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Found 6 results

  1. Early this year, I learned that MAME, which has recently been combined with MESS into one single emulator, also emulates some handhelds now... among those are some I have or had myself, Coleco's Donkey Kong tabletop game, MB's Bigtrak and Nintendo's Mickey & Donald (Game & Watch). I decided to take a deeper look at Mickey & Donald (after nearly competing the Bigtrak code, but that's off topic here) because I was always curious how such games have been programmed... I started on it in February 2016, about 33 years after I got the actual game. Obviously, this is a low-power device powered by two button cells and having an LCD screen. It's using a Sharp SM510 mictrocontroller with a fixed ROM. There is a nice write-up on that CPU here: http://watchdev.blogspot.co.at/2013/06/sharp-sm510-innards.html This chip has got a built-in LCD driver, and the display is memory-mapped, that is, all memory locations from $60 on are visible (at least if they've got segments connected to it). Since the disassembler in MAME didn't work quite correctly (don't know if it has been fixed by now), I wrote my own disassembler for the code in VB.net, which is actually not so hard considering the CPU doesn't have that many commands. There are some quirks like 1-byte subroutine calls which are routed through an address table in the first page, though this still only enables certain jump destinations because those addresses still only have 8 bits, but the address range of the CPU is 12 bits. Well, as I said I was curious how such a game is programmed. Actually it's quite different to what you're used to on video based systems. Normally you would have sprites, which are objects with an X and an Y coordinate, and they move and interact in some fashion. Well, for the most part, it doesn't work this way here. How it actually works is closer to a shift register, actually several of them. As you may know, a shift register is a stack of bits which get shifted left or right in sync to each other. In this game, there are several lines of bits which work like a shift register. But they're not hardwired, all of this is done in software. There is a subroutine for each possible bit which swaps that bit in a memory location with the carry flag. The actual bits in a line often don't have a real logical position in memory, rather they were seemingly positioned so the lines in the LCD screen are best used. For instance, for an object that has 3 possible positions, one position might be displayed when bit 2 of memory location $62 is on, the second one is on bit 1 of memory location $6D and the third one on bit 2 of memory location $6B. The line is now shifted by starting at the first position, fetching its status to the carry flag. Then you set the memory location for the next bit (by one instruction) and call the respective subroutine to swap the bit you want to access. Now you've got that bit in the carry bit and go on to the next location... and so on until the line is through. For instance, Mickey on the left has three possible positions, on bottom, in the middle or on top. If the player presses the "up" button, the Mickey line gets shifted upwards, on pressing "down" it gets shifted downwards, only that the last bit in the line gets re-set if it's found to be on after the shifting. The game code generally doesn't "know" the coordinates of any object visible on screen, it's all done by checking if a certain bit in memory is set. And there are more shift "lines"... two for the hose (one for small and one for big blobs), six for drops and fires and one for Donald on top. The fire shifting routine checks for each position if the corresponding drop bit is set, if so, both are cleared, a point is scored and the routine terminates. The routine shifting down the drops does the same. As for game variables, there are only a few controlling if there's one of the possible leaks, which game or demo mode is on, if the alarm is set, and as far as I can tell two counters for keeping the correct speed. But maybe there are some more which I missed because I didn't examine the complete code. Since the objects don't have coordinates in memory, all checks that depend on a certain location to be set or clear, such as collision detections, check the actual bit in memory... for instance, the routine that creates new drops checks all three possible locations of Donald to find out where he is and place a drop there. That way, they also go around the limitation of the CPU that indexed writes are very hard to do... with this game architecture, none are required, the closest thing to it is actually the routine that converts score digits to the 7 segments that are displayed for each number. This one uses an indirect jump instruction which loads the data byte to the PC. Keep in mind that the PC is not linear, but a pseudo-random shift register, which means that the numbers 0-9 get converted to addresses which are actually all over the place in that page. Oh, the total ROM in that chip is 2772 bytes (44 pages with 63 bytes each). I guess it's similar for other Game & Watch games, though much later models like Pinball and Super Mario Bros. might use a different chip, as may much earlier models like the Silver Series Ball, Vermin, Fire and Judge... there are more advanced models SM-511 and SM-512 supporting independent sound generation, more segments and more ROM up to 4K while the SM-510 has to generate sound writing 0's and 1's for each wave "by hand". On the other hand, there's a simpler chip with only 2016 bytes of ROM that may have been used on the first games. But still I suppose most Game & Watch games will have been programmed in a similar way, because you see some kinds of shifted strings of segments in all of them, with some of them going only one way and others going both ways.
  2. 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.
  3. 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?
  4. This Topic is intended for those who are willing to learn, assist in learning, develop and publish code using GPL, the Graphic Programming Language proprietary to TI 99/4A also known as the GROM Language. To ensure that one can start from scratch and try to dabble a few lines of code in GPL I will list the most basic things that are needed and then show you a very small GPL language program which fills the screen with the letter A. 1. Install python 2.7.11 (Do not install 3.5 as it will not work with the GPL emulator I will propose) https://www.python.org/downloads/ 2. You need an assembler for windows and good documentation according to the assembler chosen. Assembler: https://endlos99.github.io/xdt99/ Documentation : http://www.unige.ch/medecine/nouspikel/ti99/gpl.htm I will assume you install it in C:\XDT99 3. You need a great emulator to run your well crafted virtual cartridges which we shall be creating. Classic 99 is my favourite : http://www.harmlesslion.com/cgi-bin/showprog.cgi?search=Classic99 I will assume you install it in C:\CLASSIC99 4. You need some kind of Editor I prefer Notepad++ : https://notepad-plus-plus.org/ 5. Setting up your assembler > There are clear notes on how to have XGA99 up and running to compile your .GPL code but I will cover this step by step for those who hate reading a lot of material scattered all over the place. Install XDT99, I selected c:\XDT99 folder. Unzip the attached file (xdt99.zip) into C:\XDT99, you can choose a different folder but there are some batch files you would need to change later. This will add a new folder to the standard XDT99 called "myfiles" and also the python program files are in C:\XDT99 (.py files) Point the PATH windows environment variable to point to C:\XDT99 where the.py reside. Please edit C:\XDT99\MYFILES\G.BAT and MG.BAT to point to myfiles and classic99 according to the paths you chose. Please note that all the files you create should be named <filename>G.gpl Example c:\xdt99\myfiles\testG.gpl To compile just go into DOS c:\xdt99\myfiles cd c:\xdt99\myfiles and type G test Note that I did not type G TESTG.GPL as the G.GPL will be auto appended by the G batch file. if no errors just type mg test. This will move TESTG.BIN to CLASSIC99\MODS 6. The last step is to execute the newly created cartridge. Fire Up classic 99 and select Cartridge->User->Open .... navigate to c:\classic99\mods and select the bin file. The TI Program menu will contain the program called TEST in position 2. Have fun... In this post I will place code snippets and BIN files for all to try and enjoy. xdt99.zip
  5. People often complain about how the original Pacman had flickering ghosts, Sure, it's certainly a problem but at least I can understand why. It's because they only had two sprite reset registers and so they had one for Pac-Man and one for the ghost and would switch out which ghosts would display so they could give the illusion of multiple ghosts, which gives me another question, how where they able to get rid of this problem in Mrs. Pac-Man?
  6. Anyone feel like writing a MegaDemo? Well now you can! Here are two versions of an assembler that was used extensively for demo coding back in the day: http://www.pouet.net/prod.php?which=47999 http://www.pouet.net/prod.php?which=62372 (apparently this one includes a manual) If anyone knows of other assemblers that are good for this sort of thing, feel free to post links in this thread.
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