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Found 6 results

  1. Hello to all here in this phantastic forum, today it is time to share a small programm to access a lot of games and applications in an easy way. I named the program "Mega Menu" it is currently in German but I add a manual in English and it works only with a TIPI system from 1.0betav34 and RXB. So I know I have much room for improvements. But the program is not just another menu program. - It shows date and time from the tipi system - The program shows the RXB version used - There are three screen displays with 30 menu entries each - It shows the mapped folders to the drives DSK1, DSK2 and DSK3 - Use CTRL + 1 to 3 to change the drive mapping from every screen - Use CTRL + D to catalog DSK1 - 3 - Use CTRL + C to configure your own programs in the selection screen or make a individual submenu For more informations please read the MEGA MENU Manual MegaMenu_Manual.pdf
  2. So I'm trying to create a realistic statistics based baseball game and, due to the TI's limitations and my not wanting to learn assembly, I am trying to figure a way to utilize SAMS memory to store, for example, tables of data that I can look up and retrieve into variables, mostly strings. I'd also like to be able to use the extra memory to store in-game statistics like at-bats, RBIs, strikeouts, walks, etc. for each player in the game, as well as team statistics. I'm thinking I'm likely setting my sights too high for this machine, but would love to know if and how this might be possible, especially with 1 MB of memory just sitting there waiting to be used. For example, I'd like to have many detailed plays such as "fly out to center," "6-4-3 double play," "out at first, other runners safe," and plenty others which I can look up in some sort of matrix in memory. I'm finding I'm really having to leave out more than I'd like to include using what's available on a 32K system. Having a way and understanding how to access SAMS memory, maybe even if used as a RAM disk, would be cool. Otherwise, I'll make do with what is possible to utilize, and try my best with what there is to work with. I guess I'm just not understanding what use the extra memory is if it's not possible to utilize it easily. I've seen Rich's In the Dark but I don't think that's anywhere near what I'm trying to do. That game appears to be using the memory to store map sections and then move the data into program (or is it VDP?) memory. Also, I see subprograms in RXB that start with AMS, but I can't seem to make sense of them, likely because I'm clueless when it comes to TI machine language. If someone can point me to a tutorial or even just documentation on ways of using the SAMS memory in programs, especially along the lines of what I'm attempting to use it for (store and retrieve data) it would be appreciated.
  3. This is a thread, dedicated to the RXB game called "TI Game Engine X". I wrote this game as entry for the programming contest that did occur until 31th July 2019. Since the time was running out a bit, I wasn't able to completely showcase its possibilities. First I will post the main program, its instructions again and then I will post a nice level for you.
  4. Hi Guys, yesterday I have run into a nasty Syntax Error in Extended Basic, which also occurs in RXB. I don't understand it and wonder if the line really contains a Syntax Error or this is a Interpreter Bug. Version 1: 1 IF A=1 THEN 2 ELSE FOR I=1 TO 2 :: PRINT I :: NEXT I 2 END Version 2: 1 IF A=1 THEN 2 :: FOR I=1 TO 2 :: PRINT I :: NEXT I 2 END Both versions complain about a Syntax Error in Line 1. I would like to analyze it with the help of you and maybe RXB can be even fixed.
  5. Hi, If I put this in RXB in Classic99, I would expect it check for Keyboard L Line and Joystick Left Input. I am interested in Joystick Input in this test case. 100 CALL IO(2,16,8,A,B) 110 CALL HPUT(2,1," ",2,1,A,4,1," ",4,1,B) 120 GOTO 100 I have connected an actual Gamepad to the USB Port and have configured it in Classic99 for Joystick #1. According to Tech Data Manuals, the TMS 9901 has Address: >0008 CruBit: 4 9901: INT4 Pin: 8 Function: Keyboard L Line, Joystick Left. For me the result is that the Joystick movement and the Button has no impact on A and B values. They keep showing 226 and 255. So I wonder what am I doing wrong? Or is it a limitation of the Emulation in Classic99 or a bug in CALL IO? There are so many things to consider: Alpha Lock Bug, 99/4 vs 99/4A Keyboard, 5 Keyboard Modes, Infrared Analog Joysticks in the System Software and Documentation, Wired Joysticks. There is a SCAN Routine in GPL and one in Assembler, there are certain locations in Ram that store the XPOS and YPOS from the Joystick. ... Can anyone give me some hints here?
  6. Hi All, I have a P-GRAM+ card that I've just revived and was wondering if anyone has been able to get RXB working with it and how? When I use the P-Gram+ software to save a cart, it saves up to 5 files GRAM 3 GRAM 4 GRAM 5 GRAM 6 GRAM 7 and up to two RAM banks... RAM Bank 1 RAM Bank 2 So, if I try to load Extended Basic, it loads.... (in this order) RAM Bank 2 RAM Bank 1 GRAM 6 GRAM 5 GRAM 4 GRAM 3 I've looked at the P-Gram+ docs here but seem to lack the TI expertise to figure out which RXB files to map to which PGRAM files. The PGRAM files are unhelpfully organized... for example, extended basic saves (meaning, I used PGRAM to save the cart to disk) as... EB EB1 EB2 EB3 EB4 EB5 All are 9K files. Frustrating...
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