Jump to content

blitterbox

Members
  • Posts

    14
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Interests
    Getting 8-bit BASIC/ASM apps I created onto my Mac.

blitterbox's Achievements

Space Invader

Space Invader (2/9)

0

Reputation

  1. Doesn't the OS draw to the area currently pointed to? The location I'm trying to remember or find out about would keep it displaying the old data while drawing is going on in the new location so that even at the speed of BASIC, without DLI's or VBI's, the viewer doesn't see any drawing going on; just has to wait.
  2. Anybody have the up-to-date skinny on how I might get my Atari 800 stuff to Mac? I've been looking around various sites and I'm finding so much old, contradictory, incomplete info. As a total noob at this 8-bit-in-the-21st-century stuff, I'm rather baffled. I especially have 3 programs I'd really like to see working again but don't really want to pull out all my old equipment unless I'm able to transfer the stuff over to an emulator on my Mac. ---- I wrote a BASIC/ASM Font editor that was... unusual in that it allowed previews in any GTIA text mode while editing. But the culmination of my ATARI experience and pinnacle of my programming skill though it came way too late; was a BASIC/ASM program to go with the Font Editor, called LandScaper. It was a utility for creating font based scrollable landscapes in any GTIA text mode. One loaded up the font of choice, and used a stick to navigate a "landscape" defined by text mode, and whatever combination of collumns x rows desired (assuming it would fit in ram). Via console key one switched back and forth between the scrolling landscape and a GRAPHICS 0 text palette of the font, but to avoid having to do so too for every character change, it had block copy move and erase commands, as well as individual character copying. Entire scrollable landscapes could be loaded and saved. The third program was entirely ASSEMBLY and scrolled a landscape in the Synapse vein that I created with the tools. It had a Defender kinda spaceship that fired PM based lasers. Then I got a Mac and nothing came of any of it.
  3. Using BASIC so no interrupts. Character output is the activity I'm trying to obscure. I used it elsewhere, but the only incidence which comes to mind was back in medieval times when I typed in a simple little maze navigation program from a magazine. It drew the maze view with a minimum of lines in GRAPHICS 7 after clearing the screen each time, all while you watched. Since the machine would have to get the display content from somewhere, I assume I must have used page flipping and used the address I can't recall to keep the machine displaying the old page until the new one was drawn. 8^/
  4. Yes, I remember being able to poke a value in some address that kept the screen contents static until the original value was returned.
  5. Thanks Rybags. I finally found enough documentation that I know what it's doing. I notice it's still possible for strings to get shifted; say when the program stops. Still much more reliable. Perhaps you know the answer to a small side question I haven't tracked down. Where's the register which can suspend updates of the display so changes aren't visible until it's returned to normal?
  6. Looking for an easily re-usable routine to read a specified sector from whatever floppy disk. Made one years ago, but it's stuck on a floppy somewhere, as are several much larger BASIC and ASM programs.
  7. When I heard of manipulating PMs with strings, I did imagine it would be a matter of pointing the string to the PM location rather than the PM location to the string. I thought this would be easier though wasteful, because I don't recall all the ins and outs of how the variable table works, but I'm not having much luck getting the offsets correct for some reason.
  8. I'm staring at an example from a program listing from this forum, and that appears to be what it's doing, except I don't know what that means. Leaving out the bits I understand: DIM A$(1),B$((((INT(ADR(A$)/1024)+1.5)*1024)-ADR(A$))-5),BUF2$(128) POKE 54279,(ADR(BUF2$)-512)/256 I can't seem to wrap my head around what the dimensioning of B$ is accomplishing exactly or how. I understand that 512 is the offset from the PMBASE address to PLAYER 1 as the program's using low resolution PMs, but not why BUF2$ should wind up being appropriate to calculate the offset from.
  9. There's probably something here somewhere, but my searches aren't finding it. Can somebody give a brief explanation/example/pointer to how to set up PM Graphics to be manipulated via strings? I'm confusing something about how to get the PM graphics area and strings lined up. I just got back into this 8-bit stuff and I'm mighty rusty, plus missing needed documentation.
  10. I can't find the register to keep the display from updating.

  11. I can't find the register to keep the display from updating.

  12. Um. An HDTV, an iPad, and 15 years off my age.
  13. The best monospaced font is as yet unnamed because I'm currently designing it. A couple more months of work to go.
×
×
  • Create New...