wmt029
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Posts posted by wmt029
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I've been working on an alternate levelset based on the Colecovision version of the game. I hope to complete it in a week or two. Basically you'll be able to choose between levels based on the 8-bit computers or levels based on the Colecovision version of the game. Either way the gameplay will be the same and sprites will still mostly resemble the Atari 8-Bit version.
The first image attached is an example of the alt levels in the Colecovision version. This is level 3, there is a single elevator that works differently (the elevator actually moves up and down rather than transporting Bounty Bob amongst 4 doorways as seen in the second screenshot) and the platforms are laid out differently.
Does anyone happen to know whether any other versions of Miner 2049er used the Colecovision version of the levels?
1st screenshot Colecovision elevator level 3, 2nd screenshot Atari 8-bit (and all non-Coleco versions I've played) transporters level 3
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2 hours ago, baktra said:Yeah, at least possibility to start from the color level already reached would have been nice. Can the revamped Shamus do that?
Revamped Shamus? For Atari or something else? I vaguely remember there being a Gameboy Color version.
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On 2/28/2021 at 11:30 AM, Xebec said:So what are your (favorite
) nominations for Atari 8bit games that are most capable of inducing #Ragequit?
Yes these are just games, and yes they're all meant to be enjoyed.. but let's have some fun and assume you're predisposed to raging at "unfair" games -- what would they be?
A few to start the discussion:
- Fort Apocalypse - some sections are *extremely* unforgiving on collisions requiring a lot of patience
- Ali Baba and the Forty Thieves - If you're not prepared for constantly respawning (Dark Souls style) then you won't have a good time
- The Last V8 - played on a NTSC system when it's intended for PAL is quite the challenge
What else do others recommend?
For some reason I used to be able to play Ali Baba and the Forty Thieves for hours, something about that game used to fascinate me. I think I eventually got to the end of it.
I finished the Last V8 too. I remember I finally got into the base with no idea where to go, I just fumbled and bumbled my way to the end of it. My friend couldn't believe it.
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Shamus def comes to mind. It was such a large map of rooms and it wasn't fun going all the way back to square one after a long run.
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Thanks! I have tons of old floppies that have been stored in hard plastic cases and paper sleeves, I mostly want to copy some old basic programs that I wrote when I was a kid into .atr files.
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What are the odds that the data would still be in tact on 30+ year old floppies? I've been considering trying to get my data too. I have an Atari 1050 still but it doesn't turn on.
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5 hours ago, TwiliteZoner said:Thanks for the heads up. Well done.
Thanks!
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15 minutes ago, gozar said:You write code on a Windows/Linux/macOS machine, and compile for the Atari. Getting the executable over to the Atari is an exercise for the reader. 😎
Thanks- that's what I thought!
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I have a very dumb Mad Pascal question...
Do you actually write the code on an Atari? I've been hunting around and I found the github page for it but I don't see anything like an .atr, .xex. com file etc.
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*Disclaimer* This does not play identically to the Atari 8 Bit original
For fun I recreated Miner 2049er (and all of its 10 levels) in GameMaker Studio 2 mostly using the original Atari 8 bit sprites. I made new sounds for the game and they are not exact to the original.
A few things: It runs in Windows. It can be played with the keyboard or XBox compatible controller. Use Alt-Enter to toggle between full screen and windowed mode. You can press 'N' at any time during gameplay to advance to the next level.
For fun in the future I'd love to also offer the Colecovision set of levels as an option (but still with gameplay closer to the Atari version).
For anyone interested in trying it out the game can be found here: https://wayneoxfordgames.itch.io/
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It won't power on. I suspect the power button is broken (it doesn't click down) as I spilled Mountain Dew on it in probably 1994 lol. I imagine that is pretty corrosive over the course of 27 years.
Worth trying to fix?
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I tried FastBasic and I love it, it's neat how the compiler is integrated so nicely into it. Imagine having that back in the day.
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12 hours ago, dmsc said:Hi!
I downloaded your game to see what it is like, I think you could borrow the technique from the WAZERS ten-liner (made by @vitoco in 10 lines of FastBasic) to implement this, see the description at: http://www.vitoco.cl/atari/10liner/WAZERS/
Basically:
- Your ship and the shots are players.
- Enemies are implemented in character mode (ANTIC mode 4, using redefined charset), this allows having many enemies in the same line.- Collisions are detected using hardware collision registers.
- The star-filed could be implemented as two missiles with the horizontal position controlled from a DLI.Have Fun!
Awesome! Thanks for the advice!
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11 hours ago, MrFish said:To be more specific, it's Turbo-BASIC XL 1.5 that's not compatible with 400/800 machines (only XL/XE) -- due to memory layout.
Turbo-BASIC 1.4 is compatible with 400/800 machines -- and I believe compatible with XL/XE machines too (not entirely sure; haven't tested it much); but it doesn't include a compiler (and I'm pretty sure won't work with the Turbo-BASIC XL 1.5 compiler either; but I could be wrong about that; never have tested it).
Here's the 400/800 compatible version.
Turbo-BASIC 1.4.atr 90.02 kB · 3 downloads
Thanks! I'll need to test it. I think I'd want to be able to compile the game into an executable.
Maybe I'll take a look at FastBasic or MadPascal. Does anyone happen to know if those platforms work with the 400/800?
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4 hours ago, Sikor said:Can you try anyway use LINKER? My programs was made usually with Turbo Basic XL and usually I made one file (xex) running standalone without any extended runtime. And yes, runtime is in it and it took about 16Kb RAM 😕
I red about version of TB XL for Atari 800 (48K), but I never try it in real machines and I don't know if runtime works for 800.
In attachment is my old text game written in Turbo Basic XL.
Tajemniczy Zamek 2 (2011)(Sikor Soft)(PL)[en].xex 46.44 kB · 5 downloads
Thanks! I suppose I could test in an emulator in Atari 800/48k mode.
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6 hours ago, zzip said:Yes, although "compiled" TB programs still need to be distributed with a runtime. Compiled TB was much faster than Atari Basic, and has lots of useful commands Atari BASIC doesn't have
One possible drawback is because of how TB memory is mapped, TB programs will only work on systems with 64K RAM or more
Oh that's too bad. I would like it to be able to run on an Atari 400/800. I'll look into something else.
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First stab at emulating the screen layout. No sprites or actual game yet. Text layout needs more polish, just a first swing.
Left is the the full Windows version of the game (built in GameMaker Studio 2), right is Turbo Basic version in progress. Basically it draws a random starfield then the lines (it'd be neat if I could somehow imitate the parallax star scrolling effect of my Windows game but I think that's asking a lot of a Basic program). Next up will be figuring out the sprites/player missile graphics.
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Hmm I guess I'll also chech out FastBasic and MadPascal, I think I've seen other games written in MadPascal that looked pretty nice.
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11 hours ago, Sikor said:Where I find it with compiler? All statement of TB XL are implemens?
Can you show us your shooter? All is depend of complexity of your game. And Yes, Turbo Basic XL is simply language to learn to peoples, who know BASIC dialects.
Here is my itch.io: https://wayneoxfordgames.itch.io/ (Sorry it's an ugly page at the moment)
It's the game called 'Tunnel Vision'. There are screenshots and a Windows download.
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I'm thinking about converting my simple space shooter to the Atari 8 bit line. I'm not sure I want to take the time to learn Assembly language. What do people thing about using Turbo Basic? I vaguely remember that it was possible to compile Turbo Basic programs.
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You'll need a real 1050 or compatible drive.
If you've only got USB the options are a USB to RS232 converter but people have reported them not working.
Option 2 is a PCI card that gives you an RS232 port.
Option 3 is to just get an AtariMax APE, USB version.
3 is probably your best bet - with the first 2 you're spending money anyway and would still need to build or buy a legacy (RS232) APE interface.
It's only worth worrying about copying stuff you've created yourself - practically every game and app ever made has been copied and available for download anyway.
Thanks for the reply!
Yea I've already rebuilt my whole game collection with .ATR files that I can use in an emulator (I still fire up M.U.L.E. from time to time). I have a ton of basic programs I wrote when I was a kid that would be fun to be able to salvage. Def not the end of the world if I can't though. I do have a 1050 drive but the last time I tried to use it it wouldn't turn on. I may try a new power supply on that otherwise I will hunt around on eBay. I've been meaning to try this for more than 10 years
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Thanks for the advice! Do you know the best way to try to copy the disks into .ATR files if all you really have is usb ports?
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I have a 130XE kicking around somewhere but I haven't turned it on in years. I still sometimes play old Atari 8 bit games through emulation however.
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I have a ton of disks that are literally 25+ years old. They've mostly just been sitting in a desk drawer in plastic boxes. Is there any hope that they might still actually be working?
Also what is the best way to copy the disks into my PC? Is there such a thing as SIO to USB? I don't have any computers with RS232 or parallel ports on them. Should I hunt around on eBay for a working 1050?

Miner 2049er in GameMaker Studio 2
in Atari 8-Bit Computers
Posted
Thanks!