It might need a mechanical repair inside. Perhaps a belt attached to the tray is failing?
On Wed, Nov 14, 2018 at 11:08 PM Peter Vollan <[email protected]> wrote: > LD-v4200. > I can hear it trying to eject, just using the front button. > I am looking forward to running this laserdisc player with my model > 100, but I first should get it to work properly. I have a DB15 > connector to build the adaptor already. > > On Wed, 14 Nov 2018 at 19:48, Scott Lawrence <[email protected]> wrote: > > > > Peter; > > > > do you hear anything when pressing Eject on the front panel? > > Or is this serial ("OP" over serial, if it has Level III capabilities) > > > > What model? > > > > -s > > > > On Wed, Nov 14, 2018 at 5:56 PM Peter Vollan <[email protected]> > wrote: > >> > >> My Pioneer Laservision player doesn't want to eject. > >> On Tue, 13 Nov 2018 at 08:16, Scott Lawrence <[email protected]> wrote: > >> > > >> > Yeah. I think this is the method I'm going to go with... > >> > > >> > I'm working on a laserdisc-based adventure game engine, highly > inspired by Kevin Savetz' rediscovery of David Lubar's > "Rollercoaster"/"Adventures in Videoland" game for the Apple II. I plan on > demoing it at the Rochester Maker Faire this upcoming weekend... Tandy 200 > + Pioneer LD player + "The Mind's Eye" LaserDisc. > >> > > >> > I'm trying to make the code as easily portable and modular as > possible. I have the serial interface code written for the T200, and part > of the game engine, but I'm focusing right now on having all of the game > data stored in one chunk of program space, like a BIOS. The game engine in > another chunk of program space and the game data in another. It was > originally going to be purely DATA statements, but changing to "scene 300" > via the above method is not a possibility. ;) So I'll have the ON X GOTO > a,b,c... part of the game data area. ie the game data is stored in lines > 500-1000... and to setup RESTORE for room 2: > >> > 100 RM=2 : GOTO 510 > >> > or for item 1, > >> > 110 IT=1 : GOTO 520 > >> > then in the beginning of the data chunk... > >> > 500 REM Game Data > >> > 510 ON RM GOTO 550, 560, 570 > >> > 520 ON IT GOTO 580, 590, 600 > >> > ... > >> > 550 RESTORE 551 : RETURN > >> > 551 DATA ... > >> > 560 RESTORE 561 : RETURN > >> > 561 DATA ... > >> > > >> > I know it's not efficient with respect to the BASIC interpreter, but > i can optimize later. :) > >> > > >> > My outdated github link here: > https://github.com/BleuLlama/LlamaLlaser > >> > > >> > -s > >> > > >> > On Tue, Nov 13, 2018 at 12:08 AM Ken Pettit <[email protected]> > wrote: > >> >> > >> >> Hi Scott, > >> >> > >> >> The ROM only accepts immediate literal values. You would need to do > something like: > >> >> > >> >> 10 V = 2 > >> >> 20 ON V GOSUB 80, 90 > >> >> 30 READ X$ > >> >> 40 PRINT X$ > >> >> 50 END > >> >> 80 RESTORE 100:RETURN > >> >> 90 RESTORE 200:RETURN > >> >> 100 DATA "One hundred" > >> >> 200 DATA "Two hundred" > >> >> > >> >> Ken > >> >> > >> >> On 11/12/18 8:47 PM, Scott Lawrence wrote: > >> >> > >> >> > >> >> The "RESTORE" command... can it only take an immediate value, or is > there a way to pass it a variable? > >> >> > >> >> I want to do something like this: > >> >> > >> >> 10 V = 200 > >> >> 20 RESTORE V > >> >> 30 READ X$ > >> >> 40 PRINT X$ > >> >> 50 END > >> >> 100 DATA "One hundred" > >> >> 200 DATA "Two hundred" > >> >> > >> >> And i expect the output of: > >> >> > >> >> Two hundred > >> >> > >> >> Instead I get: > >> >> > >> >> UL Error in 20 > >> >> > >> >> > >> >> Or am I asking too much from BASIC? ;D > >> >> > >> >> -s > >> >> > >> >> -- > >> >> Scott Lawrence > >> >> [email protected] > >> >> > >> >> > >> > > >> > > >> > -- > >> > Scott Lawrence > >> > [email protected] > > > > > > > > -- > > Scott Lawrence > > [email protected] > -- Scott Lawrence [email protected]
