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Hi All, As I walked into my "Manshed" a small slip of dot matrix printed paper floated down in front of me, I picked it up and it was an XBasic single line program that I must have created back in 1984, so here it is: 1 CALL KEY(0,K,S):: X=X-(K=68)+(K=83)-(X<2)+(X>31):: Y=Y-(K=88)+(K=69)-(Y<2)+(Y>23):: CALL HCHAR(Y,X,30-(K=32 OR K=51)*2,1-(K=51)*768:: GOTO 1 So here is a chance for all those single line XB programs that are actually a complete program to be listed. The proviso is it must comply with standard TI99 XB cartridge. If you have other types of enhanced XB, please include them but make it known what you used and the special CALL or Function that make it unique. Regards Arto
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So I came across this video by 8-bit Show and Tell on Youtube and I thought it would be interesting to recreate that on the TI, so I did I could not get the pattern to work initially, until I figured out that the line length had to be Odd, not Even, for reasons that are unclear to me. That said, I'm not terribly happy with my code, and I was wondering if there is a way to optimize it somehow... 10 CALL CLEAR :: RANDOMIZE 20 CALL SCREEN(10) 30 CALL COLOR(1,7,10,2,9,10) 40 CALL CHAR(33,"FF7F3F1F0F07030180C0E0F0F8FCFEFF") 50 CALL CHAR(40,"FFFEFCF8F0E0C0800103070F1F3F7FFF") 60 B=B=0 70 FOR I=1 TO 27 :: B=B=0 80 Z=INT(RND+0.5) 90 IF Z=0 THEN CH=33 ELSE CH=40 100 IF B=-1 THEN IF Z=0 THEN CH=34 ELSE CH=41 110 IF I=27 THEN PRINT CHR$(CH)ELSE PRINT CHR$(CH); 120 NEXT I 130 GOTO 70
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I am not promising a game, BUT I am playing around. Just getting around the did it hit or not was a issue... "Shit, I need to do that more often, to keep the "programming mindset" from dying!" 😛 hehehe Finally, figuring that CALL COINC had to be inside to loop to work. Ohhh, that stupid computer! Questions... I see that the "bullet" continues and comes out on the other side. I guess that is the time it takes to get the message that it is to delete the "bullet", in line 460? Am I wrong in presuming that to move that hole animation around as a sprite is not possible? To @SteveB: "Uppercase Beautifier", I wrote. "Call screen", when beautifying, it only change it to "CALL screen" (ver. v24), Same with xpos, it kept it lower case. Is this how it should work? PS! What about a short cut to that "Beautifier", Ctrl-U? Also... what about if I Export from SXB to XB. What if I could in pref. say to TiCodEd, ALSO copy the text in XP. So I can paste in right into Classic99? (save me some steps). I made a mistake and put the Characters from 32 and up... (Char page) In Extended Basic, Can I move it to XB256 or Auxiliary And can I move it from 32 and start it all from some-place higher, like Char 60? I was using Display at and I only got my Char and not numbers. So I wish to move Char above numbers so I can get values from Display at. "code completion feature" is it gone? I tested the "animation" function on the Char page, very nice function! Can you also do that with a 4*(8*8) Sprite? PS! I did this animation, first in another program, but your Char page was more useful when I knew how it was supposed to be.
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ti994a Adding TMS9900 & TI99 XB language support to Notepad++
hloberg posted a blog entry in HLO projects
I like to do my programming, these days, for my TI99 using a PC. First off I can use the wonderful Notepad++ for editing and test the software in the equally wonderful MAME and secondly I don't wear out my 40+ old TI99/4a. And to increase the already massive wonderfulness I have added language support for the TI99 to the already extensive list of programming languages built into Notepad++. I added TMS9900 and TI99 XB support to Notepad++ with the two .XML files attached in the .ZIP below. To add language support for TMS9900 & TI88 XB to Notepad++ use | Language>User Defined Language>Define Your Language. on the 'Define...' page click the Import button and add one .XML file at a time. Shutdown Notepad++ then restart and TMS9900 & TI XB will now be a choice in the Language list. Note: the TI XB works well with AdvBASIC of the Geneve too. I then use Classic99 and paste straight in XB or for Geneve ABASIC I use TIImageTool to import the file into a .dsk or .hd by | Edit>'Import from Text Editor' then paste>save the file. For TMS9900 a cross compiler would work nicely as well as the other two previous methods. that's it. Enjoy. notepad++-xml-lang-files.zip -
Hi. I'm trying to set up the color table of an XB program from an assembly subprogram in low memory and it's not working. I'd like to confirm a few facts: The color table is at >800 and is 32 bytes long The color bytes are set up as foreground in most significant nibble and background in the least significant nibble The color numbers are those used by assembly and not XB Color set #1 (starting with character # 32) is at >804 in the color table If all the above are correct, then I am stumped...
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I just acquired a Tandy 64k Color Computer 2. It was listed on eBay as untested, so I figured it was a gamble. The price was good, so I gambled. Turns out it works! The display is actually better than I expected for RF. I am thinking my next step is to get a coco SBC. Is that what you would suggest as my first add on?
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Here is the Star Trek game I posted in the very 1st post of this project blog. There it was a completion of several of the games I had posted as a kid to the TI99IUG. But it's such a neat little game I decided to make it it's own post. It's a real snap shot of the BASIC/XB program that was done back in the 80s. I made some minor updates but it's still essentially the same. It's a TI-BASIC program that was converted to TIXB. Some cleaver graphics and sound. Instructions included in the program. It self starts in XB. TREKXB.dsk
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What we have here is my 1st attempt at using Harry's XB compiler. All I can say is, WOW! that's fast. The game is an Othello game I typed in from some? book and summited to the TI99IUG waaaay back when we used to type in such things from dead tree sources. It was originally in good ole' TI BASIC. The game was painfully slow, really slow, I mean, get a cup of coffee, drink it, piss it out and maybe the computer would have made a play slow. I later, much later like, 2018 later, rewrote it and tightened it up in XB. Now you could just go get a cup of coffee and a sip before the computer made a play. Still slow. That made it a perfect candidate for compiling. What I expected was a moodiest speed increase, make it playable increase. Instead what I got was a, blink and you missed the computer play, fast. Wow! This compiler makes so really fast code! If you follow Harry's documentation and play within the limits the compile is stupid easy. My 1st compile returned no errors and played the 1st time. The game is a simple version of Othello. Graphics are fair to good and the play, as stated, is fast. There are 3 levels of play and I can tell you Level 3 is very hard to beat. You can specify Computer or Human start 1st. Nothing more except did I mention it was FAST ! The download file contains the self boot game on .DSK and the official rules for Othello. Enjoy, HLO othello256c.zip
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Here is the Uno+ TI-99/4a Extended BASIC version of the Atari Microsoft BASIC Uno+ that was an updated Uno that had been ported from the original TI-99/4a in that had been created using the KXBII Extended BASIC programing package. Got that. Anyway, here is the game and a fun one it is. It has color, it has sound, it has speech, it plays a fairly fast game and includes several of the variations of Uno. You can also save your games parameters to disk so that you wont have to type them in each time. To Play: the bottom 4 lines are the letters for your cards marked by color; red, yellow, green and blue. last line is Spl which is the change color cards with C (change color) or F(play draw 4 change color). the types of cards beside the colors are 0-9 D=draw 2, S=skip and R=reverse. under Spl are C=change color and F=draw 4. when the human plays you choose SORT, PLAY and TAKE. SORT just sorts your cards. TAKE will take a card from the pile. PLAY will play 1 of your cards. in Play you type the card you want to play by following the prompts. the game plays a standard game of Uno except; Uno call is automatic and has 1 in 12 chance of 'forgetting to call a Uno penalty which is also automatic. The original version was the simple standard rules of the game. But the real fun of Uno is the various versions of the game that one can play. So I went back to program and added several of the additional game versions to spice up the game, and a little sound and speech too. There are six new versions of game play: 2S as pick 2? - this version has the 2 card as aTAKE 2 for ALL players. Play a 2 and all the other players will have to take 2 cards. 7S swap cards? - Play a 7 and you can swap your cards with any other player. Take till play? - when you have to take a card you must KEEP taking cards until you get to one that is playable. DRAW4 only? - you can't play a DRAW4 until it's the only card playable. Good Take must play? - When you TAKE a card, if that card is playable, you must play it. NOTE: If TAKE card is playable you get a beep then the game rolls you back to the SORT, PLAY, TAKE screen. The other 3 computer players play a very good game. I programed in that sometimes they will mess up, but not often. I found I win about 1 in 4 or 5 games, which is a good average. The game disk auto-boots a loader program which in turn boots the Uno+ game. Anyway, enjoy the game. unoplus.zip
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ti994a TI99 MyArcXBII & P-Card in MESS/MAME emulation package-update
hloberg posted a blog entry in HLO projects
Update: moved packages to emulation section from software. I have put a together MAME/MESS emulation package that emulates the MyArc Extended BASIC II & TI P-Card for the Ti99. MyarcXBII: MyArc was a company that made peripherals for the TI-99 line. There most famous peripheral (if you want to call it that) was the Geneve. The Geneve was a complete TMS 9995 computer that fit in the TI-99 PEB as a card. Another peripheral that was lesser known, but just as revolutionary, was the MyArc Extended BASIC II. The MyXBII consisted of the 128k or 512k Memory card, a set of disk and a cartridge. When running the MYXBII had 3 times the memory of TIXB, was up to twice as fast as TIXB and was able to access all the graphic capability of the TI graphics card including the hi-rez. If a MyArc HD disk card was added the software could even boot from the MyArc hard drive. It turned the TI99 into a real power house. Unfortunately because of it's expense and the fact that you needed a PEB to run it, the MyArcXBII never really caught on. Now, though, with emulation it cost nothing so through the power of MAME/MESS the power is being released. Start the MyArcXBII at the TI99 main menu by choosing 3-128k BASIC and this will boot the MyArcXBII from the hard drive. P-Card: The P-Card was a card for the PEB that was, more or less, a complete operating system apart from the TI99. It's a virtual machine processor on a card that ran P-Code. It was written totally in software and was based on Pascal and was able to run on other computers that also conformed to the P-Code specifications. It is nothing like a standard TI-99 and when booted takes over the TI-99 and even has a specially formatted disk it uses. There is a complete suite of software and if you can figure it out, kinda nice. To run the P-Card in MAME/MESS click under OPTIONS-DIP SWITCHES then turn on the P-CARD. Hard reboot the machine and the TI-99 will start in the P-Card mode (after a few seconds of beeping and blank pages). To go back to MyArcXBII just turn the P-CARd switch OFF then hard reset the machine. The MAME/MESS package works with any versions of MAME/MESS past version 222. Just merge your version of MAME/MESS into the MESSxxx directory and point the already created batch file in the root to that directory. Package includes manuals, software, batch files and everything you need except MAME/MESS itself. Enjoy. Download from my https://ti99resources.wordpress.com/emulation/ At the bottom of the page is MAME packages, click on MyArc Extended BASIC II to show download files. I have both a package with and without the P-Card. (a truly nice tripped out Ti-99 from mainbyte.com) -
After a long time of procrastination I have finally got around to updating the Mille Borne for the TI-99 in Extended BASIC. I have added some sound effects, some voice CALL SAY("UHOH"), sped up parts of the program and cleaned up some minor bugs that had been long standing. This is 'probably' the last version but I have learned never to say never. The game is XB autoboot and is in .DSK v9t9 format. Enjoy. MILLEBORNE-V340.dsk
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i saw this video on youtube https://www.youtube.com/watch?v=0yKwJJw6Abs and i thought, i can totally do that on the TI.. so.. 10 D$="FF" :: FOR D=65 TO 65+8 :: D$="00"&D$ :: CALL CHAR(D,D$) :: NEXT D :: FOR B=1 TO 10 :: PRINT "F";"E";"D";"C";"B";"A";"A";"B";"C";"D";"E";"F";"G"; :: B=1 :: NEXT B i had to print each character individually to get the required screen movement.. Here's xbasic, and compiled.. WAVE is normal extended basic, -X is compiled but loads in extended basic, and -E is EA5 load. looks pretty slick compiled some small screen glitches likely because I'm running classic99 in Wine on a linux pc.. WAVE-X WAVE-E WAVE
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Finally my tiny tribute to Phoenix! Download it in various format from here: https://www.bleepbit.com/2020/12/27/phoenix-tribute-for-ti-99-4a-extended-basic-basic-compiler/ Bye
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Created a little package for MAME/MESS that enables MyArcXBII and P-Card in one pre-made package. Just add latest MAME/MESS and go. It's on my project page that accesses my https://ti99resources.wordpress.com/:
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Couple of updates here: 1.) Having never had the original manual for KXBII (Kull XBII) I had to make up the manual as I tested it out. One problem that has been plaguing me is that occasionally the disk that I had KXBII (or a program wrote in KXBII) would randomly corrupt. Well after much more testing I found that you need to do a CALL INIT before you save a file after using KXBII. It's notes in the new v3 manual attached. See my https://ti99resources.wordpress.com/ for the complete KXBII package. 2.) the KXBII version of Uno that I wrote on my emulator looked absolutely horrible on a real TI99 with a real monitor. I re-wrote the program to change the colors to look much more palatable. Also fixed and added a few things to both the KXBII version and the standard version. KXBII Manual v3.pdf UNO.dsk
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I want to show all of you a project that I have been working on and off for a few years now that I feel is ready to be shared, but first, some context: For years I had always wondered how the TI BASIC and XB games would have worked differently if these had been compiled or simply implemented on a faster system. Around 2008 I found a game development package called DarkBASIC Professional that featured a BASIC IDE to create 2d and 3d EXE (compiled, as in fast) games on Windows systems. The BASIC syntax reminded in many ways to console and Extended BASIC but the lack of decent documentation at that time did not give me the confidence to write anything more than a few lines of simple code. Years later, around 2013 I came back to the developer company's web site and found a larger user base, more code samples and even two large tomes of books that thoroughly documented the language. I went ahead and purchased the books and as I learned the 2D graphic features, I started to get an idea of the project I wanted to accomplish. And that's how TI99E originated. TI99E consists of a set of functions developed using the DBPro IDE to simulate the high-resolution graphics, color, string and numeric, input and output functions of the Texas Instruments TI-99/4A computer. DBPro is a free, open-source BASIC programming language suitable for creating Windows applications and games. TI99E programs are developed using the editor and compiler included with the DBPro software. This development environment was created primarily to simulate, as faithfully as possible, writing graphic programs that look and feel like those originally written for the TI-99/4A in TI BASIC or Extended BASIC but without the speed or technical limitations. It also includes additional features that were not available in the original TI BASIC but that enhance the experience of coding TI graphical programs. TI99E is not an emulator; it also does not simulate TI-99 sound directly (it does through .wav files), or many other input-output functions, or file processing. Programs created in TI99E become EXE files for Windows; the BASIC source code is not compatible with the original console, and it is not intended to create programs that run on the original console. TI99E simulates and enhances the following features of the Texas Instruments TI-99/4A computer: - 256 x 192 display size for high resolution graphics - 24 rows x 32 columns screen size for regular ASCII character graphics - Exact replica of the entire ASCII character set from the TI-99/4A - Customizable ASCII characters - 16 colors available for graphics, with multiple color sets - Sprite graphics with auto-motion capabilities - Implementation of sprite collision, magnification, motion, location, position, and distance - Implementation of the TI BASIC graphic subprograms (CHAR,HCHAR,VCHAR,SPRITE,COINC,PATTERN,POSITION,LOCATE,MOTION,etc) - No missing sprite collisions - Modified implementation of Input and Output instructions such as PRINT, INPUT, DISPLAY AT, ACCEPT AT, CALL KEY and CALL JOYST - Math functions using radians instead of degrees: SIN, COS, TAN - String functions such as SEG$, RPT$ - Numeric functions such as SGN, MIN, MAX - Plus, many new features that were not available in the original system: o Up to 1,000 moving sprites at once - yes, and at a fluid 60FPS o Over 1,000 customizable characters and 120+ color sets o Ability to change color to individual characters instead of sets o Ability to create multi-color sprites o Ability to create multi-color characters o Ability to create animated sprites o Individual sprite magnification o Ability to hide sprites and keep them active o No 4-sprite max in horizontal line limitation o Fast, compiled programs o Full-featured Sprite Editor – Supports single and multicolor sprites, load, save, reverse, rotate, mirror, copy, paste and magnify using keyboard or joystick inputs. o Conversion programs to simplify converting original BASIC or XB code into TI99E I call it the TI BASIC that I always wanted. Below you will find the link to the TI99E system, including a Quick installation guide PDF, technical documentation PDF and all the necessary software: - The DBPro IDE - Direct X 9.0C runtime files – required for the EXE programs to run on newer versions of Windows - The TI99E BASIC project files - Sprite Editor – created with TI99E – includes EXE and source code - Conversion Programs – with instructions - Many Showcase programs ready to run and with their source code I recommend using the built-in help files in the TI99E editor instead of the technical documentation PDF. The help files are more complete, updated and organized, plus it is part of the IDE, which is a big plus. The help system includes sample code to test every documented function which, in addition to the showcase programs, is extremely useful to quickly learn the ins and outs of TI99E. The help system is accessible with F1. Just follow the Readme instructions for more details. I really hope you enjoy using this system I created with a lot of care, as a tribute to my beloved TI-99 4/A. https://drive.google.com/drive/folders/1XKvWir9pgkUMoSZJWuHTE6_qKzWi7y7R?usp=sharing
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I don't know how much cross-over there is in this TI-99/4a sub-group with the Atari 8-bit home computer sub-forum, but I presume since this forum is hosted in the AtariAge forums that there must be at least a few people who collect for both computers. Right now, I have a six books for books for the TI-99/4a computer. They're the one's in my first TI video: https://www.youtube.com/watch?v=eoBjUDMar84 I'm looking to expand the TI books that I have currently in trade for spare Atari books that I have in my personal collection. Is anyone interested in doing trading books with me? If so, then I'd like to use this thread to post the books I have, and others can post the books that they have for trade. If a few people like this idea, then over the next few days I'll make a list of TI books that I want and a list, maybe with pictures, of the Atari books that I have for trade. So... is anyone interested in trading their spare or unwanted TI books with me? Adam P.S. Oh, and if you have no interest in Atari books, then you can always give your spare TI books to me...
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Just thought I'd take a stroll down memory lane My list off the top of my head in no particular order... Basic - Tick World - Cars and Carcases - Frazzle - Maze of Ariel - TI Trek - Robot Jokes (we used to hack it in school to say all kinds of jokes it was never intended to ) - Mad Libs (same as above) - Jumping Jack - Motorcross - Camel - Chuckaluck (correct name? Yahtzee like game) - Close Encounters of the Simon Kind - Zap-A-Ball Xbasic - Meltdown - Bird Brain - Cavern Quest - Window Washer - Survival - Bladerunner - Mean Streets - Blackbeard's Treasure - Meteor Rescue - Bee Line - Tower
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So I've been thinking about extended basic lately and that it is the go-to language on the TI-99/4A. We've seen multiple extensions to Extended Basic, like for example Gram Kracker Utility 1 which probably generated one of the first enhanced Extended Basic versions. We also have Rich Extended Basic and now Extended Basic G.E.M. Also don't forget the work on SDD99 that is enhancing Basic in multiple ways. Just for fun, and who knows what happens next in the future, I'd like to collect ideas on how an Ultimate Extended Basic should look like. What the benefits are, etc. I'll kick it off with following proposals: Compatible with existing Extended Basic Fully runs from cartridge space so that we get as much program space use out of 32KB memory expansion as possible Built-in support for SAMS Full-screen editor or advanced line editor as seen in MSX Basic Built-in assembler integrated in Extended Basic, so that you can mix assembly source code right with your extended basic program code. Something along the lines of: http://www.peter-cockerell.net/aalp/html/ch-4.html Full 80 columns support, both for basic program code and line editor.
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Here is another conversion from my Atari BASIC programs to the TI-99. It's a Yahtzee game. I never liked any of the Yahtzee for the Atari 8-bit so I wrote my own. This is mostly a direct port of that game except for the graphics. On the Atari I used DLI to change the font sizes on the fly which can't be done on the TI-99. But, I used Harry Wilhelm's amazing TML program for some other graphics. TML gives the XB programmer access to the bitmap graphics of the TI video chip. You can create Cartesian point graphics, boxes, circles and multi-colored fonts, loading hi-rez screens and much more. It's similar to the KXB package I used to create Uno with but with much, much more power and, in some cases, more stable. On writing the program. Yahtzee is a fairly simple game so wasn't much to create the original game. the only hard part was the logic to print what could be scored with the roll. the -small straight- logic was most complicated. my solution I thought was rather cleaver. programming the graphics in TML was fairly straight forward. Harry has created a wonderful manual for TML and some examples on the disk. One thing to note, since TML has to, more or less, draw each letter on the screen in bitmap graphics, it a little slower then if I have just used 'display at'. still, it's not all that slow. about average XB slowness. I'm attaching the TML package, my XBEAboot .dsk and the game .dsk. the game auto loads TML then the game. look on the XBboot disk is a program called DT. this is a directory program that runs under TML. and standard DIR program (like the D program also on XBEAboot) won't run in TML. enjoy the game. oh, I'm also including a .vbs script that can be modified to auto load MAME/MESS TI-99 .disk games etc.. from Windows. enjoy. yathzee.zip
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Another Extended BASIC game for the Ti-99/4 line; Star Merchant. Back in the 80's there were several variations of this game where you traded merchandise between star systems. The game dates back to at least August 1981 when Creative Computing published the game but probably goes back even further to the mainframe era. I seem to remember playing something like this on the TI mini-frame in school. Simple game, you buy merchandise in one star port the 'Warp' to another star port and try sell it at a profit. The version I am posting is a modification of a Atari 8-bit version that Creative Computing sold through a 3rd party. I again use Harry Wilhelm wonderful 40 column routine as I used with the Civil War program. Only difference is I'm using the inverse utility in T40 to livin' up the text. Translating from the Atari 8-bit was fairly straight forward for this program (not like the Mille Borne which took and almost total rewrite). The two things that were the big difference was, of course, string usage and the fact that with the Atari you can have a variable line number in a ON GOTO and ON GOSUB statement (can't with the TI ExBASIC). Included is a copy of the manual for T40, the auto LOAD .dsk of the game and a copy of the original text from Creative Computing Aug, 1981 where the game was printed. Enjoy, HLO star-mech.zip
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created a new XB game for the TI-99. check out my blog for download. Enjoy
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Mille Borne is a French card game of auto racing currently being sold by Parker Bros. The actual card game can be played with 2-6 players but the computer game is 2 player only; you vs. computer. The object of the game is accumulate enough mile cards to make it to the finish line. But there are hazards along the way that will keep you from that goal. If you haven't ever played the game refer to the manuals I have included with the game .zip file. in this computer version there are a few differences. a.) to start the game you can choose a long game (standard 1000 miles/5000 total) or short game (700 miles/3000 total). b.) when playing a safety or Coupe Fourre you don't get an extra turn. (it was too much trouble to implement). I think everything else is the same. some history on the program. This game is a translation of a game I have had on the Atari 8-bit forever. I have no idea where it came from on the Atari. I would love to credit the programmer but have no idea who he or she is. On programming the game. As I said, this is a translation from Atari 8-bit BASIC. At first I thought that it would be a direct translation but the differences in how the strings work on the Atari BASIC to convert to TI-XB turned out to be too time consuming. So, basically, I just rewrote the TI-XB with guidance from the original program. Some of the code looks a little, out of place. this is usually the code I pulled directly from the Atari BASIC. This probably makes the code a little slower than if I had programmed it in TI-XB from scratch but I didn't want to spend an additional week to just fine tune for a few seconds of speed. Anyway, enjoy the game. UPDATE: forgot to mention, I have a small simple routine that redefines the character set to true lower case. only takes about 3 seconds to load in XB. should even work in console BASIC. just cut a paste into your program. millborn.zip
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Hi Guys, yesterday I have run into a nasty Syntax Error in Extended Basic, which also occurs in RXB. I don't understand it and wonder if the line really contains a Syntax Error or this is a Interpreter Bug. Version 1: 1 IF A=1 THEN 2 ELSE FOR I=1 TO 2 :: PRINT I :: NEXT I 2 END Version 2: 1 IF A=1 THEN 2 :: FOR I=1 TO 2 :: PRINT I :: NEXT I 2 END Both versions complain about a Syntax Error in Line 1. I would like to analyze it with the help of you and maybe RXB can be even fixed.
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Converted my Atari 800 game Uno card to TI-99. I used the KXBII extensions to create multi-color text. (see earlier blog post for Uno for Atari 800 and KXBII extensions for TI-99/4a). Plays at TI-99 XB speeds, which is to say, fast enough. The multi-color text is part of the KXBII extension package. Works rather well & fast enough and bug free. Only weird glitch is 1/2 character random flicker in one letter (you'll see it) when text being printed. I created a CALL PR(X,Y,TEXT$,fore-color, back-color) SUB-routine for printing to simplify conversion from Atari 800 MSBASIC. attached is a booklet and the .DSK bootable disk game. Enjoy. uno.zip
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