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Release - Some XB Applications


RobertLM78

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So, now that I've have a means of doing some data transfer, I'd like to release some recent programs, as promised :). Please give feedback on the format - I figured it would probably be best to leave as raw TIFILEs, but if they would be better in another format, let me know. I also plan on releasing plain text XB source, but I still have to figure out how to convert DIS/VAR 80 to plain text, if that's possible (totally possible - and quite easy to do I might add). Let me know if these work, too, if you do try them out, just to make sure they transferred cleanly. Thanks - and enjoy!

 

Library Master 3.1.2

License: GPLv3

---------------------------

Got a big home library? This application can help you keep track of over 500 books.

TIFILE:

https://dl.dropboxus...921622/LIBRARY3

Read Me:

https://dl.dropboxus...R_3.1.2_READ_ME

Text XB source file:

https://dl.dropboxus...22/LIBRARY3-XBS

 

LibMaster-1.png

 

LibMaster-2.png

 

LibMaster-3.png

 

LibMaster-4.png

 

LibMaster-5.png

 

 

Hexadecimal to Decimal

License: GPLv3

---------------------------------

Converts hex to decimal, from 0 to FFFF (0 to 65535). Also gives binary equivalent.

TIFILE:

https://dl.dropboxus...921622/HEXTODEC

Text XB source file:

https://dl.dropboxus...22/HEXTODEC-XBS

 

Decimal to Hexadecimal

License: GPLv3

---------------------------------

Converts decimal to hex, from 0 to 65535 (0 to FFFF). Also gives binary equivalent.

TIFILE:

https://dl.dropboxus...921622/DECTOHEX

Text XB source file:

https://dl.dropboxus...22/DECTOHEX-XBS

 

DECTOHEX.png

 

 

 

 

 

Be sure to let me know if you have trouble with the text file, they should be accessible from any Linux, Mac, or Windows text editor.

 

Screenshots complements of MESS (and Michael for his excellent help getting MESS running :)).

Edited by RobertLM78
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Take my near-finished Calamari Carl game and finish it. It's 80% done and I think I still have the fully commented XB code to send ya. Every routine documented in full, minimal multistatement lines, just good clean code. All yours if you want it. :)

I might be able to tackle it - I've not really written any games. So what's left to be done?

 

Owen: I just sent you a PM

Edited by RobertLM78
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Take my near-finished Calamari Carl game and finish it. It's 80% done and I think I still have the fully commented XB code to send ya. Every routine documented in full, minimal multistatement lines, just good clean code. All yours if you want it. :)

 

Get it uploaded Opry - all games are good

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You can dial into it or Telnet. Marvelous little BBS running the S&T software by InsaneMultitasker.

 

As far as Calimari Carl is concerned, there is a thread on it... About 3 years old. :) Most current code is available to download at the top of the thread, first post.

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Sometimes 99er and jchase have contributed some good stuff to it... Graphics and enhancements. Game has alot of potential, just needs some new life breathed into it. :)

 

I had hoped it would be a group project, but I didn't keep the energy going with further development.

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You can dial into it or Telnet. Marvelous little BBS running the S&T software by InsaneMultitasker.

 

As far as Calimari Carl is concerned, there is a thread on it... About 3 years old. :) Most current code is available to download at the top of the thread, first post.

 

Using the search function for "Calamari Carl" only brings up this thread, do you have a link to the original thread?

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  • 4 weeks later...
  • 4 weeks later...

Greetings 99ers! Introducing a simple program for calculating the dot product of two vectors in 3 dimensions that I whipped up the other day while the power was out. I made every attempt to make the code adaptable so that more vectors could be multiplied, and/or expanding the dimensions to something other than 3.

Dot Product 1.1
License: GPLv3
TIFILE:
https://dl.dropboxusercontent.com/u/95921622/DOTPROD
Text XB source file:
https://dl.dropboxusercontent.com/u/95921622/DOTPROD-XBS

Enjoy! Please feel free to leave suggestions on any of the programs if you feel there are better and more efficient ways. Thanks!

Edited by RobertLM78
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  • 9 months later...

Hello again! Here's the logical follow up to the last program: this one for calculating the vector cross product.

 

Cross Product 1.1
TIFILE:

https://dl.dropboxusercontent.com/u/95921622/CRSPROD

Text XB source file:

https://dl.dropboxusercontent.com/u/95921622/CRSPROD-XBS

 

Enjoy!

 

Edit 0: Fixed a 'bug' in both the cross product and dot product so that there won't be an error if no value is entered.

Edited by RobertLM78
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I've had the Decimal to Hex converter for some years, what would be nice is an EA5 version of it so it could be included on a utility cartridge.

 

Gazoo

You've been using this Decimal to Hex converter? Awesome! I'm glad you've gotten use out of it :D. (I haven't been able to find any stats from dropbox on downloads - may not even exist - so I have no idea if anyone has actually downloaded it).

 

I tried compiling it last year with Harry's compiler, but it ran into problems after 32767 (any number greater than >7FFF) because of the integer arithmetic required by the compiler. Everything in the BASIC program is IA, but unfortunately it goes out of the bounds of the compiler's capabilities ;).

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Here is another one I wrote this afternoon, this one on 3-D straight line kinematics.

 

3dkin_screenshot.png

 

Pretty simple - enter the initial conditions, set the time interval, and have some basic calculations performed, such as initial and final positions and velocities (giving norms as well as components :)).

 

3D Straight Line Kinematics 1.1

License: GPLv3
TIFILE:

https://dl.dropboxusercontent.com/u/95921622/3DKIN

Text XB source file:

https://dl.dropboxusercontent.com/u/95921622/3DKIN-XBS

 

Have fun! (It's no graphing calculator by any means, but it does do a little physics ;)).

 

Edit: I fixed a minor bug and added the classic 'BEEP's to the 'ACCEPT AT's.

Edited by RobertLM78
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I've had the Decimal to Hex converter for some years, what would be nice is an EA5 version of it so it could be included on a utility cartridge.

 

Gazoo

 

Here are a couple of E/A 5 (DV80/128 - DV128/80) converter utilities that I think might be nice on a utility cartridge. I used these two programs quite bit back in the old days. They are small, standard white on blue and work. Anyway take a look see what you think.

Two TI Utilities.zip

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Well, I must apologize for the rushed release of the 3D Kinematic program. There was a major bug in line 990 (which is now fixed), and on top of that, the first version lacked some features it should have had. This version takes care of that :). Have fun!

 

3D Straight Line Kinematics 2.0

License: GPLv3
TIFILE:

https://dl.dropboxusercontent.com/u/95921622/3DKIN2

Text XB source file:

https://dl.dropboxusercontent.com/u/95921622/3DKIN-2.0-XBS

 

(Note: the initial velocity and position assume an initial time of T0=0, but it will correct the initial position if T0<0).

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:dunce: (me)

Being so focused on creating a 3-D line calculator (of sorts), I didn't even snap to the fact that 3D Straight Line Kinematics could be used to model projectile motion as well, provided you resolve the projectile's initial velocity into its horizontal and vertical components. Indeed any motion that involves constant acceleration can be modelled using this program :grin: . Now, as am1933 alludes to in another thread, it's too bad plotting such graphs is not possible in pure BASIC.

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