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Blogs

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  • Zero One
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  • Robert Hurst
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  • This Is Reality Control
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  • Animan's Blog Of Unusual Objectionalities
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  • Zach's Projects
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  • The 7800 blog
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  • Zsuttle's gaming adventures
  • The randomness that is Mr. 8-bit/16-bit.
  • junkmail's RDE&P Blog
  • Doctor Clu's Space Shows
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  • TWO PRINTERS ONE ADAM
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  • Atari Jaguar Game Mascots
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  • The Wreckening
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  • The Atari Jaguar Game by Game Podcast
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  • The World is Flat?
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  • Bob's Blog
  • That's what she said.
  • My blog of stuff and things
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  • The (hopefully) weekly rant
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  • Goochman's Marketplace Blog
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  • Random Terrain's Tetraternarium
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  • Random Acts of Randomness
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  • lexmar482's Blog
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  • Being Of The Importance Of Shallow Musing.
  • Justin Payne's Blog
  • Atari 2600JS
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  • ebot
  • Doctor Clu's Dissertations
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  • Sayton's Blog
  • GEOMETRY WARS ATARI 2600
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  • For whom it may concern
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  • Bri's House
  • Atarimuseum.nl
  • Wiesbaden Gaming Lab
  • Les Frères Baudrand's Blog
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  • TurkVanGogH GameZ's Blog
  • The Upward Spiral
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  • bow830's Blog
  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
  • Starosti 8bitového grafika
  • Bydo's Blog
  • MrRetroGamer's Blog
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  • defender666's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
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  • The Outback
  • Lynx 20 years
  • POKEY experiments
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  • Memoirs of a Novelty Account
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  • When Robots Attack
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  • Funkmaster V's Gettin' Hip with tha Atari 7800
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  1. From the BASIC tenliners contest's home page Ready, set, go!!!!
  2. Since morelenmir has a sticky for providing Windows-users with tools to help developers create their masterpiece for us Atari users I thought it might be sort of nice if, along with it, those same developers, be they beginners or experts, have access to all the documentation known to exist to help them out. I agree that nothing is better than having the actual book in front of your eyes while programming (or learning to) but, in some cases, those books are difficult to come across. With that being said, I would to offer a possible sticky that builds upon the development software morelenmir has started. Download those tools or use a REAL Atari...then come to this thread to find the books that will take you on an adventure in getting your feet wet. That is the intentions of this post. ASSEMBLY LANGUAGE Assembly Language Programming for the Atari Computers (PDF) - Source: Atari Mania (www.atarimania.com) Atari 130XE Machine Language for the Absolute Beginner (PDF) - Source: Atari Mania (www.atarimania.com) De Re Atari (PDF) - Source: Atari Mania (www.atarimania.com) Mapping The Atari Revised Edition (PDF) - Source: Atari Mania (www.atarimania.com) Machine Language for Beginners (PDF) - Source: Atari Mania (www.atarimania.com) BASIC LANGUAGE Atari BASIC (PDF) - Source: Atari Mania (www.atarimania.com) Atari BASIC XL Edition (PDF) - Source: Atari Mania (www.atarimania.com) As long as AtariAge Mods will allow edits to be made to this post I will add to the list once I finish reviewing a few other books I have. The PDF's will open up to another TAB in your browser and, once fully loaded, can be saved to your computer for future reference. I hope that this helps others wanting to learn, or improve, their programming skills and techniques.
  3. Hi! After the long beta period, FastBasic version 4.6 is out! Over the last beta, there are many bug-fixes and optimizations, and also there is a new COLOR() function to PRINT, so you can easily alter the text color in graphics modes 1 and 2: GR.1 : X = 123 ? #6, X ? #6, COLOR(32) X+1 ? #6, COLOR(128) X+2 ? #6, COLOR(160) X+3 This also works in graphics 0, but the only available option is using COLOR(128) to print in inverse video. As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/tag/v4.6 . This is the full list of changes from version 4.5: FastBasic 4.6: The Atari 5200 release! A new major feature: now the FastBasic PC compiler can produce Atari 5200 cartridge images. This version uses a new PC compiler, rewritten to support multiple targets with one binary, you can specify the target with the new option -t:, the available targets are: atari-fp: produces Atari 800 XEX programs, with support for floating-point. atari-int: the old "integer only" version, produces Atari 800 XEX programs that don't use the floating-point package. a5200: produces cartridges for the Atari 5200 atari-cart: the same as atari-fp, but producing cartridge images for the Atari 800. atari-cart-int: the same as atari-int, but producing cartridge images for the Atari 800. Read more about the Atari 5200 port in https://github.com/dmsc/fastbasic/blob/master/a5200.md New language additions There are now PRINT functions that allows formatting the output for PRINT command: TAB() function, moves to a column multiple of a number. RTAB() function to right-align the next argument to a specified column. COLOR() function to specify the text color (or inverse mode) of the text, see #47. DIM can be used to declare normal variables (like DIM X$, Z), the variables are automatically initialized to 0 or empty strings. DATA statements can be placed in ROM instead of RAM (useful for Atari 800 cartridges or Atari 5200). Allows writing to more than one register in a DLI, see #45 Changes in the runtime The comma in prints now uses the TAB function internally, so it behaves more consistently in screen output (but in a different way that Atari BASIC). MOVE and -MOVE are faster, using code in zero-page. Fixes crash when setting DLI, #49 More size optimizations, integer IDE is still less than 8kB of size. Changes to the cross-compiler Rewritten to allow multiple targets by configuration files. Allows building Windows version native and ports the cross-compiler test-suite to Windows. Prints better compiler error messages. Allows defining symbols for the linker and passing arbitrary arguments. Have Fun!
  4. I'd like to introduce my latest project: Altirra Extended BASIC, a Turbo-Basic XL compatible interpreter implemented in a banked MaxFlash 1Mbit cartridge. Often when I need to do testing on the physical hardware I just end up using BASIC when the speed and control of assembly isn't needed, as I can just type in the program instead of hooking up the tether to upload one. Problem is, Atari BASIC is missing useful features like hex values, and the Altirra BASIC cartridge is packed like a can of sardines, so I couldn't add anything substantial there. Thus, the idea came to take Altirra BASIC and split it across cartridge banks so that it could be expanded. At the same time, experience had shown that much of the BASIC XL subset wasn't that useful due to the small pool of people who had used it and could run it, but with the extra space I could implement a far more expansive and available language: Turbo-Basic XL. Therefore, once I had gotten the interpreter reorganized into a banked cart, it was then possible to begin reversing TBXL's token format and reimplementing the extended language. Details: Uses a MaxFlash 1Mbit (128KB) cartridge. I chose this cartridge type because of its address-based banking mechanism, which turned out to be faster than data-based banking. Figuring out a usable long jump mechanism was a big obstable to getting this off the ground. Also, I have one of these carts and it's fairly widely emulated in the mega-carts. Currently 7 8K banks are used, 6 of which are split with a 4K shared bank and a 4K variable bank, and the last one being a special full bank for the help system. Half the cartridge is thus currently unused. Unlike Turbo-Basic XL, Altirra Extended BASIC does not occupy memory at MEMLO or memory under the OS ROM. This means that its memory layout is closer to Atari BASIC and it will run on a 400/800, even with 16K. Some TBXL programs are incompatible because they hardcode addresses in the $A000-BFFF range which Altirra Extended BASIC occupies. ATXBasic is binary compatible with Turbo-Basic XL 1.5 save files. However, this means that it is not binary compatible with Altirra BASIC's BASIC XL subset. Conflicting token values, couldn't do both. Some statements like LOMEM have been relocated to new token values above TBXL's. The AltirraOS math routines have been hoisted into the cartridge and reworked for speed. They are not necessarily as fast as TBXL's yet -- haven't touched division or transcendentals yet -- but it should be in competitive range overall. The OS math pack is not used so results are consistent between OSes. I implemented as much of the Turbo-Basic XL language as I could find documented or tokens for, and tried to match TBXL's behavior when it diverged from Atari BASIC, such as the ON statement. One deliberate incompatibility: TIME$ uses the accurate frame rates for NTSC and PAL, no way I was going to use hardcoded 50.0Hz. There is also a built-in help system, which I plan to fill out QBasic-style -- mainly because I am tired of turning away from the Atari to look up OS and hardware addresses. Writing the help directly is a pain, though, so it only has two pages right now. Need to write a help compiler. Preliminary docs are attached, though I still need to edit some old stuff from Altirra BASIC that needs to be changed. All that being said, I could use help testing the TBXL subset. I have a large collection of Atari BASIC programs and have already gotten my classic test suite working (Nazz, SpyPlane, Quadrato, Escape from Epsilon, Valiant, Jenny of the Prairie, etc.) but I have very few TBXL programs. I'd like to get the TBXL subset more solid before jumping into more optimizations or adding more commands, and with Altirra BASIC the community was very good at pointing stuff I didn't know about Atari BASIC. One lengthy TBXL program I've gotten running is Rocket Rescue -- that was fun to fix (PAINT leaks, ugh). atxbasic.bin atxbasic.pdf
  5. Hi all, I think that the Atari 5200 is under-represented in the BASIC 10-liners competition, so here is a new easy way to write games for the console: Just released a new beta version of FastBasic, with one big addition: With the help of @vitoco, the PC compiler now supports the Atari 5200! You can read the details in the manual at https://github.com/dmsc/fastbasic/blob/master/a5200.md , and the compiler usage in https://github.com/dmsc/fastbasic/blob/master/compiler/USAGE.md Basically, the Atari 5200 target supports: - All the integer and string functions, including compatible STICK() and STRIG(). - Graphic modes 0, 1, 2, 7 to 13 and 15, with PLOT and DRAWTO support. - DLI and P/M. - PRINT to screen and GET for reading the Atari 5200 keypads. To implement the Atari 5200 support, there are a lot of changes to the compiler under the hood, now the compiler supports multiple targets, and the old "integer only" and "floating-point" compilers are simply different targets now, the targets currently implemented are: Atari 8-bit computers binary loadable files (XEX, with and without floating point), Atari 8-bit computers Cartridge images (CAR, with and without floating point) and the new Atari 5200 Cartridge images (BIN). Also, for advanced users, now the language can be extended without modifying the compiler sources, by writing new target files, there is an example in the compiler manual for writing a new statement and a new function, see https://github.com/dmsc/fastbasic/blob/master/compiler/USAGE.md#extending-the-language There is a few new language extensions: - TAB() function inside PRINT, moves to a column multiple of a number. - DIM can be used to declare normal variables (like "DIM X$, Z"), the variables are automatically initialized to 0 or empty strings. - The comma in prints now uses the TAB function internally, so it behaves more consistently in screen output (but in a different way that Atari BASIC). Well, you can download all the usual files from Github: https://github.com/dmsc/fastbasic/releases/tag/v4.6-beta Attached is a test program, the "joyas" game ported to the Atari 5200 Have Fun! EDIT: final 4.6 version is released: joyas.bas joyas.bin
  6. Running Atari 2600 programs on my NTSC C64! This is a Cross Compiler for the C64 that runs Atari 2600 programs written in Assembly and BASIC (SuperCharger BASIC and Flashback BASIC) with no changes to the BASIC or Assembly code. This is accomplished by abstracting the Atari 2600 virtual machine RUNTIME including a soft ANTIC blitter like Atari home computers bringing display list technology to the Commodore 64! Double the fun of racing the beam with the classic Television Threading Model on the Commodore 64 allows game loops that repeat 30 or 60 times per second with full screen animation each frame creating faster action scenes than are usually seen with the C64 design. The rich BASIC provides graphics and sound support and a camera object for panning around the virtual world, or with abstract Assembly programming (ASDK api). The next version will add color and audio support, check out some of the Atari 2600 BASIC and Assembly games that will be supported online here: http://relationalframework.com/Atari2600gamesonline.htm The Commodore 64 and the Atari 2600 Video Computer System are the two most popular retro computer consoles, write programs that run on both! Details: The soft blitter, camera object and display lists are running and functional, I dropped the compiled Atari 2600 BASIC Assembly code and the bitmap right into the 64 Framework and it ran the same in the abstracted VM on my Commodore 64. I can cross compile some of the BASIC at this point and am adding the RUNTIME subsystems that are missing. Adding sprites, sound and color next... the Tracker/Sequencer for the TIA chiptunes is going to be tremendous fun on the 6581! C64 Extra tile detail: The VM abstracts each 1 bit textured phat tile the TIA draws into 4 characters on the VIC-II text screen allowing both tiled patterns and background patterns to be drawn, I chose the same graphic for the 4 background tile quadrants in the demo. There's inspiring concept innovation with prior art if a prototype was ever produced!
  7. CyranoJ

    JagStudio

    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  8. Hi all! Finally I published the new FastBasic 4.5 release!! From the 4.5 beta, I added: - The "ADR()" function and the "&" operator now allow taking the address of a variable, so this code will print 123: " A = 1 : DPOKE &A, 123 : ? A ". - The "EXEC" statement can be abbreviated to a "@", this makes calling procedures more natural, this will also print 123: " PROC Test A : ? A : ENDPROC : @Test 123 " This in addition to the added features of the 4.5 beta: - Parameters for the PROC/EXEC, see the test-release docs, - Arbitrary characters in string constants by using the hex value, like: PRINT "Hello"$9B"World", - Added PAUSE without a parameter, this is the same as PAUSE 0, "wait for vsync", - PROC has a shorter abbreviation: PR., - The parser is more robust to syntax errors, I discovered some erroneous inputs that could slow down the parser a lot. Many improvements to the editor: - Much faster COPY/PASTE operations, - Restores left-margin value on exit to DOS, - Remove P/M graphics when returning to the editor from user programs. And improvements to the cross-compiler: - Better error messages from some syntax errors, and fixes in parsing of big numbers. - Check for PROC and EXEC parameters mismatch. - An option to write an expanded and indented listing from an abbreviated listing, "-l" After a lot of optimizations, I managed to keep the integer IDE at 8192 bytes and the floating-point IDE at 9457 bytes. EDIT: Current release is 4.5.2, adds a few bugfixes and minor optimizations, now the integer IDE is 8166 bytes. As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/ Have Fun!
  9. Hi All! As @777ismyname said, I just published a test version for the new FastBasic release. Please, help me testing it so I can make a new release in time for the BASIC 10 liner contest There is a big new feature: parameters for the PROC/EXEC, like this example: exec Test 1, 2 for i=1 to 4 exec Test 5 - i, i next proc Test a b ? "Testing: "; a, b endproc Notice that in the EXEC the parameters are separated with commas, but in the PROC the corresponding variables are separated with spaces. Also, the variables in the proc are not "local" like most languages, as all variables in FastBasic are global and the parameters are simply variables, the above code is basically equivalent to: a=1 : b=2 : exec Test for i=1 to 4 a=5-1 : b=i : exec Test next proc Test ? "Testing: "; a, b endproc Also, in the Atari IDE the parser does not verify that the number of arguments passed to the EXEC is the same as received by the PROC, I plan to add a check to the floating-point version in a future version. In addition to the above, there are other changes to the language: - You can include arbitrary characters in string constants by using the hex value, like: PRINT "Hello"$9B"World" . So, now you can easily include he EOL character in strings directly, and in the cross compiler you can write Atari characters in strings simply by the ATASCII code. - Added PAUSE without a parameter, this is the same as PAUSE 0, "wait for vsync". - PROC has a shorter abbreviation: PR., - The parser is more robust to syntax errors, I discovered some erroneous inputs that could slow down the parser a lot. Many improvements to the editor: - Much faster COPY/PASTE operations, - Restores left-margin value on exit to DOS, - Remove P/M graphics when returning to the editor from user programs. And improvements to the cross-compiler: - Better error messages from some syntax errors, and fixes in parsing of big numbers. - Check for PROC and EXEC parameters mismatch. - An option to write an expanded and indented listing from an abbreviated listing, "-l" Adding the support for PROC parameters while keeping the integer IDE under 8kb was a lot harder than expected, but I finally managed to squeeze a few bytes from the editor and made it fit, currently the "FBI.XEX" file is 8189 bytes! As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/tag/v4.5-rc I plan to do a few extra commits before the release, but nothing big. Have Fun!
  10. So I'm trying to get a 320B map displayed on the screen and I just can't get it to work. I'm using tiled to create the map and I'm not sure if my tile size is incorrect or what is causing the issue, but any assistance would be appreciated.If I comment out any code relating to the .tmx file, then the code compiles just fine. This is the code: rem * Journey to the West set doublewide off set tv ntsc set romsize 48k set screenheight 224 set basepath gfx_JourneyWest displaymode 320B set zoneheight 16 rem * color palette 0 P0C1=$0F P0C2=$2A P0C3=$45 rem * color palette 4 P4C1=$C9 P4C2=$38 P4C3=$C4 rem * load gfx & mapfile incgraphic wukong_front_top.png 320B incgraphic wukong_front_bot.png 320B incgraphic Tiles.png 320B characterset Tiles incmapfile Level.tmx init clearscreen plotmap Level 4 0 0 20 14 savescreen drawscreen mainloop BACKGRND=$00 restorescreen plotsprite wukong_front_top 0 80 112 plotsprite wukong_front_bot 0 80 128 drawscreen goto mainloop If you need to see the tiled file or anything else, just let me know.
  11. I finally managed to finish the DLI work, so here is the new FastBasic version, ready for the 2020 tenliners! You can now create a DLI with a simple syntax, capable of changing registers at multiple locations in the screen. The full documentation is in the manual at https://github.com/dmsc/fastbasic/blob/master/manual.md#display-list-interrupts , but here is a little sample of the DLI support, showing how to multiplex two P/M to create 4 moving two-color sprites: ' Player shapes DATA p1() BYTE = $E7,$81,$81,$E7 DATA p2() BYTE = $18,$3C,$3C,$18 ' Players horizontal positions DATA pos() BYTE = $40,$60,$80,$A0 ' Players colors DATA c1() BYTE = $28,$88,$C8,$08 DATA c2() BYTE = $2E,$80,$CE,$06 ' Our DLI writes the position and ' colors to Player 1 and Player 2 DLI SET d3 = pos INTO $D000, pos INTO $D001, DLI = c1 INTO $D012, c2 INTO $D013 ' Setup screen GRAPHICS 0 : PMGRAPHICS 2 ' Setup our 4 DLI and Players FOR I = 8 TO 20 STEP 4 POKE DPEEK(560) + I, 130 MOVE ADR(p1), PMADR(0)+I*4+5,4 MOVE ADR(p2), PMADR(1)+I*4+5,4 NEXT ' Activate DLI DLI d3 ? "Press a Key" ' Move objects! REPEAT PAUSE 0 pos(0) = pos(0) + 2 pos(1) = pos(1) + 1 pos(2) = pos(2) - 1 pos(3) = pos(3) - 2 UNTIL KEY() ' Disable DLI and ends DLI Attached is the resulting XEX, this is the resulting screen: The new release is over github, download at: https://github.com/dmsc/fastbasic/releases/tag/v4.3 Have Fun! dlitest.xex
  12. Does anyone have an original disk of Atari Microsoft Basic they'd be willing to part with for a reasonable cost?
  13. this is going to be a short blog. @9640News & @InsaneMultitasker has just released the latest version of Geneve Advanced BASIC v 4.08. They cleaned up the last of the bugs and I had a small part of editing the manual. Here is the download. Enjoy. ABASIC-408.zip
  14. Instead of working on the dozen or so projects that I have started, I decided the other day to delve into SecondBASIC programming for the Genesis. For those that don't know SecondBASIC http://www.sbasic.net/ is a BASIC language developed by Second Dimension. It is in active development and appears to be fairly robust. My biggest gripe is that there are virtually no programming examples for it. Commands are documented and a few code snippets come with the development environment but that's about it. I decided to help rectify this situation by writing a simple Snake game and commenting the hell out of it. The game uses the text functions only (i.e. no shape tiles) and has two very simple sounds. I've tested it with the Fusion 3.64 emulator and everything appears to work as intended. I can't seem to find my flash cart so if someone could test it on real hardware that would be much appreciated. While coding the game I did run into a couple of things. First, I did not see any mention of multi-dimensional arrays on the SecondBASIC site although they are supported. I did only test with 2 dimensional arrays, however. Second, I had to use another program to fix the checksum on the binary. Otherwise, fusion would throw up a checksum error whenever I tested the binary. I ended up using Fix Checksum https://www.romhacking.net/utilities/342/ to correct it. Third, at one point during coding I tried to do an animated spinner using the string: "\|/-" to no avail. Older guys will recognize this as a cursor used by many on the Apple II and C64. Not that big of a deal that it didn't work but I did find it a little odd. I believe the "\" is used by SecondBASIC to denote something, possibly "\n" for newline, etc. Even when I tried to build the string using chr$, it failed to work. Fourth, the ASCII codes don't quite lineup with the text screen that I'm using. I tried using codes: 016,017,030,031 (4 arrows) to do the spinner and one of them kept displaying as a heart. At that point I decided the hell with it and didn't look any further into it. Lastly, the binary generated by SecondBASIC is always named sbasic.bin no matter what your project file is named. You have to manually go to the work folder and rename it if you want to keep a copy. Otherwise, it will be overwritten at the next compile. Attached is the rom file and the basic listing. I'm sure there are things that can be improved along with using actual shape tiles for the visuals. This is just a simple example to hopefully encourage others to take a look at this programming option for the Sega Genesis. Feel free to tinker around with it and see what you can do. Controls are simple (up, down, left, right). Skill level can be chosen at the title screen by pressing left or right. It's a basic Snake game, eat the dot and avoid hitting the walls or yourself. Once you reach 100 points, obstacles will appear in the playfield to make things tougher. Have fun. Snake.bas snake.bin
  15. One of the most interesting copy protection techniques I came across was on the Atari Microsoft Basic disk. You booted this disk and it automatically loaded into Microsoft Basic. If you then typed a DOS command, you were taken to the usual DOS menu where you could see an AUTORUN.SYS file. But if you copied the AUTORUN.SYS file to another disk, it wouldn't load into Microsoft Basic. It started to load but then simply performed a system reset. It turns out that the clever programmers at Atari created a hidden directory on the disk. Normally, the directory is found on sector $169 and runs for 8 sectors. On the Microsoft Basic disk, there is another directory at $179. This directory points to the real AUTORUN.SYS file which loads when the disk is booted. At address $1082 in the Disk Operating System there is a byte which points to the directory sector. The value of this byte is usually $69. But in the Microsoft Basic version, the byte is $79 which allows DOS to use the hidden directory and load the proper AUTORUN.SYS. As the AUTORUN.SYS loads, one of the final things it does it to place a $69 back into address $1082. Now DOS is pointing to its normal directory which points to a bogus version of AUTORUN.SYS. To copy the correct AUTORUN.SYS to another disk, you could write a basic program which poked $1082 with $79. Then open AUTORUN.SYS for input. Poke $1082 with $69 to reset DOS back to its normal value, and open an output file on another disk. Now simply read and write bytes until end of file. Poke $1082 with $79, issue a close on the first file, poke $1082 with $69 and issue a close for file 2 and voila!, you have a copy of Microsoft Basic that loads properly. Copy Microsoft Basic.atr
  16. Hi everyone! I am trying to use Atari BASIC to print some text in graphics mode 1+16 but the position command seems not to do what you would expect. The code below will show "hello" at the center of the top line and not at position 0,0. 10 graphics 1+16 20 position 0,0 30 print #6,"hello" 40 goto 40 How can I have the hello print at the top left corner in this graphic mode?
  17. Hi, from time to time I read comments here that say, that the users local scanner or firewall complains about a virus. IIRC, this happens while using emulators... Today I found a TiBasic program (Waterrun from Michael Silberberg) that triggers the AtariAge firewall (or something at their providers server construct) And it does not matter if you try to post that text here as plain text, as .TXT-file, or as spoiler. You´ll get the following message: This seems no problem at all, as I triggered the firewall more than 20 times now with snippets/fragments of the basic code, to find out if a special text line is the cluprit. And I have no other problems afterwards, all seems OK. And so it is: You can find the TiBasic file inside this ZIP (posting this is OK), and if you just paste LINE 370 or 380 whereever here around in a post or a message into AA, you will get the error message Waterrun.zip PS: This is the text, as picture, which seems to look like a virus´ or intruders´ signature:
  18. So I found a small program to write in Basic to help minimize that loud grating noise you sometimes get with C64 disks (Ghostbusters is a good example; in my case, it happens twice when it's starting to load, and then a third time right before it finishes loading and brings up the title screen). I found a fix in an old magazine that helps with this issue, and I have tried it out on some disks in the past. But recently I dusted off my C64 for the first time in months, and for the life of me I cannot get this program to work. I'm not sure what exactly I'm overlooking or what I'm screwing up; it's driving me crazy, especially because this has worked for me before in the past. Line 20 looks fine to me...any suggestions on what might be going on?
  19. Hi! After a little exchange with @drac030 about the version of TBXL that I hacked for @mr-atari and now included with LiteDOS, I decided to cleanup the sources and automate the relocatable generation. And then, I spent a little time to fix the most notable bugs and finally do a proper release. The source is available from https://github.com/dmsc/turbo-dis and the binaries can be downloadd from https://github.com/dmsc/turbo-dis/releases/tag/v2021.11.06. Also, the source can conditionally assemble to the original version published on HappyComputer, all original code is there. Note that I don't have plans on working on this on the future, but if anyone wants to modify it further - there are a lot of optimization potential there - you can take from there. Now, copied from the README file over github: Fixed Bugs This version has fixes for a few interpreter bugs present in all standard TurboBasic XL versions: When adding or deleting lines when inside a FOR loop, the runtime stack is not correctly adjusted, for example this program: 10 ? "START" 20 FOR J=0 TO 10 25 ? "J=";J 30 IF J=5 THEN DEL 10,10 40 NEXT J 50 END The interpreter exits the FOR on the iteration 5, instead of counting up to 10. A bug with the parsing of IF statements without ENDIF, the end of statement is incorrectly checked. This is an example program: 10 ? 1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1:? 1;1;1;1;1;1;1;1;1;1;;;;;;:IF 1 20 ENDIF If you remove one ";", the program runs correctly, but as shown it prints "ERROR 12". In the PRINT statement, if the last token printed ends in $12 or $15, for example a CONTROL-R or CONTROL-U character on a string, the interpreter omits the new-line at the end, as it incorrectly assumes that the statement ended in a "," or ";". This program shows the problematic statements: 20 ? "LINE 1:x" : REM Ok, prints a new-line at end 30 ? "LINE 1:─" : REM BUG, does not print the new-line 40 ? "LINE 1:▄" : REM BUG, same as above 60 ? "LINE 1:";1.23456713 : REM OK, prints a new-line at end 50 ? "LINE 1:";1.23456712 : REM BUG, does not print the new-line 70 ? "LINE 1:";1.23456715 : REM BUG, same as above Detection of PAL/NTSC. The original TurboBasic XL assumes PAL ANTIC for the TIME$ function and the TIME$= statement, this means only 50 jiffies per second, so the functions return an incorrect value in NTSC computers. This version includes code at startup that counts the number of scan-lines in a screen to detects the ANTIC type. If NTSC is detected the code is changed to return the correct values assuming 60 jiffies per second. Note that both values are not exact, the real values are 49.86 and 59.92 jiffies per second in PAL and NTSC respectively, but for the intended usage the given values are close enough. Relocation This TBXL version relocates itself to the lowest address posible, by reading MEMLO and copying the code at low address to just above the value. This gives more memory to the BASIC programs, depending on the DOS version. This currently works for any MEMLO address lower than $3000. Have Fun! turbo-basic-20211106.zip tbasic.atr
  20. SupeReversion This is a Reversi game I got from some magazine a while back. It's probably one of the best looking Reversi games on any 8-bit computer with it's 3-D style board. I made some modifications such as changed how the pointer works, displays in several random colors, boots from Altirra disk and improved the game play a bit. To play press Option or Select to change player then Start key to start. There is a flashing square you move in 4 directions to the spot where you want to place your piece using the joystick. Press the joystick button to set then piece down. You can play human v. computer, human v. human and even computer v. computer. Enjoy SuperReverse-ALT.atr
  21. Here is the Star Trek game I posted in the very 1st post of this project blog. There it was a completion of several of the games I had posted as a kid to the TI99IUG. But it's such a neat little game I decided to make it it's own post. It's a real snap shot of the BASIC/XB program that was done back in the 80s. I made some minor updates but it's still essentially the same. It's a TI-BASIC program that was converted to TIXB. Some cleaver graphics and sound. Instructions included in the program. It self starts in XB. TREKXB.dsk
  22. Here is the Uno+ TI-99/4a Extended BASIC version of the Atari Microsoft BASIC Uno+ that was an updated Uno that had been ported from the original TI-99/4a in that had been created using the KXBII Extended BASIC programing package. Got that. Anyway, here is the game and a fun one it is. It has color, it has sound, it has speech, it plays a fairly fast game and includes several of the variations of Uno. You can also save your games parameters to disk so that you wont have to type them in each time. To Play: the bottom 4 lines are the letters for your cards marked by color; red, yellow, green and blue. last line is Spl which is the change color cards with C (change color) or F(play draw 4 change color). the types of cards beside the colors are 0-9 D=draw 2, S=skip and R=reverse. under Spl are C=change color and F=draw 4. when the human plays you choose SORT, PLAY and TAKE. SORT just sorts your cards. TAKE will take a card from the pile. PLAY will play 1 of your cards. in Play you type the card you want to play by following the prompts. the game plays a standard game of Uno except; Uno call is automatic and has 1 in 12 chance of 'forgetting to call a Uno penalty which is also automatic. The original version was the simple standard rules of the game. But the real fun of Uno is the various versions of the game that one can play. So I went back to program and added several of the additional game versions to spice up the game, and a little sound and speech too. There are six new versions of game play: 2S as pick 2? - this version has the 2 card as aTAKE 2 for ALL players. Play a 2 and all the other players will have to take 2 cards. 7S swap cards? - Play a 7 and you can swap your cards with any other player. Take till play? - when you have to take a card you must KEEP taking cards until you get to one that is playable. DRAW4 only? - you can't play a DRAW4 until it's the only card playable. Good Take must play? - When you TAKE a card, if that card is playable, you must play it. NOTE: If TAKE card is playable you get a beep then the game rolls you back to the SORT, PLAY, TAKE screen. The other 3 computer players play a very good game. I programed in that sometimes they will mess up, but not often. I found I win about 1 in 4 or 5 games, which is a good average. The game disk auto-boots a loader program which in turn boots the Uno+ game. Anyway, enjoy the game. unoplus.zip
  23. Hello Atari 8-bit fellows! In the 80s, it was not uncommon to find ZX Spectrum programs (etc, ...) on Flexidisc, cassette, radio broadcast, etc... However, I thought there was NOTHING for my Atari 800XL. Nothing until I read the latest issue of the French magazine "Canard PC Hardware" n°49, July-Aug 2021 (this mag is about the latest hardware for PC enthusiasts). It contains an article about programmes released on vinyl back then (in the 80s). And I discovered this LP by "Adolphson-Falk" called "Över Tid Och Rum" which contains (ONLY on the vinyl version, track is omitted on the CD) a track that is actually an Atari BASIC program. Link to the record: Adolphson-Falk - Över Tid Och Rum | Releases | Discogs Link to an article on the subject: Decoding the Adolphson-Falk data signal – Logic Applied knowledge base (I'm attaching the .CAS file) I would like to submit this information for inclusion in a future version of the FAQ, hence my question: Except for this disc, does anyone know of any other media (LP/MC/CD/etc...) that contains an audio track that is actually an Atari BASIC program (for 8-bit, obviously)? I hope you're okay if your findings are quoted in a forthcoming FAQ update... Thank you in advance for your contributions and comments, Kind regards, Laurent Adolphson-Falk - Över Tid Och Rum (atari basic on vinyl LP).cas
  24. I put together a description of implementing fine horizontal scrolling in BASIC with assembly code executed during the vertical blank. This is a pretty high-level description and is directed at those learning this for the first time. A simple demo is provided with BASIC code and assembly code explained. An ATR file is provided. Fine horizontal scrolling has a lot of moving parts and can be hard to understand for those who have not yet mastered it. I hope someone finds this take on it helpful. Comments welcome! Fine horizontal scrolling post from Atari Projects
  25. I recently acquired a TRS-80 PC-2 Pocket Computer and cassette interface in good shape and it appears to be functioning correctly. The LCD screen works well and it appears to switch modes from PRO to RUN correctly. The computer also has an 8k expansion card in it and when I type MEM it typically reports that there is 24576 memory free. I am new to this line of pocket computers and have a few questions that I cant seem to resolve. Like I mentioned, the computer was reporting around 24576 memory but now only says 0. I have removed the batteries, push the reset button etc. but it continues to show 0 for memory and I do not know how to correct this or if I am just unaware of what to do? Also, even when it was showing the higher amount of memory available, I would switch to PRO mode to key in BASIC commands but it never seems to retain them. I would key in the line numbers with simple commands such as 10 PRINT "A" and then I would hit enter which should have placed the line in memory but it does not. I switch to RUN mode and type RUN but nothing happens. In PRO mode I try to use LIST or the up and down arrows to see the line numbers but nothing shows. Just curious if anyone can shed some light on these issues or have experienced them. Any comments are greatly appreciated.
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