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Posts posted by Mr SQL
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10 minutes ago, thanatos said:Wait, that's a Rainbowfest? What CoCo stuff were you selling there?
Yes that was the Past Present and Future show show themed after one of my innovative games, I had a lot of help from the show promoter Lonnie Falk to set that all up to get those numbers! 😎
I actually just got the copy protection off that game last year and was able to finally share it again here on AtariAge and in the archives.
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12 minutes ago, batari said:Whether Andrew is an OG or not is neither here nor there. Andrew and Thomas are perfect examples, actually, and they are not the only ones who can disprove the "time invested" argument.
I think the time invested argument is consistent with the OG argument, meaning that while both are excellent programmers Andrew has invested more time for having been coding twice as long since the 80's.
Programming knowledge is cumulative so OG's will always tend to have more ability unless we find one frozen in time...
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1 hour ago, Andrew Davie said:Just to back this up; Boulder Dash took about 9 years to complete. There were many periods during that time I was working extra-long hours. I tried a calculation the other day; let's assume I was only working on it 3 months of the year, but when I was working on it, it was pretty full on (which it was). But let's say I only spent 3 hours a night on it, during those 3 months. So how many hours is that? 3 (hours/day) * 7 (days/week) * 4 (weeks/month) * 3 (months/year) * 9 (years) = 2268 hours. Now I'll say right now those numbers strike me as conservative, because I often worked 6-8 hours after work each and every day, and all day during weekends and holidays -- 16 hour days at least. And certainly for longer than 3 month stretches at a time. It's quite possible I put 5000 hours into that game, and @Thomas Jentzsch probably at least as much as that, too.
I agree, for the most part, with @batari -- your observation about homebrewer time is way off the mark and can't be left unchallenged.LOL you can't use yourself as an example because you're an OG like Activision.
4 hours ago, batari said:That's one of the most false statements I have ever seen on this site.
Some homebrew authors have worked on 2600 projects just about every day for decades. And you think they have invested far less time?
There have been several homebrew projects that exceeded $10k. Do you think they invested "far more" than that?
This is exactly why some of us are wondering about the elitist attitudes, because you have basically minimized the efforts of homebrewers right here, exactly the thing some of us are talking about.
Disagree as OG's have been programming longer, that just seems like experience.
There's room for everyone but no one's going to think a modern homebrewer is Activision unless they can code like an OG.
There's a continuum here, you code like an OG and I think some modern homebrewers do too! 😎
Programming is individual; there are many bright programmers improving all the time on AtariAge with so many great development tools and teachers
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45 minutes ago, Supergun said:not sure how/where the “elitist or arrogant” comments stemmed from, all 3 were just as friendly, honest, humble, and entertaining as I found them to be in person when I met them. To the point where I regret having chimed in with my comments before having seen the actual video for myself.
X2! I didn't watch the review because from the tone of the thread I thought they may hold up signs insulting the OG's as a publicity stunt:
I'm glad they stopped doing that. I think the 32-bit games should be enough of an equalizer against 8-bit games and not need signs to help them compete
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17 minutes ago, mos6507 said:Kinda reminds me of Swordquest, but done well.
Yes the modular design approach is awesome!
SuperCharger Disk BASIC scales up to 2MB in size using DOS commands for anyone who wants to build modular Activision games like that in BASIC!
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3 minutes ago, CyranoJ said:Says the guy with SQL in his name
I see I'm going to have to turn off notifications for this...
I think its great that 2600 veterans are making new games. However, they don't have to trample over the people who have kept things alive in order for them to be able to do so - which is what their comments ammounted to in that interview. (In my opinion)
OK I see where you're coming from - you shouldn't be offended they act like rockstars imo because Activision.
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35 minutes ago, Andrew Davie said:or tested exclusively on hardware... then I simply don't believe that.
the emu is helpful for quick tests but I could test exclusively on real hardware with the SuperCharger or the PlusCart pretty effectively and don't need it for debugging since Tron works better or just as well. The emu is useful but OG's don't need it.
2 hours ago, CyranoJ said:According to them they wrote all their own because "there are no tools" - like we've been living in a void for 20 years, LOL.
I found that whole thing disingenuous to watch, especially saying nobody 'publishes' games professionaly when this very site does that. Had to turn if off mid way through - so maybe they mellowed later on, but if they don't consider what they do "homebrew" then what are they doing on ZPH ?
The game looks good, but then again $140 buys you 2-4 much better looking ones from the AA store.
I'd suggest 2600 homebrew authors legally change their name to "David Crane" just so they can add $70 to the retail price
Do you call your garage band the Beatles?
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1 hour ago, batari said:I think the distinction is very simple. Whether a game is a homebrew or not depends solely on the motivations of the programmer.
If programming a particular game is a hobby to the programmer, then the game is a homebrew. A hobby, I believe, is something you are doing for enjoyment and not for money.
That said, there is no reason why a homebrewer cannot also be a professional programmer. All that matters is the motivations behind a programmer for a particular game they are developing.
That said, "these guys" may indeed be homebrewers.
1 hour ago, TwentySixHundred said:What i would like to see is rather then being a silent entity, is to join the community like most homebrew devs. It's great that they're going to be on ZPH and would be even better to see them here.
Unlikely, these are Activision's RockStar artists from the 80's.
They will build the mystique and create an amazing series of games.
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48 minutes ago, Tempest said:So is Circus Convoy replacing the Keystone Cannonball game or is this a separate project? CC looks interesting, but I was looking forward to the more simplistic gameplay of KC.
Maybe they will do a release similar to KC like FOX did with Alien.
They wouldn't need 128K for a simple game like that so Circus Convoy may be an audacious release catering to the modern homebrew crowd and collectors as well as to classic gamers; OG's have the perception and knowhow to reach more market segments, both then and now.
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23 hours ago, RevEng said:dasm cleanmem.asm -f3 -v0 -o"cart.bin"
I think the output option parm may need to be inside the quotes with the filename:
dasm cleanmem.asm -f3 -v0 "-ocart.bin"
Powershell processes command line options and even variables inside of quotes:
dasm.exe "$script:ROM_file" "-o$script:BIN_file" "-f3"
We're used to seeing just strings inside quotes with most languages but PowerShell is different.
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4 hours ago, batari said:To call someone who has a half-baked idea (or should I say, someone who doesn't even have the measuring cups or the actual ingredients) a researcher is being pretty generous. I'd say that giving credit for parallel development would be like if an award-winning cake-baker had to crowd shoulder-to-shoulder on the first-place podium with someone who wrote, on a stained, torn-up piece of paper, with terrible handwriting, a "recipe" that says, "Cake in the shape of the Eiffel Tower: Add sugar, macaroni, flour and ????" Then after making sure everyone saw the "recipe" he said, "Do cakes have flour? I'm not a baker or an artist and I don't know how to make it stand up, that's all your job, I'm the idea guy" and then produced a horrid pencil sketch that looks like a drowned rat on a stick.
Now if someone actually had artistic skills and could definitely help decorate a cake, making it look better than the baker could, had demonstrable skill and a high-level knowledge of baking? And, had some other clear talent that added significantly, had a strong work ethic, accompanying the baker in the kitchen, fully knowing hat the baker takes the credit for a win and might mention the helper in an award acceptance speech, then we might have something. However, it seems we saw far less of this kind of person than the "idea guy" above.
As for the game, we will see how it goes. I have active projects that need addressing first
Very cool I'm looking forward to hearing more about this game!
Your description of the idea-guy cracks me up but I think even when the idea is half-baked it could still be a great idea.
Sometimes the inverse can happen too and a finished game gets created when the idea is only half-baked, or has potential for further baking -
I think the developer of Frisco may have felt Pengo as an idea was not fully baked even though the implementation was polished; I felt that way after playing the Frisco port for a few rounds and comparing them.
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On 2/25/2021 at 5:49 AM, batari said:In around 2005ish, before this thread went up, I actually found those old design documents from 20 years before and was working to adapt the game idea to the 2600. Then something very surprising happened. You were wondering how these bad ideas can be deterimental? Well, a non-programmer idea peddler made a post on AtariAge. He described a vaguely similar game to mine, with the same title! The fact that his idea was very poorly executed with horrid MS Paint graphics that would never be possible on a 2600 mattered a lot less than the fact that if I created my own game with a similar concept and the same title I had come up with years before, this peddler would assume I stole his idea and I could never prove otherwise. I felt I had little choice but to abandon my own game idea on the spot and never looked back. My game would never be created because of this idea peddler.
What I came to realize is that many ideas actually are quite similar. It would be ignorant to think that I am the only one who thought of a Paperboy video game, or that my poorly-thought-out and ignorant drawings of the game concept that I was going to send to Atari were of any value whatsoever, to anyone.
Yes the other researcher had similar ideas and was thus a parallel researcher having developed them independently -
I've developed technology ideas in parallel and found the parallel researcher very gracious and informative discussing and confirming parallel development.
Parallel development is cool because both researchers get credit for their ideas - I'd love to see you finish the game and share the design documents!
On 2/27/2021 at 9:05 PM, batari said:Lots of people seem to want to know how to program video games, and that's fine. However, I've had many approach me about it. Usually they ask me, "How do you program a video game?" I am not sure the question is really answerable at all when it's always asked by someone who's never typed a line of code in their entire lives.
The first time someone asked me this, I couldn't really answer at all. By the second time I responded by saying that programming video games isn't that much different than programming in general, so if they want to learn how, they should start by taking a programming class. Naturally they don't like the answer, as it seems they assumed programming a video game was about as difficult as, say, programming a VCR. As if you press a few buttons, type in a few "codes" and a fully-formed video game appears on the screen
But imagine if they could?
I found your ASCII art designers and batari BASIC to be very inspiring for creating SuperCharger BASIC - in the 80's I wrote an ASCII art designer for Microsoft Extended BASIC in BASIC and shared the technique in a beginners column in a Computer Magazine but your ideas inspired me further with the idea to create ASCII art designers and a Sequencer that could function separately on their own like the stand-alone programming environments LiteBrite and BigTrak:
These toys were educational in a way where players learned applicable programming techniques.
People with ideas could use their hidden programming skills to create audio visuals on the Atari 2600 with no code:
virtualworld ............................................................................................ ............................................................................................ ...xxxx......xxxx........................................................................... ..xXXXXx....xXXXXx.......................................................................... .XX.xx.XX..XX.xx.XX......................................................................... .XxxxxxXX..XxxxxxXX......................................................................... .x.XXXX.x..x.XXXX.x......................................................................... .XX....XX..XX....XX......................................................................... ..xxxxxx....xxxxxx.......................................................................... ...xxxx......xxxx........................................................................... ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ ............................................................................................ sprites ..xxxx.. .xXXXXx. XX.xx.XX XxxxxxXX x.XXXX.x XX....XX .xxxxxx. ..xxxx.. chiptunes 8, 24, 8, 20, 8 10,24, 10, 20, 8 6, 5, 4, 12, 5 12, 9, 12, 7, 4 8, 24, 8, 20, 8 10,24, 10, 20, 15 8, 24, 8, 20, 8 10,24, 10, 20, 8 0,0,0,0,0 7, 5, 4, 12, 15 7, 17, 4, 19, 15 7, 5, 4, 12, 15 7, 17, 4, 15, 15 0, 0, 7, 0, 15 0,0,0,0,0 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 8, 24, 8, 20, 4 10,24, 10, 20, 4 0,0,0,0,0 3,24, 13, 20,4 2, 24, 13, 20, 6 3,24, 13, 20, 4 2, 24, 3, 20, 6 3,24, 2, 20,4 2, 24, 3, 20, 6 7,24, 5, 20, 4 3, 24, 5, 20, 6 1,24, 7, 20, 4 4,24, 6, 20, 6 4, 24, 8, 20, 4 4,24, 6, 20, 6 4, 24, 6, 20, 4 0,0,0,0,0The audio-visuals from this type of programming are limited and would not be considered a game but could help convey game ideas and inspire the researcher with those ideas to start learning BASIC to add game functionality to them.
Maybe another dev tools creator will be inspired to take this idea further and create an Atari Development Kit, that allows loops and comparisons with no traditional code.
The challenge may be to identify what other types of programmers, non-programmers are.
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On 3/8/2021 at 12:11 PM, Jstick said:Umm... I'll be pleased (and impressed) if these guys can compete with the quality and quantity of the Champ Games releases lately (or Darrell, Thomas, etc.).
Obviously I'm not saying they don't have the skills, being the OG devs, but the homebrew scene has advanced quite a bit since the '80s.
But who knows, maybe they've been toiling away for a while on some fancy new tech that will wow us all.
Anyway, this is great news and I'm pretty sure there is room for everyone here, without pushing anyone out of the way
I think the OG devs can compete favorably with 32-bit Atari games even if they are using only classic 8-bit hardware -
Programming Television is an artform where the OG devs initially inspired the advanced 32-bit programmers to create their interesting ports.
And those advanced programmers have inspired OG devs to squeeze even more out of their classic 8-bit code with clever programming.
Awesome to see the Atari OG devs writing code again and hope they will join the discussion!
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11 hours ago, bogax said:I suppose my ideal would be an assembler with syntax similar to bB where appropriate.
Something that would facilitate the abstractions with out having them get in the way.
Something slightly "higher level" than the usual assembler macros.
And speaking of cycle counting, wouldn't it be nice if the language could report byte count or tote up cycles for you
(but that's not something I'd expect to see in bB. on the other hand it might be worth while if the purpose of bB is to ease you into assembly)
Bytecount is really useful and can be done through the IDE or DASM:
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The official Pengo port on the 800 and the 2600 are close with the 800 version being better, but the abstract Frisco port on the 2600 is a much better game -
Was an A8 version of Frisco ever produced?
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5 hours ago, Al_Nafuur said:That's interesting I have the same settings and it runs, I think it could be because it's a downloaded script:
Try right-clicking the file and goto properties and unblock.
Unblock can also be done in PowerShell (this compiler needs 3.0 or higher).
Unblock-File -Path 'C:\vwBASIC\SuperCharger_Disk_BASIC.ps1'
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37 minutes ago, splendidnut said:Actually, you can take advantage of the same var being read/modified/written to. So it could be done like this:
LDX #memIndex STX DF0LOW LDA DF0DATA clc adc #3 STA DFOPUSHGranted, for more complicated expressions, it would have to be as you wrote.
Always a good question to ask. The language is called Basic. All depends on how "basic" you want to make the language for the users.
Great questions and ideas on this thread!
One school of thought is that everything should be under the hood to keep BASIC as BASIC as possible when adding new features.
Another is to expand functionality with enhancements from other languages.
There are some interesting observations on both perspectives in this 1977 BYTE article that have been applied in large scale in industry and academia and continue to polarize perspectives in programming language design:
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20 hours ago, donjn said:Yes but please tell me you've tried the Commodore 64 version of Defender. With the C64 smooth scrolling technology it is amazing.
Yes I love Defender!
Agree the C64 version has the smoothest scrolling it's a great port.
I just played a few rounds on my C64, 800XL and 2600 to compare them - the Atari 8bit version played the best with Defenderesque explosions and stuff filling the screen all the time and really responsive controls. Defender II/Stargate was better than the C64 version for having more action on screen and better gameplay but not as good as A8 Defender. The 2600 version of Defender is different, possibly a better port than Defender II/Stargate for being abstract and having laser blasts instead of beams.
imo they are all awesome ports, another great one to try is Guardian for the TRS-80 and Dragon Color Computer programmed with the semigraphics modes.
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M-Network is looking for a programming degree, math degree or equivalent which covers programming experience -
Programming experience was/is generally preferred.
One problem with Computer Science programs is they tend to be staffed by teachers who are usually not good at coding and can limit their students potential.
I think whomever wrote M-Network Football and Discs of Tron were awesome programmers
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4 hours ago, batari said:There are not currently any plans for a new Harmony cart at this time but more that an upgrade may be available for existing carts to support new games being developed. All older carts are upgradable, actually. I don’t plan on ceasing production of the existing Harmony at this time. There isn’t a point in upgrading now as there aren’t even demos of these games out, and it’s always a possibility that the game authors will ultimately not use the extra memory these games require.
Very cool I'm looking forward to the firmware upgrade for the existing Harmony carts to allow for larger modular programs for SuperCharger Disk BASIC -
I just released this edition and the Harmony runs the modular programs the most smoothly like a FastLoader by not emulating those 1541 loading bars; I hope that gets ported to carts that have the waiting time.
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SuperCharger Disk BASIC released, download is in the first post but not on my site yet.
Here are some excerpts from the Manual with a classic BASIC example that shares ZeroPage variables between two BASIC programs and lets you inspect the ZeroPage visually:
SuperCharger Disk BASIC DOS Commands
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SuperCharger Disk BASIC adds two DOS commands "load" and "SUPERCHARGERID"SUPERCHARGERID specifies the current programs ID in the directory, the default is 0 for the main program if not specified.
The "program directory" consists of an ISAM file made from concatenated SuperCharger ROM's, or multiple SuperCharger audio files on a cassette tape.Supercharger games on cassette have identifying headers allowing the tape drive to function as a disk drive like the ADAM Family home computer.
This feature made the multiload games like Dragon Stomper and Survival Island possible in the early 80's and is now available in BASIC!example setting a modules SUPERCHARGERID to 2:
10 SUPERCHARGERID=2Note that any number between 0 and 255 can be specified as the programs SuperCharger ID and that all ID's must be unique in the multiload.
example using the load command to load a program module with a SUPERCHARGER ID of 2:
10 load 2SuperCharger DOS security system:
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Note: any program with a supercharger ID other than 0 will be blocked from loading directly and will brick up -
this is a security feature, another program must load it by specifying it's non-zero ID via the load command.Sharing variables between SuperCharger Disk BASIC programs:
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The following variables are preserved when programs are loaded:
k,l,m,n,o,p,q,r,s and score
player0x, player0y, player1x, player1y
missile0x,missile0y,missile1x,missile1yNote that reloading the main program (SUPERCHARGERID 0) from another program will clear all the variables.
If data needs to be preserved for programs reloading the main program, an initial loader program can be used to circumvent this feature.Total number of modules allowed:
-----------------------------------------Up to 256 6K programs may be loaded and can cross reference one another within a single ISAM file up to 2 MB in size.
Harmony flashcart limitation: currently only 4 SuperCharger programs may participate in an ISAM but there is a project underway to increase this number to 40 or more via a firmware update.
PlusCart Encore and UnoCart flashcarts support 256 SuperCharger programs in an ISAM up to 2 MB in size.
The SuperCharger and a standard cassette tape can support modular games just like the classic multiload games Survival Island and Dragon Stomper.Development Note for testing individual modules in large games:
Once a SUPERCHARGERID other than zero is specified, the participating module can no longer autostart in Stella so use "SUPERCHARGERID=0" for debugging and change the ID back for loading once ready to put the modules together.Example combining multiple game modules to create a single large game ROM binary:
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Here is an example of combining 2 program modules into a single file for the Harmony flashcart (after they have been compiled individually and renamed).
The first module will autostart (SUPERCHARGERID=0) but the other module with SUPERCHARGERID=3 can only be loaded using the DOS load command.10 rem testing load command sharing BASIC variables in loaded program 20 SUPERCHARGERID=3:rem program 3 (program will brick-up if not loaded by another) 25 COLUBK=q:rem set the background color to variable q, some variables are preserved! 26 vwpixel(19,10,flip):vwpixel(1,1,flip) 35 if joy0right=1 and BITIndex <92 then BITIndex=BITIndex+1:scrollvirtualworldtoggle=1 36 if joy0left=1 and BITIndex >0 then BITIndex=BITIndex-1:scrollvirtualworldtoggle=1 37 if joy0down=1 then BYTErowoffset=BYTErowoffset+12:scrollvirtualworldtoggle=1 38 if joy0up=1 then BYTErowoffset=BYTErowoffset-12:scrollvirtualworldtoggle=1 45 if k=1 then return 46 for x= 0 to 239 47 virtualworld(x)=MUSICINDEX(x) 48 next x 50 BITIndex=0:BYTErowoffset=0:k=1
After compiling this program you will notice it will brick up upon launching -
that's expected until it is combined, rename the compiled program.bin to program3.binNow compile the program which will load that program when the button is pushed:
5 rem this program loads another program when the button is pushed 6 rem and transfers variable k for the others screen color 7 rem button initializes Tiny BASIC vars in ZeroPage RAM 8 rem and displays the entire zeropage (almost, 240 of 255 bytes) visually - 9 rem Then pushing Right and Down will scroll through the ZeroPage to inspect 20 SUPERCHARGERID=0:not necessary since this is the main program 25 z=100:COLUBK=z:q=116 26 rem change the background color by sharing variable q 27 vwpixel(19,9,flip):vwpixel(0,0,flip) 35 if joy0right=1 and BITIndex< 92 then BITIndex=BITIndex+1:scrollvirtualworldtoggle=1 36 if joy0left=1 and BITIndex >0 then BITIndex=BITIndex-1:scrollvirtualworldtoggle=1 37 if joy0down=1 then BYTErowoffset=BYTErowoffset+12:scrollvirtualworldtoggle=1 38 if joy0up=1 then BYTErowoffset=BYTErowoffset-12:scrollvirtualworldtoggle=1 44 rem Press button to set all BASIC variables for visual scroll test: 45 if joy0fire=0 then return 47 a=255:b=255:c=255:d=255 50 e=255:f=255:g=255:h=255:i=255:j=255:k=255:l=255:m=255:n=255:o=255:p=255:q=116:r=255:s=255:t=255:u=255:v=255:w=255 55 x=255:y=255:z=255:var1=255:var2=255:score=255:missile1y=255:missile0y=255:player1y=255:player0y=255:player1x=255:player0x=255 56 missile1x=255:missile0x=255:score=255:px=255:py=255:bx=255:by=255 58 for x= 0 to 239 59 virtualworld(x)=MUSICINDEX(x):rem load ZeroPage into virtualworld 60 next x 64 BITIndex=0:BYTErowoffset=0:rem move CAM to upper left corner 65 load 3: rem loads program with supercharger ID 3 from ISAM file or Magnetic Tape
Command line example of combining those two SuperCharger Disk BASIC programs into a single ISAM multiload file:
c:\vwBASIC>copy /b program.bin + program3.binProgram.bin now contains both programs, when run pressing the button will launch the other program and pass in variables.
Pressing the button seeds the ZeroPage variables and launches the second program.
Both programs can visually navigate the ZeroPage RAM much like the Stella debugger display, but displays the bits rather than the bytes and you have to scroll to see them all.
It's possible to write your own debugging programs in BASIC (Tron) that may find differences between emulation and the native hardware.
For anyone who would like to preview the graphical KC Operating System written in SuperCharger Disk BASIC it is available in the GameModem/PlusCart club (the club is open and you don't need a game modem to join):
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11 hours ago, donjn said:Asteroids and Missle Command are interesting examples. While the graphical fidelity looks superior on the Atari computer versions, they both play so much smoother on the 2600.
Great thread!
Sometimes abstract ports are more fun and more interesting to play, I prefer the more abstract version of Defender on the 2600 but I prefer A8 Defender to Defender II.
I like Video Chess better because of the unique mood ring while thinking effect the 2600 architecture necessitated.
With A8 Basketball and 2600 Basketball, I can't decide.
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It would be cool to see an "old-school" mode for bB where no ASCII Art or compiler directives are required (either default directives or via a keyword language intrinsic) to allow competition in classic BASIC programming languages and more importantly to make learning easier for people who have used classic BASIC from the 70's and 80's.
It might be possible to add an old-school mode via the IDE.
Adding a [email protected] command for printing semi-graphic bit patterns at specific playfield positions would complement the set pixel x,y commands and is great for learning concepts visually like this bitwise example.
20 hours ago, bogax said:I'd like more direct access to the CPU registers and flags
It would be nice if the registers were more fully integrated in to the syntax
But even a few assembly instructions would helpACC = [expression] do the normal thing but suppress the assignment just leave the result in the accumulator
var = mem[XREG] do the normal thing but suppress the loading of x
TAX, TXA, LDX, STX
so you could do something like
ACC = [expression] : TAX : Px = tablex[XREG] : Py = tabley[XREG]
without generating a lot of extranious load and store instructions
(of course XREG = [expression] would be nicer)
Some dedicated if constructs for testing flags would be nice
That looks similar to BBC BASIC mixing asm and BASIC statements together with the concatenator and would be really cool.
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Why can't you purchase roms for new games??
in Atari 2600
Posted
In Gdansk literally