Everything on the C64 is harder and more complicated to code for, but all the 
same results are possible.  This allows exact match graphics and logic:

BITMAP char graphics creation:

For TI-99 to C64 Graphics, convert all HEX values to DEC values

Use these values against the C64 conversion routine.

Example Code:

00 rem copy rom routine
105 for i=0 to 26: read x: poke 828+i,x: next i
110 data 169,000,160,208,133,095,132,096 : rem LDA #0; LDY #$D0; STA 95, STY 96
115 data 169,000,160,224,133,090,132,091 : rem LDA #0; LDY #$E0; STA 90; STY 91
120 data 169,000,160,064,133,088,132,089 : rem LDA #0; LDY #$40; STA 88; STY 89
125 data 076,191,163 : rem JMP $A3BF
130 rem COPY $D000-$DFFF -> $3000-$3FFF

135 rem move char set rom into ram
140 poke 56334,peek(56334) and 254 : rem INTERRUPT OFF
145 poke 1,peek(1) and 251 : rem CHAR SET ROM ON
150 sys 828 : rem START COPY
155 poke 1,peek(1) or 4 : rem CHAR SET ROM OFF
160 poke 56334,peek(56334) or 1 : rem INTERRUPT ON
165 poke 53272,peek(53272) and 240 or 12 : rem CHAR SET RAM AT $3000

170 rem rewrite char [
175 for a=12504 to 12511: read ze: poke a,ze: poke a+1024,255-ze: next a
180 rem rewrite char #
185 for a=12568 to 12575: read ze: poke a,ze: poke a+1024,255-ze: next a
190 rem rewrite char &
195 for a=12592 to 12599: read ze: poke a,ze: poke a+1024,255-ze: next a
200 rem rewrite char ]
205 for a=12520 to 12527: read ze: poke a,ze: poke a+1024,255-ze: next a
210 rem rewrite char (
215 for a=12608 to 12615: read ze: poke a,ze: poke a+1024,255-ze: next a
220 rem rewrite char !
225 for a=12552 to 12559: read ze: poke a,ze: poke a+1024,255-ze: next a
230 rem rewrite char %
235 for a=12584 to 12591: read ze: poke a,ze: poke a+1024,255-ze: next a
240 rem rewrite char )
245 for a=12616 to 12623: read ze: poke a,ze: poke a+1024,255-ze: next a

700 data 15,16,32,64,255,128,128,128
710 data 128,128,128,128,128,128,128,128
720 data 128,128,128,128,128,128,128,255
730 data 255,0,0,0,255,0,0,0
740 data 0,0,0,0,0,0,0,255
750 data 255,3,5,9,241,17,17,17
760 data 17,17,17,17,17,17,17,17
770 data 17,17,17,17,18,20,24,240



Displaying Text and Graphics: To simulate a "DISPLAY AT" or "CALL HCHAR" functions, you can use the following methods: POKE Coordinates: You can set the cursor position by poking the row (Y) and column (X) values directly into memory before printing. Syntax: POKE 214,Y: POKE 211,X: SYS 58732: PRINT "YOUR TEXT" Note: POKE 214 sets the row (0–24) and POKE 211 sets the column (0–39). SYS 58732 (or a single empty PRINT in some versions) updates the internal cursor pointer.