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Found 4 results

  1. For those who would like to plot some math function on their TI994A here a quite complete program I wrote using The Missing Link graphics features. I looked for something similar on the TI99 but didn't find any so I decided to write it by myself. It's quite fun if you want to help and study maths with your children using a "vintage machine" Line 100 contains the F(X) you should change with the one you want to plot XMIN and XMAX determine the width of the X Axis while YMIN and YMAX determine the height of Y Axis. If you want to try the function I put in as an example F(X)=SIN(X)*(X^2) try plot XMIN = -4 XMAX=4 YMIN = -4 YMAX = 4 Not exactly like Mathlab but.... quite similar 😁 Have fun!! 100 DEF F(X)=SIN(X)*(X^2) 110 REM 120 REM ************** 130 REM 140 REM BY FABRIZIO LUGLIO USING THE MISSING LINK XB 150 REM 160 ON WARNING NEXT 170 CALL LINK("GRAFIX") 180 PRINT " ANALYSIS OF FUNCION F(X)" 190 PRINT :"F(X) IS LOCATED AT LINE 100" 200 PRINT :"A CROSS BLINKS IN THE CORNER IF (X,Y) IS OUT OF SCREEN" :: PRINT 205 PRINT "PRESS <SPACE> WHILE DRAWING TO RESTART FROM HERE" 210 PRINT :: PRINT 220 PRINT "ENTER X&Y DOMAIN (MIN-MAX)" :: PRINT 230 INPUT "XMIN=":XMIN 240 INPUT "XMAX=":XMAX 250 IF(XMIN>XMAX)OR XMIN=XMAX THEN PRINT :"ERROR" :: PRINT :: GOTO 230 260 INPUT "YMIN=":YMIN 270 INPUT "YMAX=":YMAX 280 IF(YMIN>YMAX)OR YMIN=YMAX THEN PRINT :"ERROR" :: PRINT :: GOTO 260 290 CALL LINK("BITMAP") 300 CALL LINK("FONTA",1) 310 CALL LINK("CLEAR") 320 A$(0)="0042241818244200" 330 A$(1)="0808087F08080800" 340 CALL LINK("CHAR",1,A$(1)) 350 CALL LINK("SPRITE",1,1,14,1,235) 360 XDELTA=(XMAX-XMIN) 370 XSTEP=XDELTA/240 380 XVALUE=XMIN 390 YDELTA=(YMAX-YMIN) 400 XOLD=0 :: YOLD=0 410 GOSUB 610 :: REM ASSEX 420 GOSUB 710 :: REM ASSEY 430 FOR X=-120 TO 120 STEP 1 440 XVALUE=XVALUE+XSTEP 450 Y=F(XVALUE) 460 Y=(192/YDELTA)*Y 470 XC=X+120+2 480 YC=-Y+Y0 490 IF XC<0 OR XC>240 OR YC<0 OR YC>192 THEN CALL LINK("CHAR",1,A$(ABS(ROT))) :: ROT=NOT ROT :: GOTO 520 500 IF(XOLD=0)AND(YOLD=0)THEN XOLD=XC :: YOLD=YC 510 CALL LINK("LINE",YC,XC,YOLD,XOLD) 520 YOLD=YC 530 XOLD=XC 540 CALL KEY(0,K,S) :: IF K=32 THEN 100 550 NEXT X 560 CALL SOUND(200,440,10) 570 CALL LINK("DELSPR",1) 580 CALL KEY(0,K,S) 590 IF S=0 THEN 580 600 GOTO 100 610 REM *** ASSE X *** 620 Y0=192-(-YMIN/(YMAX-YMIN))*192 630 IF YMIN>0 OR YMAX<0 THEN CALL LINK("PRINT",110,1,STR$(XMIN)) :: CALL LINK("PRINT",110,240-6*LEN(STR$(XMAX)),STR$(XMAX)) :: RETURN 640 CALL LINK("LINE",Y0,0,Y0,240) 650 CALL LINK("LINE",Y0,240,Y0-3,237) 660 CALL LINK("LINE",Y0,240,Y0+3,237) 670 IF Y0+5>190 THEN CALL LINK("PRINT",185,6,STR$(XMIN)) :: CALL LINK("PRINT",185,240-6*LEN(STR$(XMAX)),STR$(XMAX)) :: RETURN 680 CALL LINK("PRINT",Y0+5,1,STR$(XMIN)) 690 CALL LINK("PRINT",Y0+5,240-6*LEN(STR$(XMAX)),STR$(XMAX)) 700 RETURN 710 REM *** ASSE Y *** 720 XC=(-XMIN/(XMAX-XMIN))*240 :: XC=XC+1 730 IF XMIN>0 OR XMAX<0 THEN CALL LINK("PRINT",1,110,STR$(YMAX)) :: CALL LINK("PRINT",185,110,STR$(YMIN)) :: RETURN 740 CALL LINK("LINE",0,XC,192,XC) 750 CALL LINK("LINE",0,XC,3,XC-3) 760 CALL LINK("LINE",0,XC,3,XC+3) 770 CALL LINK("PRINT",1,XC+5,STR$(YMAX)) 780 CALL LINK("PRINT",185,XC+5,STR$(YMIN)) 790 RETURN TML-FUNC.BAS
  2. I did an analysis and write-up on the arcade version of Asteroids that goes into the details of the game design and physics: Asteroids: By the Numbers. I'm curious what people think about it, especially veterans of the game who are intimately familiar with the mechanics. I thought about going into collision probabilities and survival times against the aliens, but didn't know if there would be enough interest to warrant the time investment. Note that the numbers in the article are estimates based on screen measurements and weren't extracted from the code.
  3. So, I know that the main CPU runs at 1.19 Mhz, and I also know that the TIA is 3 times as fast as the 6507, so it runs at 3.57 Mhz. How would I figure out how long a single color clock takes to execute?
  4. This is an awesome paper on computational math http://www.jjj.de/fxt/fxtbook.pdf Matters Computational Ideas, Algorithms, Source Code In depth explanations of various computational and math techniques, tricks, and gotchas. The first section deals with integers and binary and is totally relevant to 6502 programming. It's a great reference, getting into details of various math operations with an eye on pitfalls and optimization. ( Thinking of you [and DiMath] when I posted this Selgus! )
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