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 My outdated github link here: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]

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