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Mr SQL

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  1. Excellent points I agree you have written the first 2 player game that does not use extra RAM. Both the SuperCharger and CBS RAM formats provide extra RAM and my game uses 256 extra bytes of RAM, the full capacity of CBS RAM. I think we both should share credit for concept implementation as parallel researchers working independently of one another.
  2. Got it! Here are the other formats for Two Player Tron for the SuperCharger and Commodore 64. It's the same BASIC and Assembly code, the prg file also includes an emulator. TwoPlayerTron.bin TwoPlayerTron.prg
  3. I think two player Tron is the first true split screen game. I'm not sure what you mean by "too small" as it uses 100% of the screen. The game could certainly be considered "too fast" making it difficult for anyone without quick reflexes. It runs on the SuperCharger which allows 6K but still occupies less than 4K. Two Player Tron could be made easier to play by slowing the game down. One Player Tron is more fun at that speed since it does not split the screen allowing more twice the reaction time:
  4. batari BASIC is a very powerful BASIC because it compiles to Machine Language (Assembly) so the performance is very close. Interpreted BASIC that was built into ROM on contemporary home computers and Atari's BASIC Programming cartridge are much slower because they must be translated while the program is running adding a lot of overhead. As pointed out there are graphical limitations because batari BASIC offers a fixed 32x11 or 32x32 pixel playfield Framework for graphic design. Clever programmers have found ways to create awesome games regardless of these limitations. If you want more powerful graphics than batari BASIC you may like SuperCharger BASIC, linked in my signature. SuperCharger BASIC uses a Framework with scrolling graphics like the Nintendo or Atari 400/800. SuperCharger BASIC games can also run on the Commodore 64 via embedded emulation allowing C64 fans to play your Atari games
  5. Aha, thank you I was wondering about that port! So we just unplug the wireless modem temporarily to access it? The SD card version of the PlusCart seems redundant with the Flash RAM being so easily accessible.
  6. That is very cool! PlusCart can never be orphaned then even without the Server. Where is the usb port on PlusCart?
  7. Maybe a good idea to just update the 512K of flashram on the PlusCart with the classic game library and new downloads periodically. This can also help when there is a local trunk out or other service problem. Is it possible to construct a cable to update the flashram?
  8. The driving controller and keypad controllers need to be supported too. two of the best classics Star Raiders and BASIC Programming require the keyboard controllers in order to play. This may already be on the 2600+ todo checklist. Another great reason to add support for the Supercharger may be to stay competitive with innovation from Activision/Audacity. Activision has released a fantastic modular programming model with the 128K super cart. The Supercharger extends these capabilities up to 1.5 MB.
  9. There are a lot of embedded devices running 6502 microcode (technically a RISC processor) so this is not surprising. Agree the solid state drive is a good idea.
  10. The promo Merch from Atari is very cool and I enjoy reading updates about it - Here are some ideas for Atari Merch and contest ideas with illustrating pics from my retro programming table. Host retro programming contests like ANTIC bitd for retro fans and their children. Simple tools like batari BASIC, SuperCharger BASIC and Atari Flashback BASIC provide a retro programming model anyone can learn. Enhance the 2600+ firmware to support the SuperCharger, this is one of the best programming models for the 2600, because it makes it more like a home computer equipped with RAM instead of just ROM. RAM means the program code can be rewritten on the fly, I'll share some examples of why this is cool after the pics - Here are motivating pics of cool contest Merch from the 2024 8-bit Underground demo contest and elsewhere to encourage these ideas! Adventure Details: There is a C64, Atari 800XL, 2600 and a Timex Sinclair 1000. There is a FOReVER8-bit engraved wooden coaster prize is right behind my C64 and usually has a Coffee cup on it. there is a Nintendo controller adapter prize is in the jewel case next to this. There is a hooded sweatshirt prize with the FOREVER8BIT logo is by the C64 and the Atari. There is a great sci-fi book I am reading "PRECINCT 20: DEAD STRANGE" by Alf Yngve, a C64 game designer from the 80's who still makes games directly on the C64 including a game based on the book. There is a cassette tape for the C64 with the game STARBLITZ NEON SOUND I am working on. There is a printout of C64 sound frequencies for the SID chip and some program listings. There is a hand-written note and some cassettes for the Timex Sinclair. There is a red pen for making corrections and a blue pen for annotating program listings. There is a retro lamp (Lava Lamp) providing a nice glow. There is a wooden back chair I built with hand tools to help with posture for programming. There is a 1st place Demo FOReVER8-bit Diploma on the wall next to instructions for starting the Tesla. The visible exits are West, Up and Down. Here are some demo and game examples of rewritable program code, Space Invaders Soundscape interactive demo - all the chiptunes you hear save one are created dynamically by an algorithm that rewrites the byte code for the TIA chiptune: STARBLITZ Neon Sound The Atari TIA sounds even better when emulated by the SID in the Commodore 64. Both retro consoles are running the same program code but the C64 has additional motion pixel art which is a lot of fun for designing super graphic Atari games! SuperCharger support idea: The 2600+ console is uniquely positioned to run SuperCharger RAM games via a usb audio in if SD card is not desirable in order to keep the console retro, which appears to be the case. VICE on Atari: The 2600+ is also uniquely positioned to be upgraded to include the VICE Commodore 64 emulator. This would enable enhanced C64 Atari games and C64 and Atari games. This could be a very interesting marketing concept different than adding support for ARM based games that are not fully 8-bit which appears an important precept in Atari's retro marketing ideology starting since the Flashback Consoles. A C64 core may be a popular addition. Good questions to explore may be, how are these ideas similar to experimenting with an Atari Hotel chain or the Commodore Phone, and how are they different? Share your thoughts or ask me any questions about the items on my retro programming table; syntax like "EXAMINE BOOK", "TAKE THE LAMP" or full sentences with additional verbs and nouns is encouraged
  11. Pong Music Demo from the BCC#18 Party in Berlin recompiles the byte code for the soundtrack on every level! There were some errors during playback on the live stream, here is a 10 minute video of the C64 and Atari 2600 Supercharger versions showing the AI composing new sound tracks. Which pieces do you like best in the video? How it works: Music is mathematical. A complementary algorithm changes frequencies, tempo and instrument definitions based on the existing musical score. The algorithm is then called recursively against each set of outputs (new songs) created. The Atari 2600 Supercharger makes dynamic code recompilation possible like on the Commodore 64 by replacing ROM with RAM. PongMusicdemo.bin pongmusicdemo.prg Playing the demo: To play the demo push up to enter player mode, push down to resume demo mode. You can let the demo keep playing and hear new songs for hours from the AI!
  12. The Atari 2600 beat the C64 at the Fjälldata demo party in Sweden Yesterday! Both machines were running the same demo Breakout Pet Factory B-Side. The C64 version features PETSCII graphics extensions and all 16 colors scrolling on screen. The Atari 2600 version has a Blues Soundtrack that may have helped it beat the C64 as the Fjälldata party is a music centric festival. Here is the Atari 2600 version for the SuperCharger with the WAV file: brkoutpfbside_Atari_SuperCharger.bin brkoutpfbside_Atari_SuperCharger.wav And a CBS RAM Format version for the Atari Flashback Portable and 2600+ : brkoutpfbside_CBS_RAM.bin You can download the C64 version from csdb. I will be releasing an upgraded version of SuperCharger BASIC for the C64 with Dynamic Color RAM support like the demo presently.
  13. I've added color support to the Atari 2600 emulator for the Commodore 64. Here's a screenshot of Gate Crasher Jazz Improv, my 10 line BASIC entry for the 2024 BASIC 10 Liner contest. Features two algorithms for Jazz improv, you have to make it thru the gauntlet to unlock the second algorithm and multicolor mode. I'll be releasing an updated version of the emulator with Atari Flashback BASIC support in addition to Supercharger BASIC prior to the March contest. Hope C64 fans are encouraged to enter the 10 liner contest with this fun BASIC! Download the game and the10 line BASIC program listing here from CSDB: https://csdb.dk/release/?id=238874 Video playthru with Jazz improv soundtracks and amazing color bloom Fx and artifacting on my classic JVC Television and 1982 breadbox with a 6581 R? SID and with RF over NTSC: real video unretouched How do you feel about the screenshot and the video shot on classic hardware and CRT? Is it fair to use classic Television and RF instead of Composite or S-Video the C64 natively supports? Many people had an ordinary color TV connected to their Home Computers in the 80's. Some sceners touch up their retro productions with 256 colors or more on modern hardware. We can do cool stuff with NTSC over RF too, the visuals are retro tricked out like my computer art contest entry from the 80's: That's a black and white image.
  14. I remember an editorial that made the salient observation we began coding less efficiently when 16K became the standard.
  15. Interesting PC-2 BASIC shows the entire 24K free with no RAM reserved.
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