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		<title><![CDATA[Discussion Forum for all things Microbee - All Forums]]></title>
		<link>https://microbeetechnology.com.au/forum/</link>
		<description><![CDATA[Discussion Forum for all things Microbee - https://microbeetechnology.com.au/forum]]></description>
		<pubDate>Fri, 11 Sep 2026 09:53:26 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Someone's Fast & Easy Bitmap Graphics]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1087.html</link>
			<pubDate>Wed, 09 Sep 2026 22:55:24 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=5">someone</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1087.html</guid>
			<description><![CDATA[When there's no rules and someone tinkers;<br />
a slight mod of a 128K DRAM Coreboard and Alpha Plus Base board is configured to punch a neat hole in the memory map for easy PCG access.<br />
e.g PCG being accessed at memory location 8000-BFFF or part thereof.<br />
Bank #0 at 8000-87FF<br />
Bank #1 at 8800-8FFF<br />
Bank #2 at 9000-97FF<br />
Bank #3 at 9800-9FFF<br />
Bank #4 at A000-A7FF<br />
Bank #5 at A800-AFFF<br />
Bank #6 at B000-B7FF<br />
Bank #7 at B800-BFFF<br />
<br />
Doing this removes the onerous task of tracking &amp; changing PCG banks continually.<br />
A dedicated I/O port is used to augment the existing memory paging scheme to switch in the PCG.<br />
In conjunction with someone's RA3 mod for 8X8 High PCG memory support and enabling Colour RAM, one can perform fast and easy bitmap graphics.<br />
<br />
A useful configuration is:<br />
0000-7FFF used for switched DRAM pages<br />
8000-BFFF used for PCG<br />
C000-EFFF used for DRAM (non-switched)<br />
F000-F7FF used for CHAR or ATTR RAM<br />
F800-FFFF used for COLRAM]]></description>
			<content:encoded><![CDATA[When there's no rules and someone tinkers;<br />
a slight mod of a 128K DRAM Coreboard and Alpha Plus Base board is configured to punch a neat hole in the memory map for easy PCG access.<br />
e.g PCG being accessed at memory location 8000-BFFF or part thereof.<br />
Bank #0 at 8000-87FF<br />
Bank #1 at 8800-8FFF<br />
Bank #2 at 9000-97FF<br />
Bank #3 at 9800-9FFF<br />
Bank #4 at A000-A7FF<br />
Bank #5 at A800-AFFF<br />
Bank #6 at B000-B7FF<br />
Bank #7 at B800-BFFF<br />
<br />
Doing this removes the onerous task of tracking &amp; changing PCG banks continually.<br />
A dedicated I/O port is used to augment the existing memory paging scheme to switch in the PCG.<br />
In conjunction with someone's RA3 mod for 8X8 High PCG memory support and enabling Colour RAM, one can perform fast and easy bitmap graphics.<br />
<br />
A useful configuration is:<br />
0000-7FFF used for switched DRAM pages<br />
8000-BFFF used for PCG<br />
C000-EFFF used for DRAM (non-switched)<br />
F000-F7FF used for CHAR or ATTR RAM<br />
F800-FFFF used for COLRAM]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Backup Utility?]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1086.html</link>
			<pubDate>Wed, 09 Sep 2026 15:51:27 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=484">shane.crozier</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1086.html</guid>
			<description><![CDATA[Hi All,<br />
<br />
In later versions of the B-Shell in the repository - I've noticed the option 0 points to a backup program rather than the CCP <br />
<br />
Do we have a copy of this backup software in the repository too?]]></description>
			<content:encoded><![CDATA[Hi All,<br />
<br />
In later versions of the B-Shell in the repository - I've noticed the option 0 points to a backup program rather than the CCP <br />
<br />
Do we have a copy of this backup software in the repository too?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Microbee Poke and Peek colour registers for color basic  6.35p]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1085.html</link>
			<pubDate>Wed, 09 Sep 2026 05:44:08 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=539">taren0305</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1085.html</guid>
			<description><![CDATA[Microbee Colour BASIC — colour variables<br />
<br />
Current foreground colour<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 156,n</code></div></div>Current background colour<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 157,n</code></div></div>Half-intensity background<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 158,n</code></div></div>I was curious where the microbee stored its colour address, so went on a hunt. its same as poke 646,? on commodore64.. much faster then color ??]]></description>
			<content:encoded><![CDATA[Microbee Colour BASIC — colour variables<br />
<br />
Current foreground colour<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 156,n</code></div></div>Current background colour<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 157,n</code></div></div>Half-intensity background<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>POKE 158,n</code></div></div>I was curious where the microbee stored its colour address, so went on a hunt. its same as poke 646,? on commodore64.. much faster then color ??]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[EDUC-8 Construction Manual has been updated]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1084.html</link>
			<pubDate>Mon, 07 Sep 2026 12:57:53 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=2">ChickenMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1084.html</guid>
			<description><![CDATA[Thanks to the <span style="font-style: italic;" class="mycode_i">ACMS-WA</span> for making individual page scan available. The Manual is A4 in size and 84 pages long.<br />
<br />
The copy of this manual we have in the Repository has a number of pages where a section of the text is unreadable.  These have all been replaced by cleaner &amp; readable pages from the ACMS-WA resource.<br />
<br />
The front cover inside page was also absent but has now been included.  Its just an advert but does complete the manual.<br />
<br />
So in the MbeeTech Repository in the Vintage\EDUC-8 folder we replaced<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">educ_8_construction_manual.pdf</span></span>]]></description>
			<content:encoded><![CDATA[Thanks to the <span style="font-style: italic;" class="mycode_i">ACMS-WA</span> for making individual page scan available. The Manual is A4 in size and 84 pages long.<br />
<br />
The copy of this manual we have in the Repository has a number of pages where a section of the text is unreadable.  These have all been replaced by cleaner &amp; readable pages from the ACMS-WA resource.<br />
<br />
The front cover inside page was also absent but has now been included.  Its just an advert but does complete the manual.<br />
<br />
So in the MbeeTech Repository in the Vintage\EDUC-8 folder we replaced<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">educ_8_construction_manual.pdf</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TI-83 Boulderdash on the Microbee]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1083.html</link>
			<pubDate>Fri, 04 Sep 2026 23:27:24 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=386">brizza</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1083.html</guid>
			<description><![CDATA[<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=988" target="_blank" title="">BDV5_v2.zip</a> (Size: 4.22 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->Anyone up to testing this game? I can't get past the Fireflies in Cave B :-\ <br />
p.s. i will one day :-)<br />
<br />
update: noticed that AZ ,. were a bit sluggish so have updated the file to v2.  It's a little faster aswell. <br />
Finally got past cave B and onto cave F without an issue.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=985" target="_blank" title="">20260904_230617_resized.jpg</a> (Size: 310.91 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=988" target="_blank" title="">BDV5_v2.zip</a> (Size: 4.22 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->Anyone up to testing this game? I can't get past the Fireflies in Cave B :-\ <br />
p.s. i will one day :-)<br />
<br />
update: noticed that AZ ,. were a bit sluggish so have updated the file to v2.  It's a little faster aswell. <br />
Finally got past cave B and onto cave F without an issue.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=985" target="_blank" title="">20260904_230617_resized.jpg</a> (Size: 310.91 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More Fun with AI]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1082.html</link>
			<pubDate>Thu, 03 Sep 2026 03:02:25 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=386">brizza</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1082.html</guid>
			<description><![CDATA[Got the bug. Here are a couple of snake games just in case there are'nt enough out there. Worm is a conversion of an an old cp/m game from Germany. <br />
p.s.sorry about the previous post, deleted by mistake.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=980" target="_blank" title="">worm_v2.zip</a> (Size: 4.15 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=979" target="_blank" title="">snake.zip</a> (Size: 3.26 KB / Downloads: 12)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Got the bug. Here are a couple of snake games just in case there are'nt enough out there. Worm is a conversion of an an old cp/m game from Germany. <br />
p.s.sorry about the previous post, deleted by mistake.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=980" target="_blank" title="">worm_v2.zip</a> (Size: 4.15 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=979" target="_blank" title="">snake.zip</a> (Size: 3.26 KB / Downloads: 12)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Question re 0x40-0x4F CF controller range]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1080.html</link>
			<pubDate>Mon, 31 Aug 2026 10:47:27 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=130">Graham72</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1080.html</guid>
			<description><![CDATA[Hi, sorry to intrude in this area, hardware is not my thing.<br />
<br />
Hoping somebidy can explain for a compact flash edition the correct listing of FDC / CF control address lines.<br />
<br />
Some references 0x40 , others 0x44.<br />
<br />
A full listing would be appreciated. Thanks g]]></description>
			<content:encoded><![CDATA[Hi, sorry to intrude in this area, hardware is not my thing.<br />
<br />
Hoping somebidy can explain for a compact flash edition the correct listing of FDC / CF control address lines.<br />
<br />
Some references 0x40 , others 0x44.<br />
<br />
A full listing would be appreciated. Thanks g]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FileServer II Board & 56k Bee]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1079.html</link>
			<pubDate>Sun, 30 Aug 2026 23:29:17 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=484">shane.crozier</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1079.html</guid>
			<description><![CDATA[Just a question on the FileServer II motherboard - sanity check please?<br />
<br />
The Fileserver II board has connectors on it to match the 40 way (128k Bee) and 50 way (56k Bee ) Server machines<br />
<br />
If I'm not mistaken the 56k Microbee drew power from the disk enclosure via the 50 way cable?  - But pins 49/50 in the FileServer II board go to ground and D0 on the PIO?  Were the 56k bee's modified differently to use the FileServer II boards and get their power from a different source?]]></description>
			<content:encoded><![CDATA[Just a question on the FileServer II motherboard - sanity check please?<br />
<br />
The Fileserver II board has connectors on it to match the 40 way (128k Bee) and 50 way (56k Bee ) Server machines<br />
<br />
If I'm not mistaken the 56k Microbee drew power from the disk enclosure via the 50 way cable?  - But pins 49/50 in the FileServer II board go to ground and D0 on the PIO?  Were the 56k bee's modified differently to use the FileServer II boards and get their power from a different source?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ELITE for Microbee]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1078.html</link>
			<pubDate>Sun, 30 Aug 2026 21:48:25 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=130">Graham72</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1078.html</guid>
			<description><![CDATA[Thanks to CM for bringing this to my attention. I am still in the throes of my latest project, but am interested. <br />
<br />
A quick perusal of the game and discussion with gemini : <br />
<br />
Rom version tricky - but possible.<br />
<br />
Running a disk-based implementation via CP/M changes the equation significantly, offering massive technical advantages for a complex simulation.<br />
<br />
Why Disk/CP/M Makes It More Feasible<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The 57 KB TPA:</span> Moving away from standard ROM constraints gives code and workspace breathing room, allowing multi-file modularity rather than cramming everything into a tiny interpreter space.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">External Asset Streaming:</span> Instead of hardcoding all 8 galaxies, ship data tables, and text strings into RAM simultaneously, individual sectors or files can be read from disk on demand (e.g., loading a specific solar system's economy or loading mission scripts only when triggered).<br />
</li>
</ul>
The Catch: Interpreter Speed Still Applies<br />
<br />
While disk access solves the <span style="font-weight: bold;" class="mycode_b">memory and data storage</span> hurdle completely, <span style="font-weight: bold;" class="mycode_b">interpreted BASIC execution speed</span> remains a bottleneck for true 3D wireframe rendering. Even with plenty of TPA headroom, calculating matrices line-by-line in an interpreter will still choke the frame rate during active dogfights.<br />
A Viable Hybrid Design<br />
To make it work effectively under CP/M:<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Engine Core:</span> Write the 3D projection, hidden-line clipping, and line-drawing routines in Z80 machine code.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Glue &amp; Economy:</span> Handle the trading matrices, galaxy procedural generation logic, and interactive space-station menus in Disk BASIC.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Data Files:</span> Use CP/M sequential or random-access files to store planet descriptions, market price tables, and save-game commanders.<br />
</li>
</ol>
<br />
I am interested in coding the 2/3 if someone is proficient coding the space battles etc in machine code.<br />
<br />
Any takers?]]></description>
			<content:encoded><![CDATA[Thanks to CM for bringing this to my attention. I am still in the throes of my latest project, but am interested. <br />
<br />
A quick perusal of the game and discussion with gemini : <br />
<br />
Rom version tricky - but possible.<br />
<br />
Running a disk-based implementation via CP/M changes the equation significantly, offering massive technical advantages for a complex simulation.<br />
<br />
Why Disk/CP/M Makes It More Feasible<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The 57 KB TPA:</span> Moving away from standard ROM constraints gives code and workspace breathing room, allowing multi-file modularity rather than cramming everything into a tiny interpreter space.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">External Asset Streaming:</span> Instead of hardcoding all 8 galaxies, ship data tables, and text strings into RAM simultaneously, individual sectors or files can be read from disk on demand (e.g., loading a specific solar system's economy or loading mission scripts only when triggered).<br />
</li>
</ul>
The Catch: Interpreter Speed Still Applies<br />
<br />
While disk access solves the <span style="font-weight: bold;" class="mycode_b">memory and data storage</span> hurdle completely, <span style="font-weight: bold;" class="mycode_b">interpreted BASIC execution speed</span> remains a bottleneck for true 3D wireframe rendering. Even with plenty of TPA headroom, calculating matrices line-by-line in an interpreter will still choke the frame rate during active dogfights.<br />
A Viable Hybrid Design<br />
To make it work effectively under CP/M:<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Engine Core:</span> Write the 3D projection, hidden-line clipping, and line-drawing routines in Z80 machine code.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Glue &amp; Economy:</span> Handle the trading matrices, galaxy procedural generation logic, and interactive space-station menus in Disk BASIC.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Data Files:</span> Use CP/M sequential or random-access files to store planet descriptions, market price tables, and save-game commanders.<br />
</li>
</ol>
<br />
I am interested in coding the 2/3 if someone is proficient coding the space battles etc in machine code.<br />
<br />
Any takers?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ETI 9668 EPROM Programmer]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1077.html</link>
			<pubDate>Sun, 30 Aug 2026 15:41:20 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=484">shane.crozier</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1077.html</guid>
			<description><![CDATA[I have seen an old ETI Kit 9668 Eprom programmer for sale on Ebay - and was wondering if anyone had any experience with use of this device.<br />
<br />
It plugs into the IO Port (has a 15 way DIN) and is able to program 2716/32/64 and 2532 eproms.]]></description>
			<content:encoded><![CDATA[I have seen an old ETI Kit 9668 Eprom programmer for sale on Ebay - and was wondering if anyone had any experience with use of this device.<br />
<br />
It plugs into the IO Port (has a 15 way DIN) and is able to program 2716/32/64 and 2532 eproms.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some Microbee Games from RobertK]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1076.html</link>
			<pubDate>Sun, 30 Aug 2026 13:06:56 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=2">ChickenMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1076.html</guid>
			<description><![CDATA[Thanks to <span style="font-style: italic;" class="mycode_i">RobertK</span> for making these games available to run on the Microbee. They are some old classic puzzle games converted to run on the Microbee. Hes also made them available to run on 50+ other classic 8 bit Z-80 computers, including the Excalibur 64, Sorcerer, Systen-80, Super-80 and Pencil II.<br />
<br />
These were released a year or so ago, so thought it would be good to put them on the one bootable Microbee disk. The EPB is not a game but allows you to browse through the planet data of the Elite game that runs on the Spectrum, Amstrad, MCX, etc. Anyone up for a Microbee conversion of the game?<br />
<br />
The games are -<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Sokoban </span>(Premium &amp; Std versions) see - <a href="https://sourceforge.net/projects/sokobanrk/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/sokobanrk/</a></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">H-Tron</span> - see <a href="https://sourceforge.net/projects/h-tron/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/h-tron/</a></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Master Mind </span>- see <a href="https://sourceforge.net/projects/mastermindrk/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/mastermindrk/</a></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Elite Planet Browser</span> (EPB) - see <a href="https://sourceforge.net/projects/elitepb/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/elitepb/</a></span><br />
<br />
So in the MbeeTech Repository in the Microbee\Software\Games folder we placed<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">RobertK_Games_ss80.dsk</span></span>]]></description>
			<content:encoded><![CDATA[Thanks to <span style="font-style: italic;" class="mycode_i">RobertK</span> for making these games available to run on the Microbee. They are some old classic puzzle games converted to run on the Microbee. Hes also made them available to run on 50+ other classic 8 bit Z-80 computers, including the Excalibur 64, Sorcerer, Systen-80, Super-80 and Pencil II.<br />
<br />
These were released a year or so ago, so thought it would be good to put them on the one bootable Microbee disk. The EPB is not a game but allows you to browse through the planet data of the Elite game that runs on the Spectrum, Amstrad, MCX, etc. Anyone up for a Microbee conversion of the game?<br />
<br />
The games are -<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Sokoban </span>(Premium &amp; Std versions) see - <a href="https://sourceforge.net/projects/sokobanrk/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/sokobanrk/</a></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">H-Tron</span> - see <a href="https://sourceforge.net/projects/h-tron/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/h-tron/</a></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Master Mind </span>- see <a href="https://sourceforge.net/projects/mastermindrk/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/mastermindrk/</a></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Elite Planet Browser</span> (EPB) - see <a href="https://sourceforge.net/projects/elitepb/" target="_blank" rel="noopener" class="mycode_url">https://sourceforge.net/projects/elitepb/</a></span><br />
<br />
So in the MbeeTech Repository in the Microbee\Software\Games folder we placed<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">RobertK_Games_ss80.dsk</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ouch! Component costs increasing!]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1075.html</link>
			<pubDate>Sun, 30 Aug 2026 12:43:41 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=484">shane.crozier</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1075.html</guid>
			<description><![CDATA[I've just compared a price list for some components against one for the same project last year and some items are double the prices... (connectors etc)<br />
<br />
Not sure if this is a result of US tariffs or just devaluation of the aussie dollar but if this keeps up, electronics is going to be a luxury hobby before too long]]></description>
			<content:encoded><![CDATA[I've just compared a price list for some components against one for the same project last year and some items are double the prices... (connectors etc)<br />
<br />
Not sure if this is a result of US tariffs or just devaluation of the aussie dollar but if this keeps up, electronics is going to be a luxury hobby before too long]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A cheat sheet for AI]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1074.html</link>
			<pubDate>Sat, 29 Aug 2026 20:22:27 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=130">Graham72</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1074.html</guid>
			<description><![CDATA[Brizzas post about an AI written version of Sokoban and the rubbish version AI gave him got me thinking. <br />
<br />
Over the past twelve months I have developed a shorthand, terse way of communicating with AI where it groks (old timers will get the reference, not Elon Mushy groupies) my phrases. Often I just post links to <br />
<br />
<a href="https://www.cvxmelody.net/MicroBee%20Owners%20Manual%20(Supplement%20to%20Your%20Computer%20February%201982).pdf" target="_blank" rel="noopener" class="mycode_url">Almost best edition of Your Computer evah</a><br />
<br />
and<br />
<br />
<a href="https://mbee.compoutpost.com/basic-reference/" target="_blank" rel="noopener" class="mycode_url">online BASIC reference</a><br />
<br />
or say refer to past chat about xxxxxx.<br />
<br />
Others can't refer to my past chats, also I delete chats older than 60 days. I post cryptic comments eg: shell menu all captial I render strangely in inverse. Like a box ? then click basic635&gt; canvas collapse. also a little houskeeping: synthetic cpm A etc should be rendered in red.<br />
<br />
My brain is crazy!<br />
<br />
so anyway here is a file you can upload to AI and then specify it uses it for a Microbee Basic Program that you give an outline too. <br />
<br />
Maybe its too terse. Feedback sought. Cheers G<br />
<br />
PS i know some will thinks its heresy. I think of it like a lawnmower - I cant create the parts or build it.<br />
but I can change the fuel, the oil, change the blades and spark plug. And my wife only knows how to start it.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/txt.png" title="Text Document" border="0" alt=".txt" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=964" target="_blank" title="">AIHELP.txt</a> (Size: 7.23 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Brizzas post about an AI written version of Sokoban and the rubbish version AI gave him got me thinking. <br />
<br />
Over the past twelve months I have developed a shorthand, terse way of communicating with AI where it groks (old timers will get the reference, not Elon Mushy groupies) my phrases. Often I just post links to <br />
<br />
<a href="https://www.cvxmelody.net/MicroBee%20Owners%20Manual%20(Supplement%20to%20Your%20Computer%20February%201982).pdf" target="_blank" rel="noopener" class="mycode_url">Almost best edition of Your Computer evah</a><br />
<br />
and<br />
<br />
<a href="https://mbee.compoutpost.com/basic-reference/" target="_blank" rel="noopener" class="mycode_url">online BASIC reference</a><br />
<br />
or say refer to past chat about xxxxxx.<br />
<br />
Others can't refer to my past chats, also I delete chats older than 60 days. I post cryptic comments eg: shell menu all captial I render strangely in inverse. Like a box ? then click basic635&gt; canvas collapse. also a little houskeeping: synthetic cpm A etc should be rendered in red.<br />
<br />
My brain is crazy!<br />
<br />
so anyway here is a file you can upload to AI and then specify it uses it for a Microbee Basic Program that you give an outline too. <br />
<br />
Maybe its too terse. Feedback sought. Cheers G<br />
<br />
PS i know some will thinks its heresy. I think of it like a lawnmower - I cant create the parts or build it.<br />
but I can change the fuel, the oil, change the blades and spark plug. And my wife only knows how to start it.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://microbeetechnology.com.au/forum/images/attachtypes/txt.png" title="Text Document" border="0" alt=".txt" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=964" target="_blank" title="">AIHELP.txt</a> (Size: 7.23 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sokoban for Microbee]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1073.html</link>
			<pubDate>Sat, 29 Aug 2026 10:48:07 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=386">brizza</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1073.html</guid>
			<description><![CDATA[Hello, was there an old version of sokoban for the microbee ?<br />
Tried AI that provided a MWB listing but it's full of errors. Have also tried RK Sokoban which works fine in UBEE512 but on my Freemium the video is compressed into a couple of static horizontal lines. <br />
Thanks.]]></description>
			<content:encoded><![CDATA[Hello, was there an old version of sokoban for the microbee ?<br />
Tried AI that provided a MWB listing but it's full of errors. Have also tried RK Sokoban which works fine in UBEE512 but on my Freemium the video is compressed into a couple of static horizontal lines. <br />
Thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Microworld Basic 2650 Modules for BINBUG and PIPBUG]]></title>
			<link>https://microbeetechnology.com.au/forum/thread-1072.html</link>
			<pubDate>Sun, 23 Aug 2026 17:14:28 +1000</pubDate>
			<dc:creator><![CDATA[<a href="https://microbeetechnology.com.au/forum/member.php?action=profile&uid=2">ChickenMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://microbeetechnology.com.au/forum/thread-1072.html</guid>
			<description><![CDATA[These documents were found somewhere on the internet and after a cleanup they were converted to searchable pdfs. Both were A4 is size and 3 or 4 pages long.<br />
<br />
For <span style="font-weight: bold;" class="mycode_b">BINBUG</span> this module serves as an interface between MicroWorld BASIC Version 1 and a 2650 computer using BINBUG V3.6 as a monitor. The module uses the monitor keyboard input routine CHIN, and contains its own video driver routine for the DG64O VDU.<br />
<br />
For <span style="font-weight: bold;" class="mycode_b">PIPBUG</span> this module serves as an interface between MicroWorld BASIC Version 1 and a 2650 computer using PIPBUG as a monitor. It contains its own serial input/output routines running at 1200 baud.<br />
<br />
Both documents describe how to use the modules and includes assembler listings for each module.<br />
<br />
So in the MbeeTech Repository in the AppliedTech-Pre-Microbee\Software_2650 folder we placed<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">microworld_basic_2650_module_for_binbug.pdf</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">microworld_basic_2650_module_for_pipbug.pdf</span></span>]]></description>
			<content:encoded><![CDATA[These documents were found somewhere on the internet and after a cleanup they were converted to searchable pdfs. Both were A4 is size and 3 or 4 pages long.<br />
<br />
For <span style="font-weight: bold;" class="mycode_b">BINBUG</span> this module serves as an interface between MicroWorld BASIC Version 1 and a 2650 computer using BINBUG V3.6 as a monitor. The module uses the monitor keyboard input routine CHIN, and contains its own video driver routine for the DG64O VDU.<br />
<br />
For <span style="font-weight: bold;" class="mycode_b">PIPBUG</span> this module serves as an interface between MicroWorld BASIC Version 1 and a 2650 computer using PIPBUG as a monitor. It contains its own serial input/output routines running at 1200 baud.<br />
<br />
Both documents describe how to use the modules and includes assembler listings for each module.<br />
<br />
So in the MbeeTech Repository in the AppliedTech-Pre-Microbee\Software_2650 folder we placed<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">microworld_basic_2650_module_for_binbug.pdf</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">microworld_basic_2650_module_for_pipbug.pdf</span></span>]]></content:encoded>
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