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Blogs

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  • Testing
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  • Gernots A500 game reviews
  • NeonPeon's (Mark W's) Adventures in programming for Vectrex
  • wookie's Blog
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  • Byte's Blog
  • Stories from the -: ITC :-
  • Justclaws' Blog
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  • The Atari Strikes Back
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  • A Wandering Shadow's Travels
  • no code, only games now
  • BRP's random dev journaling
  • SID CROWE TESTING THE blog softwareeee
  • Arjak's Blog
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  • Zero One
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  • Chronogamer
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  • Atari Randomness
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  • Robert Hurst
  • waterMELONE's Blog
  • Robert M's Blog
  • This Is Reality Control
  • Flickertail's Blog
  • albaki's Blog
  • Animan's Blog Of Unusual Objectionalities
  • Dexter's Laboratory Blog
  • BTHOTU's Blog
  • Devbinks' Blog
  • ATASCI's Blog
  • Zach's Projects
  • a1t3r3g0's Blog
  • ATASCI's Blog
  • BuzzTron-451's Blog
  • The 7800 blog
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  • The Occasional Coder
  • 4Ks' Blog
  • Joystick Lunatic Software on AtariAge
  • carmel_andrews' Blog
  • mourifay's Blog
  • Zander's Blog
  • iratanam's Blog
  • Zsuttle's gaming adventures
  • The randomness that is Mr. 8-bit/16-bit.
  • junkmail's RDE&P Blog
  • Doctor Clu's Space Shows
  • bluetriforce's Blog
  • Lynxman's FlashCard Blog
  • TWO PRINTERS ONE ADAM
  • ubikuberalles' Blog
  • JagMX's Blog
  • Atari Jaguar Game Mascots
  • Worm Development Blog
  • The Wreckening
  • Learning fbForth 2.0
  • Eight Bit's Blog
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  • The Atari Jaguar Game by Game Podcast
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  • Atarian Video Game Reviews
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  • The World is Flat?
  • Robert @ AtariAge
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  • XDK.development present Microsoft Xbox One Development
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  • Song I Wake Up To
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  • Deep into the Mind Game
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  • Important people who shaped the TI 99/4A World
  • Bob's Blog
  • That's what she said.
  • My blog of stuff and things
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  • Hitachi's Blog
  • David Vella's Blog
  • Push Me, Pullman
  • The (hopefully) weekly rant
  • Osgeld's Blog
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  • Goochman's Marketplace Blog
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  • Random Terrain's Tetraternarium
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  • Random Acts of Randomness
  • Atari 2600 for sale with 7 games 2 controllers
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  • A Ramblin' Man
  • 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
  • 2600 in 2006
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  • Sayton's Blog
  • GEOMETRY WARS ATARI 2600
  • BNE Jeff's Blog
  • For whom it may concern
  • LEW2600's Blog
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  • ataridude81's Blog
  • Bri's House
  • Atarimuseum.nl
  • Wiesbaden Gaming Lab
  • Les Frères Baudrand's Blog
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  • SpiceWare's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • TurkVanGogH GameZ's Blog
  • The Upward Spiral
  • raskar42
  • bow830's Blog
  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
  • Starosti 8bitového grafika
  • Bydo's Blog
  • MrRetroGamer's Blog
  • WWW.BUYATARI.TK
  • defender666's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
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  • dazza's arcade machine games
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  • Lynx 20 years
  • POKEY experiments
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  • Funkmaster V's Gettin' Hip with tha Atari 7800
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  • The 12 Turn Program: Board Game Addiction and You
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  • A Raccoon's Retrocade Romp - AA Edition
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  1. Hey, I'm looking for the list of I/O ports mentioned below: https://www.idealine.info/portfolio/pfnews/pf8.txt I have published a listing of IN/OUT ports for Portfolio. It is free of charge try: (it is on one isseu of Portfolio News bulletine) http://rzserv2.fh-lueneburg.de:8080/Portfolio in order to get the listing and more info about Portfolio. Till now I have following list: Key: 8000 Tone Generator: 8020 Video Data: 8010 8011 LCD: 8060 Centronics: 8078 8079 807A Clock: 8040 Battery: 9302
  2. [edited: link to PDF added] Hot news: the book Atari 2600 Programming for Newbies - Revised Edition by Andrew Davie is now available on Lulu.com for only $4.69. Order your copy here: http://www.lulu.com/shop/andrew-davie/atari-2600-programming-for-newbies-revised-edition/paperback/product-23644281.html Basically this book is the printed version of the Atari 2600 programming tutorials by Andrew Davie that he originally posted on these forums between 2003 and 2004 (and one extra session posted in 2012). Editing and formatting was done by yours truly. Note that in 2011 someone already bundled these tutorials into a book and published it on Lulu.com, but IMO there are a lot of issues with that version (e.g. no page numbers, missing session no. 25, images cut off on the end of the page, outlining issues, code samples hard to read because of wrapping). That's why I decided to call my version the "Revised Edition" ? I formatted all code samples to make them readable in print-format, fixed a few spelling errors and also did some editing where the original text was clearly assuming the reader is reading the text online. Note that I'm not making a single dollar-cent on this; you only pay for the printing of the booklet. The consequence is that Andrew Davie is also not making any money from this, but knowing that in 2011 he was OK with the other published book on Lulu.com, I hope he's also OK with this new "Revised Edition". The binding and printing of this book is really nice. The pages are black & white, but the cover is full color (see attached images). I also added Andrew's avatar on the back of the book ? And Lulu.com regularly has these promotions where they offer free shipping, making this a real bargain! Here is a link to the PDF for your convenience: Atari_2600_Programming_for_Newbies_Revised_Edition.pdf You might also like these other 2600-related books on Lulu: Stella Programmer's Guide 6502 Instruction Set Guide Cheers, Dion
  3. I don't know if this would have been appropriate, but I found videos from JavidX9 that may be of interest: His channel: https://www.youtube.com/c/javidx9/videos
  4. Can someone recommend a relatively simple, easy to learn & use, yet powerful enough to do what I want, imperative programming language like BASIC or Visual Basic, for making Atari VCS and 8-bit type games for the Windows desktop (or maybe Linux but prefer Windows)? I would mainly be making 2-D games - stuff like Pong or Combat up to 8-bit Atari or Commodore era games, but probably nothing more complex. Maybe remake Pinball Construction Set or classic Ultima. Some features that would help relatively self contained (not 1,000,000 libraries you have to go through) free or not too expensive (this would be just for fun) easy to find lots of sample code for how to do things, and strong active community to ask questions built in IDE (preferably a visual IDE) and most importantly: currently supported and should continue to keep working for some time developed with a backwards-compatible philosophy so your programs will still work after a couple years! I have dabbled in various languages / systems over the years and made some games or partial games: Commodore 64 / BASIC - easy but games ran too slow, compiler helped speed games up, used some simple assembly for speeding up little routines (hard!) Commodore 64 / Gamemaker - easy but too limited (plus I missed being able to type code) Mac Classic / Pascal - limited to black & white graphics, couldn't find any info on making sounds (pre-Web so it was very hard to find docs or examples) Windows / QuickBasic - nice and easy but obsolete & couldn't figure out anything past text graphics and simple beeps Windows / VB6 - I liked the language and IDE but limited graphics support (bitblt, kind of confusing), and I never figured out playing >1 sounds at a time, just playing back WAV files one at a time; eventually VB6 became obsolete so I had to start over Windows / VB.NET 1.1 and some C# - the .NET language kept changing and got too complicated with the enterprise OO features JavaScript / HTML5 - figured out canvas graphics, Javascript syntax is easy but I am not crazy about HTML and CSS, and parts of language were too complicated and ugly (prototype stuff, too many libraries & frameworks, no types, etc.) Python / Pygame - mainly playing around with other people's code from pygame.org, still not comfortable with Python, not crazy about certain things like the indentation, no types, too many libraries / choices, dependencies and things changing too much that can break your code, etc. After all these years and languages I still prefer BASIC or VB6 syntax (JavaScript/C syntax is OK, Pascal is OK) and a visual editor. Mainly I don't have a ton of time to invest in learning stuff and if I get busy (which is often the case!), I might put a project down for months at a time, or even a couple years, and by the time I get back to it, the language I wrote it in has updated/changed or become totally obsolete, and I have to go back and fix my code or start over from scratch. I know computers change and all that but come on So anyway, if anyone has any advice or recommendations that would be grand. And hey, if it doesn't exist, it doesn't exist, but I thought I would ask! PS here are some pages I was looking at, in no particular order - if anyone can share any opinions on these, please: SDLBasic XBASIC BASIC Compiler (Windows, Linux) QB64 (Windows, Mac OS X, Linux), QB64 Just BASIC (Windows) SmallBASIC (Windows, Linux, N770/N800, PalmOS, eBookMan) ThinBasic Basic Interpreter (Windows) ElectronJS How to create a 2D game with Python and the Arcade library | Opensource.com FUZE4: Bringing BASIC to Switch — Wireframe Magazine I am really looking for Windows, but this caught my eye! Construct 2 – The Windows favourite Clickteam Fusion 2.5 – The veteran RPG Maker – The RPG specialist Microsoft Small Basic (wikipedia) Unity (probably not what I am looking for) Microsoft MakeCode Arcade (info) Atari Dev Studio A way to make games for the 2600 using BASIC? Hmm... DarkBasic GLBasic Liberty BASIC PureBasic RapidQ REALbasic (Xojo) XBasic Free BASIC Compilers and Interpreters (thefreecountry.com) https://www.gamedesigning.org/career/software/ https://www.websitetooltester.com/en/blog/best-game-engine/#GameSalad_The_Educators_Choice What is the easiest programming language to make games with? - Quora App Development - Infinite Runner - CodaKid Action! is an Atari-specific programming language written by Clinton Parker and sold by Optimized Systems Software (OSS) in ROM cartridge form starting in August 1983. It is the only language other than BASIC and assembler) that had real popularity on the platform and saw any significant coverage in the Atari press; type-in programs and various technical articles were found in most magazines. In comparison, languages like Forth and Logo saw much less use and almost no press coverage. Processing Tutorial: Building a Simple Game | Toptal Much appreciated
  5. Does anyone know how the iris screen wipe/reveal between levels in Lode Runner is done? I'd like to do something similar on the Sega Genesis using SecondBasic. My 6502 assembly is beyond rusty at this point so diving into the source code wouldn't help me much. An Applesoft example would be great (even if it's slow as molasses) or even a good explanation as to what is going on would be appreciated. I feel like I'm missing something simple since the wipe works at a pretty decent clip on a relatively slow machine. It seems to me that it is drawing a ring at ever increasing steps until the screen is filled as opposed to redrawing an ever increasing filled circle. I just haven't been able to wrap my head around the mechanics of how it is accomplished. Any help would be greatly appreciated.
  6. Well known to Atari 2600 programmers K65 compiler for 6502 by @KK/Altair Sources: https://github.com/Krzysiek-K/k65 Docs: https://zbyti.github.io/k65-mkdocs/ K65 Language Support for Visual Studio Code Playground: https://github.com/zbyti/a8-k65-playground How to run: $HOME/Programs/k65/bin/k65 @your_program.conf First example: main { { COLPF2=a=VCOUNT WSYNC=a } always } rainbow.k65 rainbow.conf rainbow.xex
  7. GameMaker 2 can create games compatible with the VCS. At least, so far, FrogHop was written using GameMaker 2, so perhaps also Ato. The requirement for the tool is that the destination binary is 64-bit x86_64 Linux of course. https://www.yoyogames.com/en/gamemaker
  8. I've been thinking about isometric games, especially the ones on platforms like the Speccy, that were high-res and monochromatic. I really think the 7800 could excel at games in this isometric (or 3/4) view. The 7800 didn't get many isometric games (Desert Falcon, the last Congo bongo demo I saw... anything else?) so I am taking that into consideration as a new development option. I've never programmed an isometric game and I'm wondering about the approach. I've seen the bitmapping demos that have been posted on here before and feel most comfortable plotting graphics in a bitmapped format (I grew up on a Commodore VIC-20) but I also think a tiled approach could work. But, I'm thinking mathematically about the whole thing and thinking that bitmapped with projection makes more sense, especially because character and NPC movements would have to take the view into consideration. Any thoughts or suggestions from anyone (I know, like anyone has free time... ha ha ha)? I would hope that something could be developed that could be reused to create other games after this as well.
  9. 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
  10. There are various products from this company which can create Linux output. https://www.thegamecreators.com/ I have not tested them yet, but developed code can be cross-platform as well. What is not clear to me (yet) is if they produce 64-bit code, or just 32-bit, but it seems that when built on a 64-bit Linux platform, the code indeed is normal. https://www.appgamekit.com Here's a video which talks about their latest product, AppGameKit Studio. The products have an origin it seems with the much older DarkBasic toolset. Of course, I can confirm I have no relationship with the company, whatsoever.
  11. Another development platform is also available free online. You can create games online and export to multiple platforms, including Linux. However, you can also create games to HTML5, to run in any recent browser... https://gdevelop-app.com/
  12. I just discovered this tool, and it's another free cross-platform one. https://defold.com/
  13. Unity is now the number#1 tool in use for game-development, being cross-platform. It's supported by Atari, and games like Centipede Recharged are also written using it. There are huge numbers of courses, tutorials, free resources, and 3rd-party resources! https://unity.com/products/unity-learn However, the price is the issue for most people. (There is now a FREE Personal Edition.) https://unity.com/solutions/game
  14. If you have Facebook, a clever programmer created a nice demo of what is now possible with some imagination using new classic VCS controller. I guess this does not preview on AtariAge, but I have asked him if he would have a YouTube video for me to link to. By turning the classic controller handle, a yellow light plays with two orange, and they all move independently. Those lights aren't only for show, they're genuinely useful. ? https://www.facebook.com/enet4mikeenet/videos/3717456638291785
  15. Is there a way to perform signed divisions of powers of two in IntyBASIC? Actually, what I'm looking for is to induce a "SAR" (Shift Arithmetic Right) instruction. I know the manual says that Division and Modulo operators treat numbers as unsigned but then, how do you scale a value down while preserving its sign? -dZ.
  16. I had a need to build a velocity vector table to translate disc directions into the X and Y velocity components, so I built a simple Perl script to generate it for me. I am posting it here in case anybody else can make use of it. For an example of how such a table can be used, check out @intvnut's excellent example program "accel.bas" illustrating how to implement sub-pixel movement with basic acceleration physics. You can find the "accel.bas" program in the "contrib" folder within the IntyBASIC distribution package, or in the "Contributions" folder of the IntyBASIC SDK. The script takes three arguments: -m (--max): The maximum speed, in pixels per second. This argument supports fractional speeds and defaults to 1.00 p/s. -s (--scale): The binary fixed-point scale of the vector -- that is, the total number of significant bits. The default is 16 bits. -p (--precision): The binary fixed-point precision of the vector -- that is, the number of fractional bits. The default is 8 bits. When run without any arguments, the script will use the default of 1.00 pixel/second maximum speed and generate a table of Q8.8 signed values. A "Q8.8" value means a 16-bit value in which the upper 8 bits represent the integer portion, and the lower 8 bits represent the fractional portion. So, a value of 1.00 (one pixel per second) would appear in the table as $0100 (binary: &000000100000000), and a value of 1.50 (one and 1/2 pixels per second) would show up in the table as $0180 (binary: &0000000110000000). Here's an illustration of what this means: Integer Part Fractional Part .___________________________. .___________________________. / \ / \ +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | . | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | = &0000000110000000 : $0180 +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ ^ | Binary Fixed-Point The script will saved the output to a file named "vector-data.bas". To generate a similar table to the one used in the "accel.bas" example program*, use the following arguments: compute_vectors.pl -m 1.99 -s 8 -p6 That will create a table using a maximum speed of 1.99 and values in Q2.6 notation -- that is, 2 integer bits and 6 fractional bits. This allows it to fit in a single 8-bit variable. The output table will look like this: '' ---------------------------------------------- '' Table of velocity vectors computed using the '' following configuration: '' Maximum Speed (pix/sec): 1.99 '' Fixed-Point Precision: Q2.6 '' ---------------------------------------------- ObjectVelocityTable: ' X Y Dir Velocity ' ----- ----- ------ ------------ Data $0000, $FF81 ' 0: (+0.00, -1.99) Data $0030, $FF8B ' 1: (+0.76, -1.84) Data $005A, $FFA6 ' 2: (+1.41, -1.41) Data $0075, $FFD0 ' 3: (+1.84, -0.76) Data $007F, $0000 ' 4: (+1.99, +0.00) Data $0075, $0030 ' 5: (+1.84, +0.76) Data $005A, $005A ' 6: (+1.41, +1.41) Data $0030, $0075 ' 7: (+0.76, +1.84) Data $0000, $007F ' 8: (+0.00, +1.99) Data $FFD0, $0075 ' 9: (-0.76, +1.84) Data $FFA6, $005A ' 10: (-1.41, +1.41) Data $FF8B, $0030 ' 11: (-1.84, +0.76) Data $FF81, $0000 ' 12: (-1.99, +0.00) Data $FF8B, $FFD0 ' 13: (-1.84, -0.76) Data $FFA6, $FFA6 ' 14: (-1.41, -1.41) Data $FFD0, $FF8B ' 15: (-0.76, -1.84) * Note that some of the values may not match exactly @intvnut's original table due to rounding errors. Attached find the script and a sample output file with the above table. -dZ. compute_vectors.pl vector-data.bas
  17. Not to long ago I came across a topic talking about how difficult it was to program for the Commodore Vic 20. I've heard this before, not just on this forum, but on other sites, So, wanting an answer to this myself, (I also wanted to program game for the system) I decided to start this topic, so I, was well as others could learn how to properly code their own homebrew games for the Vic-20 from more experienced programmers/developers, But before you unleash your curiosity, you should first know a few things if you want to get into programming for this machine; Operating System(s): Commodore Kernel-Commodore Basic 2.0 Graphics/Sound: handled by the VIC (Video Interface Chip) aka MOS Technology 6560 Memory: 20 kb ROM, 5 kb RAM, (default) (NOTE: Both the graphics and RAM were changed in some way by the Super Expander Cartridge, like increasing the graphics from 178x184 to 160x160, and increasing the RAM from 5kb to 15kb. though it was the nly cartridge to do this for the Vic 20,) if any of this info above is incorrect, please let me know, I would be happy to change it to be correct. But anyway, we will discuss things like: How to View/edit sprites How to create/edit Music/SFX for Vic 20 How to properly compile the code for your program/game What is the best programming language fore the Vic 20? and many more! Now, let's begin!
  18. Well, other consoles have such a thread. Since this is supposed to be an open console, it'll need one too. Put plans & progress here.
  19. Hey! New here I have just started learning intybasic from Oscar's book, and I do have a basic understanding of Basic programming. In the examples folder for IntyBasic, I was trying to decipher how intyPak works. Just wondering if someone can break down for me what exactly this code is doing? IF dir = 0 THEN #c = PEEK($0201+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 1 THEN #c = PEEK($01FF+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 2 THEN #c = PEEK($01EC+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 3 THEN #c = PEEK($0214+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 Thanks for any help! Brian
  20. My attempt to System Off in Millfork: java -jar $HOME/Programs/Millfork/millfork.jar -Xr -t a8 your_code.mfk // ================================================ // // antic_nmien = $40 // // %01000000 $40 VBI // %10000000 $80 DLI // %11000000 $c0 VBI + DLI // // ================================================ // // pia_portb = $fe // // PORTB_BASIC_OFF + PORTB_SELFTEST_OFF + %01111100 // // PORTB_SELFTEST_OFF = %10000000; portb bit value to turn Self-Test off // PORTB_BASIC_OFF = %00000010; portb bit value to turn Basic off // PORTB_SYSTEM_ON = %00000001; portb bit value to turn System on // // ================================================ byte nmien = $c0 byte rti @ $15 // default routine for VBI & DLI word vbivec @ $10 // vector for VBI word vdslst @ $16 // vector for DLI // simple display list; LMS = $e000 const array(byte) dl align(32) = [ $70,$70,$70, $42,$00,$e0,2,2,$f0,2,2,2,$f0,2,2,2, $41,@word[dl.addr] ] // init procedure void system_off(){ asm { sei } // turn off IRQ antic_nmien = 0 // turn off NMI pia_portb = $fe // turn off ROM rti = $40 // set RTI opcode vbivec = rti.addr // set address for VBI routine vdslst = rti.addr // set address for DLI routine os_NMIVEC = nmi.addr // set address for custom NMI handler antic_nmien = nmien } // custom NMI handler asm void nmi(){ bit antic_nmist // test nmist bpl .vblclock // if 7-bit not set handle VBI jmp (vdslst) // indirect jump to DLI routine .vblclock: // RTCLOK maintainer inc os_RTCLOK.b2 bne .tickend inc os_RTCLOK.b1 bne .tickend inc os_RTCLOK.b0 .tickend: jmp (vbivec) // indirect jump to VBI routine } // example dli interrupt asm void dli_first(){ pha lda #$2a sta gtia_colpf2 sta antic_wsync lda #<dli_second.addr sta vdslst.lo lda #>dli_second.addr sta vdslst.hi pla rti } // example dli interrupt void dli_second(){ gtia_colpf2 = $de antic_wsync = $de vdslst = dli_first.addr } // wait for VBLANK asm void pause() { lda os_RTCLOK.b2 .rt_check: cmp os_RTCLOK.b2 beq .rt_check rts } // wait 0-255 frames noinline asm void wait(byte register(a) f) { clc adc os_RTCLOK.b2 .rt_check: cmp os_RTCLOK.b2 bne .rt_check rts } // example vbi interrupt void vbi(){ gtia_colpf2 = os_RTCLOK.b2 } // main procedure void main(){ system_off() // turn off OS wait(100) // waint 2 sec on PAL for fun antic_dlist = dl.addr // set custom display list wait(100) // waint 2 sec on PAL for the lulz vbivec = vbi.addr // set custom VBI wait(100) // waint 2 sec on PAL because we can vdslst = dli_first.addr // set custom DLI while(true){ wait(100) nmien ^= %10000000 // toggle DLI antic_nmien = nmien } } systemoff-example.mfk systemoff-example.xex EDIT: My repository with examples https://github.com/zbyti/a8-millfork-playground
  21. Update: moved packages to emulation section from software. I have put a together MAME/MESS emulation package that emulates the MyArc Extended BASIC II & TI P-Card for the Ti99. MyarcXBII: MyArc was a company that made peripherals for the TI-99 line. There most famous peripheral (if you want to call it that) was the Geneve. The Geneve was a complete TMS 9995 computer that fit in the TI-99 PEB as a card. Another peripheral that was lesser known, but just as revolutionary, was the MyArc Extended BASIC II. The MyXBII consisted of the 128k or 512k Memory card, a set of disk and a cartridge. When running the MYXBII had 3 times the memory of TIXB, was up to twice as fast as TIXB and was able to access all the graphic capability of the TI graphics card including the hi-rez. If a MyArc HD disk card was added the software could even boot from the MyArc hard drive. It turned the TI99 into a real power house. Unfortunately because of it's expense and the fact that you needed a PEB to run it, the MyArcXBII never really caught on. Now, though, with emulation it cost nothing so through the power of MAME/MESS the power is being released. Start the MyArcXBII at the TI99 main menu by choosing 3-128k BASIC and this will boot the MyArcXBII from the hard drive. P-Card: The P-Card was a card for the PEB that was, more or less, a complete operating system apart from the TI99. It's a virtual machine processor on a card that ran P-Code. It was written totally in software and was based on Pascal and was able to run on other computers that also conformed to the P-Code specifications. It is nothing like a standard TI-99 and when booted takes over the TI-99 and even has a specially formatted disk it uses. There is a complete suite of software and if you can figure it out, kinda nice. To run the P-Card in MAME/MESS click under OPTIONS-DIP SWITCHES then turn on the P-CARD. Hard reboot the machine and the TI-99 will start in the P-Card mode (after a few seconds of beeping and blank pages). To go back to MyArcXBII just turn the P-CARd switch OFF then hard reset the machine. The MAME/MESS package works with any versions of MAME/MESS past version 222. Just merge your version of MAME/MESS into the MESSxxx directory and point the already created batch file in the root to that directory. Package includes manuals, software, batch files and everything you need except MAME/MESS itself. Enjoy. Download from my https://ti99resources.wordpress.com/emulation/ At the bottom of the page is MAME packages, click on MyArc Extended BASIC II to show download files. I have both a package with and without the P-Card. (a truly nice tripped out Ti-99 from mainbyte.com)
  22. Hi everyone, Anyone can help me with this? I wanna use 3 or more sprites in same screen, using the system of flickering, something like in Adventure, I don't know how to create something like a "corroutine" in this, so if anyone can help me, thank u.
  23. If you didn't already know, the Retro Programming - Vectrex Academy 2021 course offered by Prof. Dr. rer. nat. Peer Johannsen through Pforzheim University (Hochschule Pforzheim) is well underway. Some students have posted work that could benefit from testing and your feedback. Below is the comment posted on by Peer on Vector Forums along with the link to the 2021 project gallery page. Make all replies to either the direct reply email link available on each project page, or by "Vectrex Academy 2021" post thread on Vector Forums. "Greetings everyone, here are the latest news of the Vectrex Academy 2021: All the projects are on track. Some have already reached what I would call a very early alpha status, which is quite amazing considering the fact that, just 7 weeks ago, none of the students had even heard of a Vectrex before. Two of the students are brave enough to have their alpha candidates already put out to the public for some very early alpha testing Alpha test binaries of projects "Frog Jump" and "Racetrex" are available for download by means of the gallery page. There are also links on the project pages for playing the games in Dr. Snuggles' online emulator in your web browser. It would be really really great if some of you guys out there find the time to take a look and try these games and voice your opinions and some early feedback here on the forum. This would be quite rewarding for the students and a great help for them while continuing their work on the projects. Many Cheers, Peer" Vectrex Academy 2021 Project Gallery Page: http://eitidaten.fh-pforzheim.de/daten/mitarbeiter/johannsen/vectrex_2021/gallery/vectrex_gallery_2021.htm Vector Gaming Forum thread about the 2021 projects General Information: https://vectorgaming.proboards.com/thread/2544/vectrex-academy-2021 Vectrex Academy 2021 Homepage: http://eitidaten.fh-pforzheim.de/daten/mitarbeiter/johannsen/vectrex_2-021/vectrex_academy_2021.htm
  24. A while back, I started a thread which was intended to be a place where interested programmers could go to find everything they needed to get started with assembly language programming on the Aquarius. Since then, with the popularity of batari Basic for the Atari 2600 and other homebrew-oriented languages, there has been some interest in developing games for the Aquarius in BASIC, so ... here's another Aquarius thread, just for BASIC programmers! Fortunately, the Aquarius already has its own version of BASIC, and it's built right in to the computer! When you turn on your Aquarius (without a cartridge inserted), or start your favorite Aquarius emulator, you'll be presented with a startup screen for Microsoft BASIC. This is the BASIC interpreter that is built in to the Aquarius OS ROM, and contrary to what you might have read elsewhere, it is a perfectly capable implementation of BASIC; it is not a "crippled" version that is missing such elementary features as the ability to do FOR-NEXT loops. The Extended BASIC cartridge (released in very limited quantities, and available today as part of the Aquaricart) did add a few "missing" features, such as the ability to edit previously entered lines of code, but you can easily live without most of them, and as we'll see, there are even better ways of editing BASIC programs using the tools available today. Speaking of tools, let me begin by posting a few. First is the most recent version of the Virtual Aquarius emulator for Windows, version 0.72a: VirtualAquarius.zip This distribution archive includes the emulator itself, the OS ROM, several cartridge and cassette images, and a few sample BASIC programs in ASCII text format to get you started (more on these later). This is the primary emulator that I will be writing my instructions for in this thread, since it has a few features which are especially useful for BASIC programming but which other Aquarius emulators (such as MESS) presently lack. (There is no "installer" for this emulator; just unpack the ZIP archive into a folder, move the folder to a convenient place, and open the "aquarius.exe" executable inside the folder to start the emulator. It's a few years old now, but I've used Virtual Aquarius under every version of Windows from XP through Windows 8 (in Desktop mode), and it appeared to function perfectly.) Next is a bootloader utility, generously provided by Martin v.d. Steenoven, which will convert completed BASIC programs of up to 16K into cartridge images. You can use these images in Virtual Aquarius like any other cartridge binary, or even burn them to a 16K cartridge ROM for use with a real Aquarius. In either case, your BASIC program will load and start automatically when the Aquarius is started; the users will not even see BASIC. Here is a link to the most recent version of the bootloader from the assembly thread, along with Martin's usage instructions: [AQUARIUS] Machine Language Programming on the Aquarius (Post #52) (Note that it is not necessary to use this bootloader utility until after you have completed your BASIC program. While you are writing your program, you would load it into BASIC for testing, using the procedure I will outline in my next post. If you are interested in putting your first completed program onto a real cartridge, send me a PM; I'll be offering a cartridge publishing service in the near future.) Finally, here is a dump of the original Aquarius Character Generator ROM, containing the default Aquarius character set. This replaces the "reconstructed" character set used by Virtual Aquarius: AquariusCharacterSet.zip To explain why this is important, and how to use the replacement ROM in Virtual Aquarius, I'll quote from the assembly thread: The only other tool you will need is a text editor. Note that a text editor is not the same thing as a word processor: both are writing tools, but the text editor saves your files as plain text, without any formatting information or metadata. Microsoft Windows comes with Notepad, but since this is a very simple editor, many developers choose to use editors which offer more features, such as macros and syntax highlighting. The editor that I usually use on Windows systems is VEDIT by Greenview Data, but just about any editor will do. Even plain old Notepad is a much better alternative than typing a lengthy BASIC program on a real Aquarius!
  25. Hello! After some searching for MADS highlighting for Vim, I haven't found nothing useful, so I decided to write something new… The only solution like this which I found was vim-xasm, the XASM highlighting, but it wouldn't enough good to use with MADS (lack of preprocesor directives and so on) So, here it is! Completely new plugin, suitable for every serious Atari coder with Vim as his main editor. (Note: If Vim isn't your primary editor yet, give it a try! But remember, some of your habits will be quickly broken :>) URL for GitHub Repository (aka "The Giant DOWNLOAD Button"): https://github.com/skrzyp/vim-mads (of course, if you're not familiar with Git, you can still grab this plugin as archive, but you'll lose the ability to update it when something new will be added/corrected) Installation Manually: Put folders syntax and ftdetect in your Vim configs directory: Windows: %USERPROFILE%\vimfiles Rest of world: ~/.vim Recommended: Using Pathogen Clone this repo into your Vim path: git clone https://github.com/skrzyp/vim-mads ~/.vim/bundle/vim-mads Of course, I'm fully open for any suggestions and comments, even if you found any bug or problem, tell me here or make a pull request. I'm also very interested about any feedback from users. Screenshot (sorry, I don't have a code which use a full potential of MADS, but if someone has, send me your pic, please)
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