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MSX BASIC converted to XB28 TML on TI-99/4A


globeron

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MSX (MicroSoft eXtended basic) has several versions (MSX-1, MSX-2 and MSX-3)

and it also depends if there is a diskdrive connected to it. There are several emulators

available (like https://webmsx.org/ which can run different versions of MSX basic

) or an emulator like blue msx http://bluemsx.msxblue.com/download.html

 

 

This thread is experimental to convert some of the MSX Basic listings with graphical capabilities to the TI-99/4A.

* MSX: using webmsx.org  as some of the Dutch magazine listings automatically point to the program (so I do not have to type it in)

   then save it into BASIC format, extract it out the .dsk format and edit in notepad++ so I have MSX and TI listings next to each other.

* TI: use Classic99 with XBv28 TML (The Missing Link) to test it out

   (and final test on a real TI with FinalGrom and XBv28 TML)

 

The focus is to use XB v2.8 G.E.M. (version 2.820201014)

 

 

 

Alternatives for Basic with graphics can be:

* Mechatronic Extended Basic II (with built-in APESOFT)

* Or the APESOFT Expanded Basic utilities (

 

* Other Basic versions for the TI

   (RXB Basic)

 

* GEE  (only for the graphic part)

 

 

* TI-LOGO I or II (only for the graphic part)

 

 

Edited by globeron
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MSX - Lockin' Man

 

(Start automatically in webmsx.org):

http://webmsx.org/?MACHINE=MSX1E&DISKA_FILES_URL=https://www.msxcomputermagazine.nl/archief/diskzips/mcmd03.zip&BASIC_RUN=lockin

(to break to BASIC  "STOP" key in MSX): 

press CTRL-PAUSE on a PC, if your laptop does not have this key, start the on-screen keyboard to press CTRL-PAUSE)

 

Dutch - MSX Computer Magazine Jaargang 1 no. 4

all software: https://www.msxcomputermagazine.nl/archief/mcm-4/

PDF: https://www.msxcomputermagazine.nl/archief/bladen/msx_computer_magazine_04.pdf

 

MSX BASIC Source file:  

MSXLOCKIN.BAS

 

TI

XB28 TML (The Missing Link):

Source file   (game is not working yet, still in progress sorting out the game play mapping):  

TI-LOCKIN

 

 

Screenshots:

 

133699261_SCF5462020_10_2115_16.thumb.jpg.f985ce7d008875bdeff2f70797a5a2fd.jpg1513202060_SCF5472020_10_2115_17.thumb.jpg.11c2e3839b2091089b614d5de8099f93.jpg1298758761_SCF5442020_10_2115_02.thumb.jpg.4b30187edbe14ebac48b384c6f8f0af0.jpg934213669_SCF5452020_10_2115_16.thumb.jpg.04f4c76df7894f4ae3c3d05a0dc2d1f8.jpg

 

 

 

 

 

 

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  • 2 weeks later...
On 10/21/2020 at 9:23 PM, senior_falcon said:

XB256, I think the results would be better. First, bit mapped graphics are slow compared to standard XB graphics. Second, you can compile XB256, but not The Missing Link as ye

I have not looked into this one yet, XB256 can do bitmap graphics also ?

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TI XB28 TML (The Missing Link):

Source file   (game is not working yet, but the sprites can move now and there is collision detection)

(still struggling with mapping the MSX  "POINT"  command vs TI's   CALL LINK("GETPIX" )

Also it seems that the x,y  and row, col are the other way around and there is a difference in pixels

(MSX 256x192 (SCREEN 2) and TI TML  from 1,1 top left corner to 192,240 right bottom corner)

 

Latest version

LOCKIN9

 

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