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Found 5 results

  1. 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!
  2. 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 [email protected] no, keep current exponent and go on DEC @>834A decrement exponent in FAC CZ @>834A 0? BS [email protected] exit with 0 as random number BR [email protected] 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 [email protected] exit if beyond end of number INC @>8310 increase loop counter BR [email protected] back to get next random digit RND4 CLR @>834B set 0 RNDX CONT return to TI Basic ...lee
  3. I'd say about 3 minutes or so. Interesting, interesting patterns here and there, wondering, almost intriguing ...
  4. 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!
  5. 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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