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Bill Lange

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Everything posted by Bill Lange

  1. Thanks for making these labels. It gave me a chance to go through my collection. I got a few dups and a few trips.
  2. Well, we did manage to get together and Allan did have his Kryoflux with him, but we were so busy with VCF East we never actually got around to coping or scanning anything. We did discuss getting together in the near future to try again. We will try again either over the summer or at Atari Party East in September. Thanks for checking in! On a side note, I got to meet Richard Garriott when we met up for drinks in Manhattan in April.
  3. I uploaded the following manuals to the Internet Archive today: The Newsroom Clipart Volume 1 The Newsroom Clipart Volume 2 The Newsroom Clipart Volume 3 The Newsroom In Detail - The Complete Guide To Creating A Newspaper
  4. I'll work with Allan to get the following original Atari 8-bit diskettes Kryofluxed/achived: Ultima I The Newsroom Atari 1020 Driver Disk for The Printshop And what ever other original diskettes that I have around. Bill
  5. Cool. Looking forward to meeting you there.
  6. There are new Ultima-like games coming out for the Apple II (Nox Archaist) and the C64 (Unknown Realms). It would be nice to see either one of these ported to the A8.
  7. I met up with Allan for a few hours this past weekend at CTGamerCon. We discussed dumping Ultima (1 through 4) and The Newsroom of which I have the original Atari 8-bit diskettes. He is going to bring his Kryoflux over at the end of May when he comes to NJ for VCF East. We will dump the diskettes and make new, higher resolution, unwatermarked copies of the manuals as well. Bill
  8. Here is the GAME module dump using SynAssembler. 00010 ;GAME MODULE (WOOPIE) 00020 M.P.X .BS 4 00030 N.M.P.Y .BS 4 00040 O.M.P.Y .BS 4 00050 M.OFF .HS FEFBEFBF 00060 KEY.TAB .AS @1234!"#$ @ 00070 WARP.TIMER .BS 1 00080 IN.FLIGHT .BS 4 00090 M.X .BS 4 00100 M.Y .BS 4 00110 M.X.V .BS 4 00120 M.Y.V .BS 4 00130 N.BOMBS .BS 4 00140 N.KEYS .BS 4 00150 N.FOOD .BS 4 00160 HEALTH .BS 4 00170 P.IN.WARP .BS 4 00180 P.X.H .BS 4 00190 P.X.L .BS 4 00200 P.Y.H .BS 4 00210 P.Y.L .BS 4 00220 P.DIR .BS 4 00230 DISK.X .HS 000100FF 00240 DISK.Y .HS FF000100 00250 ;GAME BEGINS HERE 00260 P .BS 1 00270 SCORE.OFF .HS 00285078 00280 STICK.DIR .HS 00000000 00290 .HS 00030102 00300 .HS 00050706 00310 .HS 000400 00320 INC .EQ 32 00330 P.X.I .DA 0,INC,INC,INC,0,-INC,-INC,-INC 00340 P.Y.I .DA -INC,-INC,0,INC,INC,INC,0,-INC 00350 NEW.X .BS 2 00360 NEW.Y .BS 2 00370 SAVE.DIR .BS 1 00380 NEW.LEVEL .BS 1 00390 CUR.LEVEL .BS 1 00400 GAME 00410 JSR DUNGEON.INIT 00420 JSR SCORE.INIT 00430 JSR M.INIT 00440 JSR D.INIT 00450 JSR S.INIT 00460 ;SET HEALTH OF NON-PLAYERS TO 0 00470 LDX G.N.P 00480 .17 CPX #4 00490 BCS .18 00500 LDA #0 00510 STA HEALTH,X 00520 INX 00530 JMP .17 00540 .18 LDX G.N.P 00550 DEX 00560 .1 LDA #9 00570 STA HEALTH,X 00580 LDA #0 00590 STA N.BOMBS,X 00600 STA N.KEYS,X 00610 STA N.FOOD,X 00620 STA P.DIR,X 00630 STA IN.FLIGHT,X 00640 DEX 00650 BPL .1 00660 ;INFORM DUNGEON.SWAP.IT IT'S A 00670 ;BOGUS SWAP IN (CRUDE!) 00680 LDA #$FF 00690 STA BOGUS.SWAP.IN 00700 LDX #0 00710 LDY #0 00720 LDA E.LEVEL 00730 GAME.DUN STA CUR.LEVEL 00740 JSR DUNGEON.SWAP.IN 00750 STX AL 00760 STY AH 00770 STX C.X.H 00780 STY C.Y.H 00790 LDA #Z.WARP.IN 00800 JSR S.EFFECT 00810 LDA #0 00820 STA WARP.TIMER 00830 LDX #3 00840 .10 LDA #0 00850 STA P.IN.WARP,X 00860 JSR CHECK.PLAYER 00870 BCC .11 00880 LDA #0 00890 JSR SCORE.MSG 00900 JSR INVENTORY 00910 .11 DEX 00920 BPL .10 00930 LDA #$80 00940 STA C.X.L 00950 STA C.Y.L 00960 LDA G.N.P 00970 STA P 00980 DEC P 00990 .1 LDX P 01000 JSR CHECK.PLAYER 01010 BCC .2 01020 LDY P 01030 LDA #0 01040 STA P.X.L,Y 01050 STA P.Y.L,Y 01060 LDA AL 01070 CLC 01080 ADC DISK.X,Y 01090 STA P.X.H,Y 01100 TAX 01110 LDA AH 01120 CLC 01130 ADC DISK.Y,Y 01140 STA P.Y.H,Y 01150 TAY 01160 LDA P 01170 CLC 01180 ADC #16 01190 JSR DUNGEON.PLOT 01200 .2 DEC P 01210 BPL .1 01220 ;60TH OF A SECOND 01230 TICK 01240 LDA WARP.TIMER 01250 BEQ TICK.NORMAL 01260 DEC WARP.TIMER 01270 BNE TICK.NORMAL 01280 JMP SWAP.LEVELS 01290 ;COMPUTE CENTER OF SCREEN 01300 TICK.NORMAL 01310 LDA #0 01320 STA AL 01330 STA AH 01340 STA DL 01350 STA BL 01360 STA BH 01370 STA DH 01380 LDX #3 01390 .1 JSR CHECK.PLAYER 01400 BCS .11 01410 ;DEAD MAN -- ADD IN OLD COG 01420 LDA C.X.L 01430 STA P.X.L,X 01440 LDA C.X.H 01450 STA P.X.H,X 01460 LDA C.Y.L 01470 STA P.Y.L,X 01480 LDA C.Y.H 01490 STA P.Y.H,X 01500 .11 CLC 01510 LDA AL 01520 ADC P.X.L,X 01530 STA AL 01540 LDA AH 01550 ADC P.X.H,X 01560 STA AH 01570 LDA DL 01580 ADC #0 01590 STA DL 01600 ;NOW DO Y 01610 CLC 01620 LDA BL 01630 ADC P.Y.L,X 01640 STA BL 01650 LDA BH 01660 ADC P.Y.H,X 01670 STA BH 01680 LDA DH 01690 ADC #0 01700 STA DH 01710 DEX 01720 BPL .1 01730 ;DIVIDE RESULT BY 4 01740 LDA DL ;X FIRST 01750 LSR 01760 ROR AH 01770 ROR AL 01780 LSR 01790 ROR AH 01800 ROR AL 01810 LDA AH 01820 STA C.X.H 01830 LDA AL 01840 STA C.X.L 01850 LDA DH ;Y FIRST 01860 LSR 01870 ROR BH 01880 ROR BL 01890 LSR 01900 ROR BH 01910 ROR BL 01920 LDA BH 01930 STA C.Y.H 01940 LDA BL 01950 STA C.Y.L 01960 ;DISPLAY 01970 JSR DUNGEON.SHOW 01980 ;WAIT FOR TICK 01990 LDA RTCLOK+2 02000 .2 CMP RTCLOK+2 02010 BEQ .2 02020 ;CHECK KEYBOARD 02030 CHECK.CH JSR GET.CHAR 02040 BCS .1 02050 LDX #8 02060 .3 CMP KEY.TAB,X 02070 BEQ .2 02080 DEX 02090 BPL .3 02100 JMP .1 ;DUD KEY-STROKE 02110 .2 CPX #4 02120 BCS .5 02130 JSR CHECK.PLAYER 02140 BCC .1 ;DEAD 02150 ;EAT HEALTH FOOD 02160 STX P 02170 JSR EAT.HEALTH.FOOD 02180 JMP .1 02190 .5 CPX #8 02200 BCS .9 02210 ;FIRE SMART BOMB 02220 TXA 02230 SEC 02240 SBC #4 02250 TAX 02260 JSR CHECK.PLAYER 02270 BCC .1 ;DEAD 02280 STX P 02290 JSR FIRE.SMART.BOMB 02300 JMP .1 02310 ;FREEZE GAME 02320 .9 JSR GET.CHAR 02330 BCC .1 02340 ;CONSOL ACTIVITY? 02350 LDA #8 02360 STA CONSOL 02370 LDA CONSOL 02380 CMP #7 02390 BNE .99 02400 JMP .9 02410 .1 02420 ;CHECK BREAK KEY 02430 JSR CHECK.BREAK 02440 ;CHECK CONSOL 02450 LDA #8 02460 STA CONSOL 02470 LDA CONSOL 02480 CMP #7 02490 BEQ MOVE.PLAYERS 02500 .99 JMP GAME.QUIT 02510 MOVE.PLAYERS 02520 .3 LDA G.N.P 02530 STA P 02540 MOVE.LOOP DEC P 02550 BPL .19 02560 JMP MOVE.LOOP.Q 02570 .19 LDX P 02580 LDA SCORE.OFF,X 02590 TAY 02600 LDA HEALTH,X 02610 CLC 02620 ADC #16 02630 STA P.HEALTH,Y 02640 JSR CHECK.PLAYER 02650 BCC MOVE.LOOP ;DEAD 02660 ;LIVE PLAYER -- MOVE 'IM 02670 LDX P 02680 LDA STICK0,X 02690 CMP #15 02700 BEQ MOVE.LOOP ;NOT 02710 TAY 02720 LDA STRIG0,X 02730 BEQ MOVE.LOOP ;FIRE 02740 LDA STICK.DIR,Y 02750 STA P.DIR,X 02760 ;INCREMENTAL MOVE 02770 ASL 02780 TAY 02790 CLC 02800 LDA P.X.L,X 02810 ADC P.X.I,Y 02820 STA NEW.X 02830 LDA P.X.H,X 02840 ADC P.X.I+1,Y 02850 STA NEW.X+1 02860 CLC 02870 LDA P.Y.L,X 02880 ADC P.Y.I,Y 02890 STA NEW.Y 02900 LDA P.Y.H,X 02910 ADC P.Y.I+1,Y 02920 STA NEW.Y+1 02930 ;SEE IF MOVED ON-SCREEN 02940 LDA NEW.X+1 02950 CMP P.X.H,X 02960 BNE MOVE.IT 02970 LDA NEW.Y+1 02980 CMP P.Y.H,X 02990 BNE MOVE.IT 03000 ;NOPE, SO SAVE NEW LOC & LOOP 03010 MOVE.SAVE 03020 LDX P 03030 LDA NEW.X 03040 STA P.X.L,X 03050 LDA NEW.X+1 03060 STA P.X.H,X 03070 LDA NEW.Y 03080 STA P.Y.L,X 03090 LDA NEW.Y+1 03100 STA P.Y.H,X 03110 JMP MOVE.LOOP 03120 ;YEP, LOOK AT NEW CELL 03130 ;ALSO, CANCLE ATRACT MODE 03140 MOVE.IT LDA #0 03150 STA ATRACT 03160 LDX NEW.X+1 03170 LDY NEW.Y+1 03180 JSR DUNGEON.WHATS.AT 03190 CMP #0 03200 BNE PICK.UP 03210 ;HIT NOTHING 03220 MOVE.TO LDX P 03230 LDA P.Y.H,X 03240 TAY 03250 LDA P.X.H,X 03260 TAX 03270 LDA #0 03280 JSR DUNGEON.PLOT 03290 LDX NEW.X+1 03300 LDY NEW.Y+1 03310 LDA P 03320 CLC 03330 ADC #16 03340 JSR DUNGEON.PLOT 03350 JMP MOVE.SAVE 03360 ;HIT SOMETHING 03370 PICK.UP CMP #16 03380 BCC .1 03390 JMP HIT.WALL 03400 .1 PHA 03410 ASL 03420 TAX 03430 LDA HIT.OBJ,X 03440 STA AL 03450 LDA HIT.OBJ+1,X 03460 STA AH 03470 PLA 03480 JMP (AL) 03490 HIT.OBJ .DA HIT.WALL ;0 03500 .DA HIT.WALL ;1 03510 .DA HIT.DOOR ;2 03520 .DA HIT.WALL ;3(UP) 03530 .DA HIT.DOWN ;4 03540 .DA HIT.KEY ;5 03550 .DA HIT.FOOD ;6 03560 .DA HIT.MONEY ;7 03570 .DA HIT.BOMB ;8 03580 .DA HIT.WALL ;9 03590 .DA HIT.WALL ;10 03600 .DA HIT.WALL ;11 03610 .DA HIT.WALL ;12 03620 .DA HIT.WALL ;13 03630 .DA HIT.WALL ;14 03640 .DA HIT.WALL ;15 03650 ;PLAYER HIT A WALL -- IF IT'S 03660 ;A DIAGONAL MOVE THEN SLIDE HIM 03670 ;SIDEWAYS. 03680 HIT.WALL LDX P 03690 LDA P.DIR,X 03700 AND #1 03710 BNE .1 03720 ;NOT DIAGONAL 03730 JMP MOVE.LOOP 03740 .1 LDA P.X.H,X 03750 CMP NEW.X+1 03760 BEQ .11 03770 LDA P.Y.H,X 03780 CMP NEW.Y+1 03790 BEQ .12 03800 ;MOVED DIAGONALLY -- SO PUNT 03810 JMP MOVE.LOOP 03820 ;MOVED X ONLY, SO UPDATE Y ONLY 03830 .12 LDA NEW.Y 03840 STA P.Y.L,X 03850 LDA NEW.Y+1 03860 STA P.Y.H,X 03870 JMP MOVE.LOOP 03880 ;MOVED Y ONLY, SO UPDATE X ONLY 03890 .11 LDA NEW.X 03900 STA P.X.L,X 03910 LDA NEW.X+1 03920 STA P.X.H,X 03930 JMP MOVE.LOOP 03940 TOO.MANY LDA #Z.HAVE.NONE 03950 JSR S.EFFECT 03960 JMP MOVE.LOOP 03970 HIT.DOOR LDX P 03980 JSR OPEN.DOOR 03990 BCS TOO.MANY 04000 JMP MOVE.TO 04010 HIT.KEY LDX P 04020 LDA N.KEYS,X 04030 CMP #9 04040 BCS TOO.MANY 04050 INC N.KEYS,X 04060 JMP PICK.IT.UP 04070 HIT.FOOD LDX P 04080 LDA N.FOOD,X 04090 CMP #9 04100 BCS TOO.MANY 04110 INC N.FOOD,X 04120 JMP PICK.IT.UP 04130 HIT.MONEY LDX P 04140 LDA #Z.PICK.MONEY 04150 JSR S.EFFECT 04160 LDA #100 04170 JSR SCORE.INC 04180 JMP MOVE.TO 04190 HIT.BOMB LDX P 04200 LDA N.BOMBS,X 04210 CMP #9 04220 BCS TOO.MANY 04230 INC N.BOMBS,X 04240 JMP PICK.IT.UP 04250 ;ACTUALLY GRAB OBJECT 04260 PICK.IT.UP 04270 LDA #Z.PICKUP.OBJECT 04280 JSR S.EFFECT 04290 LDX P 04300 JSR INVENTORY 04310 JMP MOVE.TO 04320 HIT.DOWN 04330 LDA #Z.WARP.OUT 04340 JSR S.EFFECT 04350 ;GO INTO WARP 04360 LDX P 04370 LDA #2 04380 JSR SCORE.MSG 04390 LDX P 04400 LDA P.Y.H,X 04410 TAY 04420 LDA P.X.H,X 04430 TAX 04440 LDA #0 04450 JSR DUNGEON.PLOT 04460 LDX P 04470 LDA #$FF 04480 STA P.IN.WARP,X 04490 ;EVERYBODY IN WARP OR DEAD? 04500 LDX G.N.P 04510 .1 DEX 04520 BMI .2 04530 JSR CHECK.PLAYER 04540 BCC .1 04550 ;AT LEAST ONE PLAYER ALIVE 04560 JMP MOVE.LOOP 04570 ;NO PLAYERS LEFT ON SCREEN 04580 .2 LDA #40 04590 STA WARP.TIMER 04600 JMP MOVE.LOOP 04610 ;SWAP DUNGEON LEVELS 04620 SWAP.LEVELS 04630 LDX CUR.LEVEL 04640 INX 04650 CPX #27 04660 BCC .10 04670 ;PLAYERS HAVE SOLVED THE 04680 ;TWENTY SIXTH LEVEL, SO GIVE IT 04690 ;TO THEM AGAIN. . . . 04700 DEX 04710 .10 STX NEW.LEVEL 04720 JSR M.CLEAN.UP 04730 ;SWAP IN NEW LEVEL 04740 LDX #0 04750 LDA NEW.LEVEL 04760 LDY #0 04770 JMP GAME.DUN 04780 ;QUIT OUT OF MOVE LOOP 04790 MOVE.LOOP.Q 04800 JSR D.TICK 04810 JSR M.TICK 04820 JSR S.TICK 04830 JMP TICK 04840 GAME.QUIT 04850 JSR S.QUIT 04860 JSR DUNGEON.QUIT 04870 JMP RESTART 04880 ;CHECK IF PLAYER'S ON SCREEN 04890 ;RETURN CC IF NOT ON. 04900 CHECK.PLAYER 04910 PHA 04920 LDA HEALTH,X 04930 BEQ .1 04940 LDA P.IN.WARP,X 04950 BNE .1 04960 PLA 04970 SEC 04980 RTS 04990 .1 PLA 05000 CLC 05010 RTS 05020 ;GET CHARACTER FROM KEYBOARD 05030 ;TO A -- RETURN CS IF NO CHAR 05040 GET.CHAR.X .BS 1 05050 GET.CHAR LDA CH 05060 CMP #255 05070 BNE .1 05080 SEC 05090 RTS 05100 .1 STX GET.CHAR.X 05110 LDX #KEY.IOCB 05120 LDA #GETCHR 05130 STA ICCOM,X 05140 LDA #0 05150 STA ICBLL,X 05160 STA ICBLH,X 05170 JSR CIOV 05180 AND #$7F 05190 CMP #'a 05200 BCC .2 05210 CMP #'z+1 05220 BCS .2 05230 SEC 05240 SBC #$20 05250 .2 LDX GET.CHAR.X 05260 CLC 05270 RTS
  9. And lessons on ATARI BASIC, ATARI Assembly Language and Action!
  10. I have the VB #1 disks and those games probably came with VB #2.
  11. I believe there was a cassette version of Space Invaders in a small box and then later, a large black box cartridge version.
  12. There is a lot of information in the dealers pack most of which I have scanned an put on archive.org. I'm not sure Atari actually ever sold some of the kiosk models that they listed as available. There were more kiosk styles then they had computers/consoles at the time!
  13. An ATARI 400 with a joystick and Star Raiders would pretty much sell itself back in '82. And the 800 running Visicalc. Maybe the goofy content of the tape is why it hasn't been seen before (at least by me).
  14. I came across a copy of the ATARI 400 In-Store Demonstration Video VHS Tape in September of last year. It should be model # CX302, but it is labeled CX303. I finally got around to having it transferred to digital format last night. I've uploaded the content to youtube and to archive.org. If you are interested, I wrote a blog post about it. You can find links to the video in the post. I had not seen this video anywhere before. Enjoy.
  15. I've been using Colleen on my Google Nexus 7 Android device for the last few days. It doesn't seem like any of the ATARI 8-bit CTRL keys work from my Arteck Bluetooth Keyboard. I'm going to take a look at the Java source and see if I can figure out if the CTRL keys are implemented.
  16. I can get with Allan Bushman and have him dump it and send it to you.
  17. I first saw and briefly played Ultima I on a classmate's Apple II in the spring of '82. Over the next four years, I played UI - U4 on my Atari 8-bit. I've documented it on my blog. During my senior year in HS, I got a Apple IIc as we were using Apples in school. I believe I played U5 on my IIc. I don't think I've played are other Ultima games past that. There is a thread, "The Mystery of Ultima V for the Atari 8-Bit", that discusses ... well you can see by the title. Also of note, there is a new Ultima-like game in development for the Apple II and PC called Nox Archaist. Their original Kickstarter didn't succeeded, but they learned a few things and are gearing up for a new Kickstarter and late 2018 release.
  18. You guys might be interested in these ... I asked Richard G if there is more of this notebook online to enjoy and he said "Not yet ..." I take that to mean he might be working on making more of his notes available ... maybe online ... maybe as a book. Bill
  19. Once you read the instruction manual, it seems to work fine! I'm using an Atari 800, 850 interface and a WifiModem.
  20. I have this working great on my PC using PTERM. On my A8, I can get connected, enter my username and my group, but having trouble with getting past the SHIFT + CONTROL s. Reading back through the posts ...
  21. I saw it last night on B&C. I'm going to order it. I want to use it in my VCF East 2018 exhibit rather than anything practical. Bill
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