towmater Posted January 10, 2016 Share Posted January 10, 2016 I gather it depends on what you wan to do with it. In my case I just wanted to run existing software like the XB cart, but if you have a need for 1Mb, more power to you. Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted January 10, 2016 Share Posted January 10, 2016 One reason not to put something like that in the console is the amount of real estate the board would eat, Rich. You need the mapper chip and several other support chips in addition to the memory chip. Something large like that is possible (Zeno boards immediately come to mind as an existing large in-console board), but it wouldn't really be a trivial development effort. Personally, I'd rather just do another run of the existing SAMS PEB boards, since we already have a good set of Gerbers for them. I may do that soon anyway, as there seems to be enough demand to make it worthwhile. 3 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 12, 2016 Share Posted January 12, 2016 Sorry, flubbed that. Search for "Ti-99/4A 32K Ram rev 2" Three on order, sent to mfg Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 12, 2016 Share Posted January 12, 2016 One reason not to put something like that in the console is the amount of real estate the board would eat, Rich. You need the mapper chip and several other support chips in addition to the memory chip. Something large like that is possible (Zeno boards immediately come to mind as an existing large in-console board), but it wouldn't really be a trivial development effort. Personally, I'd rather just do another run of the existing SAMS PEB boards, since we already have a good set of Gerbers for them. I may do that soon anyway, as there seems to be enough demand to make it worthwhile. sidecar would work nicely tho Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted January 12, 2016 Share Posted January 12, 2016 True--and that is another future possibility. . .but I have a lot of other projects ahead of that idea. 2 Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted January 12, 2016 Share Posted January 12, 2016 LIKE Quote Link to comment Share on other sites More sharing options...
towmater Posted January 12, 2016 Share Posted January 12, 2016 Printing this at 3.2 inches in length and sticking it to the cpu really helped insure the correct pins were used. Also, I picked a GND pin on the same side as the data pins, instead of the opposite side as the instructions showed, so that I wouldn't have to solder a wire under the new board. 3 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 20, 2016 Author Share Posted January 20, 2016 I am so behind schedule with projects, I've not yet cracked open one of the spare TI's to start this yet. Has anyone yet completed it? If so, any photos to share? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 20, 2016 Share Posted January 20, 2016 my boards are "done" waiting on shipment Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted January 20, 2016 Share Posted January 20, 2016 I have been moving this month so haven't had the time. Hopefully around the end of February I'll get mine done. Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 7, 2016 Share Posted February 7, 2016 The SAMS memory upgrade puts 1Meg of memory into a TI and is very dinky in size. With newer chips why not put 1Meg into a TI99 instead of just 32K? The cost benefit of just 32K vs 1Meg pretty much makes it look like a silly project to do. Where can we find the 1Meg upgrade? Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted February 7, 2016 Share Posted February 7, 2016 The SAMS is a small card for the PEB. It is not a console mod. The GERBERS are available, so I could do a small run of bare boards if there is enough interest in them. . .and they are a pretty easy build, once you figure out where the capacitors go. 4 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted February 7, 2016 Share Posted February 7, 2016 The SAMS is a small card for the PEB. It is not a console mod. The GERBERS are available, so I could do a small run of bare boards if there is enough interest in them. . .and they are a pretty easy build, once you figure out where the capacitors go. I'm in! Quote Link to comment Share on other sites More sharing options...
+MacRorie Posted February 7, 2016 Share Posted February 7, 2016 The SAMS is a small card for the PEB. It is not a console mod. The GERBERS are available, so I could do a small run of bare boards if there is enough interest in them. . .and they are a pretty easy build, once you figure out where the capacitors go. Done. I am in for one. Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted February 8, 2016 Share Posted February 8, 2016 I would be very into a SAMS board as well. -M@ Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 8, 2016 Author Share Posted February 8, 2016 Done. I am in for one. I would be very into a SAMS board as well. I'm tempted as well, for a fully built one though. Time has not been on my side lately. I doubt I'll have enough time to source the parts, let alone assemble it. Then there is the Chicken and the Egg thing. Is there anything of value that currently exploits the SAM's card? I can imagine if Stuart's Browser checked for it and defaulted to a larger buffer size that would give me enough excuse... Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted February 8, 2016 Share Posted February 8, 2016 Oh, I think I will try it + 1 for ME Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted February 8, 2016 Share Posted February 8, 2016 I'll get an order put in for a run of them in the next couple of weeks then, as it looks like enough people want one now to make it worth the effort. . . 1 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted February 8, 2016 Share Posted February 8, 2016 I'm tempted as well, for a fully built one though. Time has not been on my side lately. I doubt I'll have enough time to source the parts, let alone assemble it. Then there is the Chicken and the Egg thing. Is there anything of value that currently exploits the SAM's card? I can imagine if Stuart's Browser checked for it and defaulted to a larger buffer size that would give me enough excuse... Before richard runs in here screaming it I'll say it.. RXB uses ams Greg 4 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 9, 2016 Share Posted February 9, 2016 Then there is the Chicken and the Egg thing. Is there anything of value that currently exploits the SAM's card? I can imagine if Stuart's Browser checked for it and defaulted to a larger buffer size that would give me enough excuse... Using SAMS has some challenges for a programmer. The availability issue may become smaller with initiatives like this, but there is still a huge difference between having a large contiguous memory space and having paged memory like SAMS. The most obvious use is as a 'RAM disk' (edit: by which I mean a buffer for files loaded from disk), which is what it has mostly been used for in the past. It's great that RXB has support for paged SAMS, but what would be really great is if it could use SAMS for stack space. High level languages have the possibility of adding an abstraction layer in front of the paged memory so it appears to be contiguous. This is more difficult from assembly without suffering a relatively large performance loss. I would like to write an RPG that would use SAMS for storing a huge world, but because of the challenges this have never left the idea stage. 3 Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 10, 2016 Share Posted February 10, 2016 (edited) The SAMS is a small card for the PEB. It is not a console mod. The GERBERS are available, so I could do a small run of bare boards if there is enough interest in them. . .and they are a pretty easy build, once you figure out where the capacitors go. I'd have to buy a PEB... which I currently have no room for. I guess I'll go with the 16 bit 32K mod. *edit* Where are the programming docs? *edit* Never mind, I found the docs. Edited February 10, 2016 by JamesD Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted February 22, 2016 Share Posted February 22, 2016 I had to rebuild the GERBER files for the SAMS, as they were in the older 274D format that isn't really supported by the board houses anymore. That gave me an opportunity to fine-tune the board a bit, like adding the tabs to let it use the card slots properly and to add an LED circuit to the board. I'm about done with the fully-updated layout (I still have to go through and make sure I didn't miss any connections or leave any other errors on the board). I also made to power and ground traces a bit more robust. . .If it takes off, I may also eventually do a sidecar version so that the console-only crowd has potential access to some super-sized memory goodness too. 4 Quote Link to comment Share on other sites More sharing options...
+jedimatt42 Posted February 22, 2016 Share Posted February 22, 2016 That's awesome! I especially like the added LED. I love my PEB, it is the coolest. When cards don't have an LED, it crushes my dream of someday having the LEDs do a knightrider bit on demand. NO seriously, having the LED is nice. I'm used to looking at the lights for assurance that when my TI is locked up, the storage devices are off, and the memory is usually active. -M@ 2 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 23, 2016 Author Share Posted February 23, 2016 I'm about done with the fully-updated layout (I still have to go through and make sure I didn't miss any connections or leave any other errors on the board). I also made to power and ground traces a bit more robust... Cool! Quote Link to comment Share on other sites More sharing options...
RXB Posted February 23, 2016 Share Posted February 23, 2016 (edited) Using SAMS has some challenges for a programmer. The availability issue may become smaller with initiatives like this, but there is still a huge difference between having a large contiguous memory space and having paged memory like SAMS. The most obvious use is as a RAM disk (in general, or for a specific program), which is what it has mostly been used for in the past. It's great that RXB has support for paged SAMS, but what would be really great is if it could use SAMS for stack space. High level languages have the possibility of adding an abstraction layer in front of the paged memory so it appears to be contiguous. This is more difficult from assembly without suffering a relatively large performance loss. I would like to write an RPG that would use SAMS for storing a huge world, but because of the challenges this have never left the idea stage. Hmm who ever wrote a program to use the SAMS like a RAMDISK? Funnelweb used it for Editor Buffer space in both TI Writer and Editor Assembler Editor. I use it in RXB as a 1Meg Assembly space 8K paged area. Managed from XB using GPL. Assembly has an issue of some place of 4K size has to be saved as the control area to run the other 1020K of space. And I have shown how easy it is to make the SAMS actually store a large world and page it to play a game, granted I am not a good Game writer but the principle is there. 100 ! IN THE DARK 110 GOSUB 1110 120 CALL AMSBANK(B,B+1) :: CALL MOVES("RV",768,W,0) :: N=INT(X/256) :: O=X-(N*256) :: CALL LOAD(-12286,N,O) 130 CALL SPRITE(#1,128,5,89,C*8-7) 140 ! KEYS IN Z$=ARROWS OR Ss Dd Xx Ee SPACE ENTER AID Pp 150 Z$=CHR$(&"Ss"&CHR$(9)&"Dd"&CHR$(10)&"Xx"&CHR$(11)&"Ee"&CHR$(32)&CHR$(13)&CHR$(1)&"Pp" 160 ! MAIN LOOP 170 CALL SOUND(50,-6,15) 180 U=W+351+C :: CALL LOAD(U,225)! FOOTSTEPS 190 CALL LOCATE(#1,90,C*8-7) :: CALL MOVES("RV",768,W,0)! SHOW ME 200 ! ARROWS OR L,R,D,U,SPACE,ENTER,FCTN7,P,p 210 CALL ONKEY(Z$,0,K,Z)GOTO 370,370,370,410,410,410,450,450,450,510,510,510,580,690,810,1590,1590 220 ! ENEMY MOVEMENTS 230 IF F+T<9 THEN 210 240 CALL PEEK(-12276,G) :: IF G=218 THEN E=I*5 :: CALL LOAD(-12276,0) 250 IF M<>B THEN 280 260 IF E=0 THEN 270 ELSE E=E-1 :: GOTO 210 270 IF U-X<256 AND M=B THEN CALL SOUND(-1,2500,2) 280 CALL AMSBANK(M,M+1) :: CALL EXECUTE(-12256) 290 CALL PEEK(-12286,G,H) :: X=(G*256)+H :: IF U=X AND B=M THEN 750! MISSION FAILED 300 IF(U<X AND M>B)OR(X<U AND B>M)THEN M=B :: CALL LOAD(-12286,33,129) 310 IF X<8227 AND M=0 THEN 360 320 IF X>16348 AND M=42 THEN 360 330 IF X<8227 THEN M=M-1 :: X=X+4096 340 IF X>16348 THEN M=M+1 :: X=X-4096 ELSE 360 350 N=INT(X/256) :: O=X-(N*256) :: CALL AMSBANK(M,M+1) :: CALL LOAD(-12286,N,O) 360 CALL AMSBANK(B,B+1) :: GOTO 190 370 ! MOVE LEFT 380 CALL GCHAR(12,C-1,G) :: IF G=143 OR G=119 OR G=111 OR G=103 THEN 640 390 IF G=122 THEN 760 400 C=C-1 :: GOTO 160 410 ! MOVE RIGHT 420 CALL GCHAR(12,C+1,G) :: IF G=143 OR G=119 OR G=111 OR G=103 THEN 640 430 IF G=122 THEN 760 440 C=C+1 :: GOTO 160 450 ! MOVE DOWN 460 IF W=15488 AND B=42 THEN 1020 470 CALL GCHAR(13,C,G) :: IF G=143 OR G=119 OR G=111 OR G=103 THEN 640 480 IF G=122 THEN 760 490 IF W>=15615 THEN B=B+1 :: W=W-4096 :: GOTO 570 500 W=W+32 :: GOTO 160 510 ! MOVE UP 520 IF W=8192 AND B=0 THEN CALL HCHAR(1,1,119,480) :: CALL MOVES("VR",768,0,W) :: GOTO 640 530 CALL GCHAR(11,C,G) :: IF G=143 OR G=119 OR G=111 OR G=103 THEN 640 540 IF G=122 THEN 760 550 IF W=8192 THEN B=B-1 :: W=W+4096 :: GOTO 570 560 W=W-32 :: GOTO 160 570 CALL AMSBANK(B,B+1) :: GOTO 160 580 ! FEEL AROUND ME 590 CALL CHAR(128,"0000187E7E242466") 600 N=INT(U/256) :: O=U-(N*256) :: CALL LOAD(-12282,N,O) 610 CALL EXECUTE(-12034) 620 CALL PEEK(-12288,N,O) :: F=F+N :: S=S+(I*N) :: T=T+O 630 FOR Z=1 TO N+O :: CALL SOUND(1,-5,3) :: NEXT Z :: CALL CHAR(128,"187E5A5A3C242424") :: GOTO 190 640 CALL SOUND(99,200,20,-7,0) :: GOTO 160 650 ! SHOW SCORE 660 CALL MOVES("VR",768,0,W) :: CALL CLEAR :: CALL HPUT(10,1,"TRAPS=",10,7,T,10,13,"SCANS=",10,19,S,10,24,"FOOD=",10,29,F) 670 CALL HPUT(14,1,"YOU ARE INJURED "&STR$(D)&" TIMES!") :: GOTO 1570 680 ! SHOW AREA SCAN 690 IF S THEN 700 ELSE GOSUB 660 :: GOTO 160 700 CALL CLEAR :: CALL SOUND(10,2E4,6,770,5,440,6,-7,3) :: U=W+352 :: K=U+32 :: N=352 :: O=384 :: FOR Z=1 TO 12 710 CALL MOVES("RV",32,U,N,"RV",32,K,O) :: U=U-32 :: K=K+32 :: N=N-32 :: O=O+32 :: NEXT Z 720 CALL COLOR(11,16,1,12,7,1) :: FOR Z=1 TO 100 :: CALL KEY(0,K,J) :: IF K=13 THEN 740 730 NEXT Z :: GOTO 700 740 CALL COLOR(11,2,1,12,2,1) :: S=S-1 :: GOTO 160 750 ! GAME OVER FAILED 760 FOR Z=1 TO 24 STEP 4 :: CALL SOUND(100,-7,Z) :: NEXT Z 770 D=D+1 :: IF I=0 THEN I=1 ELSE I=I-1 :: E=I 780 GOSUB 660 :: IF U=X AND M=B THEN CALL HPUT(22,5,"REPAIR BOT CAUGHT YOU!",20,12,"YOU DIE!") :: END 790 IF D=25 THEN CALL HPUT(22,2,"YOUR INJURIES ARE TO GREAT...",20,12,"YOU DIE!") :: END 800 GOTO 120 810 CALL CLEAR :: CALL HPUT(1,10,"IN THE DARK",12,2,"SUGGEST YOU SWITCH DISKS NOW!",24,9,"PRESS SPACE KEY") :: CALL KEY(" ",0,K,S) 820 OPEN #1:P$&"SCORE",OUTPUT 830 PRINT #1:W! 8K ADDRESS 840 PRINT #1:T! TRAPS 850 PRINT #1:S! SCANS 860 PRINT #1:F! FOOD 870 PRINT #1:D! DEAD/FAILED 880 PRINT #1:B! BANKS 4K 890 PRINT #1:I! INCREMENTS 900 PRINT #1:C! COLUMN ME 910 PRINT #1:X! 8K ADDRESS 920 PRINT #1:M! BANKS 4K 930 CLOSE #1 940 FOR BANK=0 TO 84 STEP 2 950 CALL AMSBANK(BANK,BANK+1) 960 CALL BSAVE(P$&"ITDT"&STR$(PAGE)) 970 PAGE=PAGE+1 980 CALL MOVES("RV",768,8192,0) 990 NEXT BANK 1000 PRINT "GAME SAVED!" :: END 1010 CALL SOUND(99,200,20,-5,0) :: RETURN 1020 ! WE HAVE A WINNER! 1030 CALL CLEAR :: CALL HPUT(12,5,"YOU ARE FREE AT LAST!!",24,7,"< PRESS ANY KEY >") 1040 DIM Y(6) :: RESTORE 1050 1050 DATA 247,262,294,330,349,392,440 1060 FOR Z=0 TO 6 :: READ Y(Z) :: NEXT Z 1070 Z=INT(RND*7) :: N=Z :: O=Z :: GOTO 1090 1080 O=N :: N=Z :: Z=INT(RND*7) 1090 CALL SOUND(-200,Y(Z),0,Y(N),9,Y(O),19) 1100 CALL KEY(0,K,G) :: IF G=0 THEN 1080 ELSE GOSUB 660 :: END 1110 ! TITLE SCREEN 1120 CALL CLEAR :: FOR Z=0 TO 8 :: CALL COLOR(Z,16,1) :: NEXT Z :: CALL SCREEN(2) 1130 FOR Z=9 TO 12 :: CALL COLOR(Z,2,1) :: NEXT Z 1140 CALL CHAR(128,"187E5A5A3C242424") :: CALL COLOR(13,5,1) 1150 CALL CHAR(111,"00003C3C3C000000") :: CALL COLOR(10,8,1) 1160 CALL CHAR(119,"FFFFFFFFFFFFFFFF") :: CALL CHAR(122,"00005A5A5A5A0000") :: CALL DUPCHAR(119,143) :: CALL COLOR(14,15,1) 1170 CALL CHAR(103,"007F7F7F7F7F7F00") :: CALL COLOR(9,12,1) :: RESTORE 1180 1180 DATA 73,78,32,84,72,69,32,68,65,82,75,32 1190 FOR Z=1 TO 12 :: READ K :: CALL SPRITE(#Z,K,15,29,Z*21) :: NEXT Z :: CALL MAGNIFY(2) 1200 CALL HPUT(12,15,"BY",18,8,"RICH GILBERTSON") :: GOSUB 1570 1210 ! LOADER FOR MAP 1220 CALL CLEAR :: CALL HPUT(17,4,"WHERE IS THE MAP?") 1230 CALL HPUT(20,3,"EXAMPLE: 1 OR DSK.VOLNAME.",23,3,"DISK # OR DEVICE PATH:") :: PRINT :: INPUT D$ 1240 IF LEN(D$)=1 THEN P$="DSK"&D$&"." ELSE P$=D$ 1250 CALL AMSINIT :: PRINT "LOADING..." 1260 FOR BANK=0 TO 84 STEP 2 1270 CALL AMSBANK(BANK,BANK+1) 1280 CALL BLOAD(P$&"ITDT"&STR$(PAGE)) 1290 PAGE=PAGE+1 :: CALL MOVES("RV",768,8192,0) :: NEXT BANK 1300 PRINT "LOADING ASSEMBLY ROUTINES!" :: GOSUB 1610 1310 ! LOAD OLD GAME 1320 OPEN #1:P$&"SCORE",INPUT 1330 INPUT #1:W! 8K ADDRESS (ME) 1340 INPUT #1:T! TRAPS 1350 INPUT #1:S! SCANS 1360 INPUT #1:F! FOOD 1370 INPUT #1:D! DEAD/FAILED 1380 INPUT #1:B! BANKS 4K (ME) 1390 INPUT #1:I! INCREMENTS 1400 INPUT #1:C! COLUMN (ME) 1410 INPUT #1:X! 8K ADDRESS (ENEMY) 1420 INPUT #1:M! BANKS 4K (ENEMY) 1430 CLOSE #1 :: E=I 1440 CALL CLEAR :: CALL HPUT(24,2,"DO YOU WANT INSTRUCTIONS? Y/N") :: CALL KEY("YyNn",0,K,Z) :: CALL CLEAR 1450 ! INSTRUCTIONS 1460 CALL MAGNIFY(1) :: CALL DELSPRITE(ALL) :: IF K=78 OR K=110 THEN RETURN 1470 CALL HPUT(1,10,"IN THE DARK",3,1,"YOU HAVE BEEN CAPTURED AND ARE NOW A TEST TEST SUBJECT.") 1480 CALL HPUT(5,1,"YOU HAVE A TOOL TO DISARM TRAPS.BUT YOU MUST GET ON HANDS AND",7,1,"KNEES TO FEEL THEM IN THE DARK.") 1490 CALL HPUT(9,1,"SPACE BAR TO FEEL AROUND YOU. g IS A DISARMED TRAP.",11,1,CHR$(143)&" ARE WALLS FOUND.") 1500 CALL HPUT(12,1,"o IS FOOD AND SCAN CHIPS.",14,1,"ENTER KEY TO TURN ON SCAN CHIP.") 1510 CALL HPUT(16,1,"FREEDOM IS END OF THE TUNNEL!",18,1,"DO NOT TOUCH THE REPIAR BOT!",20,4,"YOU WILL DIE INSTANTLY!") 1520 CALL HPUT(22,1,"DISARMED TRAPS SLOWS REPAIR BOT!") :: GOSUB 1570 1530 CALL CLEAR :: CALL HPUT(1,10,"IN THE DARK",4,1,"(FNCT 7) SAVES THE GAME PROGRESS",6,1,"ARROWS OR ESDX KEYS ARE MOVEMENT") 1540 CALL HPUT(8,1,"SPACE BAR FEELS AROUND YOU",10,1,"ENTER IS SCAN CHIP (FULL SCREEN)",12,1,"P IS THE PAUSE KEY") 1550 CALL HPUT(14,1,"BY THE WAY THE REPAIR BOT MAKES A SOUND WHEN IT GETS CLOSE.") 1560 CALL HPUT(17,1,"THIS GAME USES 336K OF SAMS MEMORY IN 43 FILES.",20,1,"SEE IF YOU CAN COMPLETE THE GAMEWITHOUT A SINGLE INJURY.") 1570 CALL HPUT(24,8,"<PRESS ANY KEY>") :: CALL KEY(0,K,Z) :: IF Z=0 THEN 1570 ELSE RETURN 1580 FOR Z=1 TO 24 STEP 4 :: CALL SOUND(100,110*Z,30-Z,44000/Z,Z) :: NEXT Z :: RETURN 1590 ! PAUSE KEY 1600 CALL CLEAR :: CALL HPUT(10,13,"PAUSED!") :: GOSUB 1570 :: GOTO 160 1610 ! EXECUTE ASSEMBLY 1620 CALL LOAD(-12288,0) :: CALL MOVES("RR",406,-12288,-12287) 1630 CALL LOAD(-12256,208,0,208,36,2,6,199,0,2,7,0,32,2,8,1,0,192,129,96,135,145,146,19,27) 1640 CALL LOAD(-12232,6,2,145,146,19,24,160,135,145,146,19,21,160,135,145,146,19,18,5,130,145,146) 1650 CALL LOAD(-12210,19,15,5,130,145,146,19,12,96,135,145,146,19,9,96,135,145,146,19,6) 1660 CALL LOAD(-12190,2,134,207,0,19,13,2,6,207,0,16,225,2,134,199,0,22,4,2,6,218,0,212,134) 1670 CALL LOAD(-12166,3,128,2,6,128,0,212,134,2,6,225,0,192,129,6,2,145,146,19,42,160,135) 1680 CALL LOAD(-12144,145,146,19,39,5,130,145,146,19,36,5,130,145,146,19,33,96,135,145,146) 1690 CALL LOAD(-12124,19,30,96,135,145,146,19,27,6,2,145,146,19,24,6,2,145,146,19,21,177,136) 1700 CALL LOAD(-12102,2,134,228,0,19,1,16,226,2,6,225,0,2,1,32,34,5,129,2,129,63,221,22,5,177,136) 1710 CALL LOAD(-12076,2,134,228,0,19,17,16,247,145,145,19,209,16,244,2,6,225,0,145,145,19,6) 1720 CALL LOAD(-12054,177,136,2,134,227,0,22,250,2,6,127,0,177,136,212,70,192,66,3,128) 1730 CALL LOAD(-12034,208,0,209,2,4,192,2,7,0,32,193,3,97,7,5,132,2,6,218,0,6,160,209,52,128,132) 1740 CALL LOAD(-12008,22,250,2,6,215,0,6,160,209,52,128,132,22,250,2,6,207,0,6,160,209,52) 1750 CALL LOAD(-11986,128,132,22,250,3,128,192,131,96,135,145,146,19,22,6,2,145,146,19,19) 1760 CALL LOAD(-11966,160,135,145,146,19,16,160,135,145,146,19,13,5,130,145,146,19,10,5,130) 1770 CALL LOAD(-11946,145,146,19,7,96,135,145,146,19,4,96,135,145,146,19,1,4,91,2,134,218,0) 1780 CALL LOAD(-11924,22,4,2,8,199,0,5,128,16,13,2,134,215,0,22,3,2,8,239,0,16,7) 1790 CALL LOAD(-11902,2,134,207,0,22,5,2,8,128,0,2,32,1,0,212,136,4,91) 1800 RETURN Edited February 23, 2016 by RXB 1 Quote Link to comment Share on other sites More sharing options...
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