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Bill Lange

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Posts posted by Bill Lange


  1. Ok, here is all of Atari Roots except Appendix A. Let me know what you guys think.

     

    I am know in the processes of converting all the example programs to Dasm/Atari800Win PLus.

     

    www.langesite.com/AtariRoots

     

    WRL


  2. I've been updating Atari Roots, an Atari assembly language book from circa 1983, to include examples for DASM/ Atari800Win PLus.

     

    For example, I took the following program from chapter 9, which was for the Atari Assembler Editor cartridge. I fixed the errors in line 160 and 190 (the Atari assembler can not assemble a line with just a lable on it) -

     

    10; THE ATARI RAINBOW
    
    20; RAINBOW.SRC
    
    30;
    
    40 COLRBK=$2C8; THE GRAPHICS 0 BORDER COLOR REGISTER
    
    50 TMPCLR=$C0; A PLACE TO STORE COLORS TEMPORARILY
    
    60;
    
    70  *=$0600
    
    80;
    
    90 START LDA #$FE; MAX COLOR VALUE
    
    0100  STA TMPCLR
    
    0110;
    
    0120 NEWCLR LDA TMPCLR
    
    0130  STA COLRBK
    
    0140;
    
    0150  LDX #$FF
    
    0160 LOOPA NOP; JUST A DELAY LOOP
    
    0170;
    
    0180  LDY #$30
    
    0190 LOOPB NOP; ANOTHER DELAY LOOP
    
    0200  DEY; DECREMENT Y REGISTER
    
    0210  BNE LOOPB
    
    0220;
    
    0230  DEX; DECREMENT X REGISTER
    
    0240  BNE LOOPA
    
    0250;
    
    0260  DEC TMPCLR; DCREMENT TMPCLR
    
    0270  DEC TMPCLR; SUBTRACT 2 FOR NEXT COLOR
    
    0280  BNE NEWCLR; IF NOT ZERO, CHANGE COLORS AGAIN
    
    0290;
    
    0300  JMP START; ALL COLORS DISPLAYED - NOW DO 'EM ALL AGAIN

     

     

    and modified it for DASM

     

    ; The Atari Rainbow
    ; rainbow.das
    ; compile with DASM
    ; dasm rainbow.das -f3 -orainbow.bin
    ; attach resulting .BIN file as a cartridge in the Atari800Win Plus Emulator
    
    
    
           processor 6502; must be seven space before this line
    
    
    
    COLRBK equ $2C8; THE GRAPHICS 0 BORDER COLOR REGISTER
    
    TMPCLR equ $C0; A PLACE TO STORE COLORS TEMPORARILY
    
    
    
     ORG $A000
    
    
    
     CLD; clear the decimal flag
    
     CLC; clear the carry flag
    
    
    
    START LDA #$FE; MAX COLOR VALUE
    
     STA TMPCLR
    
    
    
    NEWCLR LDA TMPCLR
    
     STA COLRBK
    
    
    
     LDX #$FF
    
    LOOPA NOP; JUST A DELAY LOOP
    
    
    
     LDY #$30
    
    LOOPB NOP; ANOTHER DELAY LOOP
    
     DEY; DECREMENT Y REGISTER
    
     BNE LOOPB
    
     DEX; DECREMENT X REGISTER
    
     BNE LOOPA
    
    
    
     DEC TMPCLR; DECREMENT TMPCLR
    
     DEC TMPCLR; SUBTRACT 2 FOR NEXT COLOR
    
     BNE NEWCLR; IF NOT ZERO, CHANGE COLORS AGAIN
    
    
    
     JMP START; ALL COLORS DISPLAYED - START OVER
    
    
    
     ORG $BFFA
    
     .byte $00; $BFFA starting address low byte
    
     .byte $A0; $BFFB starting address high byte
    
     .byte $00; $BFFC cartridge present byte must be zero
    
     .byte $02; $BFFD cartridge flag byte - bits 0,2 and 7 are significant
    
     .byte $00; $BFFE init address low byte
    
     .byte $A0; $BFFF init address high byte
    
    

     

    I've also showed how to use the Monitor in the Atari800Win Plus instead of the DEBUG mode of the Atari Assembler Editor cart.

     

    Is there any interest in seeing this?

     

    WRL


  3. look here

     

    www.langesite.com/Atari/index.html

    or try

    67.40.45.140/Atari/index.html

     

    at the bottom of the page.

     

    The file is scans of all 34 pages of the manual. It is 8 megs so i hope you are not using a dial up! :-)

     

    Let me know if you have problems.

     

    WRL


  4. Has anyone written a world or terrain building algorithm like the ones used in Seven Cities Of Gold or SimCity?

     

    Chris Crawford, the designer of Eastern Front, has some nice documents on it on his website, but in his words, it is alot of "hand waving".

     

    Here is the link to the World Building info on his site -

    http://www.erasmatazz.com/library/JCGD_Vol...ld_a_World.html

     

    He has a lot of good game design info on his site.

     

    WRL

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