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HELP - I AM STUCK! - TI BASIC

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On 4/23/2020 at 6:17 AM, oddemann said:

Only for TI Basic!

Just to let you know you can use RXB to run TI Basic, 99.7% of all TI Basic program work in RXB and are faster most of time.

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Stuck again... Are my eyes crossing again?

STRING-NUMBER MISMATCH 210 - Why????

 

100 REM PROGRAM 16-5
105 REM CODE PINCHBUG CHARACTERS
110 A$="E371381C7F7FFFFF"
120 B$="8EC7E371FFFFFCFC"
130 C$="00078FDDF9F97060"
140 D$="FFFF7F7F1C3871E3"
150 E$="FCFCFFFF71E3C78E"
160 F$="6070F9F9DD8F0700"
170 G$="000080DCFCFC7C64"
180 H$="647CFCFCDC800000"
190 I$="0F0C8CDCF8F87060"
200 J$="6070F8FBDC8C0C0F"
205 REM DEFINE CODES
210 CALL CHAR(A$,128)
220 CALL CHAR(B$,129)
230 CALL CHAR(C$,130)
240 CALL CHAR(D$,131)
250 CALL CHAR(E$,132)
260 CALL CHAR(F$,133)
270 CALL CHAR(G$,134)
280 CALL CHAR(H$,135)
290 CALL CHAR(I$,136)
300 CALL CHAR(J$,137)
305 REM MOVE PINCHBUG RIGHT
310 CALL CLEAR
320 FOR C=1 TO 20
325 REM MOVE GRIDS A, B, C
330 CALL HCHAR(3,C,128)
340 CALL HCHAR(3,C+1,129)
350 CALL HCHAR(3,C+2,130)
355 REM MOVE GRIDS D. E, F
360 CALL HCHAR(4,C,131)
370 CALL HCHAR(4,C+1,132)
380 CALL HCHAR(4,C+2,133)
390 CALL SOUND(100,30000,10)
400 CALL HCHAR(3,C+2,134)
410 CALL HCHAR(4,C+2,135)
420 CALL SOUND(100,30000,10)
430 CALL HCHAR(3,C+2,136)
440 CALL HCHAR(4,C+2,137)
445 REM ERASE PINCHBUG
450 CALL SOUND(100,30000,10)
460 CALL HCHAR(3,C,32,3)
470 CALL HCHAR(4,C,32,3)
480 NEXT C
490 CALL CLEAR


 

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On 7/13/2020 at 5:51 PM, RXB said:

Just to let you know you can use RXB to run TI Basic, 99.7% of all TI Basic program work in RXB and are faster most of time.

Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff.

Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it).

So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors?

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8 minutes ago, oddemann said:

Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff.

Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it).

So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors?

You can buy the RXB cartridge from TI vendors or use if for free on Classic99 or MESS.

Want to know more I have a Youtube channel:

 

https://www.youtube.com/playlist?list=PL6258E1BCE0466CC4

 

Start with this one: 

 

 

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17 hours ago, oddemann said:

Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff.

Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it).

So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors?

You might give the XB Game Developer's Package a try. With XB256 you can have a screen that has 256 definable characters, not 112 like XB.

And much much more. Oh yes, and you can compile the XB program you write for XB256 to get MUCH more speed (20x-30x faster).

You could try XB G.E.M. which offers T40XB for a 40 column text mode screen, XB256 described above, and The Missing Link which provides bit mapped graphics.

I am in the final stages of developing  XB 2.8 G.E.M. which is a huge improvement over XB G.E.M.

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Hmm RXB allows use of characters from 30 to 159 but can conflict with sprites tables so some care should be taken when using sprites and characters above 129.

But that also means you can run TI Basic programs with no issues in RXB as no other XB made by anyone else can do this.

 

Also some really cool tools can be used by XB256 or T40XB or XB G.E.M. but they can not maintain complete backwards compatibility as they move VDP tables to work.

Just a fact you trade off some new features and tools for backwards compatibility and memory available.

 

Just another fact RXB is stuck with maintaining backward compatibility that these new tools do not have to maintain, both have trade offs.

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New one...

It should make a star... But it dos not!
The pics are OK, and Call Char LOOKS OK!

But for some reason, I do not get any "Random Multicolored Exploding Stars"... Been looking over the code... and I am stomped... Do YOU see what is OFF? 1000 to 1180, dos not get "in", for some reason.

 

100 REM PROGRAM 25-8
105 REM DEFINE CUSTOM CHARACTERS
110 GOSUB 1000
115 REM ASSIGN COLORS
110 REM MAKE OVERALL BACKGROUND WHITE
120 CALL COLOR (1,16,16)
125 REM MAKE ORIGINAL STAR LIGHT YELLOW
130 CALL COLOR(13,12,16)
135 REM MAKE PARTIALLY EXTENDED AND COLLAPSING STARS LIGHT RED
140 CALL COLOR(14,10,16)
145 REM MAKr FULLY EXTENDED STAR DARK RED
150 CALL COLOR(5,7,16)
160 CALL CLEAR
170 FOR J=1 TO 20
175 REM SELECT A RANDOM MART INC POSITION
180 R=INT(RND*22)+1
190 C=INT(RND*30)+1
200 GOSUB 2000
210 GOSUB 3000
220 GOSUB 4000
230 GOSUB 5000
240 GOSUB 2000
245 REM ERASE STAR
250 GOSUB 6000
260 NEXT J
270 GOTO 9000
995 REM DEFINE CUSTOM CHARACTERS
998 REM DEFINE CENTER #1 (ORIGINAL STAR)
1000 CTR1$="0000183C3C180000"
1005 REM DEFINE CENTER #2 AND HALF-DIAGONALS
1010 CTR2$="00183C7E7E3C1800"
1015 REM HALF-DIAGONALS
1018 REM UPPER LEFT, UPPER RIGHT, LOWER LEFT, LOWER RIGHT
1020 ULD$="8040201000000000"
1030 URD$="0102040800000000"
1040 LLD$="0000000010204080"
1050 LRD$="0000000008040201"
1055 REM DEFINE CENTER #3 AND DIAGONALS
1060 CTR3$="183C7EFFFF7E3C18"
1065 REM DIAGONALS
1068 REM SL$ IS LOWER LEFT TO UPPER RIGHT
1069 REM RS$ IS UPPER LEFT TO LOWER RIGHT
1070 SL$="0102040810204080"
1080 RS$="8040201008040201"
1085 REM DEFINE CHARACTERS
1090 CALL CHAR(128,CTR1$)
1100 CALL CHAR(136,CTR2$)
1110 CALL CHAR(137,ULD$)
1120 CALL CHAR(138,URD$)
1130 CALL CHAR(139,LLD$)
1140 CALL CHAR(140,LRD$)
1150 CALL CHAR(144,CTR3$)
1160 CALL CHAR(145,SL$)
1170 CALL CHAR(146,RS$)
1180 RETURN
1995 REM ORIGINAL STAR
2000 CALL HCHAR(R,C,32,3)
2010 CALL HCHAR(R+1,C+1,128)
2020 CALL HCHAR(R+2,C,32,3)
2030 RETURN
2995 REM PARTIALLY EXTENDED STAR
3000 CALL HCHAR(R,C,140)
3010 CALL HCHAR(R,C+2,139)
3020 CALL HCHAR(R+1,C+1,136)
3030 CALL HCHAR(R+2,C,138)
3040 CALL HCHAR(R+2,C+2,137)
3050 RETURN
3995 REM FULLY EXTENDED STAR
4000 CALL HCHAR(R,C,146)
4010 CALL HCHAR(R,C+2,145)
4020 CALL HCHAR(R+1,C+1,144)
4030 CALL HCHAR(R+2,C,145)
4040 CALL HCHAR(R+2,C+2,146)
4050 RETURN
4995 REM COLLAPSING STAR
5000 CALL HCHAR(R,C,137)
5010 CALL HCHAR(R,C+2,138)
5020 CALL HCHAR(R+1,C+1,136)
5030 CALL HCHAR(R+2,C,139)
5040 CALL HCHAR(R+2,C+2,140)
505O RETURN
5995 REM ERASE STAR
6000 FOR ROW=R TO R+2
6010 CALL HCHAR(ROW,C,32,3)
6020 NEXT ROW
6030 RETURN
9000 CALL CLEAR

 

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30 minutes ago, sometimes99er said:

Your line 110 is overwritten.

Hmmm, I was NOT reading REM lines, because they are really not part of the program... stupid mistake :p and humbling when discover!

Thx, Sometimer! Your really good at Bugging :p ;)

PS! 119 REM MAKE OVERALL BACKGROUND WHITE
PS! 150 CALL COLOR(15,7,16)

Fixed 100% now!

Edited by oddemann
Adding fix!
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3 hours ago, oddemann said:

Hmmm, I was NOT reading REM lines, because they are really not part of the program... stupid mistake 😛 and humbling when discover!

Thx, Sometimer! Your really good at Bugging 😛 ;)

PS! 119 REM MAKE OVERALL BACKGROUND WHITE
PS! 150 CALL COLOR(15,7,16)

Fixed 100% now!

I believe we would say he is good at "debugging"   

Bugging is a synonym for programming because  PROGRAMMING is how we put the "bugs" IN the programs. :) 

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12 hours ago, TheBF said:

I believe we would say he is good at "debugging"   

Bugging is a synonym for programming because  PROGRAMMING is how we put the "bugs" IN the programs. :) 

I know... just having fun ;) He was bugging me by correcting it YET again and pointing out a stupid oversight ;) 

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