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I cannot figure out how to save and load .tpr files. Here's my process... 1. Create a simple program. 2. Type: Save"hello" 3. Select record from the menu bar 4. Hit enter 5. Once it says it was saved: select stop from the menu bar Although I'm able to reload the program during the session, no .tpr file is created, and therefore, I cannot run the program after I shut down Nestopia. I also cannot figure out how to run existing .tpr files that I've found online, particularly from this website. http://page.freett.com/familybasic/familybasic_download.htmlWhat do I do?
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So far I know support Nester the *.tpr, VirtuaNES the *.vtp and Nestopia the *.tp extension.
Nestopia + Family BASIC (J) (V3.0) as example
To save the .TP file type:
First go to Machine > External > Tape Recorder > File... and type a new filename which will be selected.
File > Open... and select the Family BASIC (J) (V3.0).nes file
If you have BASIC listing you can copy the content and paste the text (F12)
SAVE "filename" {don't press ENTER yet!}
Select Machine > External > Tape Recorder > Record
Now press ENTER!
When the flashing cursor reappears
Select Machine > External > Tape Recorder > Stop
***
To load the .TP file type:
First go to Machine > External > Tape Recorder > File... and select the .TP file.
File > Open... and select the Family BASIC (J) (V3.0).nes file
LOAD "filename" {don't press ENTER yet!}
Select > Machine > External > Tape Recorder> Play
Now press ENTER!
When the flashing cursor reappears your saved program should be restored
Type RUN
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I converted the 2 tape files (*.tpr to *.tp) to work with Nestopia. https://www.sendspace.com/file/dsc5tfFirst go to Machine > External > Tape Recorder > File... and select SPARKHOUSE.tp or URBANCHAMP.tp File > Open... and select the Family BASIC (J) (V3.0).nes file LOAD {don't press ENTER yet!} Select > Machine > External > Tape Recorder> Play Now press ENTER! When the flashing cursor reappears your saved program should be restored Type RUN PS: If you use the LOAD command without the filename, the option "Use image file naming" should be disabled.
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Thank you so much! Especially for converting those two files. Did you use a program to do that?
One more quick question; though I don't know if anyone can answer it... In many BASIC programming languages there's a way to randomize numbers by generating a sequence through the system's internal clock (for example "RANDOMIZE TIMER" in qbasic or RND(0) on the C64). Is this possible in Family Basic, and if not, is there a decent alternative?
Last edited by Murveman; 05/07/15 10:16 PM.
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I can not remember me in detail because I made the conversion some years ago. It exist a modified version of Nester called "NNNesteR" (not "NNNesterJ") which support 3 different tape extensions to save the data recorder file. http://fs2.directupload.net/images/150508/k8vsvzpf.pngThe RND command exist for the Family Basic v3.0 Family Basic v3.0 Reference (PDF) https://www.sendspace.com/file/kuoud6Example: 10 REM * RND * 20 PLAY "C3D3E3C3" 30 A$="CDEFGABR" 40 N=RND (8) 50 B$=MID$ (A$,N+1,1) 60 PRINT B$; 70 PLAY B$ 80 GOTO 40
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The NES/Famicom don't have an internal clock. This is one reason why games of that era were generally not very random
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Anna: Thank you so much for your wealth of information. I'll definitely check out NNNesteR. The issue with RND (without a Randomize Timer function) is that the same set of randomized numbers will be generated each time, which makes for stale gameplay.
Belmont: That is such a pity. I've been racking my brain trying to think of a way to make random numbers, and all I can think of is utilizing user-input. In a game-setting that'd probably be taken from cursor/sprite position.
If any of you know of an alternative way, be it better or worse, I'd love to know.
Last edited by Murveman; 05/08/15 08:30 PM.
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In games on that kind of hardware (I programmed a shipping commercial Super NES game which will remain unnamed) we seeded the randomness by how many frames it took the user the press a button after boot. On the PS1 (which also lacked a clock), we used user input timings plus CD load timings, since no two mechanisms read at the same speed.
Like I said, that's why games of that era weren't very random (and thus are especially amenable to speedruns and TASes).
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That frames til user input is a great idea. I think that could be accomplished with a looping FOR...NEXT command. Again, many thanks to both of you.
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At this point I don't know if ya'll would prefer I start a new topic, but I have yet another Family Basic question. I discovered Makimura's 8kb/16kb mod for Family Basic. I used both the 8kb converter and the xdelta mod on my Family Basic v3.0 rom, but I get the same message each time. (Tested in Nestopia Undead & VirtuaNES) Any ideas?
Last edited by Murveman; 05/12/15 04:39 AM.
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It seems, Nestopia can not find the keyboard. Try to select: Machine > Input > Expansion Port > Family BASIC
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Man, if only I could read Japanese. Thanks again, Anna.
Also, have you ever gotten Makiura's 16kb patch to work in VirtuaNES? I keep getting header-related errors.
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The MMC5 BASIC patch seems not to work on VirtuaNES. The VRC7 BASIC patch is ok.
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It's too bad STTONE doesn't work with VRC7. I contacted Messatu to see if they had plans to support it, but they do not.
I don't suppose anyone has found a feasible way to convert one of the Tape Recorder formats to a .nes file?
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It's too bad STTONE doesn't work with VRC7. I contacted Messatu to see if they had plans to support it, but they do not.
I don't suppose anyone has found a feasible way to convert one of the Tape Recorder formats to a .nes file? Sorry, I can't help with STTONE because I will not install .NET v4
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I had the same problem and the issue was with the keyboard.. my device could not see it..
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