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Elia Spallanzani fdt

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Everything posted by Elia Spallanzani fdt

  1. something similar also happens in italian and french: a bit may be called "un morso" (a bite), or "un morceau".
  2. P.s. I think one could start with this to make a tank game.
  3. 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)."
  4. Go with 64x192 + sprites https://atariage.com/forums/topic/251540-formula-18a-formula-99-formula-99-development/page/5/?tab=comments#comment-4926676
  5. Maybe it can be useful: https://github.com/jcmf/glulx-strings
  6. 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"
  7. "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
  8. Or maybe "TI remained greedy and afraid of cannibalising its minicomputer business, and never released the software to TMS9900 users, with the result that they ended up a has-been in both the minicomputer and microprocessor businesses." https://www.fourmilab.ch/documents/marinchip/
  9. P.P.S.: a Quill interpreter for ti-89 (m68k): https://www.ticalc.org/archives/files/fileinfo/219/21943.html
  10. P.S. a (partial) z80-tms9900 transpiler: https://github.com/bkrug/Z80TMS9900Transpiler
  11. Incidentally, thera was a z80 simulator for the geneve :
  12. You can try punyinform online with borogove.app
  13. 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
  14. 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."
  15. 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.
  16. 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.
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