Search the Community
Showing results for tags 'assembler'.
-
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.
-
January 2017 Update: Per most recent post, I've acquired most of the items I had been looking for, but still looking for first year/first six issues of 99'er Magazine Volume 1, Nos. 1-6. And also would add that I'm looking for a Prostick II Joystick (Blue). Thanks everyone! ---------- Hello, I'm looking to buy the following: TI Color Monitor (PHA4100A) Operating Guide Slymoids (PHM3197) User Manual TI Editor/Assembler Disks (PHM3055) - Original Part A and Part B Floppy Disks First year/First six issues of 99'er Magazine Volume 1, Nos. 1-6 I have PDF versions of the guide, manual, and 99'er magazines listed above, but would like the original printed versions. I also have copies of the TI Editor/Assembler Disks, but would like the original TI supplied disks. As for the 99'er magazines, I have the 99'er Best Of that has most of the content from the first year of print (Volume 1), but would like to have the original six magazines which are likely rare (even copies with mailing labels are fine). Just trying to round out and complete my collection. Happy to pay for the above items and/or offer in trade any of my extra equipment (TI-99/4a Silver/Black console with power supply and documentation, speech synthesizer, PEB with cable and floppy disk drive - but no disk controller just the drive, black program recorder, beige program recorder, dual recorder cable, TI joysticks, TI-Writer Software, Extended Basic, Neurosurgeon, Adventure (cart only), Star Trek, TI Printer Manual - PHP2500). Everything is tested and works. I have the documentation for most of the stuff including TI-Writer, but I don't have the original TI-Writer binder and don't have any of the original packaging/boxes). Any offers/help appreciated. Thanks!
- 14 replies
-
- TI-99/4a
- Texas Instruments
- (and 6 more)
-
Shout out to Tursi and Senior Falcon. I ran in to another issue compiling today. I was determined not to ask for help. So I read all the things you guys posted and shared all the other times I had issues and it was a success. So happy. Thank you. For others drawn here because of the title, here's what happened and how it played out. I'm using classic99 with Harry Wilhelm's XB256 and his 256D Compiler to compile an Extended BASIC program. The program compiled without issue. It was the Assembler that threw this at me... . So without changing any DSK settings (I do not save all dv to windows text and I do not save in TIFiles format) I typed this into the compiler "DSK2.?w.Z43,TXT" The ?W being a flag for classic99 to tell it to save dv as windows text as long as I use the txt extension I think. I assumed that everything after the DSK2. was a filename character count. so ? to the second T equals 10 total characters. I could be mistaken but better safe than sorry. . Then I loaded the saved txt file into notepad++ with line numbers turned on and scrolled down to line number 1252. I found 1252 to contain a line reference to line 3500 and it was right above line 3500 with line 3490 preceding it. . I went to lines 3490 and 3500 in my Extended Basic program and found a typo! I'm so grateful for the knowledge everyone shares with the community. Bravo and thank you for making me that much more self reliant. So happy.
-
This one includes the game and 7 demos. Tests fine with Classic99, JS99er and MAME. Also sold as a ROM Cartridge. If you have problems with the menu, the game is available on its own below. nono8.bin The game without the demos. nonoc.bin - - - - - We'll make up a game based on Nonogram.
-
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.
-
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 LIMITCLIP.139@ 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.
-
Hello! Based on user input, I took my game, Jet!, and turned it into a new game: Drive! I decided to make this a new topic to avoid confusion. Story: This is a 4K, single player paddle game, made entirely in assembly, in which you must move your car left and right to dodge obstacles as you drive down the bridge. As you drive, you will encounter treasures (dots on the ground). When you collect a treasure, you will gain 1500 points and it will be added to your collection (the gold dots on the left side of the status bar). You can have up to five treasures in your collection at a time. You can press the paddle's trigger to "burn" a treasure, which gives you the energy to jump a short distance. Any treasures you have when your game ends will grant you an extra 1000 points. The game is won upon reaching 99999 points. In addition, certain treasures will grant you extra powers: - Red: Gives you an extra life (the pink dots on the right side of the status bar). You can have up to 4 lives at a time. - Green: Makes you invincible for a few seconds. - Purple: Allows you to jump as much as you want for a few seconds with no penalties. Oh yeah, and if you press the paddle trigger when you have no treasures in your collection, you can honk the horn. So there's that. At certain points, the game will speed up. The game will stop generating obstacles for a few seconds, and the speed-up will occur while there are no obstacles on the screen. Finally, the difficulty switches toggle certain functions: - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving platforms off (B) or on (A). Set both to A for the ultimate experience! (Note: Stella sets both to B by default.) I'm very interested to see what everyone thinks of the new direction this game has taken! === UPDATE: v1.1 === What's new: - Introducing speed freak mode! Press the game select switch on the title screen to access this. This makes the game run at hyper speed, so good luck! Combine with both difficulty switches on A for a real challenge! - Better sound and colours for both NTSC and PAL. - Purple powerup has been changed to blue to make it more distinct. - Each treasure in your collection now adds 1500 points instead of 1000 when your game ends. - A few bug fixes. === UPDATE: v1.2 === What's new: - Full SaveKey/AtariVox support! It will save two different high scores depending on which difficulty you have selected on the title screen. Press the game select and game reset switches together to delete your high scores. - You can now switch difficulty modes without going back to the title screen. Simply press the game select switch at any point. - Jerky scrolling is finally fixed. - Treasures now have defined graphics: Gold coin: Takes the place of the gold treasure (no powerup other than the default). Necklace: Takes the place of the red treasure (adds an extra life). Jar: Takes the place of the green treasure (makes you invincible for a few seconds). Statuette: Takes the place of the purple/blue treasure (allows you to jump with no penalty for a few seconds). - You accumulate points faster when you have below 50000 points, meaning it takes about half as long to reach full speed. - Other graphical improvements. === UPDATE: v1.3 === - Fixed a few bugs. - Now has a standard PAL version. === UPDATE: v1.4 === - PAL version should work perfectly. - Updates to Speed Freak mode. Drive! v1.4 NTSC.bin Drive! v1.4 PAL.bin
-
Hello together! Charles W. Marslett has released his A65 Assembler source code: https://atariwiki.org/wiki/Wiki.jsp?page=A65%20Assembler Charles, again(!) Giga-thanks from the community once more! :-))) ;-) ;-) @all others: AtariWiki is now on a new server with higher speed! :-) We already have the attached files, but are missing: A65 Files Vol1.atr A65 Files Vol2.atr If anyone, who is reading this, is in the possession of these 2 files, please be so kind and upload them. Thank you very much in advance. :-) A65 Files Vol3.atr A65 Files Vol4.atr A65 Files Vol5.atr A65 with docs and examples.atr A65_with_DOS_2.5.atr A65_12.ZIP
-
Hi there! I try to find an overview and comparison of all mnemonics of all CPU TI made. I'm looking for a comparative table with all mnemonics for each processor with its addressing modes an opcodes, perhaps with additional descriptions like affecting status bits etc. Does anybody know of such a list? I'll be thankful for any tips.
-
philosophic assembler - use cases - programming tipps
HackMac posted a topic in TI-99/4A Development
Recently I wondered about an often used assembly instruction for the TMS9900, the load immediately a.k.a. LI. That thing, that makes me wondering is the fact that this instruction alters the status flags L>, A> and EQ. I ask me, for what is this good? I mean, when I load a immediately constant value in a register, I know if the value is or is not EQ to zero, so I don't have to check it. So this code LI R0,>1234 JNE @ELSEWHERE doesn't make much sense. I never have seen any code or wrote code that do something like this. Is there a serious use case? Where is the benefit? Perhaps TI implement the instruction in that way to save resources in the CPU, so that the micro code could be smaller. But I think the instruction could run faster when skipping the useless status flags altering. What are your opinions? -
Now that I have a working disk manager, I want to start doing some Coleco ADAM Z80 Assembler for EOS. I've found an online IDE that looks perfect. Does anyone have an INC file that defines all of the entry points to the EOS public functions? Remember, sharing is caring. And BTW, this would be put on the ADAM Wiki for posterities' sake.
-
I think we need a thread like the development thread for just the software we make. I have found it a 'hit or miss' when trying to keep up with the various games, apps, virtual-cartridges people are coming up with on this board. We could put the beta and completed versions on the thread. Be glad to monitor it. Just a thought.
-
Hi! I'm using DASM and I don't know if I am doing something wrong or this is just a bug on the compiler. I have this code in one .asm file: genAutoMaskTable ldx #0 On other .asm file, I just include the first file and use the names as if they were local jsr genAutoMaskTable When I run DASM, genAutoMaskTable points to GENAUTOMASKTABLE: 0bd1 And the JSR from the main file is right, as you can see: 1C:06 20 D1 0B jsr genAutoMaskTable But.... the code is not there, it is one byte after the calculated address D2:0B A2 00 ldx #0 Any ideas?
-
The other day I was reading a article about the TMS9918A and the writer commented that one could have more than 4 sprites per line by quickly changing the sprite priority which would cause some flicker. That's about all he said. Has anyone ever tried this? The logic sounds good but would the processor be able to keep up? I can't even fathom the logic to do that. ?
- 7 replies
-
- sprites
- programming
-
(and 1 more)
Tagged with:
-
hi there, it is done, after the atari 2600 game AXE, here the latest real retro game SQUAREZ 2015. it is a demake of a quite addictive flash game. it is simple: make as much points as possible. collect the bonus and avoid the squares. simple to understand. but don't be too greedy! of course programmed in assembler (much more fun than the 6502 on atari2600). but don't look into the code - i will never get into the assembler heaven with this. the game was tested with ParaJVE (Emulator) and on one my real vectrex. the vectrex is quite a cool hardware with cool libraries. quite a cool game engine (we had to say in our days .-). i will never understand why atari didn't brought this out itself - they were the masters of vectors. after the vectrex shootemup (on this i work at the moment) i would like to finish my intellivision game. is there someone who would sell me a multicard, so that i can test the software on real hardware? thanks for any help or tipp or someone who would sell it to me. have fun t00cg@la1n ;*************************************************************************** ; SQUAREZ 2o15 BY LA1N ; (A RE(DE)MAKE OF THE WELL ; KNOWN FLASH GAME SQUARES) ;*************************************************************************** ; ; @ixistenz ; ; THIS IS A DEMAKE OF THE FLASH GAME SQUARES (2002)! ; I THOUGHT IT IS A SIMPLE GAMEMECHANIC HHH ; CODED IT AFTER AXE (ATARI 2600) AND INTELLIVISION GAME* ; * NOT YET RELEASED ; ; MECHANICS: MAKE AS MUCH POINTS AS POSSIBLE. ; COLLECT FOR POINTS. AVOID SQUAREZ! ; THERE CAN BE AT LEVEL7 UP TO 12 SQUAREZ ON SCREEN! ; DONT BE TOO GREEDY! ; ; YOU WILL FIND OLDER PROJECTS OF LA1N AT HTTP://WWW.LA1N.CH ; OR LOOK FOR OUR GAMEART AT HTTP://WWW.AND-OR.CH ; ; CREDITS GO TO RICHARDH FOR HIS MULTICARDS (THANKS!) ; ;*************************************************************************** SQUAREZ2015.BIN squarez.asm
-
I am trying to run assemly code on altirra 2.5 emulator and it crushes i use assembler edtitor rom for the assembler programs following the stack dump : CPU: Illegal instruction hit: 0056 (8158: 14, 30) A=10 X=00 Y=00 S=FF P=30 ( ) 0055: 02 COLCRS bad i've tried differnt cpu & memory setting and it wont help i use 32 bit won 7 os . 10X
-
Assembly Language Programming for the Atari Computers
MrFish posted a topic in Atari 8-Bit Computers
Bookmarked this puppy. Thanks to ThumpNugget -- who I believe did the original scan. Bon appétit! Assembly Language Programming for the Atari Computers- 33 replies
-
- 4
-
- Byte Magazine
- Assembler
-
(and 4 more)
Tagged with:
-
Hello! BITS presents the fine demostration BITS 0060 sine waves, raster graphics equalizer, big vertical scroll, little bouncing scroll, waving sprites, bars graphic equalizer, sine dots. Download: http://thebitsclub.tripod.com/demo/BITS0060-ST-20140611.ZIP Goodbye, BITS Visit: http://thebitsclub.tripod.com/index.html
-
Is there any reason to own a mini-memory cartridge if you own Editor/Assembler cartridge. I been eyeing a guy on eBay who been selling off about 1/2 dozen mini-mem carts and trying to justify to myself the purchase of one.
- 15 replies
-
- assembler
- mini-memory
-
(and 1 more)
Tagged with:
-
Folks: Hi ho, Apple users. I have a few Apple programming guidebooks which I am putting up on Ebay. Some are already up, some more are going up today/this week. I play around with TI and Commodore, but not Apple, so I don't have a whole lot of use for them, though they are great books. Putting most of them up for around $10. Not really trying to make bank on these, just picking up a little cash for a few toys Santa seemingly forgot to bring. ^_^ I also have a random Tandy 1400HD power supply and a Vtech LCD Talking Baseball game up. Tandy PS is tested and working, but having no Tandy 1400HD, etc etc. Talking Baseball is ubercheese but the voice cracks me up. Auctions: Beginners guide to Apple II assembly language eBay Auction -- Item Number: 201013141026 Nibble Expresses -collected snippets and code for Apple from Nibble Magazine, 150-200 pages each eBay Auction -- Item Number: 201013138578 eBay Auction -- Item Number: 201013136901 eBay Auction -- Item Number: 201013074044 eBay Auction -- Item Number: 201013308513 eBay Auction -- Item Number: 201013307938 More Apple Secrets from nibble eBay Auction -- Item Number: 201013311895 (Edit - More added) Applesoft BASIC Toolbox eBay Auction -- Item Number: 201013314361 Basic Apple BASIC (Integer & Applesoft FP) eBay Auction -- Item Number: 201013312998 I'll be adding a few more books to the above in the near future. Tandy 1400HD power supply eBay Auction -- Item Number: 201006101600 Vtech talking baseball eBay Auction -- Item Number: 201011770776
-
what the heck is the difference between the super cart and the editor assembler and should I care?
- 83 replies
-
Rather than open a thread each time I had a question, I thought I might just open a thread and consolidate all my questions here. Basically I'm developing a game, called Bike Night. It's a horizontal scroller, with a motorcycle going up and down on a track. In that sense its similar to Excitebike. But unlike Excitebike the goal is not to win a race against other bikes but to do tricks. I am learning assembler - I've written games - for the Ti-99, Colecovision, Palm Pilot and iOS devices. Ti-99 was a extended basic game back in the day - Colecovision & Palm Pilot in C, and for iOS I use the titanium framework to write in javascript. The reason I'm giving you my background so you can understand I've always been a high level programmer. I don't understand how the hardware works - and never had to, but now I want to know. I've decided to split my screen into 3 parts. There will be a top level area which is primarily just there to add color to the screen. It'll horizontal scroll, and you'll see flags, colors, bright lights, etc. Then the 2nd part of the screen is the track area. and the 3rd area of the screen at the bottom will display the score and messages like "Wheelie jump" or "Big Air" - it's a bike trick game, so you get the immediate feedback when completing a trick. OK, so today's question, I am getting started on some coding, and I have made a character set for the track area. I've read some old articles about Atari fine scrolling. My understanding (please correct if wrong) is the hardware can do fine scrolling for a character or two. But the way you got it to scroll over several screens is you combined fine scrolling with coarse scrolling. After you fine scrolled say 8 pixels, then you did a coarse scroll by a character (which involved just changing the pointer to where the screen memory began) OK question take a look at this source from the book "Atari Roots" 10 ; 20 ; THE VISITOR 30 ; 35 TXTBUF=$5041 40 OPNSCR=$5003 50 PRNTLN=$5031 70 ; 80 *=$600 90 ; 0100 TEXT .BYTE $54,$41,$4B,$45,$20,$4D,$45,$20 0110 .BYTE $54,$4F,$20,$59,$4F,$55,$52,$20 0120 .BYTE $4C,$45,$41,$44,$45,$52,$21 0130 ; 0140 VIZTOR 0150 ; 0160 LDX #0 0170 LOOP LDA TEXT,X 0180 STA TXTBUF,X 0190 INX 0200 CPX #23 0210 BNE LOOP 0220 JSR OPNSCR 0230 JSR PRNTLN 0240 INFIN JMP INFIN OK, now, you have the assembler pseudo op ".BYTE" And apparently one is looping through and using the data stored there - how to use it, I get. lets say I have all this data for screens and I put it in .BYTE directives in my source. And I loop through and I place the screen data into memory. What I don't get - this may sound like a ludicrous question, but what I don't get is am I doubling the amount of memory being used??? By that I mean - how does an executable itself work. Lets say my executable is called bnight.exe - when I run that, does the entire game load into memory? If so, do I have the entire screen data loaded into memory and when I copy it to the screen area, I've essentially just doubled the amount of memory being used for this data? Would it make more sense, if trying to save bytes, to leave the screen data in a separate file on disk, and then programatically retrieve it and then load it into the appropriate area, rather than using a byte directive and having that data part of code? Am I completely confused? Thanks!
-
Hello all, I am a new to this forum. I would like to program the 2600 as a hobby. I have been reading posts this morning on how to begin. I am hoping that some of you nice folks can save me some time. I have read about DASM, batari Basic and others. Can someone answer a few questions for me and save me a great deal of time. Maybe this will help others also. What editor assembler software is used most these days? What do you recommend? Please leave a link. I have downloaded Barair Basic and and IDE and will install it today. Any useful links? Any other software that you folks use? I downloaded Stella and I have ordered a Harmony cartridge. I know these questions have been asked before but I ask for your patience and help. I hope to start writing some code today if I can get the software I need in place. Thanks to all of you in advance. Ed Cheek
- 23 replies
-
- programming
- assembler
-
(and 1 more)
Tagged with: