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Found 4 results

  1. Has anyone some information on the Mini Memory Plus V2.0 (1986) from Sebasoft? What are the differences vs TI MM (4K vs 8k NVRAM)? Is there the scan of the manual available?
  2. The image I've uploaded is preloaded in Assembly Language Storage mode(>7000=>A55A) with LINE BY LINE ASSEMBLER and the LINES demonstration program on PAGE 1(use NEW,OLD,LINES from MINI MEMORY option 2 RUN), (see MINI MEMORY pamphlet page 74). Using SAVE MINIMEM from TI BASIC will force the current PAGE's (>7000 to >5AA5) TI BASIC Files mode(see MINI MEMORY pamphlet page 73). Each RAM PAGE can have it's own mode. Using the SAVE option after the TITLE SCREEN will save the current page to the SD card's image file. I believe the main difference between the two modes is that in TI BASIC Files mode, you have no REF/DEF table. I tend to use absolute addresses anyway and keep tight control over all program/data sections/pages, loading from tape or by using EMU and a HEX EDITOR on the SD cards image file, rather than by using REFs and DEFs. But once again, each PAGE can have it's own mode. One thing of note, might be, that when you LOAD, RELOCATABLE TAGGED OBJECT CODE from MINI MEMORY option 1, the loading destination is controlled by the following addresses: >701C first free address in MEDIUM MEMORY (>7000-7FFF) >701E last free address in MEDIUM MEMORY >7022 first free address in HIGH MEMORY (>A000-FFE0) >7024 last free address in HIGH MEMORY >7026 first free address in LOW MEMORY (>2000,3FFF) >7028 first free address in LOW MEMORY The single REF/DEF table goes downward from >7FFF. When the 32K memory pointers are not >0000, TAGGED OBJECT CODE will try to load in 32K, rather than MEDIUM MEMORY! So Best to ZERO these manually, So as to force code to load into MINI MEMORY. From MINI MEMORY use option 3 RE-INITIALIZE to clear/reset MEDIUM MEMORY before starting your project. Be aware that this will only RE-INITIALIZE the current PAGE! ROM pages are switched by writing to: 6000=page 1 6002=page 2 6004=page 3 RAM pages are switched by writing to: 6800=page 1 6802=page 2 6804=page 3 Page switching can be done from EASY BUG or by way of CALL LINK combined with a small assembly routine, either copied to all pages or stored in an non-paged RAM address range. So far I'm using this exclusively to run machine code, and to store data. Expecting the application(HOME AUTOMATION CONTROLLER) to grow as it is developed! But I'm certain that there are other uses as well. Alex. 256k Banked Minimem.zip
  3. First, I have a Mini Memory, but after fighting with it for a week, I cannot seem to work out exactly how to create something that will work with Extended Basic & a 32K RAM expansion. So, I've been looking to buy the Editor Assembler package (cart, disks, manual, ref, & keyboard overlay/slip.) Though that might take a while. Until then, I've been working with several emulators to try and get some practice in. The problem is that I cannot seem to write anything that will work. I tried entering a program from the "Introduction to Assembly Language for the TI Home Computer" book available elsewhere here, but it still wouldn't run. I tried the code exactly as written in the TI Basic option of the Editor/Assembler cartridge. I also tried adding in EQU instead of REF for the 2 calls (VSBW & VMBW,) in Extended BASIC. The example program ran fine with (3 Load and Run) from E/A (with the return altered by decrementing twice to freeze at the end.) Am I missing some important step? My code included... It's just a simple program to place text at a specific screen location. IDT 'HSTR' * MAY NOT BE NECESSARY, BUT DOESN'T HURT DEF HSTR VMBW EQU >2024 XMLLNK EQU >2018 NUMREF EQU >2000 *ALSO TRIED REMOVING ALL THESE AND USING STRREF EQU >2014 * COPY "DSK2.XB-EQUATES GPLWS EQU >83E0 *WHICH I PAINSTAKINGLY COPIED FROM THE STATUS EQU >837C *EDITOR/ASSEMBLER MANUAL (WITH CORRECTIONS) CFI EQU >12B8 *ALSO TRIED VALUES FROM A COMPUTE! BOOK FAC EQU >834A USRWS BSS 32 BUFFER BSS 256 SAVRTN DATA >0000 EVEN HSTR MOV R11,@SAVRTN LWPI USRWS CLR R0 LI R1,1 BLWP @NUMREF BLWP @XMLLNK DATA CFI DEC @FAC LI R3,32 MPY @FAC,R3 INC R1 BLWP @NUMREF BLWP @XMLLNK DATA CFI DEC @FAC A @FAC,R3 INC R1 LI R2,>FF00 MOVB R2,@BUFFER LI R2,BUFFER BLWP @STRREF MOV R3,R0 MOV R2,R1 MOVB *R1+,R2 SRL R2,8 BLWP @VMBW LWPI GPLWS MOV @SAVRTN,R11 CLR @STATUS B *R11 * ALSO TRIED RT END
  4. Was reading about a guy here in New Zealand in the mid 80's who was writing extremely high quality machine code games for the Sega SC3000 & selling them. A Z80 based machine very similiar to MSX (used TMS9929A VDP), but with the similar TI sound chip as the TI-99/4a (SN-76596). So I guess similar to the Colecovision. Have played some of these games, and they are REALLY good. Like Jet Set Willy quality. http://playitagainproject.org/creators/michael-boyd-2/ http://playitagainproject.org/wp-content/uploads/MichaelBoydInterview.pdf So e would have been using long REM statement at the start of his code, then POKEING in Z80 opcodes through DATA statements or though some sort of BASIC loader. Incidently I had a go at this a few years ago for the ZX81 with a "Hello World" example using 3 different methods (keying in opcodes thru a loader, then writing assember on the ZX81 using an assembler from the time, lastly using "pasmo" an assembler on a PC compiling a loadable executable): http://www.sinclairzxworld.com/viewtopic.php?f=6&t=1050 That was quite fun getting it working. But essentially the guy above for the Sega SC3000 was figuring out the Z80 opcodes on paper, then entering them in some way without using an assembler at all. Saving his work to cassette tape. Incidently the same guy wrote an assembler/disassembler for the Sega but never actually used it himself (SegaMon). Was thinking about the mini memory module (and particulary EasyBug) for the TI-99/4a. The combo of the Line By Line Assembler actually made it quite a powerful dev environment at the time. You'd figure out stuff on paper. Use the LBLA to write assembler for small routines & get instant compile/feedback of the opcode and mem location. Then you could use EasyBug to key in the opcode to the right mem location. Or use CALL PEEK/POKE from TI BASIC etc. Sure its way more cumbersome thatn the Editor-Assembler. But looking back, EA actually might have spoiled developers a bit, as alot of systems didn't really have those tools! Dunno why I have a "thing" for the mini memory module! Something about it I find intriguing. Ah the good old days! Daryn
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