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About lightman

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  1. Hi! I'm planning to release a version in a couple weeks. It would be nice to get your feedback on the software and how I can improve it. I recommend using Atari800 with it but I've been working on Altirra integration. The way Altirra does the memory map is less straight-forward, unfortunately.
  2. I haven't heard back from OxC0FFEE and it would be nice to have a beta-tester. Anyone want to take some time to try the program out and provide feedback?
  3. Using which version of BASIC? This was written in Altirra BASIC (1.51) and won't work in Atari BASIC. I posted an Atari BASIC example (post #4) but Atari BASIC is going to be much slower.
  4. I recommend using Altirra BASIC. It's going to make everything easier. Compare this example with the one from my previous post: 10 RESTORE :GRAPHICS 0:SETCOLOR 2,0,0 20 X=10:Y=48 25 REM == INIT P/M, CLEAR == 30 PMGRAPHICS 2:PMCLR(0) 40 P0DATA=PMADR(0)+Y 45 REM == POKE DATA, SET COLOR == 50 FOR I=P0DATA TO P0DATA+7:READ A:POKE I,A:NEXT I 60 PMCOLOR 0,6,7 65 REM == MOVE == 70 PMMOVE 0,X 80 X=X+1:IF X>255 THEN X=0 90 GOTO 70 400 REM == PLAYER DATA == 401 DATA 24,60,126,219,255,90,129,66
  5. Keep in mind your code will have to include data for the sprite (aka. player). You can activate player-missile graphics with a couple lines of code in BASIC but it won't do anything without a bit more work. BASIC example 1 RAMTOP=106:SDMCTL=559:PMBASE=54279:HPOSP0=53248:GRACTL=53277:PCOLR0=704 10 RESTORE :GRAPHICS 0:SETCOLOR 2,0,0 20 X=10:Y=48 45 REM == Set P/M RAM area 50 A=PEEK(RAMTOP)-8:POKE PMBASE,A 60 PMDATA=256*A:P0DATA=PMDATA+512+Y 105 REM == Clear P/M RAM == 110 FOR I=PMDATA+512 TO PMDATA+640:POKE I,0:NEXT I 115 REM == Poke player data, color == 120 FOR I=P0DATA TO P0DATA+7:READ A:POKE I,A:NEXT I 160 POKE PCOLR0,102 165 REM == Enable P/M graphics == 170 POKE SDMCTL,46:POKE GRACTL,3 195 REM == Move == 200 POKE HPOSP0,X 210 X=X+1:IF X>255 THEN X=0 320 GOTO 200 405 REM == Player Data == 410 DATA 24,60,126,219,255,90,129,66 You can paste that into Altirra to try it out.
  6. I'm also working on a couple ideas for this: 1. To remove my assembler and use xasm, instead. I don't really want to write an assembler, so there may be a reasonable way to spawn xasm and then load the result into RAM. That would make it effectively the same as my current implementation, minus the bugs. 2. Implement some kind of scripting engine. I've considered making some kind of scripting/BASIC interface, to improve non-native development. I've talked a bit with popmilo and that might be a place our projects intersect. Hopefully, we can pool resources there and make something really cool.
  7. Great! Maybe you could send me a message and we'll work out a simple plan for you to test it out. I've used it in a couple projects so far and definitely miss it when I don't have it. Ultimately, some kind of PBI connection would be the goal. The software just needs access to the RAM. Right now, this is being done by accessing the computer's RAM in emulation. It would be nice to emulate the theoretical device and even implement it into an FPGA. Using the PBI, it might also be possible to track all memory-based I/O, which would be even better.
  8. Using C is going to have overhead but try writing a game and see if you're satisfied with the result. If you expect to push the hardware to its limits, then C is going to be a poor choice. It might also be relevant to keep in mind that you'll want to understand the low-level systems of the Atari (e.g. display lists, ANTIC, GTIA), regardless of language choice.
  9. What boot errors are you getting? If you see a constant stream of "BOOT ERROR" messages, I think that means the disk isn't bootable. Is the disk an original DOS disk?
  10. Screenshots Using the graphics control and player/missile editor: Drawing to the screen using mode 6 characters, with character editor and display list editor: Video (AVI) output using BASIC mode 10: Assembler, disassembler and live memory viewer/editor:
  11. Introduction Atari Jam is a Windows tool for developing Atari 8-bit computer software. The theoretical concept is that it is a PBI device that maps the memory, allowing an external device to monitor and change things in real-time. In practice, this is accomplished by attaching to an external emulator and accessing the RAM. The program gives the user a suite of tools to interactively modify, tweak, test and program software. It is not intended to be a replacement for a development IDE but rather to let the user experiment and rapidly develop small projects or pieces of something larger. It currently compatible with an Atari 800XL with 64K of RAM. Features Live memory viewer/editor Interactive disassembler Assembler Character editor Character map editor Player/missile editor Graphics control (GRACTL, DMACTL, GPRIOR) and color picker Display list editor Experimental video player (AVI) Vector control Notes The video player is very limited in the input it will accept. It uses a dither pattern that will be applied each frame, using the current palette. The user can adjust colors to find the best match. The program monitors GRACTL and PM registers through the addition of an OS patch that removes shadowing for the paddles. This patch slightly reduces the cycles used by the OS during a refresh. Hopefully, this is something people will find useful. I plan to have a version ready to try by March 1st.
  12. I'd be wasting my time to respond further. Thanks, anyway.
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