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MazezaM 8ko version


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15 minutes ago, DjayBee said:

You don't need an external tool to generate a boot disk image.

 

A little bit of magic with MADS' assembler directives can generate an ATR diskimage directly from the assembly process.

If you like, I can support you there.

I saw your example here.

I'll will test it.

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Hi!

10 hours ago, tonma said:

Hum hum. I change the compression for the last version. Maybe that come from there.

I replace the data with a more simple previous version.

 

I'll also make soon a version at $2000 for the dos, if you  prefer waiting.

 

mazezam.xex 3.64 kB · 6 downloads

You can use my "MKATR" (at https://github.com/dmsc/mkatr/ ) tool to produce a bootable disk that will boot in an 8K Atari 400:

mkatr -B 17 mazezam.atr -b mazezam.xex

 

The "-B 17" option relocates the bootloader to page 17 ($1100), this area is not used in your XEX. The bootloader used by MKATR uses 613 bytes, and can be placed at any address from page 4 upwards.

 

Attached is the ATR.

 

Have Fun!

 

mazezam.atr

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14 hours ago, TGB1718 said:

@tonma yes, that fixed it :)

4 hours ago, dmsc said:

Hi!

You can use my "MKATR" (at https://github.com/dmsc/mkatr/ ) tool to produce a bootable disk that will boot in an 8K Atari 400:

mkatr -B 17 mazezam.atr -b mazezam.xex

Thanks a lot, it's really helpfull.

 

I'll clean my code to share it ... and after try to make an aother game.

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5 hours ago, dmsc said:

The "-B 17" option relocates the bootloader to page 17 ($1100), this area is not used in your XEX.

Would have to relocate higher than that, so still wouldn't work on an 8K system

 

Segment  1: Load:0600 End:0BF6 Size:05F7
Segment  2: Load:0C00 End:0CCC Size:00CD
Segment  3: Load:1000 End:106F Size:0070
Segment  4: Load:1BC0 End:1FE6 Size:0427

Segment  5: Load:0CCD End:0FD1 Size:0305

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Hi!

5 hours ago, TGB1718 said:

Would have to relocate higher than that, so still wouldn't work on an 8K system

 

Segment  1: Load:0600 End:0BF6 Size:05F7
Segment  2: Load:0C00 End:0CCC Size:00CD
Segment  3: Load:1000 End:106F Size:0070
Segment  4: Load:1BC0 End:1FE6 Size:0427

Segment  5: Load:0CCD End:0FD1 Size:0305

 

I don't understand your point, there is a hole from $1070 up to $1BBF, that is 2896 bytes free. As the bootloader only needs 613 bytes, it has more than enough room.

 

Also, the load ends at $1FE6, that is just 26 bytes short of 8K. I tested the ATR in an emulator and it works.

 

Have Fun!

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I finished to clean the code and add comments. I change the code in the Title screen and save 60 octets ^_^

 

New features : Press joystick button to start game and Reset Attract mode when moving player.

 

I changed parts of the code, so now we can relocate ram addresses automaticaly. Well, more easily anyway.

 

I share the source code. It's far from perfect and need certainly a lot of optimization. ^_^

 

Time to go working on another game.

mazezam.atr mazezam.xex MazezaM_atari400_8ko_src.zip

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DOS friendly version

 

With downloads, Chrome is blocking but seems to simply leave the file in the download folder as something like "Unconfirmed 198598.crdownload" and so you rename that back to the download name then it is fine. Or use a browser such as "Brave" alongside and copy the download link across to that.   

mazeam_exomizer.xex

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15 hours ago, tonma said:

I finished to clean the code and add comments. I change the code in the Title screen and save 60 octets ^_^

thanks for sharing the source code, it is very inspiring. 🤩

 

15 hours ago, tonma said:

New features : Press joystick button to start game and Reset Attract mode when moving player.

pantalla.png.fa1e41b0c001ecb8f2114b7a079d4576.png

I would move the ATRACT to avoid the screen saver when moving or not moving the joystick.

 

game

	mva #$00 ATRACT
	stop_snd			; Timer to stop sound

 

15 hours ago, tonma said:

I share the source code. It's far from perfect and need certainly a lot of optimization.

I reviewed it and I see it very well, although I am not an expert. So go ahead, practice makes perfect.😉

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7 hours ago, ascrnet said:

thanks for sharing the source code, it is very inspiring. 🤩
I would move the ATRACT to avoid the screen saver when moving or not moving the joystick.

Thanks, i'll do my best. I know I can reduce some parts of the code, use fewer variables that were only used once ...

 

I prefer keeping the Attract mode, as the good old time, to save our old TV screen from  burning.

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6 hours ago, tonma said:

Thanks, i'll do my best

One thing, this does not clear 0 to 255 bytes, it clears 1 to 255

; Clear Ram Player/Missile
.proc clear_pmg
    ldx #255    ; Erase all the area from 0 to bottom 255
    lda #0
loop
    sta pmg+$400,x    ; Player 0
    sta pmg+$500,x    ; Player 1
    dex
    bne loop
    rts
    .endp

 

This will do the 256 bytes, x register is not tested until it's been incremented

so BNE still works.

 

; Clear Ram Player/Missile
.proc clear_pmg
    ldx #0    ; Erase all the area from 0 to bottom 255
    txa
loop
    sta pmg+$400,x    ; Player 0
    sta pmg+$500,x    ; Player 1
    dex
    bne loop
    rts
    .endp

 

 

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ZeroPage Homebrew is playing MazezaM 8ko Ver on TODAY'S ZPH stream LIVE on Twitch! Hope you can join us!

 

Games:

 

 

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12 hours ago, ZeroPage Homebrew said:

ZeroPage Homebrew is playing MazezaM 8ko Ver on TODAY'S ZPH stream LIVE on Twitch! Hope you can join us!

 

Games:

Thanks for the test. ^_^

The last version must work but you need to launch the atr version with autoboot or exomizer version. As the game works on 8ko computer, the code is under $2000 and crash because of Dos.

 

It's totally possible to add button to restart the game from "couch". But not a rewind button, it's more interesting that way. Just to see your joy faces when you finish a level by yourself. That's the goal of a game.

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