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About madscijr

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  1. In case it helps anyone, I found another implementation for the TRS-80 MC-10. Some videos of it running: Atari Adventure in BASIC: Alpha Version - YouTube Atari Adventure in BASIC: Lucky Chalice Placement and Easy Win! - YouTube Atari Adventure In BASIC Spelling Fix - YouTube Try it in this online MC-10 Javascript Emulator (choose ADVNTR from dropdown and type RUN <ENTER>). Here's the page with a link to the downloadable sound file of the program on cassette(!) and a link to it emulated online: Type-in Mania: Programming in BASIC on the TRS-80 MC-10: RetroChallenge 2018/09: Atari Adventure in BASIC Beta Release More info: Atari Adventure in Basic Lost Sword There is a download link here for the game and the emulator it runs in: Jim Gerrie's TRS-80 MC-10 Games by JimGerrie - Play Online - Game Jolt I was looking for a utility to convert the program listing on the cassette image to a plain text file, maybe it's in this MC-10 archive (has the emulator and more stuff): TRS-80 Color Computer Archive - MC-10 A thread about the MC-10 here on atariage: Remember the TRS-80 MC-10? - Tandy Computers - AtariAge Forums
  2. Thanks so much! This might help other budding programmers too.
  3. Thinking about it, the flip screen version would be fine, but the screen would still need to be redrawn pretty quickly when you move to a new one. On the C64 at least, this would mean reading the new screen data (the whole world would be loaded somewhere in high memory where it won't be overwritten by BASIC) and copying the visible portion to the screen, which would be slow without a ML routine of some sort. I'm not sure what BASIC extensions might have features that would do this quickly, otherwise it would mean writing some assembly or hoping the compiled program runs fast enough so you don't have to wait too long for the screen to be drawn.
  4. Thanks everyone for your replies! Oooh, any chance you might be persuaded to share the code? I promise you it would not be used for monetary gain I'm new to Atari 8-bit and hadn't heard of FastBasic - I looked it up and it is intriguing. Simple, easy, and fast are good attributes for a development language here! My condolences, I'm sure 37 years has removed the sting, but I know the pain of losing one's work. PETSCII graphics can definitely reproduce the look of the backgrounds, but the player, dragons, objects, etc. would need to be sprites, to recreate the smooth motion of the Atari VCS version. I know it's not exactly the most advanced game, but I would like the look and feel to be as true to the original as possible. PS However, I might be interested in a option for a scrolling playfield, rather than the flip screen of the original. Maybe even a split screen game where 2 players can interact in the same world. The thing I wouldn't know how to do would be smooth scrolling of character-based (ie tile) graphics, in a window (the top half for player 1, the bottom half for player 2, or maybe right/left, or maybe 2x2 for 4-player split screen, and maybe a non-scrolling area at the top or bottom displaying score, and other attributes). That kind of thing sounds like it would need interrupts and machine language - stuff that is a little daunting, a little too much work - at least on a C64 which I am most familiar with. Maybe the Atari 8-bits have flavors of BASIC that can do that kind of thing easily and quickly? The scrolling is just a nice to have though, I just thought I'd throw that idea out there. If there is no easy way to accomplish it, forget I mentioned it! PPS I think my main idea and desire would be to create an EASILY modifiable Adventure game / engine. Kind of an "Atari 2600 Adventure Construction Set". Thanks again everyone
  5. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  6. A long time ago I got me an Atari Video Music (HAD to have one after seeing it in "Over the Edge"!) - it worked pretty well, but took up a lot of space and I wasn't going to be able to justify maintaining ANOTHER ancient device, and ended up selling the thing in a time of need. From time to time I wonder how we might make an add-on for the Atari VCS (serving as inputs from your stereo) to turn it into an honest-to-goodness Video Music console? Many moons ago, some friends threw a party and hooked up a line out from the stereo to an old cathode ray TV to make a primative music visualizer like this and this, affectionately named "herbert". I wonder how an audio signal might be converted to some kind of paddle input on the Atari? We might have the left and right audio channels being read as paddles 1-2, while paddles 3-4 provide knobs for input, and a bunch of digital inputs from paddle buttons 1-4, the difficulty, b/w - color, game select, and reset switches, to match the controls of the video music. (The gain controls would probably just be physical potentiometers built into the audio input adapter.) How could this be done? Thoughts?
  7. Thanks. From look at Joystick multiplexer help, I get the gyst of why multiplexing, although the details are way beyond me (I don't know electronics and assembly language makes my head spin). How is the QuadTari going to be made available - for sale off your site / ebay / etc. (how limited?), an open-source instructable type project, etc.? Is this kind of thing made any easier to build DIY using something like an Arduino or Pi? Thanks again
  8. Thanks. Still waiting to hear when this adapter will be ready. I'd be more interested in knowing how a 4-joystick adapter could be implemented and building one myself. Is there any technical discussion of the workings and how it is read by the Atari?
  9. That will be very helpful to see your Berzerk 2000 R2 code. Here is a question - can the SuperCharger BASIC handle input from a 4-controller adapter, such as described here? Multijoy8 – Atari 8Bit 11 4 joysticks on the 2600 (v2) QuadraStik Adapter for the 2600 These should work by simply "converting" the on/off signals from 4 or more joysticks to specific paddle and joystick values that just need to be interpreted correctly in the program.
  10. Thanks... As long as it makes it easy, that increases the chances I would find time to create something (not a lot of free time to devote to this stuff, and learning how to program assembly games for the Atari is high on difficulty & time drain and low on the priority list! Lol) The Berzerk 2000 R2 video looks pretty decent, the motion and scrolling is smooth. The music is a little annoying but it's neat that it can handle simultaneous music. It would be even better if they posted the source code! The other games are glitchy as hell and pretty bad, though. Whoever makes the SuperCharger BASIC needs to simply remake some well known Atari VCS titles (or demos of elements thereof) and post the source code, which will get people started.
  11. Some ideas for games I'll never get around to programming myself, but which would be awfully fun to play, that someone ought to make, so I might as well put the ideas out there... I have been dreaming up 4 and more player games since the 8-bit days. Not network games, but the heat of competition and the fun of playing with your friends right there next to you, crowded around the TV. Back in the day I designed a 4-joystick adapter for the C64 on paper. I never got around to making it, but recently saw this QuadraStik Adapter for the 2600, which may or may not actually exist. ← UPDATE: Nathan from the site wrote back and said they are getting close! Seeing that fired up the old dream, and inspired me to mock up some games I've always wanted to see. These aren't terribly original, just mashing up various elements from some old favorites. Some of these might exceed the limitations of the 2600 (in that case, how about for a computer like the Atari 800 which has 4 joystick ports out of the box?) but with emulators and modern technology I have heard about 16k or 32k cartridges, Arduino powered circuits, etc., anything's possible. Anyway here are some that might be fun to make... enjoy
  12. Can someone recommend a relatively simple, easy to learn & use, yet powerful enough to do what I want, imperative programming language like BASIC or Visual Basic, for making Atari VCS and 8-bit type games for the Windows desktop (or maybe Linux but prefer Windows)? I would mainly be making 2-D games - stuff like Pong or Combat up to 8-bit Atari or Commodore era games, but probably nothing more complex. Maybe remake Pinball Construction Set or classic Ultima. Some features that would help relatively self contained (not 1,000,000 libraries you have to go through) free or not too expensive (this would be just for fun) easy to find lots of sample code for how to do things, and strong active community to ask questions built in IDE (preferably a visual IDE) and most importantly: currently supported and should continue to keep working for some time developed with a backwards-compatible philosophy so your programs will still work after a couple years! I have dabbled in various languages / systems over the years and made some games or partial games: Commodore 64 / BASIC - easy but games ran too slow, compiler helped speed games up, used some simple assembly for speeding up little routines (hard!) Commodore 64 / Gamemaker - easy but too limited (plus I missed being able to type code) Mac Classic / Pascal - limited to black & white graphics, couldn't find any info on making sounds (pre-Web so it was very hard to find docs or examples) Windows / QuickBasic - nice and easy but obsolete & couldn't figure out anything past text graphics and simple beeps Windows / VB6 - I liked the language and IDE but limited graphics support (bitblt, kind of confusing), and I never figured out playing >1 sounds at a time, just playing back WAV files one at a time; eventually VB6 became obsolete so I had to start over Windows / VB.NET 1.1 and some C# - the .NET language kept changing and got too complicated with the enterprise OO features JavaScript / HTML5 - figured out canvas graphics, Javascript syntax is easy but I am not crazy about HTML and CSS, and parts of language were too complicated and ugly (prototype stuff, too many libraries & frameworks, no types, etc.) Python / Pygame - mainly playing around with other people's code from pygame.org, still not comfortable with Python, not crazy about certain things like the indentation, no types, too many libraries / choices, dependencies and things changing too much that can break your code, etc. After all these years and languages I still prefer BASIC or VB6 syntax (JavaScript/C syntax is OK, Pascal is OK) and a visual editor. Mainly I don't have a ton of time to invest in learning stuff and if I get busy (which is often the case!), I might put a project down for months at a time, or even a couple years, and by the time I get back to it, the language I wrote it in has updated/changed or become totally obsolete, and I have to go back and fix my code or start over from scratch. I know computers change and all that but come on So anyway, if anyone has any advice or recommendations that would be grand. And hey, if it doesn't exist, it doesn't exist, but I thought I would ask! PS here are some pages I was looking at, in no particular order - if anyone can share any opinions on these, please: SDLBasic XBASIC BASIC Compiler (Windows, Linux) QB64 (Windows, Mac OS X, Linux), QB64 Just BASIC (Windows) SmallBASIC (Windows, Linux, N770/N800, PalmOS, eBookMan) ThinBasic Basic Interpreter (Windows) ElectronJS How to create a 2D game with Python and the Arcade library | Opensource.com FUZE4: Bringing BASIC to Switch — Wireframe Magazine I am really looking for Windows, but this caught my eye! Construct 2 – The Windows favourite Clickteam Fusion 2.5 – The veteran RPG Maker – The RPG specialist Microsoft Small Basic (wikipedia) Unity (probably not what I am looking for) Microsoft MakeCode Arcade (info) Atari Dev Studio A way to make games for the 2600 using BASIC? Hmm... DarkBasic GLBasic Liberty BASIC PureBasic RapidQ REALbasic (Xojo) XBasic Free BASIC Compilers and Interpreters (thefreecountry.com) https://www.gamedesigning.org/career/software/ https://www.websitetooltester.com/en/blog/best-game-engine/#GameSalad_The_Educators_Choice What is the easiest programming language to make games with? - Quora App Development - Infinite Runner - CodaKid Action! is an Atari-specific programming language written by Clinton Parker and sold by Optimized Systems Software (OSS) in ROM cartridge form starting in August 1983. It is the only language other than BASIC and assembler) that had real popularity on the platform and saw any significant coverage in the Atari press; type-in programs and various technical articles were found in most magazines. In comparison, languages like Forth and Logo saw much less use and almost no press coverage. Processing Tutorial: Building a Simple Game | Toptal Much appreciated
  13. Thanks for the tips and vote of confidence, 5v sounds like the way to go.
  14. Thank you everyone for all your input! This discussion has gone way beyond my very limited understanding of electronics, I don’t mind hacking around with connecting a ps/2 mouse to Arduino (which there are instructions for) and programming it the read the input to control resistances, but getting into stuff like sending voltages into my Atari console scares me. My electronics knowledge & skills are more at the level of being able to following wiring diagrams to hook stuff together, but calculating current and voltages is a little beyond me, I’d probably end up frying my Atari (and myself)! So even though wiring up a bunch of resistors to switches or transistors for a rudimentary digital potentiometer is not a very elegant or efficient way to solve the problem, I probably would be less likely to blow something up with this method than messing around with sending voltage via pwm and having to mess with capacitors and diodes. I’m all for learning but know thy limitations may help avoid loss of time, equipment, life! Lamely yours, me
  15. Thanks for all that info. BTW, the input device doesn’t have to be an optical mouse - you could use an ultrasonic Ping range sensor, or a photoresistor, or Theramin-like antenna to get analog input. The range sensor appeals to me because you could set it up to make a pong paddle follow your hand movement. Of course, you can just play on the Stella emulator on PC and the mouse controls the paddle. But what about 4 player games? Have they got Stella working with multiple mice? I know Windows has this raw input API to read multiple mice and keyboards. It would be awesome to make a pong/breakout/video olympics/pinball type construction set, the number of players limited only by the number of people, mice, and USB ports...
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