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Adventures in Atari Programming

Entries in this blog

 

Yet Another C Compiler - The Long Slow Process of Progress

I've been working on and off for the past several weeks and I've made some progress; which can, at times, seem like a lot.  Other times, this all still seems to very much be a daunting task.   When I started writing this entry, I realized I should probably give a general overview/background of how this compiler works under the covers.  Here is a basic outline of the process that the compiler follows:     (1)  Input files are run thru a handwritten Recursive Descent parser to
 

Maybe yet another C Compiler for 6502 programming...

Mocha/BCA Announcement   Usually, the biggest hassle with getting things done for me has always been a lack of enough big chunks of free time to do stuff.  Due to the current pandemic, that is no longer the case.  Since I'm pretty much home-bound waiting for the weather get warmer, I have a lot more free time to work on personal projects. I've been wanting to announce and talk about my current projects for a while.   I'm in the process of developing a C-like compiler foc

splendidnut

splendidnut

 

BurgerTime Remake: And then there were more enemies!

I'm long overdue for an update... so here it is: There are now 4 enemies (including a Mr.Egg, and Mr. Pickle) running around on the screen utilizing a 20/30 Hz Flicker routine. I'm planning on improving it by attempting to fit in some mid-screen sprite changes into the display kernel. For the most part, the enemies run around the level properly. But every once in a while it seems one or more of them get lost following their own path. Code has been moved around and spread out across a c

splendidnut

splendidnut

 

BurgerTime Remake: The Road to DPC+

After recovering from the holidays, I finally got a chance to sit down and work some more on this. What's new in this update: The display kernel has been updated to take advantage of the DPC+ capabilities. Mainly this affects the burger pieces on the level which now actually look like the finished burgers... both in shape and color. This is done by utilizing DPC+'s fast fetch and the ability to write to Display Data to create a frame buffer for storing the burgers. Also using Fast Fetch

splendidnut

splendidnut

 

BurgerTime Remake: Opening up the project to the Community

Sorry about the lack of updates; I got distracted by a trail of other things: acquiring an Atari 5200 and games, working on the house, dealing with fleas in the basement, etc. Basically real life really snuck up on me and turned my attention towards other things. So I've decided to open up the project to the community for those who wish to collaborate and hopefully help drive this project to be completed sooner. So how can you help? I could really use help on the game logic... I know th

splendidnut

splendidnut

 

BurgerTime Remake: The Start

M Network's BurgerTime for the Atari 2600 is a decent game. It was one of the first games I played on an Atari 2600 emulator back in the late 1990's. But it is not without it's issues. The chef moves quite sluggishly, the graphics are bit on the bland side, and the controls could do with some improving. The graphics were a compromise made when the game was developed to avoid as much flicker as possible. The only time the game flickered was during the use of pepper (which wasn't too bad) and

splendidnut

splendidnut

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