Showing posts with label Fun. Show all posts
Showing posts with label Fun. Show all posts

Saturday, January 10, 2026

Seven-Eleven for TI-99

My version of Seven-Eleven for TI-99:  UPDATE: Please note that I now have better versions of this program on my web site: http://mrgibson.com


10 REM Seven Eleven
15 REM by Michael R Gibson
20 GAME=0
25 WIN=0
30 LOSS=0
32 PNTS=105
34 A=0
36 GOSUB 400
40 CALL CLEAR
45 PRINT " Seven / Eleven"
50 PRINT " *$$$$$$$$$$$$$$$$$+"
52 PRINT "! The Win Tally ~"
54 PRINT "! ~"
60 PRINT "! Wins:", WIN
65 PRINT "! Losses:", LOSS
70 GAME=GAME+1
80 PNTS=PNTS-5
90 PRINT "! Points:",PNTS
100 PRINT "!"
105 PRINT "! Game:", GAME
108 CALL VCHAR(19,22,126,5)
110 GOSUB 200
120 IF A = 7 THEN 300
125 IF A = 11 THEN 300
130 IF A = 2 THEN 600
135 IF A = 12 THEN 600
145 GOTO 310
200 N=0
210 PRINT
215 PRINT "Press any key to roll"
220 N=N+WIN
225 CALL KEY(0,K,S)
227 IF S = 0 THEN 220
230 CALL CLEAR
240 C=INT(RND*6)+1
250 B=INT(RND*6)+1
260 A = B + C
270 PRINT " "
275 PRINT "Total rolled", A
278 PRINT " "
280 GOSUB 500
290 RETURN
300 PRINT "Great, You won"
301 PRINT " "
302 WIN = WIN + 1
303 PNTS = PNTS + 20
304 PRINT "Press R and Enter to roll"
305 PRINT "Press Q and Enter to quit"
306 INPUT KEY$
307 IF KEY$ = "Q" THEN 700
308 GOTO 40
310 PRINT "Sorry, you lose"
312 PRINT " "
320 LOSS = LOSS + 1
322 PRINT "Press R and Enter to roll"
324 PRINT "Press Q and Enter to quit"
326 INPUT KEY$
328 IF KEY$ = "Q" THEN 700
330 GOTO 40
400 REM define graphics
410 CALL CHAR(33,"0101010101010101")
415 CALL CHAR(42,"00000708102040FF")
420 CALL CHAR(43,"0000FC0C14244484")
424 REM 64=@
425 CALL CHAR(64,"8585858991A1C181")
426 CALL CHAR(95,"8585858990A0C080")
429 REM 94 = ^
430 CALL CHAR(94,"FF")
435 CALL CHAR(36, "0000FF00000000FF")
440 REM 45 = -
445 CALL CHAR(45, "8585858585858585")
450 REM 126 = ~
455 CALL CHAR(126,"8484848484848484")
490 RETURN
500 REM print graphics
505 PRINT " "
510 PRINT "YOU ROLLED A "
515 PRINT " *$$+*$$+"
518 PRINT "! - ~ "
520 PRINT "!";C;"-";B;"~ "
522 PRINT "! @ _"
525 PRINT " ^^^ ^^^ "
530 PRINT "With two D6"
540 RETURN
600 PRINT "Rolled 2 ones or 2 sixes"
610 PRINT "End of the game"
620 PNTS = PNTS-5
630 PRINT " Extra Points lost"
650 GOTO 145
700 END

Friday, October 17, 2025

stuff....


Just rolled out a new point version of GLASS and the program continues to get better.

for 0.9.0 the following changes:

- bug fixes
- Column background color
- Formula background color blue added
- Added setup menu
--- change column header
--- change column width
- Auto refresh
- temp file cache/recovery.



I'm also updating other projects like Dragons, Druids, and Dice...





Sunday, October 12, 2025

Dice pickups in Oct 12 at FlatCon 2025

I have not posted many dice pickups in recent months (years?). I'm now at four boxes of dice. These dice are unusual enough to post about though.

First are these two cursed and blessed 20 sided dice. Cursed has two 1s and no twenty. Blessed has two twenties and no one.



Next are these two twelve sided dice. One is character class, and the other monster.

These two are magic adjustment dice.


These two are the 2025 FlatCon 6 sided dice


I own dice like the last two, but these are different enough for me to purchase.

I probably need to start cataloging and categorize all of mine like I used to do.

Tuesday, October 7, 2025

Bad Apple on 80 computers!!!!

Bad Apple!

Each of these videos of computer renders keeps getting better.  

Really surprised how bad the C64 version is.

Impressed with what could be done with the Atari 2600
Animation is smooth, although not surprising blocky.

Best of these old computers is the TI-99/4a

Atari 2600
https://www.youtube.com/watch?v=Ko9ZA50X71

C64
https://www.youtube.com/watch?v=OsDy-4L6-tQ

Atari 8-bit computer
https://www.youtube.com/watch?v=BjNm04oCdYc

zx spectrum
https://www.youtube.com/watch?v=cd5iEeIe7L0

TI-99/4A
https://www.youtube.com/watch?v=vx__aAdm4wQ

Original video
https://www.youtube.com/watch?v=FtutLA63Cp8




Friday, August 8, 2025

Mad Magazine code for the TI-99/4A


Here is a fun little program







100 REM MAD 2025 (TI-BASIC)


110 CALL CLEAR

120 CALL SCREEN(15)

130 FOR N=1 TO 16

140 CALL COLOR(N,5,1)

150 NEXT N

160 FOR N=1 TO 98

170 READ DEF$,GRAPHICS,ROW,COLUMN

180 CALL CHAR(GRAPHICS,DEF$)

190 CALL HCHAR(ROW,COLUMN,GRAPHICS,1)

200 NEXT N

210 M$="WHAT, ME WORRY?"

220 FOR I=1 TO LEN(M$)

230 ID=ASC(SEG$(M$,I,1))

240 CALL HCHAR(19,9+I,ID)

250 NEXT I

260 GOTO 260

270 DATA "00000000010F3FFC",33,5,15,"01030F7EFCE00000",34,5,16,"A8D870E0FE070000",35,5,17

280 DATA "0000000000073FF8",36,5,18,"000001070E180000",37,6,12,"01FCFFF16060C080",38,6,13

290 DATA "8FFED8C020000000",39,6,14,"E000000000000000",40,6,15,"1613010000000000",41,6,18

300 DATA "00E0301C0E070301",42,6,19,"000000000080C0E0",48,6,20,"01070E0E0E0E0C0D",43,7,12

310 DATA "C080000000000000",45,7,13,"E070381E0F070301",46,7,20,"000000000080C0E0",47,7,21

320 DATA "0F0D191913070E1C",49,8,12,"0000000101010101",50,8,13,"00131B9ADE7E6E6C",51,8,14

330 DATA "00C0F03E07000000",52,8,15,"00007F3FC3F03C0E",53,8,16,"003C8FCDFE1F0E00",54,8,17

340 DATA "0000FEFF31180C00",55,8,18,"0000000080E1713F",56,8,19,"0100000070D8D818",57,8,20

350 DATA "F8C04060703C3218",58,8,21,"1C3C78D898303038",59,9,12,"03020606061E1C18",60,9,13

360 DATA "6C6C400000000000",61,9,14,"311C0C0000000000",62,9,19,"30381C0C06070301",64,9,20

370 DATA "1C1C0C0C0E0E0F0D",66,9,21,"1818183870606060",67,10,12,"0C0C1C1838303060",68,10,13

380 DATA "0003070F1C383070",70,10,14,"FFFFFFFF0001010F",71,10,15,"008080800080C0E0",73,10,16

390 DATA "00000001030F0F0C",74,10,17,"00007FFFFFFFC000",75,10,18,"000080C0E0F03000",76,10,19

400 DATA "0103030607070301",78,10,20,"0606060606060403",80,10,21,"000000030F3C70C7",81,11,11

410 DATA "606060B0180C0603",83,11,12,"606040C08080C0E0",85,11,13,"31071E0F00010301",86,11,14

420 DATA "FF7D7D0000ECF9C3",88,11,15,"800080C000C0C080",90,11,16,"0001030703040101",91,11,17

430 DATA "00FF7F7D00013FFF",92,11,18,"0080C0E0E0808000",93,11,19,"0100000000010103",94,11,20

440 DATA "E362626246CF9FB0",95,11,21,"0000000000F8FE07",96,11,22,"DFDCD8DCCCE4F07C",97,12,11

450 DATA "F3793C7070707878",98,12,12,"C0C0E0F010004060",99,12,13,"0000000000010307",100,12,15

460 DATA "80000C1C1800040E",101,12,16,"0000060E0C000000",102,12,17,"1E00000000006064",103,12,18

470 DATA "0303000000020307",104,12,20,"71E105150F193323",105,12,21,"FB3B391919999B83",106,12,22

480 DATA "3C3C1E0F07030100",107,13,11,"7F3F0F0398CCE070",108,13,12,"6060707038300008",109,13,13

490 DATA "000000030F3F5F1E",110,13,14,"030F3BF1E0C08000",111,13,15,"06FCFFFE00000000",112,13,16

500 DATA "060F9E0000203010",113,13,17,"3437630100000000",114,13,18,"0080C0FC7E3F3F17",115,13,19

510 DATA "030307070382C6C4",116,13,20,"131B1A187973270F",117,13,21,"070E3C78F0E08000",118,13,22

520 DATA "381C0F0700000000",119,14,12,"0C1CDEFE0E070703",120,14,13,"3F3F33000000C0E0",121,14,14

530 DATA "0080E03F1F010403",122,14,15,"000000FFFFFF9222",123,14,16,"303000FFFFFF7272",124,14,17

540 DATA "000001FFFEF8600C",125,14,18,"1331B0C000000000",126,14,19,"8206060F0F1D1C38",127,14,20

550 DATA "0F1E3C78F0C00000",128,14,21,"0301000000000000",129,15,13,"E0F6FF3F1F070000",130,15,14

560 DATA "03010080C0E0F078",131,15,15,"82C0E0707F3F1F00",132,15,16,"70000001FFFFFE00",133,15,17

570 DATA "3870E0C080000103",134,15,18,"0001070F1E3C78E0",135,15,19,"F0E0C08000000000",136,15,20

580 DATA "3C1E0F0301000000",137,16,15,"00000080E0FF7F1F",138,16,16,"0000000001FFFFFF",139,16,17

590 DATA "03070F3EFCF0E080",140,16,18,"E0C0800000000000",141,16,19

Monday, July 21, 2025

something fun - 3d cone

10 CLS
15 SCREEN 9
20 FOR N=0 TO 100 STEP 2
30 CIRCLE (150+N,150),100-N,9
40 NEXT N


Replace N by N*0.8 or so, or even N*1.1, and the 3D cone effect will be stronger.


PS
I have something coding wise that I plan to announce soon.  A new programming language.  Waiting for it to mature to a certain level before I announce it.



Monday, July 14, 2025

More cards

Even though I will be in Chicago during the Nationals, and it free for me to get in, I will very likely not be attending this year. That said, I'm purchasing a lot of cards the last couple of days. 81 cards to be exact for only $11. Makes me wonder if the Baseball Card market is crashing. Every time I accumulate a lot of cards for very little, I don't complain. Mostly because I don't sell and I don't collect to profit. I just love Baseball and I just love baseball cards. Here are some Chicago White Sox, Stl Cardinals, and Chicago Cubs cards I picket up today. Also got a few HoF and All-star players.





Sunday, June 29, 2025

Terry Brooks in June.



I picked three new Terry Brooks books in June, One today. The one today was a real treat as I had never actually seen the book in person, "Street Freaks" and in hard cover. I will try to get these added to my book DB.

The other two books are:

"The Dark Legacy of Shannara - Ward of Farie" softcover

- and -

"The Fall of Shannara - the Stiehl Assassin" soft cover.

Saturday, June 21, 2025

My TI-99 machines.

This is just a show and tell post.

This is my two TI-99/4As - my 2nd and my 3rd side by side.


TI #3 On my primary Dell monitor using TI's S-Video/Standard Audio to RCA to HDMI


TI #3


TI #2 beside my file/audio file server


My video switching system between my computers.






Testing math functionality against other retro computers like Atari, Apple, Commodore, and IBM


My favorite game controller for the TI-99 is Sega's Genesis




TI #2 displaying a randomizer application on my TV


TI #2 displaying a different randomizer on my TV


TI #2 displaying on my TV.


My TI #2

Friday, June 6, 2025

COMMODORE GRAPHICS


10 COLOR 0,1
20 COLOR 4,7
30 COLOR 1,16
40 COLOR 2,1
50 GRAPHIC 3,1
60 XP=90:YP=45
70 XR=3.14*1.5
80 XF=XR/XP
90 ZF=XR/YP
100 FOR ZI=-YP TO YP
110 ZT=ZI*XP/YP
....
170 Y1=INT(YY-ZI+90)
180 DRAW 1,X1,170-Y1
190 DRAW 2,X1,171-Y1 TO X1,190
200 NEXT XI
210 NEXT ZI

Monday, April 28, 2025

I finally have something to show for the C64

I finally have something to show for the C64 version of Dragon, Druids, & Dice 1.2! I have the C64 version of DDD 1.2 done and with the same graphics as the TI-99/4A. This took way more work than I could have imagined.  Maybe if I had grown up with the C64, it would have been easier.

Above is what the C64 version looks like and here is what the TI-99/4A looks like:
Font looks different and I kept the C64's default blue font color.

During this whole programming ordeal, I have used and updated the following documentation:

C64 character manipulation:
https://mrgibson.com/c64basic2.php

TI-99/4A general character documentation (bottom):
https://mrgibson.com//TI/TIBASIC2.php

and lastly my general C64 BASIC document:
https://mrgibson.com/c64basic.php

I did have to shift a few things around, but most of the code is pretty close to each platform.

Here is an example of shifting from character to another between the two platforms.

119 for a=12656 to 12663: read ze: poke a,ze: poke a+1024,255-ze: next a
120 data 0,0,0,0,192,48,12,03
121 rem call char(97,"00 00 00 00 c0 30 0c 03")  swap 97 for c64 46 '.'


Tuesday, April 15, 2025

More on the C64 dice development

Here is an improved proof of concept for the C64. Still different from the TI-99/4A, 
but still the same concept and more detailed than yesterday's post.
So, so much more work than needed on the TI-99/4A just to get the same result
on the C64.

10 print chr$(147) 100 rem copy rom routine 105 for i=0 to 26: read x: poke 828+i,x: next i 110 data 169,000,160,208,133,095,132,096 : rem LDA #0; LDY #$D0; STA 95, STY 96 115 data 169,000,160,224,133,090,132,091 : rem LDA #0; LDY #$E0; STA 90; STY 91 120 data 169,000,160,064,133,088,132,089 : rem LDA #0; LDY #$40; STA 88; STY 89 125 data 076,191,163 : rem JMP $A3BF 130 rem COPY $D000-$DFFF -> $3000-$3FFF 135 rem move char set rom into ram 140 poke 56334,peek(56334) and 254 : rem INTERRUPT OFF 145 poke 1,peek(1) and 251 : rem CHAR SET ROM ON 150 sys 828 : rem START COPY 155 poke 1,peek(1) or 4 : rem CHAR SET ROM OFF 160 poke 56334,peek(56334) or 1 : rem INTERRUPT ON 165 poke 53272,peek(53272) and 240 or 12 : rem CHAR SET RAM AT $3000 170 rem rewrite char [ 175 for a=12504 to 12511: read ze: poke a,ze: poke a+1024,255-ze: next a 180 rem rewrite char # 185 for a=12568 to 12575: read ze: poke a,ze: poke a+1024,255-ze: next a 190 rem rewrite char & 195 for a=12592 to 12599: read ze: poke a,ze: poke a+1024,255-ze: next a 200 rem rewrite char ] 205 for a=12520 to 12527: read ze: poke a,ze: poke a+1024,255-ze: next a 210 rem rewrite char ( 215 for a=12608 to 12615: read ze: poke a,ze: poke a+1024,255-ze: next a 220 rem rewrite char ! 225 for a=12552 to 12559: read ze: poke a,ze: poke a+1024,255-ze: next a 230 rem rewrite char % 235 for a=12584 to 12591: read ze: poke a,ze: poke a+1024,255-ze: next a 240 rem rewrite char ) 245 for a=12616 to 12623: read ze: poke a,ze: poke a+1024,255-ze: next a 700 data 15,16,32,64,255,128,128,128 710 data 128,128,128,128,128,128,128,128 720 data 128,128,128,128,128,128,128,255 730 data 255,0,0,0,255,0,0,0 740 data 0,0,0,0,0,0,0,255 750 data 255,3,5,9,241,17,17,17 760 data 17,17,17,17,17,17,17,17 770 data 17,17,17,17,18,20,24,240 800 print " []! []! " 810 print " #5% #2%" 820 print " &() &()" Programming 6 sided dice 16318421 16318421 2426 2426 8 8 12345678 12345678 1 xxxx xxxxxxxx xxxxxxxx 15, 255, 255 2 x . xx 16, 0, 3 3 x . x x 32, 0, 5 4 x . x x 64, 0, 9 5 xxxxxxxx xxxxxxxx xxxx x 255, 255, 241 1+16+32+64+128 6 x . x x 128, 0, 17 7 x . x x 128, 0, 17 8 x x x 128, 0, 17 char=[ char=] char=! 1 x x x 128, 17 2 x x x 128, 17 3 x x x 128, 17 4 x x x 128, 17 5 x x x 128, 17 6 x x x 128, 17 7 x x x 128, 17 8 x x x 128, 17 char=# char=% 1 x x x 128, 0, 17 2 x x x 128, 0, 17 3 x x x 128, 0, 17 4 x x x 128, 0, 17 5 x x x 128, 0, 18 6 x x x 128, 0, 20 7 x xx 128, 0, 24 8 xxxxxxx xxxxxxxx xxxxx 255, 255, 240 16+32+64+128 char=& char=( char=) 12504 12505 12506 12507 12508 12509 12510 12511 -> [ 12512 12513 12514 12515 12516 12517 12518 12519 -> English pound or (carrot vice) 12520 12521 12522 12523 12524 12525 12526 12527 -> ] 12528 12529 12530 12531 12532 12533 12534 12535 -> Up arrow 12536 12537 12538 12539 12540 12541 12542 12543 -> left arrow 12544 12545 12546 12547 12548 12549 12550 12551 -> space 12552 12553 12554 12555 12556 12557 12558 12559 -> ! 12560 12561 12562 12563 12564 12565 12566 12567 -> " 12568 12569 12570 12571 12572 12573 12574 12575 -> # 12576 12577 12578 12579 12580 12581 12582 12583 -> $ 12584 12585 12586 12587 12588 12589 12590 12591 -> % 12592 12593 12594 12595 12596 12597 12598 12599 -> & 12600 12601 12602 12603 12604 12605 12606 12607 -> ' 12608 12609 12610 12611 12612 12613 12614 12615 -> ( 12616 12617 12618 12619 12620 12621 12622 12623 -> )

Monday, April 14, 2025

Update coming for the c64 DDD



Here is a proof of concept for the C64. this is not part of the graphics I will be using. In fact, I have ditched all the graphics that I made for the C64 version. Instead I'm going to make them more like the TI-99/4A. But first I had to make sure I could do exactly that. So here is my code and the graphic plotting for this code.

100 rem copy routine
110 for i=0 to 26: read x: poke 828+i,x: next i
120 data 169,000,160,208,133,095,132,096 : rem LDA #0; LDY #$D0; STA 95, STY 96
130 data 169,000,160,224,133,090,132,091 : rem LDA #0; LDY #$E0; STA 90; STY 91
140 data 169,000,160,064,133,088,132,089 : rem LDA #0; LDY #$40; STA 88; STY 89
150 data 076,191,163 : rem JMP $A3BF
160 rem COPY $D000-$DFFF -> $3000-$3FFF

200 rem CHAR SET ROM INTO RAM
210 poke 56334,peek(56334) and 254 : rem INTERRUPT OFF
220 poke 1,peek(1) and 251 : rem CHAR SET ROM ON
230 sys 828 : rem START COPY
240 poke 1,peek(1) or 4 : rem CHAR SET ROM OFF
250 poke 56334,peek(56334) or 1 : rem INTERRUPT ON
260 poke 53272,peek(53272) and 240 or 12 : rem CHAR SET RAM AT $3000

600 rem rewrite char
610 for a=12504 to 12535: read ze: poke a,ze: poke a+1024,255-ze: next a

700 data 15,16,32,64,255,128,128,136
710 data 136,136,136,136,136,128,128,255
720 data 255,3,5,9,241,17,17,17
730 data 17,17,17,17,18,20,24,240
800 print "[]"
810 print " ^"

Programming dice with 4 character concept.
  16318421  16318421
  2426      2426    
  8         8      
  12345678  12345678
1     xxxx  xxxxxxxx     15, 255      
2    x .          xx     16,   3   
3   x  .         x x     32,   5
4  x   .        x  x     64,   9
5 xxxxxxxx  xxxx   x    255, 241         1+16+32+64+128
6 x    .       x   x    128,  17
7 x    .       x   x    128,  17 
8 x    x       x   x    136,  17
9 x    x       x   x    136,  17
10x    x       x   x    136,  17
11x    x       x   x    136,  17
12x    x       x   x    136,  17
13x    x       x  x     136,  18
14x            x x      128,  20
15x            xx       128,  24
16xxxxxxx  xxxxx        255,  240           16+32+64+128



Friday, September 27, 2024

Golf Discs and their numbers

In the post, I'm going to talk about the 5 primary characteristics of golf discs:
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 grams
There 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 fastest
This 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 glide
In 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 5
A 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)

Thursday, July 11, 2024

TI-99 slots - first update on slot machine project

For the TI-99, I got a lot of programming and design done. Here are some of my notes on graphic design.
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]

I'm going to do something a little differnt and hopefully fun. I'm going to program a software slot machine, and hopefully a good one. Not only that, but I'm going to create 3 diffent code bases: one application for the Atari 8 Bit platform in Atari Basic, one application for the TI-99/4A 16 bit platform in TI-Standard Basic, and lastly one for the Microsoft/Intel 32 Bit platform in Microsoft Basic. As I Develop the notes, logic flow, bits of source code, graphic design, I will post the material on this blog. Eventually posting links to code.

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.

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 .

I have my TI-99/4A hooked up.  Let's face it -  How cool is it that in 1981 the TI had made a  computer with a16 bit processor and S-Video out!  Unlike everything else of that era, I don't need an RF demodulation.  Here is a photo of it hooked to a 60 inch monitor via HDMI. Better than that CRT TV I had when I was a kid.  But hey I guess it did me fine back then.
Here are some photos of my last week pickups. Yes there are duplicates of stuff I already owned, BUT, some of these are for display and not playing. The TI I had been wanting for some time.  Someone sold it to my for $60 and I could not turn that down.  Tore the TI down and apart - and it was amazingly clean on the inside.





And here are some pics of the Illinois Game Conference in Bloomington IL.  This conference was the best one yet! It has grown every year, so I'm curious about next years.
















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