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Found 1 result

  1. So I'm trying to create a realistic statistics based baseball game and, due to the TI's limitations and my not wanting to learn assembly, I am trying to figure a way to utilize SAMS memory to store, for example, tables of data that I can look up and retrieve into variables, mostly strings. I'd also like to be able to use the extra memory to store in-game statistics like at-bats, RBIs, strikeouts, walks, etc. for each player in the game, as well as team statistics. I'm thinking I'm likely setting my sights too high for this machine, but would love to know if and how this might be possible, especially with 1 MB of memory just sitting there waiting to be used. For example, I'd like to have many detailed plays such as "fly out to center," "6-4-3 double play," "out at first, other runners safe," and plenty others which I can look up in some sort of matrix in memory. I'm finding I'm really having to leave out more than I'd like to include using what's available on a 32K system. Having a way and understanding how to access SAMS memory, maybe even if used as a RAM disk, would be cool. Otherwise, I'll make do with what is possible to utilize, and try my best with what there is to work with. I guess I'm just not understanding what use the extra memory is if it's not possible to utilize it easily. I've seen Rich's In the Dark but I don't think that's anywhere near what I'm trying to do. That game appears to be using the memory to store map sections and then move the data into program (or is it VDP?) memory. Also, I see subprograms in RXB that start with AMS, but I can't seem to make sense of them, likely because I'm clueless when it comes to TI machine language. If someone can point me to a tutorial or even just documentation on ways of using the SAMS memory in programs, especially along the lines of what I'm attempting to use it for (store and retrieve data) it would be appreciated.
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