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ggn

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Everything posted by ggn

  1. When I got an XF551 with DOS 2.5 in the late 80s, without Internet or pretty much any other Atari resource apart from some Atari User issues, I knew no better. Heck, I didn't even know that the 551 could do double density up until a few years ago. So, all my disks were formatted ED.
  2. Hi, was it a complete playable demo? If not, there's a demo by Fungus T. Bogeyman here https://demozoo.org/productions/69967/ (or you could watch it online here: http://absencehq.de/atariaviary/?id=70331&c1mb=0&c2mb=1&c4mb=0&cste=0&cffwd=0&chd=1). And probably many others I can't recall right now or haven't ever seen.
  3. That was a glorious release, well done!
  4. Hopefully you don't get the purple coloured...
  5. Sending some love back to the Atari 800 where this originated. ggn_Adam_Is_Me_(Original_Templeton).xex
  6. I really have no idea what I'm doing. ggn_Ride_Going_Blank_Again.xex
  7. I have no idea what I'm doing. At least the tool converged very quickly. ggn_Cracker_Kerosene_Hat.xex
  8. That would be Atari's MADMAC. It is available on the official Atari SDK, but some people (myself included) have maintained, extended and rebranded it for some years now: http://rmac.is-slick.com
  9. Hi there, Cool! Wish you the best of luck with the project! First of all, getmpb() will return a different address depending on TOS version, so if you're hardcoding that address you probably shouldn't, as you very likely will get bug reports from people. For the record, $600-$800 is marked as "free" from TOS (this dates back to Atari 800's page 6 being empty as well) just to allow some small Terminate and Stay Resident (TSR) programs to run from there. So depending on the user's setup, this area might already be occupied Other than that, I wonder why do you need to set the TPA at all? When you execute a process using GEMDOS, it sets up the TPA for you so you should be good to go. I already spoke about the $600-$800 area. $800 to a TOS version dependent address (which is not known until the system boots) is reserved to the system and should not be overwritten if anyone is planning on using the OS at all. I would recommend getting a copy of ST internals and Atari ST Compendium from here: https://docs.dev-docs.org (click "out of print books"), both contain many valuable information regarding the ST and TOS. Again, best of luck, and feel free to come back with more questions!
  10. Already did that in 2019: http://beyondbrown.mooo.com/post/bugziacs/
  11. Fully agreed. Braid took 3 years to finish, and it was a full time project. And even then one can criticise the level design. On one hand, I hope I didn't come across as really snotty :). On the other hand, being compared against a game like Braid is in itself a great achievement, and for me drawing parallels between the two games is almost unavoidable. No, I got it, no worries. I realised I must have done this pleny of times while playing but I didn't fully realise. My problem was mainly that when I let go of the fire button, the redo buffer was immediately gone, and I happened to do this many times out of instict (that's my only guess). Just to remind myself, I installed Braid and played a bunch of it just to remind me how that game implemented undo/redo. Apparently once you hit the undo button, time starts rewinding immediately, and then you can change speed or freeze, etc. So maybe I was trying to replicate that in some way. In other words, this is probably a "me" problem :). (Also, I understand whey you want the time frozen when you press the fire button in Time Wizard). Well I can't brag about my gaming behind spoler tags, can I?
  12. Well, I just got this on my monior: I guess that I'm progressing through the game? Jokes aside, massive kudos to @amarok for pulling this project through. People like him really bring the Atari 800 close to the top 8 bit platforms (if not the absolute top) when it comes to modern games (along with releases like Adam Is Me, Gravity Worms, Ridiculous Reality, and so many others). There are so many things to praise: The very sensibly graphics (pretty much everything is clear and is easily "readable" so there is no ambiguity of their function), the music selection, the Braid inspired mechanics. I really hope many people will make progress and discover the surprises the game has to offer. There are no powerups or new abilities to earn: everything is there from the beginning of the game, but there are so many ways to exploit the rewind mechanics in order to finish some levels. It certainly is satisfying when an "a-ha!" moment comes and then you know how to finish a seemingly impossible level. It is also very interesting to notice how most of the modern gameplay ideas could have been implemented from the early 80s, but nobody was experienced enough in game design to actually go and implement them. (as another example check out Zachtronics' "Dungeons and diagrams" https://steamcommunity.com/sharedfiles/filedetails/?id=2831798266, it is so straightforward that literally any 8bit machine could have handled it in the 80s, but the games of that genre back then simply lacked the sophistication in game design we have these days). I now hope that the author will allow me some nitpicks/criticism/etc: My biggest complaint while playing the game were a few levels that included the pressure pad. Not that there is a problem with the mechanic per se, but it was used in a way that was very bothersome, i.e. pressing a pad would activate/deactivate something off-screen which was really hard to know beforehand (or try to remember what each pad does). I think some slight alterations in the levels could have fixed this and the game would have been more enjoyable, however I did eventually preservere and finished those levels. And then when I would come across other levels with pressure pads, my reaction was "Oh no..." :). There are some other minor points, like (if I'm not mistaken) when you were killed the time would be moving forward still, so when it was time to rewind I had to go back several seconds as my brain had to pause and reflect for a bit and get ready for another go. This would sometimes make me miss the point where I wanted to stop the rewind (and especially since there is no forward movement in rewind), I would end up having to play some part of the level again. Sometimes it would be parts I thought I was done with and had to solve the puzzles again. But again, no biggie, I toughed it out and moved on. Anyway, I guess I'll stop here before I get super rambly and get wildly off topic :). tl;dr - fantastic game, thank you so much for making it, I had a blast playing it!
  13. Time Wizard: - "Kyrie Eleison" by W.A. Mozart - "Waltz of the Flowers" by P.I. Tchaikowsky - "Dance of the Little Swans" by P.I. Tchaikowsky - "Voices of Spring" by J. Strauss - "Sonata No. 8 Op. 13" by L. Van Beethoven
  14. Also agree with @Sauron, I don't understand the dissing. Also, all this "it's an emulator!!!!111" discussion is a bit bizarre. If Atari were still supporting the ST line, wouldn't they have made new platforms? Who's to say they wouldn't adopt projects like the PiStorm or Vampire? In any case, the real bottleneck for people not working any project is the amount of active developers. There's not many of them, and they usually have so many projects that adding yet another one to their lists is probably not going to amount to much. Then again, advertising the project a bit more can help raise awareness, as this thread demonstrated.
  15. Every demo party has its own rules, so if you want to submit anything it's always recommended to read the official website for the types compos and machines allowed. For example, some parties (like the speccy.pl one that happened last weekend) probably only allows entries for Spectrum and compatibles, so it wouldn't make sense to submit a POKEY tune there. Then again, they might allow the tune in the wild compo if you don't mind being shown there. Revision, being one of the the largest demo parties with many organisers, tries to include as many platforms as possible. They have a vast amount of hardware (i.e. not emulators) and try to verify everything works on actual hardware (and pre-record because switching up 10-15 machines during the compos would cause huge delays). Worst case, people can send a capture of their production to the party and they will happily play that (as long as it meets their standards etc etc). Now, why Revision doesn't get many Atari entries? It's mostly a cultural thing. Revision is the successor of Breakpoint, which is in itself the successor of Mekka/Symposium, which was mostly a PC/Amiga party back in mid-to-late-90s. Back then multi-platform parties really weren't that common, so people from different platforms would make their own parties and their peers mostly joined there. For Atari 800 parties there were plenty in Poland (as for example Sillyventure which is still going), for ST there was Outline (which became multi-platform and is its own thing these days) and Sommarhack. In the end it's a mixture of a) people supporting the parties they visit, b) people sending entries to parties they want to support but cannot attend, c) people avoiding revision because their platform's tunes (or demos, or what have you) can get bundled with other platforms which can have an "unfair" edge, d) people being afraid that their productions won't get the required appreciation because people won't understand the technical hurdles they had to jump through. Another small thing: Revision specifically being a big party usually attracts "excellent" productions, so there people who just not thing their efforts are up to scratch with the "best", so they steer clear of that. That said, I for one watch a lot of parties if they live stream and any Atari entry puts a smile on my face. So, I'm looking forward to your contributions :).
  16. I'm not an electrical/electronics engineer so take the following with a pinch of salt: What I would do in your case is to connect the hard drive powered off, turn on the st and boot to desktop on a floppy (possibly with a hard disk driver), then power on the hard disk, run the hard disk driver from floppy, aaaaaand then it should work? Perhaps even "install devices" in TOS 2.06 will create the detected drives for you.
  17. Congratulations! I will try it out tomorrow. One thing I noticed btw, the ST version autoboots to a "Hibernated" screen, perhaps you would like to remove the "AUTO" folder?
  18. Thanks, great initiative! I tried giving it a spin here but I didn't have much luck yet. After installing the extension, when I import the file in Ghidra I get the following output in the Import Results Summary window: Atari 8-Bit File Formats (v1.0) loading "Flick80h.xex" Error: option not found java.io.IOException: Error: option not found at atari8bitghidra.Atari8BitGhidraLoader.getValForNamedOption(Atari8BitGhidraLoader.java:384) at atari8bitghidra.Atari8BitGhidraLoader.load(Atari8BitGhidraLoader.java:276) at ghidra.app.util.opinion.AbstractProgramWrapperLoader.loadProgram(AbstractProgramWrapperLoader.java:76) at ghidra.app.util.opinion.AbstractProgramLoader.load(AbstractProgramLoader.java:131) at ghidra.plugin.importer.ImporterUtilities.importSingleFile(ImporterUtilities.java:388) at ghidra.plugin.importer.ImporterDialog.lambda$okCallback$7(ImporterDialog.java:347) at ghidra.util.task.TaskBuilder$TaskBuilderTask.run(TaskBuilder.java:306) at ghidra.util.task.Task.monitoredRun(Task.java:134) at ghidra.util.task.TaskRunner.lambda$startTaskThread$0(TaskRunner.java:106) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833) I had used Ghidra 9.x in the past, but had to upgrade both the program itself and JDK, so now everything seems to be up to date at least. Any ideas? [EDIT] attached the file in question just in case it helps. Flick80h.xex [EDIT 2] I tried opening an ATR file and from inside that I could actually load some com/xex files. So it seems that the plugin doesn't want to work with stand-alone files?
  19. At least with version 4 onwards you can type "gcc --verbose" and it'll give you the exact command line the compiler was configured.
  20. A small update on this: So far I haven't been able to get in touch with @Shamus so I can't do much on that front. At least I have pushed what I believe are the latest commits for both rmac and rln on the gitlab mirrors. So if anyone wants to build from source, the gitlab repos are the "official" ones for now. (Of course there are also the prebuilt binaries on the official website) That is all for now. [Edit] I have also set up some contigency repos at the website, so you can "git clone http://rmac.is-slick.com/git/rmac" and "git clone http://rmac.is-slick.com/git/rln" respectively.
  21. A couple of weeks ago I had a similarly scoped project but at a much smaller scale: make my own curated list of Atari 800 games and stick it on my TNFS server. For this purpose I mostly used the two massive archives at http://www.atarionline.pl/ (One using TOSEC naming concention and one using "Kaz" convention) as well as atarimania. Just thought it'd be worth mentioning these archives as I didn't see them mentioned, and they were really useful (plus, they might save some @SoulBuster some time).
  22. Hi, @Shamus pinged, I'm sure we'll have everything back to normal in a bit. Aw c'mon, it's only 2 releases behind ;). But thanks for letting me know, gitlab was kind enough to upgrade its UI and wipe all the auto mirroring I've set up for both repositories. I've re-added the mirror hooks, but we'll have to wait till the server is up again. In the meantime, if it's not a huge convenience for your lovely user, the rmac/rln homepage has statically linked binaries for Windows/Mac(x86 and M1)/Linux(x64). I hope that's a valid alternative until we get things back to normal. And apologies for the downtime!
  23. The first thing that comes to mind is Bounder from Atari User vol 3 no 2 (http://www.atarimania.com/mags/pdf/Atari-User-Vol-3-No-02.pdf). Partly because I liked the game a lot, partly because it was the first big type-in I wrote (and my first Atari magazine ever), and partly because the listing had bugs which we had to fix.
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