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Found 46 results

  1. I was able to download diskassembler, but have no idea how to use it. Does anyone know where I can get the manual?
  2. I posted a scan of a photocopy of the SDS Programmers Guide in the Development Resources sticky, but it was suggested I start a new thread, so here it is. I have some other stuff, SDSMAC source listings, additional documentation, etc. to put here, too. Coming soon. Anyone else have anything relevant, please post away. The SDS consists of a GPL assembler, linker, simulator, and debugger running under DX10 on a TI 990 mini, typically a /10. TI BASIC programs can be converted to GROM format to run on the simulator. [edit] Anyone has a copy of the SDS software or even a running system, or knows where such might be, please post here, message me, or email [email protected] Thanks! jbdigriz HCM_SDS.pdf
  3. A project I have been working on for the last two years is nearing completion i.e. my next book called 'Programming Games for the Colecovision and Adam in Assembler'. It includes a tutorial section working through the steps of creating a game, with a Z80 assembler primer and information on how to set up a cross development environment (similar but extended from my Let's Make a Retro Game series). It also includes a complete Colecovision BIOS reference guide, covering ALL of the jump table BIOS calls with explanations and examples for using each call. There are extensive memory and port maps, also with explanations etc. It will have a dedicated web site section where you can download the code (for lazy typers :)). The early pre-order link for the Kindle edition is available here. Cover is still a draft. Shortly after I have released the Kindle Edition, there will also be a physical print edition available on Amazon's print to order service, which I used for my last book and has been received well. It does have some colour screen shots and pictures in it, let me know how many people would be interested in a full colour edition, rather than a colour cover with black and white interior. The book is currently 90% complete, with the majority of the content completed, but I have about ten quality read through passes to do and need to tidy-up/check all the source code etc. I am aiming for a 1st August 2020 release date at this stage.
  4. IDE for developing in TI99 Assembler on the PC (Windows) (using NotePad++ Editor, xdt99 Cross-Assembler and MAME Emulator) https://github.com/miriki/TI-xdt99-IDE/ Hi, all! A few may have noticed: In an xdt99 thread I have published a Batch for DOS that shortens a lot of typing work when developing software. After years of abstinence from the TI99 I actually remembered the "good old days" developing tools and libraries again and tried to recall what I was doing those days. Well, 35 or so years... Firing up the MAME emulator, using TI99_4ev as machine, a cartridge with Editor/Assembler inserted and the needed disk in DSK1 mounted I started typing a few lines while reading through a bunch of books and forum articles. Hmmm... A PC keyboard and the function keys of the TI99, two worlds collide. Yes, the editor _was_ a very good one, at least that days. But nowadays I really, really prefer the comfort of NotePad++ or at least any other GUI based editor. Then I've read about the one or another Cross-Assembler to develop in Windows and using the output to mount within MAME. Almost right from the beginning I got stuck with xdt99, a collection of not only a cross-assembler, but other tools like a "disk creation", too. An integration into "IntelliJ IDEA" sounded good, but.... Hmmm... Maybe I have not digged deep enough, but there is only the editor used for syntax highlighting, isn't it? Putting things together: A batch for DOS (Windows, Microsoft, sorry...) was created that enabled the workflow from editing the Assembler source code assembling the source code into object code creating a disk which contains the object file starting an Emulator with this disk mounted plus a few more tasks... To be honest: I don't like DOS batches with more than, let's say, 25 or so lines. The syntax is ugly and the CLI commands are far from comfortable - not comparable with a high level language. Changing default values is a pain, (re)storing user settings a tremendous effort and doing all with user parameters results in a jungle of % characters shattered across the lines. So I used that batch only as a sketch for a "real" project: An IDE for those tools written in a high level language. I decided on C# (VB.Net would have been the alternative), because it is the preferred language right now in our company. Training... If anybody would like to have a look at it: I just published that project on GitHub. That was kind of training, too. We use Azure DevOps in our company and I have to get familiar with those cloud based team thingy. So hopefully I published correctly - it is my first published project over there. https://github.com/miriki/TI-xdt99-IDE/ This is the main page of the project. There is a README, but empty as of now. You will find a subfolder "TI xdt99 IDE" though... There is a subfolder "snap" which contains a few screenshots of the published project: Settings_Xdt.png shows the settings to include the tools from the xdt99 package. Settings_Mame.png shows parameters for the emulator, including configuration of the peripherals etc. Settings_Ide.png shows the standard working area with buttons to start actions and checkboxes to set options. Output_CommandStack.png shows the list of calls to external tools like the editor, assembler etc. Output_Standard.png shows the standard output of the last command, for example the directory of the disk. Output_Errors.png shows the error output of the last command, if there is any. Emulator_AutoStart.png shows the XB output from DSK1.LOAD if "catalog" and "autostart" is checked. Output_Result.png shows the loaded and started demo program I was just working on. Another subfolder "publish" contains a "setup.exe" that should install the IDE. I'd like to get feedback, if that thing runs without any problems. But what has to be done? Well... Perhaps it is best to show my setup: E:\TI99 mame64.exe >roms ti99_*.zip >hash ti99_cart.xml (thanks again, mizapf!) >cart editass.zip minimem.zip exbasic.zip >disk *.dsk >hard *.chd This should be enough to start MAME using e.g. ti99_4ev as machine. Try it... mame64 ti99_4a If successful, try inserting a cartride: mame64 ti99_4a -gromport single -cart exbasic If successful, try connecting a peb with a hfdc in slot 8, a disk drive connected and a disk inserted: mame64 ti99_4a -gromport single -cart exbasic -ioport peb -ioport:peb:slot8 hfdc -ioport:peb:slot8:hfdc:f1 525dd -flop1 disk/flopdsk1.dsk whew... After the first start of MAME there will be a few more subdirs like cfg, nvram etc. You might like to start MAME with -createconfig and edit the output mame.ini to suit your needs. I added cart and cart2 subdirs to the roms path, disabled the info screen at startup and the like... Then I added a subdir >xdt99 xas99.py xdm99.py xbas99.py >lib vdptools.a99 >projects >gmode gmode1.a99 etc. The "lib" folder contains a "vdptools.a99" file right now. There are only a few routines to avoid "BLWP VSBW" etc. in it. The "projects" folder contains the, as you already might have guessed, projects I am working on - for example a "gmode" subfolder. And in the "gmode" folder there are gmode1.a99, tmode.a99, mulcol.a99 and bitmap.a99. With this setup the settings on the XDT and MAME tabs should be self explanatory, kind of... The right hand side shows extensions for the filenames. For example the source "gmode1" gets expanded to "gmode1.a99" for the editor, is compiled into "gmode1.obj" and will become "GMODE1O" when copied to the TI disk. You may change the settings on the MAME tab and can use the IDE purely as a frontend, if you like. The "run" button will start the emulator without fiddling around with an assembler or anything else. BTW: Settings are loaded at startup of the IDE and saved when the IDE is closed or any external program is called. The IDE tab is the "all singing, all dancing" desktop for your development. The left box lists all subdirs aka projects, the right box lists the source files in that (selected) project. The selection is shown additionally in the two textboxes in the upper right (for later extensions). The "edit" button starts the editor, the "assemble" buttons starts the xdt99 cross assembler. It creates the object, image and rpk files, if checked. If "all" is checked, not only the actual selected source but all within the project will be assembled. The "disk" button creates the disk to be mounted for the emulator. It copies the source, list, object and image files, if checked. Again: For "all", if checked. Additionally it can create a DSK1.LOAD to show the contents of the disk and / or load and run the object file of the selected source. The "emulator" button starts the MAME emulator with the configured devices. If set up properly you might select "TI Extended Basic" from the master selection, get the disk contents displayed and after "please wait..." the compiled program should start. The "ADE" button is a shortcut: (A)ssembler, (D)iskManager and (E)mulator - all in one shot. So after editing / saving the source the test only needs 1) click on "ADE" button, 2) any key at the master title screen 3) "2" for XB, then wait... and enjoy! The menu at the top has no function as of now. The status bar at the bottoms shows info about running external tools to the left, "idle" to the right otherwise. Have fun! Michael
  5. I am writing some assembler code with the Editor / Assembler. When I assemble the code and use PIO as the list file name I get a DSR ERROR : 0302. If I leave the list file name blank or list to disk I have no issues and the code assembles with no errors. I am able to print a disk catalogue to PIO from the Disk Manager 2 module but I have not tried printing any other way than from disk manager and E/A. I have had this same issue with a Lexmark printer and an Epson printer. My assembler options are RLS. Any ideas what the issue might be?
  6. I'm working on several different TI-99/4A related projects at any time (there's a Top 10 out of 146). Surely giving it more thought than actual coding. Most certainly less than an hour of coding per week. Much is design and decisions anyway. Committing is perhaps crucial but then again. Real life is a bitch. Lately I've got this headache. Right now the plan is; get away from the computer, get away from screens - tv and gaming, get some exercise, go for a walk and get some fresh air, be positive and enjoy, be serious, commit and take responsibility, take action and stick to it, navigate and listen, and be there for the family. Your input is appreciated.
  7. merryc.bin merry.rpk - - - - - Things to do: * Christmas music * Christmas tree * Something else ...
  8. Since the game is still WIP, I decided that it is better to continue here. Below you find the latest versions: Robot_City_20191110.zip Robot_City_20191118_RC1.zip Robot_City_20191124_RC2.zip Robot_City_20191125_RC3.zip Robot_City_20191126_RC4.zip Robot_City_20191201_RC5.zip Robot_City_20200425_RC6.zip Robot_City_20200426_RC7.zip Robot_City_20200427_RC8.zip
  9. I would like to serve this topic as a discussion on the BASIC Ten-Liners Contest, especially the two areas: 1. Removal of the FREI category this year, which I believe is unreasonable and doesn't help the contest in any way. - Because the FREI category was established the previous year, this year I have been experimenting a lot with what kind of functionality I can fit into 10 lines of hexa code (about 2.2 KB of assembler code) - I just checked my source code, and I wrote over 5,000 lines (yes, five thousand) of assembler code, figuring out the best compromise between performance&size of the code for each component of the game - It was very exciting finding out what kind of functionality (some quite surprising and unexpected) can be fit within that limit - Hence, it was quite frustrating to see the category removed - For as long as there have been magazines with BASIC listings, inlined ASM code was always integral part of the charm of BASIC - since it doesn't in any way affect the other categories, I really see no reason why it should be removed - the only thing the removal achieved was two less entries for 2019 from me (and who knows how many other people were in same situation) TLDR: It can open up a new uncharted territory of games possible in 10 lines. 2. Inclusion of Compilers (as a separate category) - if my understanding of rules is correct, the only BASICs allowed are the ones that have an editor on the target platform (e.g. you must be able to type the program on an actual Atari (or other computer)) - this would rule out the compilers that exist on PC only - because of my recent work on Lynx, 2 weeks ago I have created a PC-based 6502 compiler (by modifying my Jaguar's 68000 & GPU RISC compiler) of a high-level language that resembles C, and feeds into the cc65 linker toolchain - it would be relatively easy to change the syntax of the language to be BASIC-like - there would be no Atari-based editor or compiler, as I really see no point in creating yet-another editor. - this can however bring the increased productivity of PC-based workflow (Notepad++, Photoshop, etc.) and increase the quality of the target application that is otherwise utterly impossible to achieve by purely typing program on a physical HW TLDR: It can further push the boundary of 10-liners due to much higher execution speeds of compiled code and increased work productivity on PC. It's important we know about this by the end of November, ideally. Posting a contest announcement thread on January 31 will be definitely too late for me (as I will be busy with Jaguar in Q1, especially around March) and I'm sure others would love to know too, as for us there are only 2 options: - resume/start the ASM coding for the 10-Liners Contest - ignore the Contest altogether
  10. lately I have been trying to find Atari Ed Assem cartridge on eBay at a reasonable cost but to no avail. I want to get back into 6502 assembler (yes I know there are better assemblers the EA but all the beginner books use EA) and need the Ed Assem. SO I got to thinking, it shouldn't be too difficult to convert the EA for booting off disk. It's just an 8mg cart. I have made a few attempts at converting to no success since I'm still learning about headers and such. I did find an .atr image that someone seems to have attempted it, but it never worked. question is, is there any reason why this won't work and if it can could some covert a .rom for me and tell me how you did it for future reference. thx, HLO PS also, I know I could just use an Altirra and the EA.rom (which I now do) but I like going old school with my 800xl from time to time complete with carts and disk.
  11. 2019.12.29 I've found a bug, that only shows up in the disk version here at my end. I forgot to clear a memory location used for scoring. Files updated. blockc.bin block.dsk Filename: BLOCK - - - - - The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
  12. Estoy con el siguiente problema, necesito convertir el hexadecimal $44000 a decimal. por ende no puedo utilizar el floating point por que este solo trabaja hasta 2 bytes y un máximo de 65335, trate de todos los medios, incluso sumando de un byte a uno y comparando hasta llegar a la igualdad, pero el proceso es demasiado lento, casi 1 minuto. He revisado revistas manuales y ninguno da señal de algún código que pueda ayudar a realizar este proceso. traduccion I am with the following problem, I need to convert the hexadecimal $ 44000 to decimal. so I can not use the floating point because it only works up to 2 bytes and a maximum of 65335, try all media, even adding one byte to one and comparing until you reach equality, but the process is too slow , almost 1 minute. I have reviewed manual journals and none gives a signal of any code that can help to carry out this process. *=$2000 M=17 MEMORY .BYTE $00,$00,$00,$9B DISPONIBLE .BYTE $00,$00,$00,$00,$00,$00,$9B CALCULO .BYTE $00,$00,$00,$00,$00,$00,$9B SUMAMOSMEMORIA LDX M SUMAMOSMEMORIA? CLC LDA MEMORY+2 ADC #$00 STA MEMORY+2 LDA MEMORY+1 ADC #$40 STA MEMORY+1 LDA MEMORY ADC #0 STA MEMORY SUMAMOSMEMORIA?? CPX #0 BEQ FINSUMAMOSMEMORIA DEX JMP SUMAMOSMEMORIA? FINSUMAMOSMEMORIA RTS INICIO LDA #0 STA 710 LOOP JMP LOOP *=$02E0 .WORD INICIO como se puede apreciar en el código tengo la variable M con un valor de 16 que realiza el bucle de SUMAMOSMEMORIA sumando de a $4000 bytes que equivale a 16384 y este resultado queda en MEMORY( $04 $40 $00) y eso quedo dejarlo como disponible ( $02,$07,$08,$05,$02,$08 ). Alguna idea de como realizar la conversión. traducción As you can see in the code I have the variable M with a value of 16 that makes the SUMAMOSMEMORIA loop adding up to $ 4000 bytes that is equivalent to 16384 and this result is in MEMORY ($ 04 $ 40 $ 00) and that is left as available ($ 02,$07,$08,$05,$02,$08). Some idea of ​​how to perform the conversion.
  13. Hi there, you can find a new bugfixed version of lyxass on my website, lyxass v49. Fixes: * 64 bit and architecture problematic code has been replaced * some strange things about the parser have been (hopefully) fixed * few includes have been changed -> works now with 64 bit gcc and clang please report if you find more issues
  14. walker7

    Section Header 0

    From the album: The Best Assembly Computer

    This is what the section header for the main program would look like. Note that it doesn't have a section number.
  15. walker7

    Section Header 2

    From the album: The Best Assembly Computer

    Another example of a program's section header. This could be used for all the math routines used in the game (e.g. multiply, divide, random numbers).
  16. walker7

    Section Header 1

    From the album: The Best Assembly Computer

    This is what a section's header would look like. The color and font can be variable, but the header text is always in the same font throughout the same source file. The example here is for a program's vertical blank routine.
  17. A good assembler has ROM section headings. These are a way to cleanly divide the source code into settings, so you can definitely figure out at which address each section starts. Think of an assembler as if were like Microsoft Word. Section headings could appear as solid-colored bars with text on them. The user should have control over what color to make the bar. They also might have control over the font. For example, your main program header might look like this (note that all images are simulated): Notice I used the Roco font. Anyone familiar with Sonic The Hedgehog 2 will recognize this, but it's the actual font, not the Sonic 2-rendered one. Every computer program needs a vertical blank (or "V-Blank") routine. Its header might look like: One common thing to have in any program are math routines. So, you might include a section like this: For a hardware/software implementation, fonts could use a bitmap. Up to 96 different character glyphs can be stored. In addition, the numbers could be made a little bit bigger if the user chose to. Each character's bitmap can be stored using 1, 2, or 4 bits per pixel. For each character, the size needs to be specified, as well as where its glyph data can be found. For file storage, section headers could use this format (each pair of letters represents a byte): hh ff rr gg bb ll tt tt ... hh = Token for a section header (a fixed value). ff = Flags. If bit 7 is set, restart the numbering at 1. If bit 6 set, toggle whether the number is shown for this and later sections. rr gg bb = Section header color, a 24-bit RGB value. ll = Length of text. tt = The text shown. It doesn't include "Section #". It's in ASCII. Let's say that the section header token is $00, and I'll use the vertical blank section header as an example. The byte stream in the source file would look like this: 00 C0 00 60 20 0F 56 42 4C 41 4E 4B 20 52 4F 55 54 49 4E 45 53 The 00 signals the start of the section header. C0 means to make this section #1, and turn on section numbering (by default, it's off). 00 60 20 is the RGB value. It produces a dark green color. The 0F determines how many characters there will be in the section's name. The rest is the text, in ASCII. The text says "VBLANK ROUTINES". Section headers are not taken into account when compiling a ROM. They are there to cleanly divide source code. When the file is opened, the number of headers is counted, and section numbers are assigned accordingly.
  18. I always wanted to know how software sprites worked in this demo. Here it is a dis6502 2.2.2015-04-06 zipped workspace of laser demo. I don't think i will be working on disassembling it anymore. Maybe someone will use it for something else. laserdemo.zip
  19. Latest version 0.4 mondrianc.bin - - - - - I don't know if the most famous work by Piet Mondrian is his "Tableau 1" An iconic source of inspiration for many like Yves Saint Laurent ... I took a look at the style for these types of paintings. Looks as if the black lines can easily be represented on the TI screen with a thickness of 4 pixels. Going for the multicolor mode (1979) is obvious and would fit perfectly, I could even add some high resolution sprites for a bit of text. One could choose bitmap mode (1981) with no vertical color limit, but still only the maximum 2 colors per 8 pixels horizontally. I chose standard graphic mode (going as far back as 1979 opposed to 1981 for bitmap). With a base 4 by 4 pixel design and only 2 colors in every 8 by 8 pixel character, it still complies - no clashes. I'm sure it's not optimal, but I made a few routines bottom up. One for plotting a black "pixel" (4 by 4 pixels). The technique is like the one I used in this XB program. And then one for drawing lines and then I need one for filling boxes.
  20. squaryc.bin - - - - - Well, steering a mouse with a joystick is perhaps not optimal, but here goes anyway. For this demo, you'll get to move around leaving a trail behind. No, it's not going to be another snake game. You accelerate and de-accelerate. If you hit the borders, you'll bounce off. Just like Parallax Starfield, you'll be able to form some pretty perfect circles, that is, if you know how to apply the right pressure(s) at the right time. And there's a bit of friction as well. As for the registration point of the mouse, I'm using the same original default from the Amiga Workbench 1.x.
  21. parac.bin - - - - - In the footsteps of managing 32 sprites, without more than 4 sprites per horizontal line, as explored in Bubbles (demo). If you keep a number of sprites stacked vertically (no vertical overlap), they will only occupy 1 of the 4 sprites allowed horizontally. In Bubbles I made each stack move up with their own individual speed. This time I will try and move the 4 stacks in any direction. Here's a quick setup of 4 stacks. Oh, and instead of having 8 sprites in each stack (or plane), it's 6 + 7 + 9 + 10 = 32 sprites. The number of stars close to you are less than those far away.
  22. # vecZ - vertical-shootemup - launch on 5. nov at gameZfestival.ch (23.30h) at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times. # release/launch at gameZfestival vecZ will be released online on 5th november 2016 at gameZfestival.ch in zurich/switzerland. enjoy the spirit of painted lines! # roms the game will be released online and later also at madtronix.com # greetings hudson for the usb-cartridge, matronix for his publishing, baudsurfer for his work and the designers of xenon2, gunroar, ikaruga, zynaps ... thanks for your code_style # who finished it first? i wonder who will send me the first "game won" photo on a emulator and of course on a real vectrex .-) the latest infos you will find here: http://www.la1n.ch/vecz/ la1n
  23. Hi guys, does anyone know of any other TMS9900 assemblers for the PC similar to WinAsm99.exe that I can use with Classic99, and that can also output Uncompressed Object Code and Compressed Object Code? WinAsm99.exe has a couple of bugs that I've found, once of which is a deal breaker for the projects I am working on, with the way it handles Relocatable Addresses.
  24. Just stumbled into a bug with MADS' built-in ADW macro when used with (ZP),Y: LDY #$04 ADW (OBSPEC),Y PTR2 PTR4 A334: A0 04 LDY #$04 A336: 18 CLC A337: B1 C1 LIMITCLIP.OFFSCREEN LDA (OBSPEC),Y A339: 65 E2 [email protected] ADC PTR2 A33B: 85 E6 STA PTR4 A33D: C8 INY A33E: B1 C1 LDA (OBSPEC),Y A340: 65 E3 ADC $E3 A342: 85 E6 STA PTR4 ; <<<<<<< should be $E7, not $E6 LDY #$04 MWA (OBSPEC),Y PTR4 A334: A0 04 LDY #$04 A336: B1 C1 LDA (OBSPEC),Y A338: 85 E6 STA PTR4 A33A: C8 INY A33B: B1 C1 LDA (OBSPEC),Y A33D: 85 E7 STA $E7 ; <<<<<<<<<<<<< $E7 = correct Using the latest build here, and I'm sure ADW used to store the MSB correctly in older versions. Haven't looked to see if the bug exists in SBW as well.
  25. snakec.bin - - - - - Origin https://en.wikipedia.org/wiki/Snake_(video_game) Back in 2005 I did a routine for scrolling a line of text. Added a few bits to make a demo. It scrolls the text and reacts when you press fire, but otherwise stalls / stalled (wasn't brought any further).
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