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Blogs

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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
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  • Zero One
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  • Animan's Blog Of Unusual Objectionalities
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
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  • Bri's House
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  • The P3 Studio
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  • Chuplayer's Blog
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  • POKEY experiments
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • Adam24's AtariAge Blog!
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  • an atari story
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • HLO projects
  • Retro Junky Garage
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  • Make Atari 2600 games w/o programming!
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  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
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  • Zsuttle's gaming adventures
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  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
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  • The Atari Jaguar Game by Game Podcast
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  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
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  • Coleco Mini
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  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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Found 16 results

  1. Hi there, in todays Zoom-Call we talked a little about TI BASIC games .. I just preserved one from an old tape, dated early 1984. I played "Fort Apocalypse" with friends on their Commodore 64 and tried something similar - without scrolling - in TI BASIC. You have to fly your helicopter with the joystick 1 and rescue all 8 people before destroying the reactor. There a cannons shooting, laser-beams and moving walls to watch out for. Keep an eye on your fuel, you may refuel at the starting point by flying into the "F". You can pause the game using the 1 key. Shortly after finishing this game I got my Extended BASIC, so this was actually my last and I think my best TI BASIC game, not published before. RESCUER I hope you'll enjoy it. @pixelpedant : As promised, perhaps it makes it to your list ..
  2. ** This question is about the crunch buffer in TI Basic, not the crunch buffer in Extended Basic ** ok, so I have been doing some experiments with TI Basic lately. For one of the tests I'm doing I am using the F18a with 30 rows mode. What I would like to do is add some information on the rows 25-30. The thing is that the VDP memory for that area is "blocked" by the TI Basic crunch buffer that starts at VDP >320 So here are my questions: Is it possible to move the TI Basic crunch buffer to another location in VDP memory? I presume it's hardcoded in the TI Basic interpreter in GPL. Was thinking about using a ISR routine in assembly routine that "kicks-in" and changes addresses (GPL registers, addresses) in a transparent way. Considering that TI Basic is so slow I might actually get away with it Any ideas on this one? Is the TI Basic disassembly available somewhere? I'm aware of TI XB disassembly, but not TI Basic itself. Actually I start liking TI Basic much. Yes it's slow, but I'd like to learn a lot more about its internals before addressing TI Extended Basic.
  3. I'd like to jump into the TI Basic interpreter coming from an assembly language program running from cartridge space. It's not that I want to run a specific call or so, just start the TI Basic interpreter like selecting option 1 "TI Basic" on the selection screen. Is there any sample code to show how that works? Guess that I basically need to get the GPL interpreter running TI Basic at >216F (?) Was hoping for a vector address in the console ROM that triggers the TI Basic interpreter, but couldn't find it.
  4. 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
  5. I'm looking for the following seven games from "Compute!'s Creating Arcade Games on the TI-99/4a" by Seth McEvoy: 1) Martian Attack 2) Martian Revenge 3) Riverboat 4) Shark 5) Mushrooms 6) Hobo Party 7) Moneybags Here's the book's cover: A pdf of the book is here: https://archive.org/details/tibook_creating-arcade-games-on-the-ti994a/mode/2up Here's the book's table of contents: I've looked around for these TI BASIC games, but I can't find them. I'd like to try them. I know that they'll be simple, but I'm curious about what this book hopes to teach the reader. Did anyone here use and read this book? Does anyone have some or all of these seven TI BASIC games on tape or disk? Adam
  6. 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...
  7. ********** 29 July 2022 UPDATE: MegaPack V6.0.0 now available for download. 600+ compiled games! ---> Download on Post #776 ---> Official Labels for SSS compilations on Post #279 ********** 3 May 2022 UPDATE: MegaPack V5.0.0 now available for download. ---> Download on Post #671 ********** 13 NOVEMBER 2021 UPDATE: MegaPack V4.0.0 now available for download. ---> Download on Post #544 ********** 22 MAY 2021 UPDATE: MegaPack V3.0.0 now available for download. ---> Download on Post #392 ************************************************************************************************************************************** There are some games that have the gameplay ruined by the slowness of TI BASIC/TI EXTENDED BASIC. Some of them are worth to be compiled to try to see if the gameplay is improved by speed! Of course, it's not enough to just compile them, since you need to adjust the speed for input, etc. The XB256 by Harry Wilhelm is very useful in this case. I attachment ten or so games to try. Hope to see more games from other members of this TI99 forum. ? Have fun! [GAME] Dadalus (2010)(Walid Maalouli)[Compiled by TMOP].zip [GAME] Daddie's Hot Rod (1983)(Lantern Software)[Compiled by TMOP].zip [GAME] DarkMaze (2010)(Adam Haase)[Compiled by TMOP].zip [GAME] Grog Maze (ENG-ITA)(1984)(Tesio Riccardo)[Compiled by TMOP].zip [GAME] Manic Miner II (19xx)(Wegasoft)[Compiled by TMOP].zip [GAME] Nerm of Bemer (1984)(Compute)[Compiled by TMOP].zip [GAME] Nibbler (1985)(by MMG - TI99 NewSoft)(Compiled by TMOP).zip [GAME] Nibbler II (1984)(by MMG - TI99 NewSoft)(Compiled by TMOP).zip [GAME] Turtle Hop (1985)(HC)[Compiled by TMOP].zip
  8. As an experiment, I decided to whip up a port of the "Graphics Match" game from the TI-99/4A User's Reference Guide in JavaScript, using the p5.js JavaScript library. Here's what I came up with: https://zacharyfruhling.github.io/GraphicsMatch/ Enjoy! Zachary Fruhling
  9. TIPIAC... Truly Important Personal Information Alarm Clock. It's alive! *TI Basic version works on bare console(TIPI req.) *Handles 48 reminders *Tone and or spoken alerts(Speech req. TEII, SSSS) *Use wildcards to create recurring events *Existing program integration potential coming soon(developers welcome(gratis))........hopefully... Save/Restore/Autolaod CALENDAR list(s) from TIPI. TI Basic instructions, OLD DSK1.AC RUN Hold S to set ALARM time(s). Just above the INPUT LINE, the CURRENT TIME and exact ENTRY FORMAT are displayed, all three aligned for ease of entry. 1. Enter ALARM time. Use * as "don't care" wildcards to allow alarm to repeat at intervals if desired. 2. Enter 0,1,2 or 3 to select silence, a tone alert, speech read or both tone alert and speech read respectively. 3. Enter an associated ALERT message. 4. Enter another ALARM time or type DONE to return to CLOCK mode(normal mode). After an ALERT occurs it's associated ALARM time is automatically removed from the ALARM time(s) list unless it uses wildcard(s). From CLOCK mode Hold R to view the ALARM list and make manual deletions(one per screen). Please note: DAY and MONTH matching are case sensitive! Entering a lower case "done" results in being returned to the input prompt. This was done to remind "that both upper and lower case must be used for day and month". If an error is entered into the ALARM list, that entry will be ignored. Use R from CLOCK mode to delete if desired. Use upper case "DONE". ALARM and alert MODE entries are unchecked for errors, so dial carefully! Wild cards, which apply to entire fields, need only appear in the first character position of a field, and are ignored in all other positions. The input system "hunts" for the first empty slot on the ALARM list TIPIAC does not do Seconds. Improveyment ideas wanted... P.S. Have a nice day and DON'T FORGET.
  10. http://atariage.com/forums/blog/528/entry-15370-some-of-my-ti-99-from-ti-99-iug/ on my Atariage blog I posted some games I did for the TI-IUG in the 80s. all downloadable. have fun. HLO
  11. Does anyone have the Classic99 disk images for the "Teach Yourself Basic" TI-99/4A disks? If memory serves there were two different disks with a total of 10 different parts to the "Teach Yourself Basic" series of programs. Thanks!
  12. Alternate titles I've considered for this topic are: Undeveloped TI BASIC feature? Tokens in TI BASIC? Sprites in TI BASIC. Fault prediction results Failure analysis experiments Keyword entry feature Anyway, going way back, it seems like I became intrigued with finding oversights in games, software, hardware and systems. Such as the trick in Donkey Kong where you can trap the fires by jumping over a peg as the fire passes under you. The Pac-Man trick where you eat a blue monster as it emerges form the center box, causing it to go off the map, than eating it again traping its "spirit" in a loop. The "hiding" places where the monsters can't find you, ever. Many phone hacks, etc. My first TI 99/4a was a floor model, bought for me on X-mas eve, it was the last one, as I was told. Price $1000. The store made them sign a no-refund disclaimer, saying that it was a prototype. Though it did seem to run all software, in some ways it differed slightly. I clearly recall the title screen copyright 1979. String variables Such as: A$="full four lines of text", if concatenated as such: B$=A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$&A$" typing PRINT B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$&B$ from immediate mode(not in a program), would print out proceedurally until fully complete, possibly locking the user out for hours or even days if a third string is assigned. I could not duplicate this behavior on any other TI. O.K. now that the preamble is over! By trying many unlikely things, I discovered that typing control or undefined function keys in a REM statement from TI BASIC causes RESERVED WORDS to print out if the program line is LISTED. Some of the function keys cause strange character sequences to print, with long delays in between(FCTN V,?). Some reserved words, such as RANDOMIZE (CTRL U) are long enough that attempting to edit a full four line entry of them, results in a single program line, that is longer than the screen table, apparently causing an overwrite of VDP tables and perhaps causing BASIC to alter VDP registers as well. While entering chars on such a long line, sprites appear at times, also the screen can loose horizontal sync, probably from external video being activated (this will cause newer monitors to cut out). If Function 1 (del) is the first key edit, the entire screen scrolls left! using FUNCTION 2 (ins) and entering full lenth edits can cause basic to become crazy, returning messages such as *BAD NAME IN LINE NUMER 44736(RUN), trying to RESEQUENCE such a program causes a strange pattern lockup. Using Function 4 (CLEAR) to leave edit mode can yeild different results than ENTER. Could this be something intended to work like the keystrokes on a timex1000 or maybe something interacting from modem control codes?
  13. Because this topic has surfaced in several threads on this forum, I decided to give it its own thread and explain in great detail how TI Basic’s RND function and the GPL RAND function it calls 7 – 69 times work. GPL RAND function— RAND takes a one-byte argument (lim) that represents the limit of the pseudorandom number (PRN) that is to be returned to the caller in >8378. RAND first generates a 16-bit PRN from the seed value (16 bits) in >83C0 as follows: PRN = SEED * 28645 + 31417 RAND then stores the PRN thus generated back into >83C0 as the new seed. RAND next adds 1 to the limit value it was passed to use as the modulus to operate on the PRN just generated after its bytes are swapped (now PRN'). The number returned in >8378 = PRN' modulo (lim+1). Here is the code for GPL RAND (coded in TMS9900 Assembler in Console ROM 0: *-------- GENERATE A PSEUDORANDOM NUMBER ---------- * WKSC EQU >83C0 ISR workspace (R0 = PRN SEED) WKSE EQU >83E0 GPL workspace R5LSB EQU WKSE+R5+R5+1 low byte of R5 of GPL WS RANDOM EQU >8378 return location for RAND's PRN return byte RAND LI R4,>6FE5 28645 to R4 MPY @WKSC,R4 SEED * 28645 AI R5,>7AB9 PRN = SEED * 28645 + 31417 MOV R5,@WKSC PRN is stored as new SEED in >83C0 MOVB *R13,R6 load limit number (byte) from caller to R6 SRL R6,8 shift to LSB INC R6 make modulus (lim+1) CLR R4 clear upper half of dividend SWPB R5 swap bytes of PRN to get PRN' DIV R6,R4 perform division by modulus (lim+1) MOVB @R5LSB,@RANDOM store LSB of remainder in >8378 B @NEXT return to caller for next GPL instruction TI Basic RND function— RND takes no arguments and generates a pseudorandom number (PRN) as an 8-byte, radix-100, floating point number (0 <= PRN < 1) and stores it at FAC (>834A). RND calls GPL RAND at least 7 times, once for each radix-100 digit in the significand (7 significant radix-100 digits in mantissa) and as much as 69 times, which is extremely unlikely. RND calls RAND with a limit of 99, which is the highest value possible for a radix-100 digit. The first PRN digit of the significand is in a loop that insures it will not be 0 unless 63 zeros in a row are returned (extremely unlikely), in which case a floating point 0 is returned as the resulting PRN. For each time through the first-digit loop that returns 0, the excess-64 exponent that started at >3F (-1 actual exponent) is decremented by 1 and another PRN is generated. This continues until either a non-zero digit is returned or the excess-64 exponent gets to 0 (-64 actual), in which case RND exits with a floating point 0 in FAC. If a non-zero digit is returned, that becomes the first radix-100 digit of the significand. RND then continues to get the remaining 6 radix-100 digits of the floating point number before returning to the caller. Here is the code for TI Basic RND (coded in GPL in Console GROM 2) [Note that, where there are 2 operands, the order is destination,source.]: RND ST @>834A,>3F radix-100 exponent = -1 to FAC ST @>8310,>4B loop counter for significand starting at FAC+1 RND1 RAND >63 get random radix-100 digit to >8378 CZ @>8378 0? BR GROM@RND3 no, keep current exponent and go on DEC @>834A decrement exponent in FAC CZ @>834A 0? BS GROM@RND4 exit with 0 as random number BR GROM@RND1 back to exponent manipulation RND2 RAND >63 get random radix-100 digit to >8378 RND3 ST *>8310,@>8378 all 7 radix-100 digits (FAC+1 to FAC+7) CEQ @>8310,>51 till >8351 (FAC+ BS GROM@RNDX exit if beyond end of number INC @>8310 increase loop counter BR GROM@RND2 back to get next random digit RND4 CLR @>834B set 0 RNDX CONT return to TI Basic ...lee
  14. Hi! I'm working on a game in TI Basic that requires some of the stuff on the screen to scroll down without leaving behind a trail. Problem is, I don't know how to do that. I know it's possible because I've seen some other TI-basic game do it!
  15. I'd say about 3 minutes or so. Interesting, interesting patterns here and there, wondering, almost intriguing ...
  16. Here's a little TI Basic demo. It sets up a few colors and squares, and then plots them randomly to the screen. Originally designed to be the background for a move-up-and-down block game menu. The game itself was supposed to feature a little boy in a platform environment. 100 CALL CLEAR 110 CALL SCREEN(5) 120 A$="007E7E7E7E7E7E" 130 FOR A=0 TO 3 140 CALL CHAR(A*8+40,A$) 150 NEXT A 160 CALL COLOR(2,8,1) 170 CALL COLOR(3,6,1) 180 CALL COLOR(4,10,1) 190 CALL COLOR(5,15,1) 200 X=INT(RND*24)+1 210 Y=INT(RND*32)+1 220 C=INT(RND*4)*8+40 230 CALL HCHAR(X,Y,C) 240 GOTO 200 I took this to demo the speed of my TI Basic emulator called Strawberry (WIP with integers only etc.). matthew180 also took this to show how one could do it in 9900 assembly. It was also compiled using the Wilhelm's TI Basic Compiler. Also done in MLC. See last part of post #3.
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