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Found 24 results

  1. Please use this post only for final entry submissions. You may enter as many programs as you want. Please do not post comments here! Rules Games should be programmed in either TI BASIC or any version of Extended Basic currently available. Maximum total length of the program cannot exceed 10 lines, including DATA statements Disk or other storage access is NOT allowed. You must only use the facilities available within TI BASIC or the particular XB cartridge you chose. Entry format: Programs should be submitted as a disk image for ease of access by all. Make sure to state the running environment (TI BASIC, TIXB, RXB etc...). Also include the name or AA handle you wish to use for credit. Submission deadline: July 31st, 2019 midnight GMT Judging: A public poll will be created on this forum with all the eligible entries at the end of the contest, separated into 2 categories: TI BASIC and Extended Basic. The winning entry in each category will be the one with the highest number of votes. Prizes: 1x NIB Atari Flashback Blast! Volume 1 and 1x NIB Activision Flashback Blast! (winners will decide who gets what among themselves). Most of all, have fun!!!
  2. From the album: Uh, retro stuff

    Family computer
  3. Looking for an atari basic program listing to move a player with a joystick, utilizing a VBI/DLI.....something that I can drop into the beginning of a larger basic program, put the player shape data in a data statement, and which will move an object around the screen in a smooth way in the background while the rest of the basic program does its thing. (30 years ago I could have figured this out myself, but after all these years i've totally forgotten such things). Much thanks in advance for any help.
  4. I found this weird class website that has an assignment to make a batari basic game. It's extremely old if you look at the download links the teacher provides, but I found it interesting. http://homes.lmc.gatech.edu/~bogost/courses/fall06/lcc2700/project8.php
  5. Hi, like promised, here the first public release of "Turban". A big THANK YOU goes to "dmsc" - without his work I couldn't produce this small comfort layer. Everything you have to know is in the manual. Happy programming! Turban.zip
  6. Hi! I managed to decode Personal Record Keeping to its original Basic Source Code Program. It was done using Web99. I cheated a little to find the startaddress and the endaddress of the LineTable and the startaddress and endaddress of the Basic Program Lines but it's impressive that the binary can be actually decoded. Also the line length doesn't seem to be there at the beginning of each line when compared to a standard binary for a basic program. But i simply read each line til the next 0x00. Once I get Web99 to find the 4 addresses by itsself, the tool will be able to show you the Basic Code of all Command Modules that have been programmed in Basic Language. I worked with the phm3013g.bin file (unzip the .rpk or use the attached file) where I discovered some "HCHAR" in its hexcode with the right tokens infront and afterwards, so I thought, hey this has to be decodable in some way to Basic. After accomplishing it I figured I made it more complicated then necessary since I worked with a GROM dump that had random data in the last 2K of each 8K GROM. Further the 8K blocks on the phm3013g.bin file have a different sort order than the PC99 dumps. I should have started with the PC99 files from the start, as they give you a much cleaner picture. phm3013.grm = phm3013g.bin 0x6000 - 0x77ff = LineNumber Table phm30131.grm= phm3013g.bin 0x4000 - 0x57ff = BASIC Program Lines phm30132.grm= phm3013g.bin 0x2000 - 0x37ff = BASIC Program Lines phm30133.grm= phm3013g.bin 0x0000 - 0x17ff = some other data, probaby the GPL subprograms that RPK provides to TI Basic. It could be that it's incomplete or I got something wrong. Also interesting is the use of special chars for some variables or even Subprogram Names. I had to manually replace a "LineBreak" character as Subprogram name to fix the formatting of the Source Code. Maybe the preferred to have single line characters for variables/subprograms and to save memory and they run out of standard chars. Each TI Basic program files defines the beginning of the Line Number Table in Bytes 2/3 of its binary. The End of the Table in Bytes 4/5. Both Addresses actually point you to a VDP memory. Since we are running the program from cartridge ROM, not VDP, these pointers must be different here. I still need to find those two pointers in such a Grom dump. Any help would be appreciated. In the end I would love to be able to visualize any Basic Source Code, a cartridge contains, and even decode the GPL to GPL Source. Would love to tweak around with Car Wars for example. phm3013g.bin personal_record_keeping_pc99dump.zip personalrecordkeeping-decoded2basic.txt
  7. Hi. A new creative programming challenge has launched that should be within the reach of most here. Only 10 lines of TI BASIC or Extended Basic (any flavor)! Details here: http://atariage.com/forums/topic/291836-official-10-liner-program-competition-thread/ Looking forward to what we can come up with!
  8. I've been keeping my eyes open for an Atari Basic Version B cartridge for while now - the problem is that I've assumed the packaging to be indistinguishable from version A, which makes it really difficult to ID. I'd seen this image, (or one like it) before and assumed that the first cartridge was an early non-production prototype. Recently I started wondering if this is actually version B. Initially Atari labeled it's programming cartridges as "Computing Language" (Basic, Assembler Editor) then switched to "Programming Language" for Pilot and then interestingly labeled Logo with "Computer Program". Logo came out just before the labels started switching to the XL style, and approximately the time that Basic B would have been available. Could it be that Atari Basic B uses this label variation and is therefore easy to spot? http://www.digitpress.com/eastereggs/a48ataribasic.htm
  9. This cartridge for the TI99/4A contains 120k of Grom and 512k of Rom memory. It’s a combination cartridge with utilities, games, and of course Extended Basic v2.7 most functionality requires 32k memory expansion and a disk controller and drives (or nano/cf7) is recommended. Press spacebar at title screen for the games menu. To learn more: https://www.arcadeshopper.com/wp/?page_id=11#!/Extended-Basic-2-7-Suite/p/44354005/category=15846004. Had this cartridge a few months, like new. $40 plus $7.20 priority flat rate shipping to anywhere in US only. PM me if interested. Accept PayPal
  10. Can someone point me to a good site that has some Basic source code listings. I am less interested in Tutorials and more in actual little programs that you used to be able to find in many 8-bit magazines in the 80-90s. You know the type out your own adventure game, or implement your own chess etc.
  11. You may not recall them- they only released two XB programs, FFF TI-Asteroids and Shuttle Command. They were a "team" of three, and one of them has just been in touch. I have permission to pass this on here - it describes a third program that wasn't released. Rick Rothstein was the programmer for a company called FFF Software which wrote a couple of games for the TI-99/4 series of computers. Rick writes: I am 70 years old now and have been retired for several years. I was a Civil Engineer (road design) back in my working days. FFF Software was working on a third program when TI made its announcement. We had the screens designed, the storyline fleshed out and the game action scripted and I had begun the preliminary programming. We thought it would have been good game once completed. It was going to be called Dino Kong and it was to be sort of a Donkey Kong derivative. The story took place in prehistoric times and the storyline was that you (the player) were the person designated to push a huge teetering rock into the volcano when it erupted. In the first screen, was a cross-section of a wide river with trees having huge branches with vines hanging straight down... oh, and the river was invested with aquatic dinosaurs (alligator looking things if I remember correctly)... you had to jump on the vines and cross the river by grabbing adjacent vines one-at-a-time. Sounds easy, right? I forgot to mention the flocks of pterodactyls flying back and forth across the river requiring you to shinny up and down to avoid being hit by them while you attempted to move vine-to-vine. After successfully completing that screen, the second screen required you to climb ladders placed in staggered pattern across a large rock face with several horizontal landings located at the edge of a cliff while dodging fireballs that were raining down after being ejected from the nearby volcano. The third and last screen was located at the volcano itself where you had to run up a spiral path cut into the side of the mountain while jumping the fiery lava balls that were oozing out of the volcano. There were diagonal wooden foot bridges that you had to jump on to move diagonally back and forth across the paths with the fiery lava balls on them. Once you got to the top you would "bang" into the huge teetering rock which would fall into the volcano's opening thus plugging it and stopping the eruption. We were also discussing, but hadn't finalized, adding some bonus screens under certain circumstances memory permitting. In the three years we sold Shuttle Command and TI-Asteroids (it was a side line business for the three of us in the company) , after taxes, those sales paid for our equipment and then some. It was a fun time back then as everything was fresh and new and somewhat groundbreaking at the time. Oh well, we cannot live in the past. Rick" <end quote> Disk with Shuttle Command: stainless8.dsk Screen image of Shuttle Command:
  12. Posting from my phone on vacation, so I will add more details and attach examples later... However, this is really bugging me and I wanted to get your thoughts... While going through all my old disks I decided i'd like to finish some uncompleted games that I had started back when I was a kid in the early 80's. but I ran into a problem with several of the files. These are all in standard atari basic by the way. When I try to load the problematic files it results in: READY READY (two "ready" messages) and then when I say LIST there is no code to view, and RUN does nothing, like there is nothing in memory. The files show up in DOS directory and seem normal size, etc. I have found I can load them into memopad as an imported basic tokenized file, but not sure what good that really does for me...at least it seems to indicate that the data is there and can be read. I am thinking something in the basic tokenized file got corrupted. I remember "back in the day" running into this READY READY thing with nothing to LIST even on some commercial software ( like Avalon Hill games or something like that which were in basic) and I assumed they were doing something intentionally to protect the code. Anyway, I'd appreciate any help or advice. It would be cool to finish some of these games I started on so long ago but I am stuck for now. I will attach some example files later after I get back to a PC. Thanks!! Eric
  13. Hi folks, here's a small update to the Atari++ emulator in the form of a new operating system and (two) new basic interpreters. A new compiled version of the emulator itself with the new versions build in will follow: basic++.zip I'm providing it here so you can play with it until I find the time to rebild the emulator itself. The operating system fixes one rather nasty bug in the editor handler that would have overwritten some memory when disabling the cursor (ough). That's the Os++ ROM dump in the ZIP file above. It's a 16K ROM for the XL machine. Basic++ is present in two versions, each of which assembled in three variants. The variant without a file extension is a ROM dump, to be used for the emulator. Then there are two self-loading binaries per version. The versions without "a0" in the file name load into the lower memory region and keep the traditional cart space starting at $a000 free. This minimizes the RAM footprint, but causes some compatibility issues with Basic files that expect the ROM at $a000. This is what the "_a0" versions are for. They require about 1K additional memory, but run in the traditional cartridge area. Clearly, the ROM-dump is also for this area, but does not require additional RAM. So what's new? In release 1.07, I streamlined the interpreter a little bit further, especially "READ" got a little bit faster and shorter, providing a small advantage over the previous revision. Release 1.08 is quite experimental, and I'm not sure whether I will keep the changes - so I let you try. The advantage is that it eliminiates one of the "hot spots" of Atari basic, namely the line number lookup. This was a linear search through a list, with a minor optimization to start from the current line if the target line number is larger than the current line. In 1.08, I'm trying the same trick as in Turbo Basic where I keep a "hash list" of lines of 128 entries, one entry per 256 possible line numbers. This makes GOTO and GOSUB quite noticably faster. Whether this is a substantial improvement depends on the program. Programs with many GOSUBs or GOTOs like the ABC basic compiler profit a lot. Linear programs or programs with FOR-NEXT loops do not profit (FOR-NEXT is already optimized). Unfortunately, the hash list requires 256 bytes additional RAM, and more ROM space, so the title had to go. Hence, please try and let me know how it goes. Greetings, Thomas
  14. I've been messing around with magazine type-in games again these last few weeks, at the minute I'm on Compute!. I came across Meteor Storm and couldn't get it working under XE OS. Tried all sorts but it wasn't happening. MC was the only way, but my MC-fu is weak. Several hours later and I've found a memory move routine that works backwards (necessary in this case). Several more hours later and I've got it working after figuring out how to do addition in MC (very painful). A couple more hours and I've integrated it into the game and it is working fine, to my eternal joy. Fix notes: This game refuses to work on XL/XE systems as originally printed. The reverse scroll of the meteors is achieved by fooling the OS into thinking it is in mode 0 when it is actually in mode 1, and then printing an insert line character at the top of the screen. While this works on the 400/800 OS, under the XL/XE it does something evil to the display RAM, corrupting it and making the game unplayable. To fix this, I have added a small MC routine to replace the print of the insert line character. The MC routine detects the address of the start of screen RAM, and copies lines 23-3 to the next line down in reverse order. A normal memory move wouldn't have worked as the source and destination overlap. And here they are; bootable ATR (Basic required), and the BAS and LST (as a TXT) files for your pleasure. Enjoy! PS, Atarimania are more than welcome to add this to their database as a fixed version. Meteor Storm (XL fixed).atr METEORXL.BAS METEORXL.TXT
  15. Ok so I dont know if Im in the minority, but whenever I tried to learn batari basic I find them a tad confusing, like whenever i attempt to make something I just dont understand enough to make anything... But you know what I did understand, Atari Basic A Self Teaching Guide: https://www.atariarchives.org/basic/ One of the things that Random Terrain recommended that I look at before I tried Batari Basic. While I didn't understand BATARI Basic I feel like I under stand ATARI Basic very well. It felt kind a fun with the examples and with the practice in the book it helped really pound in the language and how to actually use it. Am I only one who thinks that Batari Basic could use this self teaching guide treatment as well?
  16. Hi All, I finally cleaned up the sources of my TurboBasic XL parsing and transformation program. Also, the program now has many new capabilities: - It can read free-form basic programs, without line numbers, or standard ATASCII listings, including abbreviations. - It can write long, ASCII listing output (suitable for editing on a PC), compressed listings keeping each line < 120 bytes or tokenized binary basic files, loadable in TurboBasic XL. The source is available on GitHub, you can clone from https://github.com/dmsc/tbxl-parser I am attaching current version, compiled for linux 64bit, linux 32bit and windows, please, test it with any BASIC or TurboBasic XL program you can so I can fix any remaining bug in the parser or output routines. basicParser-20150517.linux32.zip basicParser-20150517.linux64.zip basicParser-20150517.win32.zip
  17. Hi All!, I updated again my Basic parsing tool, this is a major release, with two big features added: Support for parser directives, adding options, "defines" and binary file inclusion. Added an optimizer, currently performs constant folding and replacing of small values with %*. A full list of changes from version 5 is: Make parsing error messages more specific, indicating if a numeric or string expression is expected. Adds parsing of "$options" directive. Adds an "extended" mode to the parser that is stricter with the spacing before tokens, this allows using variable names that are problematic in the original TurboBasic XL. Fixes variable names starting with "REM". Adds a tree-based optimizer, that transforms the tokenized program to an expression tree and back again. All optimizations operate in the tree representation. Adds a constant-folding optimization pass. Adds an optimization pass that converts numbers from 0 to 3 to %0 to %3. Adds support for "definitions" to the parser, those are similar to C defines. Adds a directive to include binary files to a string define. Makes default output mode the binary tokenized format. The new release can be downloaded over github: https://github.com/dmsc/tbxl-parser/releases/tag/v6 A sample program using P/M graphics: ' Enable all optimizations: $options +optimize ' Include graphics from a binary file $incbin dataPM$, "pm.bin" ' Some defines $define RAMTOP = $6A $define SDMCTL = 559 $define PCOLR0 = 704 $define HPOSP0 = $D000 $define GRACTL = $D01D $define PMBASE = $D407 ' Enable P/M MemTop = peek(@RAMTOP) - 4 poke @RAMTOP, MemTop graphics 0 P0Mem = 256 * MemTop + 512 ' Clear P0 memory poke P0Mem, 0 move P0Mem, P0Mem+1, 127 poke @PCOLR0, $1F : ' Set P0 color poke @SDMCTL, peek(@SDMCTL) ! 8 : ' Enable Player DMA poke @PMBASE, MemTop : ' Set PMBASE poke @GRACTL, 2 : ' Turns on Player read from ANTIC oldYpos = P0Mem + 1 Ypos = 50 Xpos = 100 dx = 1 dy = 1 ' Loop movement of the player do pause 0 exec MovePM Xpos = Xpos + dx Ypos = Ypos + dy if Xpos < 48 dx = 1 endif if Xpos > 200 dx = -1 endif if Ypos < 16 dy = 1 endif if Ypos > 100 dy = -1 endif loop end ' Move P/M proc MovePM ' Set X position poke @HPOSP0, Xpos ' Clear old data move oldYpos - 1, oldYpos, len( @dataPM$ ) + 1 ' Set new data move adr( @dataPM$ ), P0Mem + Ypos, len( @dataPM$ ) oldYpos = P0Mem + Ypos endproc This produces the following basic output (as a tokenized .BAS): 0 A=PEEK(106)-4:POKE 106,A:GRAPHICS %0:B=256*A+512:POKE B,%0:MOVE B,B+%1,127:POKE 704,$1F:POKE 559,PEEK(559)!8:POKE 54279,A:POKE 53277,%2:C=B+%1:D=50:E=100:F=%1:G=%1:DO :PAUSE %0:EXEC A:E=E+F:D=D+G:IF E<48:F=%1:ENDIF 1 IF E>200:F=-1:ENDIF :IF D<16:G=%1:ENDIF :IF D>100:G=-1:ENDIF :LOOP :END 2 PROC A:POKE 53248,E:MOVE C-%1,C,9:MOVE ADR("8DTD8"),B+D,8:C=B+D:ENDPROC
  18. I was brooding over the seeming decline in programming activity on this forum today as I was modifying my recently acquired Heathkit ET-3400 Microprocessor Trainer to work with the Heathkit ETA-3400 IO Memory accessory so I could hook it up to a terminal and use it to program in Tom Pittman's Tiny Basic, and it occurred to me that Tiny Basic would be the perfect starter for even the most inexperienced of programmers. Tiny Basic was designed to run on the simplest computers in the early 70's, which typically had less than 2K of RAM. The ET-3400 with the IO expansion has for example a total of just 1.5K of RAM. By necessity, that Basic variant had only an extremely limited set of commands as listed below: Integer variables only. Variables are named A-Z. LET - Assign a value to a variable GOTO - jump to a line number INPUT - requests keyboard input for a specific variable GOSUB - jump to a line number containing a subroutine RETURN - occurs at the end of a subroutine and returns the program to the statement after a GOSUB PRINT - print a quoted string or a variable content IF/THEN - if an algebraic expression is true, then execute the statement after the THEN keyword REM - adds a non-executable remark to your program for clarity CLEAR - clear the screen END - ends the program RND - Generate a random integer number Since Tiny Basic is a subset of general Basic, it is fully supported by TI BASIC, with CLEAR being substituted by CALL CLEAR. So how about we launch a Tiny Basic programming contest where entries will consist of a game using only the Tiny Basic keywords, and limited to 40 lines in order to mimic the limitations of early computers? You might think that these are pretty restrictive rules, and you'd be absolutely right, but you'd also be surprised as to what could be achieved with imagination and creativity here. It would be kind of going back to a time of simplicity where the need to be creative superseded any technical limitations of the period. Any interest?
  19. Just a little something I've been faffing with for the past couple of months. 90k disk images for anyone that wants to load them up on an 810, or a giant disk image with everything on for emulators/SIO2XX devices. Docs included for all programs, press Ctrl + letter to get them up on screen at the selection menu. Enjoy! The Best of Softside Atari Edition.zip
  20. I was trying to get some infos about other Basic Releases for the 9900, and by accident found out that there are updated versions of our beloved TI Basic. This is the documentation for 4.1 of TI Basic: http://bitsavers.informatik.uni-stuttgart.de/pdf/ti/990/basic/2308769-9701A_BASIC_refMan_Dec83.pdf Syntax, coding, editing, even save/run/old and their use of devices is looking almost exactly like TI Basic/ XB. There are nice enhancements, the subroutines of most CALL statements are not included. The Software was released for the TI-990 minicomputers back in 1983, those machines are running on a variant of the TMS 9900 cpu. So far I found the binaries of TI Basic 3.1 Installation Disk: ftp://www.cozx.com/pub/ti990/disks/basic_3.1.0_ins.dsk http://www.cozx.com/~dpitts/ti990.html Couldn't run the linux utility to extract the single files from the DS10 disk image. Don't know if this Basic is double interpreting (Basic Interpreter/GPL interpreter) like our TI Basic, or if this is a GPL free TI Basic version that has the same look and feel of our Basic. The question is, can this be of any use for our 99/4a or even a replacement?
  21. Here is something I have worked on the weeking. It's some testfiles for un-crunching BASIC programs. The txt files are the LIST output of those programs, so they are matching exactly the way the BASIC INTERPRETER does the uncrunching of each basic line of the program. (Classic99 was used with LIST "CLIP" to generate those txt files) If you compare that to the available tools (TI99DIR, imagetool,...) you will see that all have some issues in recreating that same syntax. Example: Output from TI99dir of Line 4 of XBCMD1 4 ACCEPTVALIDATE("YN"):R$ Output from TiImageTool of Line 4 of XBCMD1 4 ACCEPT VALIDATE ("YN"):R$ while if you LIST the program in the TI99 you will see: 4 ACCEPT VALIDATE("YN"):R$ XBCMD1 contains examples for XB commands from A-P XBCDM2 contains examples for XB commands from P-Z XBCMD3 contains quote examples XBCMD4 contains all characters within strings from 0 to 255. Here the txt File fails for line 100 because it interprets some control character. The examples for XB commands are mostly taken from the XB Manual and are only extended by me if insufficient. I will create some more testfiles and add them as Unit Tests to Web99, so in case i touch the code, I immediately see if I broke some behavior. Feel free to do the same for your projects or use the files to manually test your tool during development. Btw: The programs can be loaded, but running them makes no sense, their purpose is to find out if your Tool decodes a TiFile into the Basic Source Code the same way the Basic Interpreter does. Please provide feedback if you want to use it, so I can provide you with updates. unittest.dsk XBCMD1.txt XBCMD2.txt XBCMD3.txt XBCMD4.txt
  22. Here's a fairly simple Cassette Tape player program I did in BASIC on my 600XL. I wouldn't say it's very practical, as typing in POKE 54018,52 in the BASIC prompt is much quicker, in fact, I programmed this as more of a programming exercise rather than something useful. I did sort of try to make it more than a simple POKE command by adding in a "visualizer", if you can call it that. I've included the .wav file in this post if you want to try it for yourself. Tape Player.wav
  23. Ok, i have been working on this for a month or so in the evenings / night after work and i think its coming along nicely now in the current version i have tried to include most of the features of the original atari 2600 game: 8 levels 8 speeds 8 different point amounts for collecting the bombs in the bucket this version does not follow the same bomb dropping as the atari 2600, i decided to spice it up a little and use some degree of randomness (based on the x position of the bomber and the x position of the player for the seed some features are not included as yet, the item that most concerns me is the extra life every 1000 points, i may be over thinking this quite substantially but to me right now this seems to be very complicated. you cant check dead on 1000 / 2000 etc because if your at 995 then earn 10 points you are at 1005 and the check will not catch it. using greater than would cause a new life to be added every program loop if the score higher than 1000 which is not wanted i tried to use: if (score / new_life_points) = cint(score / new_life_points), this caused its own issues, mainly because the jaguar as i understand it does not take kindly to decimal numbers and in my tests 995/1000 although should equal 0.995, the jaguar decides it equals 0. Nice!!! this option is however thinking about it no good because it still only basically gives you if score = 1000. so for the moment im at a loss on that one, if anyone has any ideas let me know moving on, there are only two sound samples integrated currently, the explosion sound and a splash sound all sprites are 16 colours i hope to work on this beautifying it somewhat in the future, as i am quite enjoying actually making something useful for the jaguar things to do: new life every 1000 change bombers face to smile at 10000 add rotary support, which I don't think can be tested in VJ add title / options / game over screens achievements - i am undecided on this one yet add a selection of bombs to use add a selection of buckets to use probably a load of things I haven't listed thanks goes to: CJ / GGN / SH3 for continued abuse comments and help and putting up with my stupid questions at times which has lead to the creation of this spaghetti bowl of bad code if anyone has any useful criticism, please post it here, i shall be keeping an eye on the thread to see what people think of this Kaboom.abs
  24. hi! i don't know if anyone talked here about coding Lynx games on Basic instead of C or Assembly Since around a year and half i were using Boriel's zxbasic-compiler, it's coded in Python, and awesome for coding games fastly and simply, not only for zx-spectrum, and as well all other z80-based 8bit hardware, and interesting if someone can extend it to other machines using other processor architectures - http://www.boriel.com/software/the-zx-basic-compiler/?lang=en (forum and wiki pages are around there). And there is also http://bcx-basic.sourceforge.net , that i think can be helpful on people coding Lynx games in C without having to learn C (my case, i struggle a lot on it). What i don't know is if is there any more choices available for coding Lynx games in Basic language, and attempts using them (or even any of both above) - if there are, please let us know! thanks!
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