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ML guide to play with Atari graphics


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Does anyone have a good book reference of machine language routines to learn how to code PMG and Atari Graphics in general ?

I have some books in my library but only limited to BASIC coding which is quite a pain I have to say.

:-(

I think this is the book I learned from back in the day.

https://archive.org/details/ataribooks-computes-first-book-of-atari-graphics

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Most examples in basic are going to need to use POKEs anyway, so translating that into ASM should be straight forward enough?

Also you may find that those are supported by ML routines (e.g. in page 6) to assist with the Y movement.

 

Maybe a little more insight of what you aim to achieve can help people guide you?

 

Key points:

reserve block of memory for your PMs (size depends on whether you use single or double height pixels)

declare and enable this to the H/W, single / multicolor and priorities

Set X positions, individual widths, colours etc for the Players and Missiles

Write data (erase if necessary) to the PM memory to generate the images.

 

Animation then follows by adjusting the X and redrawing in the PM memory as appropriate.

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Hi ZZIP,

 

Thanks I have this book but it is only referring to coding in BASIC. I would like to have a guide on how to code graphics in ML on the ATARI. ;-)

It is the same concept. Once you understand the idea of the 8-bit's memory map, Basic manipulates memory directly with POKE and PEEK, and ASM/ML user Store's and Load's instead of peeks and pokes.

 

BASIC doesn't have any commands to deal with PM graphics, everything is done through pokes, so you just need to translate those pokes.

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Ok guys thanks a lot for the clarifications! Actually I am starting with ML coding on ATARI and I would consider myself as a noob. I am going through some basics books like ATARI ROOTS to better understand how ML works and would like to play more with graphics in particular. I understand then that most of the PMG basic routines are made with POKES but was for example asking myself how do you code in ML a change of graphic mode?

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For CIO, there are some good articles in ANALOG magazine explaining this - Issues 41, 42, 44, 46, 48, 49, and 50. The column is called "Boot Camp" - by Karl E. Wiegers. He also explains Player Missile Graphics and VBI a bit.


 

I like the book "Atari Graphics and Arcade Game Design" - by Dan Pinal. It starts out with some games written in Basic and then progresses to Assembly Language later on in the book, helping bridge the gap somewhat.

Edited by Ute
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Ok guys thanks a lot!! :)

I have pdf copies of Analog magazine so I will put my nose into them and study this a little bit closely :grin:. And thanks also for the book reference, looks good to have BASIC graphics and then a switch to ML ;-)

Edited by repetto74
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