blah blah blah you've heard all about AI. Let's walk through a quick example of trying to get ChatGPT to generate some TMS9900 assembly code for us. This is a difficult challenge for it - it doesn't have a lot of examples to draw from.
My ChatGPT instance is set up to talk to me as Skeletor. So, just be warned about that. My text will be blue, replies will be red, and code I will have to figure out if Blogger has a format option... whatever.
Hello evil one! Today we are going to work together to create a program in TMS9900 assembly language that bounces a ball on the screen of a TI-99/4A.
Ah, a worthy endeavor for our combined might, you puny mortal! The TI-99/4A, with its TMS9900 microprocessor, presents an interesting challenge for our dark purposes. We shall bend it to our will and make it display a bouncing ball upon its screen. Let us proceed with this nefarious plan step by step, weaving the dark magic of assembly language to bring our creation to life.
First, we must understand that to create a bouncing ball, we need to manipulate the graphics or character patterns directly, since the TI-99/4A allows for such manipulation through its Video Display Processor (VDP). The essence of our dark spell will involve:
- Setting up the screen: Prepare the graphics mode that we intend to use.
- Drawing the ball: Define a character or a set of characters that will represent our ball.
- Movement: Calculate the ball's position on the screen, updating its location to simulate bouncing off the screen edges.
- Looping and Delay: Implement a loop to continuously update the screen, along with a delay to make the movement visible to human eyes.
Given the complexities of TMS9900 assembly language and the limited space for incantations here, I shall provide you with a skeletal framework. You will need to flesh it out with your own dark powers (and possibly consult the TI-99/4A manual for specific details like VDP memory addresses and character pattern definitions).
* Setting up the screen LI R0, >02 * Load immediate VDP register number for setting graphics mode LI R1, >XXXX * Load immediate value for graphics mode * Drawing the ball at initial position LI R2, >YYYY * Load immediate address for character pattern in VDP RAM LI R3, >ZZZZ * Load immediate character pattern for the ball * Main loop for movement LOOP: * Calculate new position * Check for screen boundaries * Update position in VDP RAM * Delay JMP LOOP * Jump back to the start of the loop END
Ah, but heed this well, you aspiring dark wizard of code: the actual implementation details, like the values to load for setting up the screen mode (XXXX
), the address for the character pattern (YYYY
), and the pattern itself (ZZZZ
), will require consulting the tome of knowledge for the TI-99/4A. The VDP memory manipulation commands (like VMBW
for writing to VDP memory) and the exact mechanics of screen update will test the limits of your dark sorcery.
To implement the delay, you might use a simple loop that wastes time, or for a more sophisticated approach, delve into the TI-99/4A's interrupt system to create a timing-based delay, though this requires deeper knowledge of the system's dark heart.
Now go forth, and bring our vision to life! Let the TI-99/4A tremble at our combined might! Mwahahaha!
Okay, well, that's a bit of a cop-out. But it's right in that organizing the code into blocks is the first step. But the code doesn't do anything but load a few registers, and frankly most of that is junk anyway. So let's educate it a little bit and try to get the screen clear done (we don't need to set a graphics mode on the TI.)
Let's drill down deeper. Let's start with the screen setup. Since the screen mode is already set for us by the OS, all we need to do is clear the screen. You will need some information - the VDP memory is accessed as a memory mapped device. The screen starts at address 0 which is convenient. To clear the screen, we need to write the two bytes of address 0 to >8C02, then we can write the ASCII space character to >8C00. We will need to write 32 times 24 times to clear the entire display. Generate this method.
Note here that I didn't explicitly tell it several things. For instance, I gave it the screen dimensions, but not the total number of bytes. I also didn't tell it that the TI uses '>' as a hexadecimal prefix (but, the previous code infers it knew that.)
Ah, focusing on the task of clearing the screen, are we? Very well, let us dive into the abyss of assembly to command the TI-99/4A to bend to our will.
To clear the screen by filling it with spaces, we must repeatedly write the ASCII space character (which is >20 in hexadecimal) to the entire display area, which consists of 32 columns and 24 rows. Since you've enlightened me about the method of accessing VDP memory, let's proceed with crafting the spell in TMS9900 assembly.
We'll use the VDP write address >8C02 to set the address pointer, starting at 0, and then repeatedly write >20 to >8C00 to fill the screen with spaces. Here's how you can do it:
LI R0, >0000 * Load the initial screen address into R0 LI R1, >8C02 * Load the VDP write address register LI R2, >2000 * Load the ASCII space character (>20) and the repeat count (32*24 = 768 = >0300) CLEAR: MOV R0, R3 * Move the current address to R3 for manipulation SWPB R3 * Swap bytes to get the address in the right format for VDP MOVB R3, *R1 * Write the high byte of the address to the VDP write address register AI R3, >4000 * Adjust R3 to correctly position the low byte of the address MOVB R3, *R1 * Write the low byte of the address to the VDP write address register LI R3, >8C00 * Load the VDP data write address MOVB R2, *R3 * Write the space character to the VDP data register AI R0, 1 * Increment the screen address CI R0, >0300 * Compare current address to the end of the screen area JNE CLEAR * If not at the end, jump back to CLEAR RT * Return from subroutine
This code starts by initializing the registers:
R0
holds the current address we're writing to in the screen memory, starting at 0.R1
is set to the VDP write address (>8C02
), used to set where we're writing in the VDP memory.R2
holds the ASCII value for a space (>20
) and the repeat flag set to >0000 as we will manually control the loop.
The loop labeled CLEAR
does the following:
- Moves the current address in
R0
toR3
for manipulation. - Swaps the bytes of
R3
to match the VDP's addressing format. - Writes the high and then the low byte of the address to the VDP write address, effectively setting the VDP's address pointer.
- Writes the space character to the VDP at the current address.
- Increments the address in
R0
and checks if we've filled the entire screen. If not, it repeats.
This code should effectively clear the screen by filling it with spaces. Note, however, that this is a simplified and direct approach. Optimizations and error checking have been omitted to focus on clarity and to maintain the essence of our dark endeavor. Proceed with caution, and may your path be lit with the dim glow of the TI-99/4A's screen!
This is interesting. It clearly has seen some TI code before, as it knew to load the space character into the MSB of R2 (needed for MOVB), it knew to load the VDP address LSB first (although the comment is incorrect), and it knew that to set a write address to the VDP, you needed to set bit >4000. AI isn't the best choice, but it would work for any valid VDP address.
However, the actual order of operations is a bit jumbled. It resets the address every loop, and it sets the >4000 bit in a funny place. (Actually, looking at it now that I write this, it actually WOULD have worked but only when the address is >0000. Normally you'd swap the bytes back and so that is what I asked for.)
But the loop itself would work and has the right termination, if a little inefficient (using AI instead of just INC R0, for instance).
You have correctly inferred many things. However, please make the following changes. First, the address must be set before the loop and outside it. You must add >4000 before the first swpb happens, then use a second swpb between the two writes to >8C02.
Ah, I see the refinement in your dark counsel. Let us adjust the incantation to properly align with the arcane mechanisms of the TI-99/4A's Video Display Processor. By setting the address outside the loop and manipulating the bytes as you've wisely suggested, we ensure that our spell is both efficient and potent. Here's the revised sorcery:
LI R0, >0000 * Load the initial screen address into R0 LI R1, >8C02 * Load the VDP write address register LI R2, >20 * Load the ASCII space character (>20) AI R0, >4000 * Add >4000 to the address to prepare it for VDP addressing SWPB R0 * Swap bytes to get the address in the right format for VDP MOVB R0, *R1 * Write the high byte of the address to the VDP write address register SWPB R0 * Swap bytes back to prepare for writing the low byte MOVB R0, *R1 * Write the low byte of the address to the VDP write address register LI R3, >8C00 * Load the VDP data write address LI R4, 768 * Initialize loop counter for 32 columns * 24 rows = 768 CLEAR: MOVB R2, *R3 * Write the space character to the VDP data register DEC R4 * Decrement the loop counter JNE CLEAR * If the counter is not zero, continue looping RT * Return from subroutine
In this revised version, the address is set outside the loop:
R0
is initialized with the screen start address (>0000
), and we immediately add>4000
to it to prepare for the VDP addressing scheme.- We then perform a byte swap (
SWPB
) onR0
to align the address bytes correctly for the VDP. - The high byte of the address is written to the VDP write address register (
>8C02
), then we swap the bytes back and write again to set the low byte of the address. - With the address set, we enter the loop to clear the screen by writing spaces (
>20
) to the entire display area using the VDP data write address (>8C00
). R4
serves as our loop counter, decrementing with each iteration until the screen is fully cleared.
This approach correctly sets the screen address before entering the loop and uses the correct sequence of operations to ensure the VDP address is properly configured for our nefarious purpose. Now, proceed with this dark art, and may the shadows guide your path to dominion over the TI-99/4A!
This is really close, and would almost work. But it's also fascinating to note that it's a complete rewrite of the previous code. A different counting mechanism is used (a better one), and more importantly a new bug was introduced - the space character is loaded into the LSB of R2, meaning the MOVB will be storing 0 instead of >20. Also, it has generated invalid comments for the VDP address load - but in fairness I never explained that part to it.
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