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  2. Oh! Pish Posh! Vanilla Ice did Ice Ice Baby! He didn’t care! Ha Ha!
  3. @drpeter tried to explain to me how RC works and based on his explanations I wanted to write ideas how to improve RC and basically I wanted to write what you just wrote But more hardcore and complicated. But i did know how to explain my ideas.... So I did not wrote them...
  4. High res cover recreation, get out your color laser printer... Available in Adobe Illustrator format for those who want it.
  5. Hi All, I was looking through my myriad of water damaged XB dot matrix listings and found this gem I wrote back in 1986. I am still deciphering a lot of the printout and it looks like I have the whole lot. It is a XB program that needs 32k to add a CALL LINK("PLOT",Y,X,S,C). This as I remember it was created before I made the assembly versions of all the XB CALLs much later. The most important note here that it is in the standard graphics mode and is uses the characters above 33 to create the drawing, you can check when it runs out of characters, the C option tells you the current CHAR in use. I am still reading and typing the XB code, this might take a while (Large Program Whew!), so I will post it here. I am showing you this in case anyone is interested, I will try and hasten my attempt, otherwise be patient. I will post more on the XB Machine code part first, as I do not have the original Assembly listing here anymore, someone might want to disassemble my code. Regards Arto. 1 !*****PLOT ROUTINES***** 2 !****FOR EX/BAS+32K***** 3 !****BY ARTO HEINO****** 4 !*******1986************ 5 ! CALL HIRES 6 ! LOADS MACHINE CODE 7 ! SUB ROUTINE INTO MEMORY 8 ! CALL LINK("PLOT",Y,X,S,C) 9 ! ALL OTHER XB CALLS 10 ! REQUIRES THIS 11 ! ROUTINE 12 !************************ 13 !CALL LINK(PLOT",Y,X,S,C) 14 ! Y=1 TO 192 * 15 ! X=1 TO 255 * 16 ! S=START CHAR * 17 ! C=CURRENT CHAR * 18 !*********************** 19 !CALL LINE(X1,Y1,X2,Y2,S) 20 ! X1=START X CP/ORD * 21 ! Y1=START Y CO/ORD * 22 ! X2=FINAL X CO/ORD * 23 ! Y2=FINAL Y CO/ORD * 24 ! S=START CGAR * 25 !*********************** 26 !CALL CIRCLE(X,Y.R.RA.S) 27 ! X,Y=CENTER CO/ORD * 28 ! R=RADIUS * 29 ! RA=RATIO 1.2=OVAL * 30 ! S=START CHAR * 31 !*********************** 32 !CALL THREEDIM(CHC,S) * 33 ! CHC=FUNCTION CHOICE* 34 ! S=START CHAR * 35 !*********************** 36 ! CALL DRAW(X,Y.A$,S) * 37 ! X=START X CO/ORD * 38 ! Y=START Y CO/ORD * 39 ! A$=DIRECTION FOR * 40 ! PIXEL MOVEMENT * 41 ! L=LEFT * 42 ! R=RIGHT * 43 ! U=UP * 44 ! D=DOWN * 45 ! E,F,G,H=ANGULAR * 46 ! S=START CHAR * 47 !*********************** 48 !CALL JOYDRAW(X,Y,L,XY(),P$(),A,S) 49 ! P$()=RETURN STR$ * 50 ! ARRAY FOR * 51 ! DRAW * 52 ! A=ARRAY NUMBER * 53 ! RETURN * 54 ! S=START CGAR * 55 ! XY()=RETURN X & Y * 56 ! LOCATIONS * 57 ! L=COLOR OF CURS* 58 ! X,Y=START L/CTION* 59 !*********************** 60 !CALL JOYDRW(X,Y,L,S) * 61 ! S=START CHAR * 62 ! X,Y=START CO/ORD * 63 ! L=COLOR OF CURS* 64 !*********************** 65 !CALL DUMP)X1,Y2,Y1,Y2,P,C) 66 ! X1=COLUMN START * 67 ! X2=COLUMN FINISH* 68 ! Y1=ROW START * 69 ! Y2=ROW FINISH * 70 ! P=PRINT MODE * 71 ! 1=NORMAL * 72 ! 2=HALF WIDTH * 73 ! 3=QUART WIDTH* 74 ! 4=EIGHT WIDTH* 75 ! 5=DOUBL WIDTH* 76 ! 6=DOUBL SIZE * 77 ! C=NUM OF COPIES* 78 !*********************** 89 DIM P$(100),XY(2,100) 90 S=34 :: CALL CLEAR 95 FOR X=1 TO 14 :: CALL COLOR(X,5,16):: NEXT X 99 ! CALL DRAW DEMO - SELF PORTAIT 100 CALL DRAW(75,141,"E01R02E02R01E01R01E04U01E01R01E02R01U06E01U01E01U01E01U01E 01U21H01U10E01U09E01U02E01U02E01U01E01U01E06",S) 110 CALL DRAW 120 CALL DRAW 130 CALL DRAW 140 CALL DRAW 150 CALL DRAW 160 CALL DRAW 170 CALL DRAW 180 CALL DRAW . . 350 CALL DRAW 10000 SUB LINE(X1,Y1.X2.Y2,S):: IF X1<X2 THEN X3=1 :: X4=X2-X1 ELSE IF X2<X1 THEN X3=-1 :: X4=X1-X2 10010 IF Y1>Y2 THEN Y3=-1 :: Y4=Y1-Y2 ELSE IF Y2>Y1 THEN Y3=1 :: Y4=Y2-Y1 10020 IF Y4>X4 THEN X5=X4/Y4 :: Y5=1 :: Z1=Y4 ELSE IF X4>Y4 THEN Y5=Y4/X4 :: X5=1 :: Z1=X4 ELSE Z1=Y4 :: X5,X3,Y5,Y3=1 10030 FOR Z=1 TO Z1 :: CALL LINK("PLOT",Y1,X1,S,C):: X1=X1+X5*X3 :: Y1=Y1+Y5*Y3 :: NEXT Z :: SUBEND 11000 SUB DRAW(X,Y,A$,S) 20000 SUB CIRCLE(X1,Y1,R,Q,S) 25000 SUB THREEDIM(@,S) 26010 Z2=150/((X2*X2/1000_+(Y2*Y2/500)+1):: RETURN 26020 Z2=SIN(X2/30)*COS(Y2/18)*Y2*X2/30 :: RETURN 26030 Z2=SQR(X2*X2+Y2*Y2)/4:: RETURN 26040 Z2=SQR(-X2*X2-Y2*Y2+3200):: RETURN 26050 Z2=(SIN(X2/25)*COS(Y2/9)*COS(X2/15)*SIN(Y2/17))*40 :: RETURN 26060 Z2=SIN(X2/4)*X2*Y2/30 :: RETURN 26070 Z2=SIN(X2/20)*X2*Y2/30 :: RETURN 30000 SUB HIRES :: CALL INIT :: CALL LOAD(-31878,0,"",8196,63,248,"",16376,80,76,79,84,32,32,39,20):: MEM=9992 30010 FOR I=1 TO 412 :: READ X :: CALL LOAD(MEM,X):: MEM=MEM+1 :: NEXT I 30020 DATA 0,1,64,65,96,100,128,192,255,191,191,0,194,139,2,0,8,29,4,32,32,40,2,0,8,30 30030 DATA 30040 DATA 30050 DATA 30060 DATA 30070 DATA 30080 DATA 30090 DATA 30100 DATA 30110 DATA 30120 DATA 30130 DATA 30140 DATA 30150 DATA 30160 DATA 30170 DATA 30180 DATA 30185 SUBEND 31000 SUB JOYDRAW(XX,YY,L,XY(,),P$(),A,S) 31500 SUB JOYDRW(XX,YY,L,S) 31800 SUB DUMP(X1,X2,Y1,Y2,SZ,CP)
  6. Nop90

    Oceo - Volumes

    I hope people will like the 2P comlynx mode. And the clock is a real clock, but... hem... you have to set it every time you turn on the lynx 😅
  7. I wouldn't want to use USB for data since that's taking away a port I could use for keyboard or controller, where the SD card is already available for data and wouldn't normally be used for other purposes. I'm not sure what you mean by hot swapping pcuae or why you'd have a need to do that. Will your implementation utilize the existing gsp app?
  8. Played at 1/3 speed. Likely some minor improvements could still be made.
  9. Beautiful... just beautiful...
  10. Wait 'til you get to the screens with 4-5 objects onscreen at once.
  11. Hmmm, both look like type 22: 32 KB Williams cartridge https://github.com/dmlloyd/atari800/blob/master/DOC/cart.txt
  12. I haven't played the homebrew. It's only a ROM for now. If a cart comes out, I'll definitely buy it. Also, I think back in the day, it would have been nice if M Network ported the INTV Bowling to the 2600. That was a missed opportunity. Perhaps that was one of the cancelled titles. It would be nice if somehow Atari could release that game onto the 2600+. Here's hoping. 🤞
  13. You need the 8K or more for screen and then that again and often more for the kernal code. So potentially filling 48K for a 2 screen picture. I had the thought of doing a hack job and generating a 480i RC pic - one possible problem is you could get 2 pictures with their own particular minor glitches that don't match up and wouldn't look right. It'd probably come down to trial and error. The Antic 4 thing - whatever way you go you get problems. Stock size or reduced height characters to allow more PF2/3 selections - you cop badlines where essentially next to no colour changes can take place. VScrol trick to create much taller characters - you're then stuck with the same PF2/3 selection for the duration. What might be interesting could be an Antic 4 solution where you just have every second line blank which would allow skipping over the badlines. Maybe a 2 screen job there with each one offset by 1 scanline to fill in the blanks.
  14. The aurora visible last night across the US was incredible. Never in my life did I think to see this in middle Tennessee.

    image.thumb.jpeg.66caaf994f27ca28ce940f9a5d8c1dbd.jpeg

  15. Hello guys A couple of us playing MultiCervi: Sincerely Mathy
  16. Hello guys Artax and JoSch are trying to find out why there's a hardware bug in FujiNet Prof (that isn't in the piggyback version of FujiNet): Sincerely Mathy
  17. I’m gonna bump this one up to next on my list. It definitely looks interesting. I do remember seeing the homebrew now that you mentioned it. Not sure if I tried that or not. Thank you.
  18. No, but I did scare myself for a minute that I had pressed the BUY. 😂
  19. Would second "gr. 15" require to be the xex run from cartridge on a real machine?
  20. ...>Are you ready to live a new video game experience? Today, Oceo offers to use the Lynx differently<... How?... In each Volume, the player will explore the Lynx intuitive and minimalist desktop. He will discover a game, a demo and a story, as well as animated screensavers and a virtual clock. (- -)+++--- In Volume 1 (Vol. 1), Oceo offers you the 2019 Sillyventure 'Party' version as well as the comlynx and finale version of Lawnmower, the sublime Devil's Show demo by Dentifrice and the story 'Blades of Destiny'. 0011001110001101 Soon on sale at dragonbox.de -.-.-.-.-.-.-. Stay tuned -.-.-.-.-.-.-.
  21. I had the same problem when I built my 2nd 1088XLD, It had an Antic chip with "CO21697-01" rev... And that Antic works just fine in a 800XL...
  22. I don't think GTIA would be a big help, because GTIA's has more restrictions than the "gr. 15" bitmap mode used in RC, that can have sprite overlay and and free selection of colors from available palette when changed mid-line. GTIA potentially could help when used with interlace, but probably second "gr. 15" screen could bring even more details and less visible blinking. What really could help is a switch from bitmap mode to a 5 color text mode, but it would require rewrite of the big portion of RC tool.
  23. Info is here now on PCUAE on AGSP... https://thec64community.online/thread/1700/pcuae-coming-atari-gamestation-pro
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