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Posts posted by Mr SQL
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Here is a programming walk through to inspire A8 BASIC coders for the basic10liner.com programming competition that bB programmers may also enjoy!
Familiarity with Atari 400/800 ANTIC display lists is helpful understanding SuperCharger BASIC display lists, but not necessary unless multiple scroll zones are defined:
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Educational walk through of SUPERBLITZ game entry features and visual effects
Hoping to inspire more Atari 2600 10 line BASIC games for 2021!
There are only two small rem statements in the code but SuperCharger BASIC is a very verbose classic BASIC with listings that are easy to understand.
Biggest drawback to writing 10 liners in SuperCharger BASIC is that only one if-then-else statement is allowed per line and some language intrinsics take up many precious characters.
Biggest feature is probably the Camera object; a soft ANTIC that is very easy for A8 programmers to conceptualize and control transparently setting x,y coordinates in BASIC:
SUPERBLITZ uses the camera in simple mode to pan the entire screen, but a8 coders will like the display lists where horizontal sections of the screen can be split into multiple camera zones and scrolled independently.
rem ---------------------------------------------------------------------------- rem --- SUPERBLITZ Throttle Control 3/2021 rem --- basic10liner.com competition verison rem --- Waves and Missions rem ---------------------------------------------------------------------------- rem --- Insignia on Plane revealed after Night Mission is completed! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - rem --- complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features - you control your speed and difficulty increases as you play rem --- BW switch pegs the throttle (Advanced) rem --- Each wave achieved keeps it's colors in Attract mode! rem --- Unlimited continues until powering off the console! 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 or CXP0FB>126 then CXCLR=0:for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178+w:next j else goto 3 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:w=16*z 3 if f<player0y/52 and joy0right=0 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0 4 AUDV0=f:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data pl 0,224,127,231,252,192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=7:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 122,138,12,170,154,250,234,218,202,186,42,58,74,28 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem SUPERBLITZ 86 9 if player0y=0 then g=0:player0colors(3)=14:player0colors(4)=112+z:COLUBK=M(z)-10:z=z+1 else missile0y=missile0y+2
The interesting optical illusion that you control with the throttle is designed for CRT, but it can be seen on LCD if you fully maximize the screen:
(For Stella emulation turn off phosphor and merge frames as well)Try SUPERBLITZ online in Javatari!
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On 2/23/2021 at 2:51 PM, GoldLeader said:... but that's because he's a pompous, obnoxious, (yet well spoken) Know it all.) But His situation?? That is No Fun. He had no thoughts on getting in on the action either; He was just there to complain, be negative, have a bloated sense of self importance, and talk shit...
Scientific peer review
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Discussion on bitwise operators inspired me to try illustrating them on the Atari 2600 with the print command
The print command in SuperCharger BASIC prints binary strings to the Television screen for visualizing bitwise transformations or for game design.
It's interesting that the + and - operators can also be leveraged as bitwise operators in BASIC provided the target bits they act on are set from the first bitwise op as in the two examples in lines 10 and 30.
5 rem Fun with SuperCharger BASIC on the Atari 2600! 7 rem using the BASIC print command with binary strings 8 rem to print output to the screen using the 9 rem bitwise operators & and, ^ xor, | or , + plus, - minus 10 i=%11111111 & %00001111 + %00100000:rem expect 00101111 20 k=%11111111 | %00001111:rem expect 11111111 30 j=%11111111 ^ %00001111 - %01000000:rem expect 10110000 40 l=%11111111 50 print i(virtualworld,1) 60 print k(virtualworld,13) 70 print j(virtualworld,25):print l(virtualworld,37) 90 vwpixel(13,1,flip):rem flip or set a single pixel 100 if g=0 then g=1:scrollvirtualworldtoggle=1
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3 minutes ago, youxia said:I could never understand why this always has to be one or the other. I switch between modern and retro without a problem, because both can be awesome. Another thing is that most of anti-modern arguments in threads like these are either based on sweeping generalizations or personal dislikes. And it's not like retro games were problem-free either.
Great question, and many good perspectives on this thread -
Video games are art and some retro designs are artistic in a way that can only be properly displayed using simple classic hardware.
Here's an example of a game for the demo scene, compared to a ZPH showing using more complicated setups involving emulation and modern displays:
The ZPH show has a picture of a simple hardware setup but the upper left looks to be the Retron77 and the main screen PC emulation.
Neither more complicated setup shows the game as it was designed to look using the simple hardware setup.
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Agree, particularly when coupled with a classic Television. Phosphor trails and hexagonal pixels make games that lack realism feel more real.
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The BASIC competition is open to all Atari 2600 BASIC programmers using SuperCharger BASIC which is similar to bB but allows for vintage BASIC programming using line numbers.
Here's the BASIC listing for my entry this year to share with bB programmers to see the similarities -
0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 or CXP0FB>126 then CXCLR=0:for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178+w:next j else goto 3 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:w=16*z 3 if f<player0y/52 and joy0right=0 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0 4 AUDV0=f:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data pl 0,224,127,231,252,192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=7:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 122,138,12,170,154,250,234,218,202,186,42,58,74,28 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem SUPERBLITZ 86 9 if player0y=0 then g=0:player0colors(3)=14:player0colors(4)=112+z:COLUBK=M(z)-10:z=z+1 else missile0y=missile0y+2
The challenge is to write a game or demo in BASIC in 10 lines of 120 characters, or 10 lines of 256 characters.
Check out the fantastic BASIC creations so far! Hope more Atari 2600 programmers will join in the fun!
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FLUIDCITY_B_Side_PlusCartClub_ThrottleControl.bin
This is a custom version of my Fluid City B side edition game and demo from SillyVenture 2019 with the Throttle Control feature from SuperBlitz back ported:
10LINEBLITZ fun SuperCharger game! - Atari 2600 - AtariAge Forums
The result is the same ability to control the game pace and in-game illusion but the high speed is mode is double fast in this version.
The BW switch will peg the throttle (unwise during play) and activate a 30 Hz filter on the scrolling marquee to make the text easier to read.
This expanded version features progressive rating messages with classic game room recommendations for PlusCart club as you progress and a longer motivational message if you win!
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15 minutes ago, Pixelboy said:I think Logan's Run would make a great point-and-click game.
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Atari 2600 Entry - SuperBlitz Throttle Control: Waves and Missions!
I missed the competition last year, here's my Atari 2600 entry this year, another remix of an 80's port of the same game with the same name
SuperBlitz is my 5th entry into the BASIC 10 liners contest and the SQL to my first competition entry, 9 Line Blitz from 2016!
More info on the game thread:
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SuperBlitz with throttle control
This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems.
SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread:
This game is written in just 10 lines of BASIC and there is a BASIC 10 liner contest here if anyone would like to join in!
0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 or CXP0FB>126 then CXCLR=0:for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178+w:next j else goto 3 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:w=16*z 3 if f<player0y/52 and joy0right=0 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0 4 AUDV0=f:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data pl 0,224,127,231,252,192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=7:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 122,138,12,170,154,250,234,218,202,186,42,58,74,28 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem10LINEBLITZ II 9 if player0y=0 then g=0:player0colors(3)=14:player0colors(4)=112+z:COLUBK=M(z)-10:z=z+1 else missile0y=missile0y+2
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15 hours ago, minireis said:Very interesting, thank you. I am not a good programmer. I liked the idea.
Great idea! This would be a fun game for the 2600 - it would be cool to see a few different versions of this game developed.
Here's an idea for a pager version based on a similar conversion for another system where Gauntlet was ported as a pager:
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Cool game! You might like SuperCharger BASIC for implementing a fully scrolling version of ROTO, it would be a tight squeeze though at 6K.
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Great info on this thread, I'm going to try replacing the CD4050 Hex buffer in my Heavy sixer then before I even break out my analog meter - this sounds very similar to what happened to my six switch recently.
Does the PlusCart menu constantly repeat after appearing briefly with this condition by any chance?
Thoughts - if so I'm wondering if constantly polling the trigger line could allow the hex buffer to fail easier, if more Atari's fail like this maybe flashcarts would be better polling just the console switches and not the buffer.
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@Prizrak please install KC OS 12 RC2!
Enhancements:
The soundtrack for the OS is now over a minute (1:17) before it repeats, I adjusted the ADSR envelopes on the tracker/sequencer via it's shadow registers that are exposed to SuperCharger Disk BASIC to get the different effects.
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Confidential Prototypes, wow that's really cool -
I think these are definitely worth more than 2K to collectors for being so unique, I wonder if they have any different functionality or extra RAM like the Brazilian SuperCharger.
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1 hour ago, Al_Nafuur said:done.
I thought about something like this too, but the PlusStore (nextcloud) usernames we are currently using must be unique and cannot be changed. So we might setup a new "Nickname" or "Displayname" field in the PlusCart table. This new field would not be unique and could be changed by the user.
Very cool!
Think we should show both names in the high score tables for party demographic statistics - Which friends friends are playing which games?
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5 hours ago, batari said:Not exactly. I haven't looked at the code itself but I strongly suspect the TIA is operating within spec even with the glitch. I think it's the code itself that is operating out of spec. The Stella Programmer's Guide says "the motion registers should not be modified for at least 24 machine cycles after an HMOVE command," probably because things like this race condition can happen.
I came across an example where changes in the display materialized after several hours KC Monster Maze 20 hour burn in - YouTube
But putting a hairdryer on a chip to get it to go out of spec is not a valid experiment because that can be done with any chip to get it to malfunction.
It would be more interesting to see this experiment happen within spec without forcing it.
7 hours ago, CPUWIZ said:Or you could be living in Vegas (or, gosh, Australia) and your air conditioner is not working.
7 hours ago, x=usr(1536) said:Having lived in a non-climate-controlled top-floor apartment in Los Angeles, I'll concur.
June to October, nothing was running with a case on and a number of box fans were doing their best to keep everything from crashing.
Those are both good points but the hairdryer is hotter than the surface of Venus.
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23 hours ago, Andrew Davie said:Now I briefly apply heat (via hairdryer) to TIA....
This is not a conclusive experiment because you put a hairdryer on the chip to make it operate out of spec.
Maybe TIA's that are out of spec without the hairdryer were damaged by heat or from variation in manufacture.
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15 hours ago, Al_Nafuur said:Yes 🙂
It's your score from 2020-10-24T20:50:08+00:00
22nd place on the PlusCart HSC, shall I upload your picture to the HSC?
Sure!
That's not always me playing Atari on my Game Modem, what about the ability to enter Guest intials into the main menu to override the userid temporarily for the high-scores tables like at the Arcade?
I have House Parties with friends who don't play pacman as well but I got the high score for the 8K version.
Debro's 4K Pacman vision is more challenging, I'm in 3rd place Steve's got the top two and I think a better understanding of those smarter ghosts!
These games are all really fun to play on Game Modem/PlusCart compared to playing them disconnected; it really captures the loosely coupled networking feel of the Arcades.
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On 1/25/2021 at 6:38 AM, Al_Nafuur said:DuoCart ?
🤔
I suggest "The new Game Modem" or just "Game Modem", AOL isn't going to mind and it best conveys what it does -
We can compete for high scores and find new games, so it feels more like the Game Modem and it is connecting via our wireless modems.
The Harmony and Uno are awesome with functionality like the SuperCharger flashcart from bitd, but the Game Modem then and now is a cart that is different.
With Game Modem everyone knows who the real players are 😎
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BREAKOUT LASERBEAMS PAL is Pinball inspired, score is in the upper right
BREAKOUT 2002 LASERBEAMS PAL - Atari 2600 Programming - AtariAge Forums
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17 hours ago, ballyalley said:My issue is with colors
Awesome you have a CoCo 3 setup Adam!
I like the Astrocade Forum and your Podcasts because of the focus on BASIC and the Bally as a hobbyist computer - there is a very similar theme with the Color Computer
Regarding the colors one of the coolest things about the CoCo is that two different palettes are built into the machine like with the BW switch on the Atari VCS.
Try pressing reset repeatedly until the artifact colorset changes it can take several tries.
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On 1/22/2021 at 8:17 AM, Al_Nafuur said:For draft User @Prizrak, @Thomas Jentzsch, @marauder666, @Andrew Davie and @Mr SQL
I am setting the current dev (v0.16.7 DEV) version into the endless update loop to test updates.
I upgraded fine - the screen glitched for a second so I thought it hadn't but it just reloaded and when I went to check the version in setup it was v 16.7.
I also switched to the PAL60 color scheme which looks green under NTSC - it's pretty cool to have this alternate palette set selectable!
Idea: I think hooking the BW switch up like the old carts did to go to a greyscale palette automatically would be very cool too.
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BASIC 10 Liner Contest 2021
in Atari 8-Bit Computers
Posted
Great question! There are no while/wend statements but goto can be used in an if-then-else statement block to turn it into a while. line 3 is doing this:
It will continue to increment f and jump to line 9 while all conditions are met but once f reaches the threshold (or other conditions are met) f is reset by the second statement block and code execution falls through to run the rest of the code.