The included manual for programming BASIC was extremely well written, and it's sprites made it very easy to write your own games. I remember starting with a multi-player 'snakes' variant, a 'defender' clone, an unfinished chess game (ran out of memory), and top down microcar racing game.
I also remember longing for the UCSD/Pascal cartridge as all (library) books I read used Pascal in their coding examples, but it was too expensive.
I later switched to the ZX Spectrum for which I had HiSoft Pascal, and a burnt in bare black&white monitor sold for scrap from an old arcade game.
It had a smidge more than 4 games. I broke several joysticks playing TI Invaders, and my favorite was Parsec, which was also one of the games which supported the optional speech synthesizer. I also had Tunnels of Doom, Car Wars, and Tombstone City, and remember playing Alpiner.
That's 6 games right there, ... or in other words, a drop in the bucket compared to my friend's Apple ][. Alas. And he could use a floppy disk, while I only had cassette tape or cartridges.
One of my game cartridges was Extended Basic. That probably got the most use.
This reminds me of the NES, which has separate PRG and CHR address spaces, the latter being exclusively for the PPU to display its graphics.
The TI-99/4 has 4k of scratchpad RAM accessible to the CPU. The CPU architecture had no general-purpose registers and had basically only 3 onboad registsrs: the status register, the program counter, and the workspace pointer. The WP pointer to a 32-byte range of RAM that worked like a set of 16 16-bit registers and a subroutine call was a matter of storing the current PC and WP and loading a new pair (a whole new set of registers). The 4k RAM was the equivalent of "the stack" on a modern x86 or Arm CPU.
Programs were stored as bytecode in memory addressable only by the graphics processors (note: not a GPU). Executing a program meant the CPU would write the GROM address to a register on the graphics chips followed by a request to fetch and would then read the byte from another register. It then had to interpret that byte through the ROM.
There were true separate address spaces, not different ranges in the same flat address space like on the NES. The CPU could not address the GROM directly.
I had the Minimem cart that had a line-by-line assembler that let me dump the ROMS. Many hours were spent hand-disassembling the OS for my TI-99/4A.
Or, buy a DIN plug and make a cable that brings out the composite signal: https://99er.net/TIvideoadapter.htm
I haven't bought a new TV recently, but there seems to be no shortage of composite inputs on the sets I've been using.
Older LCDs will probably have RCA inputs though they might not work with all retro computing stuff as the signals are sometimes rather “non standard” (not sure about this particular case).
CRT TV should be fine, as they’re from the right era and a bit less fussy about signals.
https://commons.wikimedia.org/wiki/Category:Texas_Instrument...
turning it on and getting a BASIC prompt was real cool. never could save anything, though. I traded it in 1999 or so for an Apple IIc with monitor, with which i could save data.
coincidentally, i just mentioned owning a ti-99/4a to a friend yesterday, we were comparing notes about the first computers we actually owned, and that was it, for me. We had an atari (the wood paneled console one, carts, with keyboard built in, BASIC interpreter on ROM) in '87ish i guess, but i only had it for a couple of weeks before i accidentally blew it up with a cable trying to save something to a tape recorder. the tape recorder had a cable in the back that had a 1/8" TS plug, which apparently was a radio shack "universal power supply" and i guess i put 9VDC into the speaker port.
Or you needed an expansion box, with a floppy drive, in which case you could do "SAVE DSK1,PROGNAME" to save to "PROGNAME" on the first disk. I didn't have an expansion box.
Neither would have come with the base computer.
https://www.ninerpedia.org/wiki/TI-99/4A_system_usage#Loadin...
Unfortunately, the 99/4a was brutally hobbled by some bizarre design choices that nerfed its performance including forcing the 16-bit CPU onto an 8-bit system bus which halted the CPU to spread each 16-bit read/write into two sequential operations. This was made worse by the fact the CPU used a memory-to-memory architecture (even for most of its own registers) and all the memory was behind that '8-bit wall' - except for 256 bytes of 'fast scratchpad' (aka just 'normal memory' on other 8-bits). Plus the GROM was on PROM chips that were even slower than RAM, introducing more latency.
The whole GROM thing could have been a nice idea if it weren't for the 8-bit bus and slow PROM chip speed. Unfortunately, TI execs were more interested in finding a home for excess PROM chip inventory than making their home computer the best it could be. So, it was hard to extract high-performance game graphics from the system, requiring significant ingenuity from developers.