.
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DAAD is a multi-machine and multi-graphics adventure writer, enabling you to target a broad range of 8-bit and 16-bit systems. It was written by Tim Gilberts in the late 80s and it still has admirers, eg. https://uto.speccy.org , https://8bitgames.itch.io/rabenstein. Unfortunately, the list of targeted machines (c64, spectrum, msx etc) doesn't include ti99. I am not a programmer, but maybe someone might be interested in making a version for the ti99.