GDX-Lib version of DDD is working again on Debian Linux! Will publish soon. Mac OS X and Windows will follow shortly.
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/
Friday, March 21, 2025
Thursday, March 20, 2025
Dragons, Druids, and Dice for Linux.
So, there has been delays with the release 1.2 for Linux. In fact, there has been a fork in the code. It was my plan to make this version as nice looking as possible with GDX-Lib. Unfortunately, I'm having issue with this and Debian. My plan at this point is not to go to GTK or Xlib, but to create a new GDX-Lib-lite version of the GUI library. This will not rely on other graphic libraries and make the app even easier to cross compile.
Saturday, March 15, 2025
Dragons, Druids, and Dice 1.2 for the TI-99/4A
Here is a screen shot from the TI-99 version of 1.2
Screen shot of the Atari version of 1.2
Thursday, March 13, 2025
Memory struggle
My compromise:

Instead of using this code:
140 GRAPHICS 0
Wednesday, March 12, 2025
Preview screenshots of Dragons, Druids, and Dice 1.1
Screen shot of Atari 800XL
Tuesday, March 11, 2025
Working on version 1.1 D&D dice program
TI-dice call char(33,"0101010101010101") char !=33 12341234 _______x 1 01 _______x 2 01 _______x 3 01 _______x 4 01 _______x 5 01 _______x 6 01 _______x 7 01 _______x 8 01 call char(42,"00000708102040FF") call char(43,"0000FC0C14244484") char *=42 char +=43 12341234 12341234 ________ 1 00 ________ 1 00 ________ 2 00 ________ 2 00 xxx 3 07 xxxxxx__ 3 FC ____x___ 4 08 xx__ 4 0C ___x____ 5 10 x x__ 5 14 __x_____ 6 20 x x__ 6 24 _x______ 7 40 x x__ 7 44 xxxxxxxx 8 FF x x__ 8 84 call char(64,"8585858991A1C181") char @=64 12341234 x x x 1 85 x x x 2 85 x x x 3 85 x x x 4 89 x x x 5 91 x x x 6 A1 xx x 7 C1 x x 8 81 call char(94,"FF") char ^=94 12341234 xxxxxxxx 1 FF call char(36,"8080808080808080") char $ 12341234 x 1 80 x 2 80 x 3 80 x 4 80 x 5 80 x 6 80 x 7 80 x 8 80
Monday, March 10, 2025
Simple D&D dice roller for C64, Atari XL, and TI-99/4A (Ver 1.0)
This will likely work on more platforms with little or no modifications
See the note on the bottom for the TI-99/4A.
Atari 800XL output
Code for C64 AND ATARI 10 PRINT "DRAGON AND DICE" 20 PRINT "A) ROLL 4D" 30 PRINT "B) ROLL 6D" 40 PRINT "C) ROLL 8D" 50 PRINT "D) ROLL 10D" 60 PRINT "E) ROLL 12D" 70 PRINT "F) ROLL 20D" 80 PRINT "G) ROLL FOUR 6D" 85 PRINT "Z) QUIT" 90 INPUT A$ 100 IF A$="A" THEN 200 110 IF A$="B" THEN 300 120 IF A$="C" THEN 400 130 IF A$="D" THEN 500 140 IF A$="E" THEN 600 150 IF A$="F" THEN 700 160 IF A$="G" THEN 800 170 IF A$="Z" THEN 1000 180 PRINT "----" 190 GOTO 10 200 D=INT(1+4*RND(1)) 210 PRINT "YOU ROLLED A " 220 PRINT D 230 PRINT "WITH 4D" 240 PRINT "--" 250 GOTO 10 300 D=INT(1+6*RND(1)) 310 PRINT "YOU ROLLED A " 320 PRINT D 330 PRINT "WITH 6D" 340 PRINT "--" 350 GOTO 10 400 D=INT(1+8*RND(1)) 410 PRINT "YOU ROLLED A " 420 PRINT D 430 PRINT "WITH 8D" 440 PRINT "--" 450 GOTO 10 500 D=INT(1+10*RND(1)) 510 PRINT "YOU ROLLED A " 520 PRINT D 530 PRINT "WITH 10D" 540 PRINT "--" 550 GOTO 10 600 D=INT(1+12*RND(1)) 610 PRINT "YOU ROLLED A " 620 PRINT D 630 PRINT "WITH 12D" 640 PRINT "--" 650 GOTO 10 700 D=INT(1+20*RND(1)) 710 PRINT "YOU ROLLED A " 720 PRINT D 730 PRINT "WITH 20D" 740 PRINT "--" 750 GOTO 10 800 D1=INT(1+6*RND(1)) 802 D2=INT(1+6*RND(1)) 804 D3=INT(1+6*RND(1)) 806 D4=INT(1+6*RND(1)) 810 PRINT "YOU ROLLED A " 820 PRINT D1;" ";D2;" ";D3;" ";D4 830 PRINT "WITH FOUR 6D" 840 PRINT "-- -- -- --" 850 GOTO 10 1000 END For the TI-99/4A computer, change the randomize calls with this format: D=INT(1+4*RND) D=INT(1+6*RND)
Sunday, March 9, 2025
ugBASIC 1.17.1 RELEASED
ugBASIC 1.17.1 RELEASED!
A new version of ugBASIC, the open source isomorphic BASIC compiler, has been released.
This version for multiple compliable computer ports
ATARI 400/800/XL/XEGS implements an improved DOJO protocol, allowing for multiplayer games thanks to the integration with FujiNet. It also contains numerous additional keywords, serial support, and specific optimizations for ATARI computers.
ugBASIC is a cross compiler for Linux and Windows, for writing games in the BASIC language, running on dozens of different home computers and 8-bit consoles. There is also a convenient integrated IDE for Microsoft Windows and even a sandbox, if you do not want to install anything.
Wednesday, February 19, 2025
useful POKE commands - C64

For more POKE commands for sound and graphics, you read my C64 manual - but here they are POKE commands for general programming use.
POKE 53272,21 switch to uppercase mode
POKE 53272,23 switch to lowercase mode
POKE 53281,C change screen color (C=0-15)
POKE 646,C change cursor color (C=0-15)
POKE 56590,128 Clock Reset for 50 Cycle Current
POKE 1,0 Disable Operating SYStem (Default Value 1,1)
POKE 19,65 turn off question mark during INPUT
POKE 19,0 turn question mark back on
POKE 204,0 turn cursor on during a GET
POKE 204,255 turn cursor back off
POKE 649,1 disable keyboard buffering
POKE 649,10 Enable Keyboard
POKE 649,15 Increase Keyboard Buffer
POKE 650,127 Disable keys repeat
POKE 650,128 Enable keys Repeat
POKE 650,64 Disables Repeat of All Keys
POKE 657,0 enable SHIFT-Commodore
POKE 774,141 With List Command, Vanishes Completely (Default Value 774,26)
POKE 775,168 Disable List Command
POKE 775,171 Causes Computer to Crash If a LIST Command is Attempted
POKE 788,52 Disables Stop Key and TI$
POKE 792,193 disable RUN-STOP/RESTORE
POKE 808,225:POKE 818,32 Disable Runstop/Restore & LIST
POKE 808,234 disable RUN-STOP/RESTORE and LIST
POKE 808,237:POKE 818,237 Enable Runstop/Restore & LIST
POKE 808,239 disable RUN/STOP key
Tuesday, February 11, 2025
TI-99 Football!
Saturday, February 8, 2025
Fun Coding project
Saturday, January 11, 2025
Ball Bounce - Saturday BASIC coding Exercise
Here is my Saturday programming exercise. X is the ball's X position DX is the ball's X direction Y is the ball's Y position DY is the ball's Y direction Positioning the ball on Atari computer 170 POSITION X,Y 175 PRINT CHR$(20) Character 20 being the ball. Positioning the ball on C64 170 POKE 1024 + X + 40*Y,81 81 being the ball. Positioning the ball on TI-99 170 CALL HCHAR(Y,X,81) Positioning the cross on the Apple II 161 PLOT X, Y 162 PLOT X-1,Y+1 163 PLOT X,Y+1 164 PLOT X+1,Y+1 165 PLOT X,Y+2 The TI uses Y,X coordinates where C64 and Apple use X,Y coordinates. Atari and C64 both have predefined ball characters. TI-99 and Apple does not. I'm using character 81 as the ball on C64 - 20 on Atari I'm rewriting character 81 and drawing it as a ball on the TI. There is no simple middle ground with the Apple when doing graphic. I simply slapped 5 blocks together with the plot command in low res graphics. Using TI-99 Extended BASIC, I could have shortened up the TI-99 code a lot, but wanted the code to work with both versions of BASIC. For that matter, I could have shortened up all the BASIC code by CATing code on the same lines, but I'm not a fan of that. Too much and the code stops being easily readable. I have been programming the far majority of my life. I still feel the same about these 4 platforms of the 80s. TI-99 Extended #1, Atari 2nd, C64 3rd, and Apple II still sucks. On to the Code!! The Atari Code First 100 REM CLEAR SCREEN 110 PRINT CHR$(125) 120 GRAPHICS 0 : POKE 752,1 140 X = 1 145 Y = 1 150 DX = 1 155 DY = 1 160 REM DISPLAY BALL 170 POSITION X,Y 175 PRINT CHR$(20) 180 REM LINE 190 SLOW CODE DOWN 190 FOR T = 1 TO 50 195 NEXT T 200 POSITION X,Y 205 PRINT " " 210 X = X + DX 220 IF X <= 0 THEN DX=-DX 225 IF X >= 34 THEN DX=-DX 230 Y = Y + DY 240 IF Y <= 0 THEN DY=-DY 245 IF Y >= 22 THEN DY=-DY 250 GOTO 160 The C64 BALL BOUNCE code! 100 REM CLEAR SCREEN 110 PRINT "{CLR/HOME}" 120 REM BG L-GREEN AND YELLOW BORDER 130 POKE 53280,7 135 POKE 53281,13 140 X = 1 145 Y = 1 150 DX = 1 155 DY = 1 160 REM DISPLAY BALL 170 POKE 1024 + X + 40*Y,81 180 REM LINE 190 SLOW CODE DOWN 190 FOR T = 1 TO 30 195 NEXT 200 POKE 1024 + X + 40*Y,32 210 X = X + DX 220 IF X <= 0 OR X >= 39 THEN DX = -DX 230 Y = Y + DY 240 IF Y <= 0 OR Y >= 24 THEN DY = -DY 250 GOTO 160 The TI-99 BALL BOUNCE code! 100 CALL CLEAR 110 CALL SCREEN(4) 120 CALL CHAR(81,"3C7EFFFFFFFF7E3C") 140 X = 1 145 Y = 1 150 DX = 1 155 DY = 1 160 REM DISPLAY BALL 170 CALL HCHAR(Y,X,81) 180 REM LINE 190 SLOW CODE 190 FOR T = 1 TO 30 195 NEXT T 200 CALL HCHAR(Y,X,32) 210 X = X + DX 220 IF X < 2 THEN 300 225 IF X > 31 THEN 300 230 Y = Y + DY 240 IF Y < 2 THEN 320 245 IF Y > 23 THEN 320 250 GOTO 160 300 DX =-DX 310 GOTO 160 320 DY =-DY 330 GOTO 160 Apple II PLUS BOUNCE code! It is fairly difficult in GR or HGR to make a ball. 100 REM CLEAR SCREEN 120 GR 140 X = 17 145 Y = 5 150 DX = 1 155 DY = 1 160 COLOR = 6 161 PLOT X, Y 162 PLOT X-1,Y+1 163 PLOT X,Y+1 164 PLOT X+1,Y+1 165 PLOT X,Y+2 180 REM LINE 190 SLOW CODE DOWN 190 FOR T = 1 TO 30 195 NEXT T 200 COLOR = 0 201 PLOT X, Y 202 PLOT X-1,Y+1 203 PLOT X,Y+1 204 PLOT X+1,Y+1 205 PLOT X,Y+2 210 X = X + DX 220 IF X <= 2 OR X >= 37 THEN DX = -DX 230 Y = Y + DY 240 IF Y <= 2 OR Y >= 37 THEN DY = -DY 250 GOTO 160Really, Atari does the best job. TI-99 is the easiest to program. Apple II is the "worsteth" of the four.

Wednesday, January 8, 2025
RG Mini
Retro Games LTD The C64 Micro Computer Mini Product Key Features Platform Commodore 64 Year Manufactured 2017 thru 2025 Storage Capacity 512 MB Case Color Beige Display Connectivity HDMI Connectivity USB, HDMI Screen Resolution 720p (HD) ARM CPU A20 SoC and Linux operating system running the VICE emulator. Pixel graphics in 4:3 format with CRT filter. Savable game states for the 64 C64 games Software updates over USB stick. 64 classical C64 games, which are onside of the ROM chip. Dimensions: 250 * 50 * 200mm Weight: 372g Plugs rear HD output with 720p over HDMI Micro USB port for power Plugs right side Two USB ports for USB keyboard or USB joystick. Power switch Other informations Keys can be used with a popup keyboard on the screen. Alternative can used a USB keyboard If you want to use both USB joysticks, a USB keyboard and a USB stick, you need a active USB hub. The emulator being used is x64 from VICE 2.4 I just purchased RG mini to code for the Vic20 and C64. I can't wait to PEEK and POKE some.
GDX-Lib version of DDD is working again!
GDX-Lib version of DDD is working again on Debian Linux! Will publish soon. Mac OS X and Windows will follow shortly.
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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 ...
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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...