Linux, Cars, Coding, Classic Gaming, Base Ball Cards, and overall personal blog. Just another blog of a baseball card collector and geek. Older blogs can be found at http://mrgibson.com/
Wednesday, December 25, 2024
Tuesday, December 24, 2024
Merry Christmas everyone!
Sunday, December 22, 2024
Why should you program in Assembly Language?
A) What are the two biggest benefits of using assembly language? As a general rule of thumb, there are a number of benefits. 1 Faster Execution - First, some assemblers are faster than others, but they are almost always faster than higher level languages. Importantly, one of the main advantages of assembly language is that it can produce very fast and efficient code. This is based on the fact that assembly language is close to the machine code that the processor executes. Assembly language eliminates the need for a mid level compiler stages or interpreter that translates high-level languages into machine code. This reduces the overhead and latency that can affect the performance of a program. Assembly language can also take advantage of the specific features and capabilities of the processor (CPU) it was built for, such as registers, flags, and instructions, that may not be available or optimized in high-level languages. 2 Smaller Size One of the main advantages of using assembly language for hardware or kernel programming is that it allows you to write code that is fast and efficient. Assembly language gives you full control over the hardware resources, such as memory, CPU, and I/O devices. You can optimize your code to use the least amount of instructions, cycles, and bytes, and avoid unnecessary overhead or abstraction. This can improve the performance, reliability, and power consumption of your hardware program. B) Are all assembly languages the same? No, they differ in several areas. Instruction labels can differ to what resgisters are looked at for functions. Some assember languages are just a little faster than others. Even the format itself differs from assembler toolset to the next - even to the point of data space formatting.
Wednesday, December 18, 2024
Small list of 80 computer emulators:
Monday, December 16, 2024
More on some of the computers in my home lab.
This is my first Apple Mac OSX computer I ever purchased that I still use today and is still working great. I use it mostly for compiling software.
Wednesday, December 11, 2024
New office/computer lab done!
Friday, December 6, 2024
Macro Assembler versus "Computer Intro!" Assembler for Odyssey2
cpu 8048 ; using the Intel 8048 CPU org 400h include "g7000.h" ; common developer header jmp myinit ; go directly to myinit and skip start screen jmp irq jmp timer ; required to have here, but not to use jmp vsyncirq jmp start ; start of the app code jmp soundirq myinit call init timer ; not used start call gfxoff ; turn off graphics mode while we paint mov r0,#vdc_char0 ; using #0 of the graphic character set mov r3,#20h ; set the x mov r4,#20h ; set the y mov r2,#0Bh ; set to 11 characters long mov r1,#hellostr & 0FFh ; point to the string we will read 0FF is the terminator loop mov a,r1 ; move character into the accumulator movp a,@a ; memory move the accumulator mov r5,a ; put the accumulator into register 5 where the call ; to vdc_char0 is stored to display inc r1 ; ready for next character mov r6,#col_chr_white ; register 6 is where vdc_char0 looks for color call printchar ; display character djnz r2,loop ; is register 2 in loop at 11 yet, if not continue loop call gfxon ; turn on graphics mode stop jmp stop hellostr db 1Dh, 12h, 0Eh, 0Eh, 17h, 0Ch db 11h, 17h, 13h, 0Eh, 1AhNow lets look at "Computer Intro!" Assembler for Odyssey2
00 6B LDV.B.00 ;Load display register B with position 00 01 00 02 60 LDV.0.00 ;load register 0 with NULL 03 00 04 6C LDV.C.12 ;Load data space register C with step 12 05 12 06 09 MOV ;Move data space to accumulator 07 30 BEQ.0.24 ;If NULL goto end 08 24 09 0B OTA ;Display accumulator 10 12 GTO.06 ;go back to move at step 06 11 06 12 1D ;H Start of data space 13 12 ;E 14 0E ;L 15 0E ;L 16 17 ;O 17 0C ;space 18 11 ;W 19 17 ;O 20 13 ;R 21 0E ;L 22 1A ;D 23 00 ;NULL end of string 24 00 NOP ;No operation, just a place to landBoth Hello Worlds have major differences while working mostly the same and using the same character set.
Tuesday, December 3, 2024
Less than a week
I will have new cabinets, desk, storage, wire management, conduit, network switches, monitor switches, USB hubs and switches, ect....
I'm becoming quite familiar with the Magnavox Odyssey2 computer and realizing it is well within my means to create software for it now. I'm hoping to create one of the best manuals for this also.
Thursday, November 28, 2024
Hello World Examples from different 80's platforms
Odyssey2 Computer Intro! Assembler has multiple ways of displaying Hello World, here is one. 00 6B LDV.B.00 ;Load display register B with position 00 01 00 02 60 LDV.0.00 ;load register 0 with NULL 03 00 04 6C LDV.C.12 ;Load data space register C with step 12 05 12 06 09 MOV ;Move data space to accumulator 07 30 BEQ.0.24 ;If NULL goto end 08 24 09 0B OTA ;Display accumulator 10 12 GTO.06 ;go back to move at step 06 11 06 12 1D ;H Start of data space 13 12 ;E 14 0E ;L 15 0E ;L 16 17 ;O 17 0C ;space 18 11 ;W 19 17 ;O 20 13 ;R 21 0E ;L 22 1A ;D 23 00 ;NULL end of string 24 00 NOP ;No opperation, just a place to land TI-99/4 and TI-99/4A BASIC 10 CALL CLEAR 20 PRINT "HELLO WORLD" ATARI 8-bit (400/800/800XL/130XE) BASIC 10 PRINT CHR$(125) 20 PRINT "HELLO WORLD" Commodore VIC 20 BASIC 10 PRINT "{CLRSCN}" 20 PRINT "HELLO WORLD" Commodore 64 BASIC 10 PRINT CHR$(147) 20 PRINT "HELLO WORLD" IBM AT GW-BASIC 10 CLS 20 PRINT "HELLO WORLD"
Wednesday, November 27, 2024
joystick programming with Odyssey2
I also added this function to my o2 programming manual for Computer Intro!
http://mrgibson.com/o2man.php
Super simple version Joystick test STEP HEX Assembler Remarks 00 6B LDV.B.05 ;sets display position with Register B 01 05 ;loading 05 for position to register B 02 0A ;grab joystick status and save to accumulator 03 B1 UNP.1 ;Unpack to Register 1 and 2 04 C1 OUT.1 05 C2 OUT.2 06 00 NOP ;No Operation, to cut on flicker 07 12 GTO.00 ;Goto step 00 08 00 shows characters for values of UP, Down, and Center STEP HEX Assembler Remarks ;Set our fixed values 00 61 LDV.1.FF ;set register 1 with value 01 FF ;FF for center stick 02 62 LDV.2.FE ;set register 2 with value 03 FE ;FE for stick up 04 63 LDV.3.FB ;set register 3 with value 05 FB ;FB for stick down 06 6D LDV.D.23 ;set register D with value 07 23 ;23 Hex for C 08 6E LDV.E.15 ;set register E with value 09 15 ;15 Hex for U 10 6F LDV.F.1A ;set register F with value 11 1A ;Hex for D ;this is our loop start, always resetting to position 5 12 6B LDV.B.05 ;sets display position with Register B 13 05 ;loading 05 for position to register B 14 0A ;grab joystick status and save to accumulator 15 31 BEQ.1.23 ;check if Accumulator and Register 1 are equal 16 23 17 32 BEQ.2.26 ;check if Accumulator and Register 2 are equal 18 26 19 33 BEQ.3.29 ;check if Accumulator and Register 1 are equal 20 29 21 12 GTO.12 22 12 ;Goto/loop back to step 12 23 CD OUT.D ;Display C for center from Register D 24 12 GTO.12 ;set goto 25 12 ;Goto/loop back to step 12 26 CE OUT.E ;Display U for up from Register E 27 12 GTO.12 ;set goto 28 12 ;Goto/loop back to step 12 29 CF OUT.E ;Display D for down from Register F 30 12 GTO.12 ;set goto 31 12 ;Goto/loop back to step 12
Wednesday, November 20, 2024
Adding 6th and 7th computer to my lab
New to the lab, but not new to the household is the Apple Mac. This Apple computer has not been used in a while, taken out of storage, and dusted off.
Also new to the lab, but not household, an RCA computer. I know nothing about this RCA, just found it in my old computer storage. At one time I must have purchased it for one of my daughters as it is hot pink. lol It is a "Viking Pro RCA"
So my lab now has three Windows boxes, RCA (Android Linux), TI-99/4A, Atari 400, and an Apple.
I have also added a backend ethernet network and file server to easily share files between the machines without being public and using up wi-fi resources.
Plus setting up a new KVM. the HP server, RCA, and Apple will share a large monitor while the TI-99, Atari, HP laptop and Lenovo laptop share a monitor.
Saturday, November 16, 2024
Went book shopping and picked up Terry
- Pillars of Creation by Terry Goodkind
- Confessor by Terry Goodkind
and
- Dark Wrath of Shannara by Terry Brooks
Lastly, I purchased the eBook, Indomitable by Terry Brooks that is between the Wishsong and Dark Wrath.
That is the most high-fantasy books I have purchased in one day in a while.
My collection listing can be seen at http://mrgibson.com/tbtg/
Monday, November 11, 2024
Dungeon Crawler : Hell's Halls
A Perilous Quest
In search of gold and glory, you travel to a dungeon.
It's said incredible wealth hides within the crypts
men call Hell's Hall.
But evil touches all who enter.
Hell's Halls
The Dungeon Awaits
A TI BASIC dungeon adventure for the TI-99/4 and
TI-99/4A home computers. Explore a dangerous
catacomb, collect treasure, and find its evil master.
I found a newer dungeon crawler called Hell's Halls that was released in 2022 by PixelPedant. The game is only released for the TI-99/4A and for TI-BASIC (standard). The game cost $10 for the full digital version or free for the first half of the game.
The way the game was created was quite creative, putting as much punch out of the system that a base unmodified TI-99 with only BASIC can muster.
This adventure type game is full of rewards, traps, and obstacles - all making your points go up and down as you play. Each level/Floor is identified by a color, starting with white stone blocks. There are four levels/floors and you race against the clock to get to the final exit before time runs out and you're trapped there forever.
The game is mostly about efficiency and survival and the dungeon master makes sure you know time is your enemy.
The floors are randomized every game, so no two games are the same.
The free WAV file can be downloaded here: https://pixelpedant.com/hh/HALLS-MAIN.wav
The full digital download ($10) and the physical media ($25) can be purchased here:
https://www.arcadeshopper.com/wp/store/#!/Pixelpedant-Software/c/143941511
Wednesday, November 6, 2024
More on 80s math processing.
I can see why Atari was so frustrated in the 80s. They were making better 8-bit and 16-bit computers than IBM and Apple for a whole lot less.
How were they better? First lets look at simple number storage in memory.
Here is IBM with a 16-bit Intel processor with Microsoft's GW-BASIC. This would have been standard with the 8086, 286, 386 processors.
With IBM, there are two interesting things going on. First, only 8 places after the decimal point is stored for processing and display. Secondly, even in the code, the hard coded numbers past the 17th spot are cut off.
Next, I tried with the TI-99/4A. I had gotten some pretty good responses with math on this computer. The TI-99 has a 16-bit TMS9900 CPU also (the first home computer to ever to be 16-bit)
>LIST
>RUN
The TI-99/4A has neither problem the IBM has. All numbers are stored and the TI-99 display 10 digits behind the decimal.
The better is we get 9 decimal places to work with instead of IBM's 8. Unfortunately, the hard coded value also get's changed:
100 TEST=.1234567891123456789
200 PRINT TEST
RUN
Monday, November 4, 2024
Program a SS and Compare BASICs (and stuff)
100 PRINT ATN(5)
RUN
TI-99/4A TI BASIC displays 1.373400767
Atari 400/800/800XL/130XE displays 1.37340076
IBM PC GW-BASIC/PC-BASIC displays 1.373401
My guess is Microsoft purposely chose this accuracy level to promote paid products.
The cable I purchased has worked really well. still factory sealed, from 1979! Just opened it, looks, feels, and smells like brand new! I dumped a hundred TI-99/4A WAV files on my virtual tape drive and it is great!
So another successful experiment with my TI-99/4A
Sunday, November 3, 2024
BASIC Manuals
So this weekend, I started writing two BASIC programming manuals, one for each system.
For the TI-99/4A
http://mrgibson.com/TI/Basic.php
For the Atari 800/800XL/800XE
http://mrgibson.com/atari/atari_basic.php
Thursday, October 31, 2024
This is my [virtual] PEB and tape drive for my TI-99/4A
This dusty looking computer is my [virtual] PEB and tape drive for my TI-99/4A
Monday, October 28, 2024
game controller geeking-out on TI
http://mrgibson.com/TI/CX30.php
Honestly, the Sega Genesis controller felt and responded the best on the TI-99.
The Atari Video Touch Pad is the least useful device. Because of the build of the internal circuit and how TI-99/4A reads joystick input - As far as I can tell, the best you can do with the device is get 6 of the 12 button to work on the TI-99/4A. Even at that, 3 buttons read at/on joystick 1 and 3 buttons read at/on joystick #2. And that is only after building an adapter to redirect to different pins.
Thursday, October 24, 2024
TI-99/4A slots in TI BASIC
5 call color(2,7,16)
10 call color(3,7,16)
15 call color(4,7,16)
20 call color(5,7,16)
25 call color(6,7,16)
30 call color(7,7,16)
35 call color(8,7,16)
40 call color(9,7,16)
45 call color(10,13,16)
50 call color(11,2,16)
55 call color(12,6,16)
60 call color(13,11,16)
65 call color(14,5,16)
70 call color(15,2,16)
71 REM number7
75 call char(92,"007F7F7070")
80 call char(93,"00FFFF0E0E1C3838")
85 call char(94,"00000001010307")
90 call char(95,"7070E0C0C0C0C0")
91 REM heart
95 call char(96,"00001C3E7F7F7F7F")
100 call char(97,"0000387CFEFEFEFE")
110 call char(98,"3F1F0F070301")
120 call char(99,"FCF8F0E0C080")
129 REM Cherry
130 call char(100,"00000000001F3F7F")
140 call char(104,"0000060810204080")
150 call char(101,"7F7F7F7F3F3F1F")
160 call char(102,"E0F0F0F0F0E0C0")
169 REM Bell
170 call char(112,"0000010101010101")
180 call char(113,"0000808080808080")
190 call char(120,"03070707070F0701")
200 call char(121,"C0E0E0E0E0F0E080")
209 REM Lemon
210 call char(128,"000000030F1F3FFF")
220 call char(129,"000000C0F0F8FCFF")
230 call char(130,"FF3F1F0F03")
240 call char(131,"FFFCF8F0C0")
249 REM Diamond
250 call char(105,"000103070F1F3F7F")
255 call char(106,"0080C0E0F0F8FCFE")
260 call char(107,"7F3F1F0F070301")
265 call char(108,"FEFCF8F0E0C080")
266 REM RED/GREEN 7
267 call char(134,"00000001010307")
268 call char(135,"7070E0C0C0C0C0")
269 REM BAR
270 call char(136,"00000000003F3F3F")
280 call char(137,"0000000000FCFCFC")
290 call char(138,"3F3F3F")
300 call char(139,"FCFCFC")
309 REM D-BAR
310 call char(140,"00003F3F3F3F")
320 call char(141,"0000FCFCFCFC")
330 call char(142,"003F3F3F3F3F")
340 call char(143,"00FEFEFEFEFE")
349 REM T-BAR
350 call char(144,"003F3F3F3F003F3F")
355 call char(145,"00FCFCFCFC00FCFC")
360 call char(146,"3F3F003F3F3F3F00")
365 call char(147,"FCFC00FCFCFCFC00")
369 REM SPADE
370 call char(148,"000103070F1F3F3F")
380 call char(149,"0080C0E0F0F8FCFC")
385 call char(150,"7F7F3F1B03070F")
390 call char(151,"FEFEFCD8C0E0F0")
391 REM black Diamond
392 call char(115,"000103070F1F3F7F")
393 call char(116,"0080C0E050A8FCFE")
394 call char(117,"7F3F1F0F070301")
395 call char(118,"FEFCF8F0E0C080")
396 REM slot window
397 call char(91, "FF00FFFF55AA55AA")
398 call char(103,"AA55AA55FF00FFFF")
399 call char(114,"1010101010101010")
410 RANDOMIZE
420 CALL CLEAR
425 call hchar(11,11,91,10)
426 call hchar(14,11,103,10)
427 call hchar(12,11,114,10)
428 call hchar(13,11,114,10)
430 C=12
440 FOR I=1 TO 3
450 PIC(I)=INT(17*RND)+1
460 ON PIC(I) GOSUB 840,900,960,1020,1080,1140,1200,1260,1320,1380,1450,1510,1570,1630,1690,1750,1810
470 C=C+3
480 NEXT I
490 REM Scoring
493 if PIC(1)=11 then 610
494 if PIC(1)=12 then 610
495 if PIC(1)=13 then 610
496 if PIC(1)=14 then 610
497 if PIC(1)=4 then 660
500 if PIC(1)<>PIC(2) then 520
510 if PIC(2)=PIC(3) then 700
520 if PIC(1)<>PIC(3) then 610
530 GOTO 650
610 REM Check middle
611 TOTAL=TOTAL-10
612 if PIC(2)=1 then 635
613 if PIC(2)=4 then 635
614 if PIC(2)=15 then 635
620 print "SORRY! YOU LOSE!"
625 GOTO 770
635 Print "MIDDLE WIN $20!"
637 TOTAL=TOTAL+30
640 goto 770
650 TOTAL=TOTAL+50
655 print "OUTER MATCH - YOU WON $50"
657 GOTO 770
660 TOTAL=TOTAL+20
665 print "1ST LEMON - YOU WON $20!"
670 GOTO 770
700 REM Jack POT
710 if PIC(1)=1 Then 730
720 Goto 750
730 TOTAL=TOTAL+500
740 Print "3 HEARTS JACKPOT! YOU WON $500"
745 GOTO 770
750 TOTAL=TOTAL+250
760 Print "3 OF A KIND JACKPOT! YOU WON $250"
770 print "CURRENT TOTAL: $";TOTAL
780 print "WANT TO PLAY AGAIN?"
790 PRINT "PRESS Y FOR YES"
800 CALL KEY(0,KEY,STATUS)
810 if STATUS=0 then 800
820 if KEY=89 then 410
840 REM 1 sel - draw heart
850 call hchar(12,C,96)
860 call hchar(12,C+1,97)
870 call hchar(13,C,98)
880 call hchar(13,C+1,99)
890 return
900 REM 2 sel - draw cherry
910 call hchar(12,C,100)
920 call hchar(12,C+1,104)
930 call hchar(13,C,101)
940 call hchar(13,C+1,102)
950 return
960 REM 3 sel - draw bell
970 call hchar(12,C,112)
980 call hchar(12,C+1,113)
990 call hchar(13,C,120)
1000 call hchar(13,C+1,121)
1010 return
1020 REM 4 sel - draw Lemon
1030 call hchar(12,C,128)
1040 call hchar(12,C+1,129)
1050 call hchar(13,C,130)
1060 call hchar(13,C+1,131)
1070 return
1080 REM 5 sel - draw Diamond
1090 call hchar(12,C,105)
1100 call hchar(12,C+1,106)
1110 call hchar(13,C,107)
1120 call hchar(13,C+1,108)
1130 return
1140 REM 6 sel - draw Bar
1150 call hchar(12,C,136)
1160 call hchar(12,C+1,137)
1170 call hchar(13,C,138)
1180 call hchar(13,C+1,139)
1190 return
1200 REM 7 sel - draw number7
1210 call hchar(12,C,92)
1220 call hchar(12,C+1,93)
1230 call hchar(13,C,94)
1240 call hchar(13,C+1,95)
1250 return
1260 REM 8 sel - draw double bar
1270 call hchar(12,C,140)
1280 call hchar(12,C+1,141)
1290 call hchar(13,C,142)
1300 call hchar(13,C+1,143)
1310 return
1320 Rem 9 sel - draw triple bar
1330 call hchar(12,C,144)
1340 call hchar(12,C+1,145)
1350 call hchar(13,C,146)
1360 call hchar(13,C+1,147)
1370 return
1380 REM 10 sel - draw spade
1390 call hchar(12,C,148)
1400 call hchar(12,C+1,149)
1410 call hchar(13,C,150)
1420 call hchar(13,C+1,151)
1440 return
1450 REM 11 sel - heart/Lemon
1460 call hchar(12,C,130)
1470 call hchar(12,C+1,131)
1480 call hchar(13,C,96)
1490 call hchar(13,C+1,97)
1500 return
1510 rem 12 sel lemon/bar
1520 call hchar(12,C,138)
1530 call hchar(12,C+1,139)
1540 call hchar(13,C,128)
1550 call hchar(13,C+1,129)
1560 return
1570 rem 13 sel diamond/7
1580 call hchar(12,C,107)
1590 call hchar(12,C+1,108)
1600 call hchar(13,C,92)
1610 call hchar(13,C+1,93)
1620 return
1630 rem 14 sel spade/diamond
1640 call hchar(12,C,150)
1650 call hchar(12,C+1,151)
1660 call hchar(13,C,105)
1670 call hchar(13,C+1,106)
1680 return
1690 REM 15 RED/GOLD 7
1700 call hchar(12,C,92)
1710 call hchar(12,C+1,93)
1720 call hchar(13,C,134)
1730 call hchar(13,C+1,135)
1740 return
1750 REM 16 Black Diamond
1760 call hchar(12,C,115)
1770 call hchar(12,C+1,116)
1780 call hchar(13,C,117)
1790 call hchar(13,C+1,118)
1800 return
1810 Rem 17 cherry/bell
1820 call hchar(12,C,120)
1830 call hchar(12,C+1,121)
1840 call hchar(13,C,100)
1850 call hchar(13,C+1,104)
1860 return
Wednesday, October 23, 2024
Non TI-99 game controllers on TI-99 part III
With screw tightened connections, wire can be swapped easily to try different connections. There are more condensed versions of these plugs, but for testing purposes only, I think this will work great.
Non TI-99 game controllers on TI-99 part II
Atari CX-30 and Sega Genesis. The second Adapter would be fore the Atari Video Touch Pad. It is possible, only one would need to be made for all three of these.
TI-99 41 Joystick port
___________
( 1 2 3 4 5 )
\ 6 7 8 9 /
# Use \_______/
- -------
1 not used
2 joystick 2 ground / common
3 Up
4 Fire button pressed
5 Left
6 not used
7 joystick 1 ground / common
8 Down
9 Right
Atari 2600 CX-30 Joystick port
___________
( 1 2 3 4 5 )
\ 6 7 8 9 /
# Use \_______/
- -------
1 Up
2 Down
3 Left
4 Right
5 Paddle B
6 Trigger
7 +5 volts
8 ground / common
9 Paddle A
TI-99 has one joystick port and the Atari 2600 has two joystick ports.
With TI-99/4A if joystick #1 has a closed circuit with pin 7 to pin 9, the joystick #1 is pushed Right.
So with this information, I should be able to make an adapter that would allow me to use two Atari CX-30 Joysticks or genesis controllers to the one TI-99/4A port. But the easier (first option) would make 1 joy to 1 port for testing the concept.
Tuesday, October 22, 2024
Non-TI game controllers on a TI (no special adapters) - Part I
This post is about testing controllers on the TI-99/4A without adapters or special hardware. How am I testing? I wrote a super simple joystick read:
100 call joyst(1,x,y)
200 print x,y
300 goto 100
Next change the 1 to a 2 to test for the other controller.
1st, what about the Atari Video Touch pad?
Controller #1... nothing appears to send a valid signal. How about controller #2? With controller #2, two (2) buttons out of the 6 work. Button 4 sends the left control input and Button 5 sends the right control input. So mostly unusable, but if you wanted to make a game that only used left and right set for controller #2... it is something.
How about the Atari Joystick (original CX-30)?
Controller #1 reads nothing and Controller #2 only reads and sends out the down position. That is even worse and pretty much unusable.
Next I tried the 6 button Sega Genesis game pad. How did it do? Exactly the same as the Atari CX joystick. Only down on the controller #2 input. Worthless.
Next I tried the new Coleco controllers for the Colecovision Flashback. Controller 1 has two (2) buttons that worked and Controller 2 only had one. A failure.
No worries, I have more to test!
Next I have a Chinese NES knock off controller.
Controller #1 - nothing!
Controller #2 - nothing!
So next I'm going to try the Atari 7800 Pro controller (US). Don't have high hopes for this.
the 7800 controller was STRANGE. It actually changed the mapping of the keyboard when I plugged it in!!! Also, no inputs were registered.
Wednesday, October 16, 2024
Friday, September 27, 2024
Golf Discs and their numbers
Weight, Speed, Glide, Turn, and Fade (plus a couple other traits):
disc showing speed, glide, turn, and fade |
Weight of a disc:
Range: 100 grams to 200 gramsThere are two weight classes:
1. 150 Class is the designation given to discs approved for play in Japan and other PDGA sanctioned events designated as 150 Class. All discs on the PDGA Approved list may be used in these competitions as long as their weight is 150 grams or lower.
2 .Standard Class is for disc 140-200 grams. This is what is used in most games and courses.
Most standard discs weigh between 150 and 180 grams, but there are some that weigh more and some less. Those outside of the 160-180 usually have specific purposes. for example, 144 gram discs for light throwing on calm days. The weight of your disc golf disc matters and can significantly affect the flight of your golf disc. Lighter discs take less effort to throw than heavy discs and as a result are often more accurate. However, light weight discs are also generally affected by wind more than heavy discs so you may find heavier discs can maintain a consistent path more effectively in windy weather. Discs weighing 180-200 grams are normally discs used for breezy or windy conditions
Disc weight summary
With PDGA standards, a disc must not weigh less than 100 grams and must not exceed 200 grams. Putters usually weigh between 170 and 175 grams. The average disc golf putter weight is 173 grams. Some people will use a 180 gram putters or even higher. Drivers will normally be 160 to 165 grams.
Speed of a disc:
Range: 1 to 14, with 1 being the slowest and 14 being the fastestThis is the speed a disc needs to be thrown for best performance. This is not the actual speed, but how hard the disc is to be thrown. Throwing below or above will alter the stated performance of the other numbers such as glide, turn, and fade.
Glide of a disc:
Range: 1 to 7, with 1 being the least glide and 7 being the best glideIn disc golf, glide is the term used to describe a disc’s determination to stay in the air. The higher the flight number, the more a disc wants to remain airborne, the longer potential fly for a longer distance. Discs with a Glide rating of 1 or 2 fall out of the air quickly and are more difficult to throw far.
Turn of a disc:
Range: -5 to +1-5 will throw straighter and +1 with curve more. Depending on the path you need to throw will depend on what number you want to use.
Fade of a disc:
Range: The fade range for disc golf is 0 to 5A number with 0 being the straightest finish and 5 being the hardest hook:
0: The disc will finish straightest and hook the least as it loses speed at the end of its flight.
5: The disc will hook the hardest as it loses speed at the end of its flight.
What about disc diameter size?
The golf discs used today are much smaller and heavier than traditional flying discs, typically about 21 centimeters (8.3 inches) to 22.86 centimeters (9 inches) in diameter and weighing between 150 and 180 grams. The PDGA prohibits any disc to be heavier than 200 grams. The maximum diameter for a disc golf disc approved by the Professional Disc Golf Association (PDGA) is 30 centimeters (11.8 inches). The minimum diameter for a disc golf disc is 21 centimeters (8.3 inches).
What about disc diameter height?
The height of a golf disc varies depending on the type of disc, but typically ranges from 1.65 centimeters for a distance driver to 2.11 centimeters for a putter:
Average distance driver: 1.65 centimeters
Average fairway driver: 1.77 centimeters
Average Midrange: 1.97 centimeters
Average Putter: 2.11 centimeters (0.83 inches)
Saturday, September 21, 2024
Evaluating NES games
A few I tried today.
shuang xiang Pao NO sky destroyer Solomon's Key YES Solomon's Key 2 YES Stinger Yes Trog Yes Uncanny X-men NO Trolls in Crazyland yes Trolls island yes Wheel of Fortune Yes Werewolf NO Western KIds Wild Gunman NO, Willow YES Willy & Right no Rockboard NO Win Loose Draw Yes Winter Games NO Wits YES Wazardary [both] NO Wizardry II NO Wizardry III NO Wizards & Warriros YES Wizards & Warriors III YES WWF Wrestlemania steel YES WWF Wrestlemania chal Yes Xenophone YES Xevious - the avenger YES Xevious YES Xexyz YES Xiao Ma Li NO Xing He Zhan Shi NO - not playable if you can not read Japan Xing Zhan Qing Yoan NO - not playable if you can not read Japan Xybots Yes - but controls are hard to get used to Yamamura Misa Suspense NO - not playable if you can not read Japan Yami no shigotonin Kage YES Yasuda fire & Marine Yes Yie Ar Kunk-Fu Yes Ying Lie Qun Yes Ying Xiong Yan No not playable Yo! Noid Yes Yoshi Yes Yoshi no Tamago no duplicate of the US game young ind jones Yes (barely) YS YES YS III YES Zanac Yes Zelda II - Adv of Link Yes Zelda no Densetsu 1 no Japan version of zelda Zen Intergalactic Ninja YES Zhan Guo Si No - just a bad Majon Zhan Guo Si No - just a bad Majon Zhi Li Xiao No - not playable Zhongguo NO - does not load Zhuang QiU - Ball Story YES
Sunday, September 15, 2024
Starting over again.
http://mrgibson.com/bible/
Tuesday, September 10, 2024
List of supported the Atari Gamestation Pro consoles
People on Facebook and Forums keep asking for a compatibility list for the AGSP, so I made one.
Default Firmware 1.10 and updated 1.20
Game Platform | file extension |
Atari 2600 | .a26 |
Atari 5200 | .a52 |
Atari 7800 | .a72 |
-- | |
Nintendo Gameboy | .gb |
Nintendo Gameboy Advance | .gba |
Nintendo Gameboy Color | .gbc |
Nintendo NES | .nes |
-- | |
Sega genesis | .bin |
Sega cd | .bin/cue |
-- | |
TurboGrafx-16 | .pce |
-- | |
Mame/arcade | .zip |
Game Platform | file extension |
Nintendo Super NES | .sfc |
-- | |
Sega Master System | .sms |
Game Platform | file extension |
Atari 400/800 | .atr or .com |
Atari ST games | zip, .st, .stx, .m3u |
Atari Lynx | |
Atari Jaguar | |
CBM | |
PET | |
C64 | |
Intellivsion | |
Oddyssey 2 | |
ColecoVision |
I have tested Atari 2600, 7800, NES, SNES, and Sega Genesis. I have tried over a hundred ROMs without a failure yet.
Sunday, September 8, 2024
The Atari Gamestation pro
As long as you put the games in the "Games" folder of the root of the micro SD card and use the correct extensions for the BIN/ROM file, the system plays thousands of different games across all these systems.
For example (not a complete list): .a26 for Atari 2600 .a52 for Atari 5200 .a78 for Atari 7800 .gb for Game Boy .gba for Game Boy Advanced .gbc for Game Boy Color .nes for NES .bin for Sega Genesis .gg for Sega Game Gear for updated firmware 1.30 [vendor] .sfc for Super Nintendo .sms for Sega Master System |
Friday, July 26, 2024
Star Trek stuff...
Friday, July 12, 2024
continued progress on the TI-99 Slots
Here is the main loop of the code.
410 RANDOMIZE 420 CALL CLEAR 425 call hchar(11,13,91,8) 426 call hchar(14,13,103,8) 427 call hchar(12,13,114,8) 428 call hchar(13,13,114,8) 430 C=14 440 FOR I=1 TO 3 450 PIC(I)=INT(10*RND)+1 460 ON PIC(I) GOSUB 840,900,960,1020,1080,1140,1200,1260,1320,1380 470 C=C+2 480 NEXT I 490 REM Scoring 495 if PIC(1)=4 then 660 500 if PIC(1)<>PIC(2) then 520 510 if PIC(2)=PIC(3) then 700 520 if PIC(1)<>PIC(3) then 610 530 GOTO 650 610 TOTAL=TOTAL-10 620 print "SORRY! YOU LOSE!" 640 goto 770 650 TOTAL=TOTAL+40 655 print "YOU WON $40" 657 GOTO 770 660 TOTAL=TOTAL+20 665 print "LEMON - YOU WON $20!" 670 GOTO 770 700 REM Jack POT 710 if PIC(1)=1 Then 730 720 Goto 750 730 TOTAL=TOTAL+500 740 Print "JACKPOT! YOU WON $500" 745 GOTO 770 750 TOTAL=TOTAL+250 760 Print "JACKPOT! YOU WON $250" 770 print "CURRENT TOTAL: $";TOTAL 780 print "WANT TO PLAY AGAIN?" 790 PRINT "PRESS Y FOR YES" 800 CALL KEY(0,KEY,STATUS) 810 if STATUS=0 then 800 820 if KEY=89 then 410 830 End
Thursday, July 11, 2024
TI-99 slots - first update on slot machine project
Notes for Gibson's TI-99 Vegas Slots Nervous about memory limitations, as I suspect this code will be rather large. But if possible, there will be 10 slot graphics: - Number 7 - Red - uses color set 8 - Heart - Red - uses color set 9 - Cherry - Red with Green stem - uses color set 9 and 10 - Bell - Blue with black handle - Lemon - Yellow - Diamond - Green - Bar - Blue - Double Bar - Blue - Triple Bar - Black - uses color set 15 - Spade - Black - uses color set 15 If need be, I will back off the double and/or triple bar. There will be 3 graphic slots Each graphic will be 4 characters. Number 7 - characters 92, 93, 94 95 1234|1234|1234|1234 | | | 1 00 00 xxx|xxxx|xxxx|xxxx 2 7F FF xxx|xxxx|xxxx|xxxx 3 7F FF xxx| | |xxx 4 70 0E xxx| | |xxx 5 70 0E | | x|xx 6 00 1C | | xx|x 7 00 38 | | xx|x 8 00 38 ______________________ | | xxx| 1 00 70 | | xxx| 2 00 70 | |xxx | 3 00 E0 | x|xx | 4 01 C0 | x|xx | 5 01 C0 | xx|xx | 6 03 C0 | xxx|xx | 7 07 C0 | | | 8 00 00 =============================================== Heart - Characters 96, 97, 98, 99 1234|1234|1234|1234 | | | 1 00 00 | | | 2 00 00 x|xx | xx|x 3 1C 38 xx|xxx | xxx|xx 4 3E 7C xxx|xxxx|xxxx|xxx 5 7F FE xxx|xxxx|xxxx|xxx 6 7F FE xxx|xxxx|xxxx|xxx 7 7F FE xxx|xxxx|xxxx|xxx 8 7F FE ____________________ xx|xxxx|xxxx|xx 1 3F FC x|xxxx|xxxx|x 2 1F F8 |xxxx|xxxx| 3 0F F0 | xxx|xxx | 4 07 E0 | xx|xx | 5 | x|x | 6 | | | 7 00 00 | | | 8 00 00 ================================================= Cherry - Characters 100, 104, 101, 102 1234|1234|1234|1234 | | | 1 00 00 | | | 2 00 00 | | | xx 3 00 06 | | |x 4 00 08 | | x| 5 00 10 x|xxxx| x | 6 1F 20 xx|xxxx| x | 7 3F 40 xxx|xxxx|x | 8 7F 80 ____________________ xxx|xxxx|xxx | 1 7F E0 xxx|xxxx|xxxx| 2 7F F0 xxx|xxxx|xxxx| 3 7F F0 xxx|xxxx|xxxx| 4 7F F0 xx|xxxx|xxxx| 5 3F F0 xx|xxxx|xxx | 6 3F E0 x|xxxx|xx | 7 1F C0 | | | 9 00 00 =============================================== Bar - character 136, 137, 138, 139 - Blue 1234|1234|1234|1234 | | | 1 00 00 | | | 2 00 00 | | | 3 00 00 | | | 4 00 00 | | | 5 00 00 xxx|xxxx|xxxx|xxx 6 3F FF xxx|xxxx|xxxx|xxx 7 3F FC xxx|xxxx|xxxx|xxx 8 3F FC ______________________ xxx|xxxx|xxxx|xxx 1 3F FC xxx|xxxx|xxxx|xxx 2 3F FC xxx|xxxx|xxxx|xxx 3 3F FC | | | 4 00 00 | | | 5 00 00 | | | 6 00 00 | | | 7 00 00 | | | 8 00 00 Double Bar - character 140, 141, 142, 143 - Blue 1234|1234|1234|1234 | | | 1 00 00 | | | 2 00 00 xxx|xxxx|xxxx|xxx 3 3F FC xxx|xxxx|xxxx|xxx 4 3F FC xxx|xxxx|xxxx|xxx 5 3F FC xxx|xxxx|xxxx|xxx 6 3F FC xxx|xxxx|xxxx|xxx 7 3F FC | | | 8 00 00 ______________________ | | | 1 00 00 xxx|xxxx|xxxx|xxx 2 3F FF xxx|xxxx|xxxx|xxx 3 3F FC xxx|xxxx|xxxx|xxx 4 3F FC xxx|xxxx|xxxx|xxx 5 3F FC xxx|xxxx|xxxx|xxx 6 3F FC | | | 7 00 00 | | | 8 00 00 =============================== Triple Bar - character 144, 145, 146, 147 - Blue 1234|1234|1234|1234 | | | 1 00 00 xxx|xxxx|xxxx|xxx 2 3F FF xxx|xxxx|xxxx|xxx 3 3F FC xxx|xxxx|xxxx|xxx 4 3F FC xxx|xxxx|xxxx|xxx 5 3F FC | | | 6 00 00 xxx|xxxx|xxxx|xxx 7 3F FC xxx|xxxx|xxxx|xxx 8 3F FC ______________________ xxx|xxxx|xxxx|xxx 1 3F FC xxx|xxxx|xxxx|xxx 2 3F FC | | | 3 00 00 xxx|xxxx|xxxx|xxx 4 3F FC xxx|xxxx|xxxx|xxx 5 3F FC xxx|xxxx|xxxx|xxx 6 3F FC xxx|xxxx|xxxx|xxx 7 3F FC | | | 8 00 00 =============================== Spade - character 148, 149, 150, 151 - Black 1234|1234|1234|1234 | | | 1 00 00 | x|x | 2 01 80 | xx|xx | 3 03 C0 | xxx|xxx | 4 37 E0 |xxxx|xxxx| 5 0F F0 x|xxxx|xxxx|x 6 1F F8 xx|xxxx|xxxx|xx 7 3F FC xx|xxxx|xxxx|xx 8 3F FC ______________________ xxx|xxxx|xxxx|xxx 1 3F FE xxx|xxxx|xxxx|xxx 2 3F FE xx|xxxx|xxxx|xx 3 3F FC x|x xx|xx x|x 4 3F | xx|xx | 5 3F | xxx|xxx | 6 3F |xxxx|xxxx| 7 0F F0 | | | 8 00 00
Wednesday, July 10, 2024
Do something a little different [coding]
Of course whatever I finalize, finish (or not finish), I will share as open source to share freely. I have already started this process first in my head, now in notepad. Hopefully, I will share material soon.
Thursday, July 4, 2024
TI-99/4A tips and tricks
at TI-BASIC command line, type:
1 m=m+8 2 gosub 1 runThe screen turns green and runs for a bit until the following error:
* memory full in 1Now type:
print m ----------------------------------- Editing Tip
Using the delete function Since the TI-99/4A doesn't have a backspace or delete key, you can hold down Function and press Cursor Left by pressing Function S. Then, continue holding down Function and press Delete (DEL) to delete the character to the left of the cursor.
Sunday, June 16, 2024
Birthday Game Pickups!
I also recieved a mini space invaders table top from my oldest daughter.
On my little spare time, I have been trying to update my game catalog that has grown significantly this year.
Friday, June 14, 2024
The TI-99/4A
Computer TI-99/4A Manufacturer Texas Instruments Media ROM, cartridge, cassette, floppy disk CPU TMS9900 @ 3 MHz 16-bit Memory 16 KB RAM default - can add 32k memory expansion 256 bytes scratchpad RAM Despite having a 16-bit processor, standard TI can not use 64K or more of memory There are alterations to the TI that allow this. Graphics TMS9918A, TMS9918ANL Sound TMS9919, later SN94624
Monday, June 10, 2024
Huge surprise today.
I had a huge surprise today. I picked up a light-6er with 39 cartridges and a original CX joystick. Nine games came with boxes and all with manuals! Big thank you to Dan H!
1 Stampede | 2 Cosmic Ark | 3 Venture | 4 Dragster |
5 Outlaw | 6 Enduro | 7 Pele's Socker | 8 Street Racer |
9 Night Driver | 10 Carnival | 11 Pitfall! | 12 Tennis (Activison) |
13 Atlantis | 14 Breakout | 15 Defender | 16 Vanguard |
17 Space War | 18 Yars' Revenge | 19 Missle Command | 20 Air Sea Battle |
21 Adventure | 22 Battlezone | 23 PAC-MAN | 24 Casino |
25 Galaxian | 26 Video Olympics | 27 Jungle Hunt | 28 Home Run |
29 Combat | 30 Laser Blast | 31 Star Voyager | 32 Grand Prix |
33 Donkey Kong | 34 Blackjack | 35 Dragon Fire | 36 Haunted House |
37 Super Breakout | 38 Berzerk | 39 Riddle of the Spinx |
Saturday, June 8, 2024
Another Pickup and more about last weeks Illinois Game Conference 2024
I finally picked up KC munchkin for the Odyssey 2 this weekend. My find list is now complete. I never owned that game, but it is the first game I played on that system. Picked it up for $8 .
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Good morning, Merry Christmas. Atari did provide a statement to GameStop saying the VCS has not been discontinued: “We suspended our rel...
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I have started 2022 with a new vehicle. Traded in the red Mustang and I am now driving a 2022 Santa Cruz. It was the vehicle I didn't ...