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Everything posted by jacobus

  1. Quick update... I rewrote the editor to be a little more conventional in appearance. You can switch between hex and decimal views, it shows ascii at the end of each row, and in keeping with the entire project, it shows a character and player visualizations at the bottom of the screen. As well you can click anywhere on the first line of graphics to highlight the actual byte. Edits are dynamically displayed as you type. Additionally I fixed the issue that Mr Fish found when clicking on the graphic characters. As per Bunsen's request I am including source code. Xuel - thanks very much for the help, unfortunately my assembler skills are minimal. Could I ask you to create another boot disk with this new version? Keatah - Sorry, the mouse driver is part of the development tool (Quick). I have thought about writing one myself, but nothing for the moment. Thanks to everyone for the feedback! DiskExplorer v2.atrDisk Explorer v2.pdf FE.TXTFE.LIB.TXT (rename FE.LIB.TXT to FE.LIB)
  2. This is a program I've been writing on and off for quite a while now. It started out as a way to visualize graphic data stored on the disk and morphed into an editor and disk mapping tool. The documentation is bit weak, but I'm sure a few minutes of playing around will give you an idea of what it's capable of. I have tested it on real hardware, but thanks to Altirra's mouse support I find it works much better in an emulator. Quick instructions - start the program and then insert another disk (with a game or two on it). Press START to flip between Explorer and Editor, press SELECT for the selector. Did I mention a mouse? Yes, it's required for this program! I expect to be knee-deep in poo (work) for the next while so I thought I post this now, even though it isn't quite finished. If anyone is interested I can include the Quick source code. enjoy! EDIT: Old links removed - new ones can be found in most recent message P.S. Does anyone know of a nice easy tool that can take a regular executable (such as this one) and convert it to a boot disk. Since Disk Explorer does not need DOS, it would be better suited as a boot disk.
  3. sale postponed - sorry, personal issues cropped up.
  4. Based solely upon the numbering scheme for the initial circuit boards, 8K was intended to be the base memory (board #3) for the 800. The 16K board was almost an afterthought at #11. http://atariage.com/forums/topic/240643-400800-circuit-board-numbering/?p=3287077
  5. GTA = Greater Toronto Area If you live there you think it's the centre of the universe. If you don't, you think it's full of pretentious twits. :-)
  6. Thanks to Bradley at Best Electronics I now have a complete set!
  7. I have a 1040STe gathering dust. If you're anywhere near the GTA, drop me a PM and you can pick it up for free.
  8. The first time I noticed the change to 2/@ was with the introduction of the IBM PC. Although that keyboard was an exact match of the 3270 terminals (at least the shape and placement of the keys themselves, the keycaps were different)
  9. Great catch! I pulled apart my 820 and confirmed this. I wanted to design a display using all of the numbered boards in order - unfortunately I don't seem to have an old 810 power board, and I only have the one (working) 820. Does anyone have either of those boards that they want to part with?
  10. Awesome! Thank you! I wonder if the daughterboard on the controller is #6 (on older units)
  11. That was my first thought as well, and you well may be right. However neither the 810's power board nor the controller's daughter board are numbered. I checked the 850 and 835 and they don't have the same sequence numbers.
  12. I was recently sorting through spare 400/800 components and noticed the numbering scheme used on the major components. I've identified 9 of the 11 possible boards (as follows), but I cannot find numbers 6 or 8. Can anyone tell me where they can be found? 1 800 mainboard 2 800 power 3 8K RAM 4 400/800 OS 5 400/800 CPU 6 ? 7 810 controller 8 ? 9 400 mainboard 10 400 power 11 16K RAM
  13. And here is a (ahem!) slightly less buggy version - missing the custom random lockup issue included with the previous version! And as a special bonus, an updated manual! Game: Influence.atr Source: Influence.TXT Manual: Influence Manual.pdf
  14. All we will need is the email associated with your PayPal account to send money. When received, you'll be able to move it a credit card or even purchase the unit directly with Paypal funds. I suggest anyone interested (and it sounds like several already have) PM you directly for that email address.
  15. OK, quick update Includes War (when the enemy encounters one of your tiles), the ability to create armaments, the ability to attack an adjoining tile, and of course the enemy's ability to do the same. Still very rough! I'll be out of town for a few days so I thought I'd post this now, if I have time to work on it while away, you can expect a more polished version. Influence.atr And just for a laugh, the current source code INSRC.TXT
  16. Hi Mc Do you have a PayPal address? I'd like to make a donation to the PS4 fund.
  17. Almost passed this up - I already had an 8K board, but then it struck me that this board should have been enclosed in the brown memory case. I suppose someone could have taken it out, but I can't see any reason to. I have no proof, but I suspect it was originally installed in an 400 and never had a case. I may install it in a 400 just for fun! Can't seem to attach a picture right now
  18. Good news Mclaneinc - please relay my best wishes to your daughter.
  19. Welcome! First - thank you very much for developing Quick - it is by far my favourite Atari language! That being said, do you have any interest in revisiting it? As much as I love the language, the 20K application space is rather limiting! My wish list includes the following: -Ability to compile to disk to allow larger programs to be created -Get rid of the editor and use the extra RAM for program space -Ability to relocate the runtime module thanks!
  20. No sure I have that much control using Quick (probably do) - I was using the built in mouse command for this project. I do have a Diablo type game on my to-do list and fast mouse movement would be crucial - I'll have a look at implementing it from scratch... I was thinking about a border but didn't have enough spare characters. It occurs to me that I could probably use a couple of missiles in a "[ ]" configuration to highlight the active tile ... I'll add it to the list.
  21. Thanks very much for the feedback Justin - much appreciated! I originally had mouse control for the game, but it was slow and didn't really buy me anything and I switched it back to joystick - the cursor is a holdover from the mouse period. I should try to post a new version in the next few days - I have the war engine going (at least on the player side - and lots of rough edges at that!) The AI war-mode will need lot of work, I was about to get into it, but (temporarily I hope) lost interest in the project. Right now "Squirrel" is more interesting. I think having three active projects may have been a mistake. Interesting point about the menu - I did initially have the menu structured the way you described, but I thought it might be confusing to the user to have the menu jump to another page when moving left and right instead of just up and down. I'll re-implement that and you can let me know.
  22. OK, life intruded and I wasn't able to have this ready for the weekend, but here it is now! Please note that the game is not complete. Exploration and production are in (although they will need balancing). Natural disasters, War, Armaments and Fighting are still to be implemented. The manual is also a work in progress. I would really appreciate any feedback that people have! thank you! Influence Development Version 1.atr Influence Manual.pdf
  23. Here is an EXE of the Pocket Modem software (with docs) along with the Pocket Modem driver disk. Sorry I took so long to provide this .... Pocket Modem Disk Side 1.ATR Pocket Modem Disk Side 2.ATR Pocket Modem Driver Disk Side 1.ATR
  24. If you scroll over to the right (all the way) you will see a single blue block on what appears to be the eighth line of the PF. On either side of this character are two more - they will become visible if you press the "F" key. They only appear on this line, and always in the same configuration and they cannot be overwritten. My first thought was, OK, something is writing to these locations. It's not my code, and it's not DOS. Interestingly enough, according to the memory dump these locations are filled with zeros - the 'corrupt" data only shows on the screen.
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