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Everything posted by Grevle
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Thanks, i should have know that by now but i been away from programming for quite some time..
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Nice 😀. Looks good. 👍.
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How to cancel a RTS instruction in assembler ?. In a JSR loop when you want to break out of the loop with a jmp and need to cancel the jsr stored return adress , Just do a simple PLA ? or CLC ?
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Thank you. … Nice classical gameplay...😊
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Amazing Game 😊. it's like 3 games in one, lot's of colors on screen... 👍
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Game Score routine Mac/65 assembler
Grevle replied to Grevle's topic in Atari 5200 / 8-bit Programming
Thank you, its working now, decimal mode make more sense now… thanks for the help. 😊 -
Game Score routine Mac/65 assembler
Grevle replied to Grevle's topic in Atari 5200 / 8-bit Programming
im almost getting it to work now.. but it adds only 1 point at the time even tough i want to add like 10 or 50 Points etc. whatever i do it only adds 1 point to the score. This is the code im working With, mostly from the book "Atari Graphics and Arcade Game Design". But i had to make some small changes to make it compile With atasm most noticeble is probably these lines "STA (WINDOW),Y" would not compile in atasm changed to "STA WINDOW,Y". The screen adress is correct and number are on screen so it's in the upper part of the score routine something is not right it seems. my code: EQUATES SCORE = 30739 POINTS = 30741 WINDOW = 39971 ; SCREEN ADRESS ; TRYING TO ADD SCORE HERE LDX #10 ; INCREASE SCORE BY 10 STX POINTS JSR SCOREK ; SUBROUTINE TO ADD AND PUT SCORE ON SCREEN REST OF PROGRAM HERE, THIS IS JUST A EXAMPLE ; THE SCORE SUBROUTINE SCOREK SED LDA SCORE+1 ;LOAD TWO LOW DIGITS ADC POINTS,X ;ADD POINT VALUE OF BRICK STA SCORE+1 LDA #0 ;WILL ALSO ADD CARRY BIT IF NECESSARY ADC SCORE STA SCORE CLD ; NOW PRINT NEW SCORE ON SCREEN DOSCORE LDX #0 LDY #35 ONE LDA SCORE,X LSR ;EACH BYTE HOLDS 2 NUMBERS LSR ;SHIFT UPPER NIBBLE OVER LSR ;AND DO IT LSR ;FIRST. ORA #16 ; TRANSLATE NUMBER INTO INTERNAL CHARACTER STA WINDOW,Y ;STORE HIGHER DIGIT OF PAIR ON SCREEN INY ; NEXT LDA SCORE ,X AND #$0F ; NOW DO LOWER NIBBLE ORA #16 ; MAKE A CHR STA WINDOW,Y ;STORE LOWER DIGIT OF PAIR ON SCREEN INY INX CPX #2 ; DONE BOTH BYTES? (ALL 4 SCORE DIGITS) BNE ONE RTS -
So many lovely Pictures, its interesting how the 80's atmosphere shines trough in the Pictures from that era, brings back memories as the 80's was a special time for me and so many others….
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Clear hit register inside or outside VBI
Grevle replied to Grevle's topic in Atari 5200 / 8-bit Programming
Ok thanks.maybe in basic a poke 53278,1 take effect just after the vbi.. makes sense i Guess.. -
Doing som small tests and Programming in assembler, and to Clear the collision register one should store value 1 in adress 53278 ($D01E). And it seem to only work when run inside the VBI,when trying to do that outside the VBI it would not Clear the collision register, So if this is the norm in assembler, then when doing it in BASIC With a poke 53278,1 then this would then happen within the VBI ?.. does this check out or is there something else going on ?
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Great . I was playing Major Blink some time ago on the Atari before i read about the history of the game and i was wondering Who's the person behind this wonderful game .😉. Thank you .
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There was at least one annoying bug hiding in the game, Sometimes in the Gravity Levels going With throttle on and hitting a wall at some speed, one of the pixels of the flames would not be erased and hang back on the screen, The flames of the rocket is actually a missile so the pixel would then sort of hang over or under the rocket at the same horisontal positon until the rocket run over it and erased it or until the rocket exploded again….Fixed in this update... Screenshot of bug: Rocket Rescue 2020 Edtion Pixel fix.atr
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Specific Atari 8 bit Game and Homebrew Subforum ?
Grevle replied to Grevle's topic in Atari 8-Bit Computers
Well .. hehe maybe or maybe not. Its probably not so simple. i get Your point.. -
Specific Atari 8 bit Game and Homebrew Subforum ?
Grevle replied to Grevle's topic in Atari 8-Bit Computers
Yes i know. So mutch good info there.. I Meant maybe a aditional subforum focusing on game releases and homebrews, Generally for games on the Atari 8-bits. Well just a idea.. -
Maybe having a specific Atari 8 bit game and homebrew subforum would be useful ? I know there is this Hombebrew and game Programming forum here on Atariage, For all platfoms, Witch is Nice, But would it be useful to have Specific Subforum Here on Atari 8-Bit Computers for Games and Homebrews for the Atari 8 Bits home computers ? what do you think ?
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It's so easy to overlook something 🙄, after the rocket responsive adjustments the fuel system was a bit unbalanced. This has been adjusted now in this update... Rocket Rescue 2020 Edtion update.atr
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Well i was looking at my game and started som update..and ended up doing quite a number of changes like improved gameflow , No diskloads after game is started, a more fitting title screen, the rocket is smaller and have better Controls, changes to xtra life system and score system, cleanup on some of the Caves layouts. some star blinking effects, changes to sound effects and colors and ufo attack moves and more... Rocket Rescue 2020 Edition.atr
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Atari 8-Bit/5200 Homebrew Completed/WIP in 2020
Grevle replied to ZeroPage Homebrew's topic in Atari 8-Bit Computers
Nice. 😊 Thanks for the info. Good Job 🕹️. -
Very cute game 😄. fun gameplay. 👍
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Recently starting playing, its funny when the Worm standing on its tail. It's realy nice this game . love the title Music also.
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I made my own clock on for the Atari and provide the executable and the Assembly listing. I name it the cheater clock because all it does is look at the rtclock adress 20 ($14) and advance the Counter one second up til 99 minutes and 59 Seconds. It adjust timing for PAL and NTSC machines. It seem to be fairly accurate , but not exactly real time clock.. Cheaterclock.XEX The Listing in Assembler: ; Cheater clock *=12288 ; set adress for program SDMCTL = 559 ; Can turn on and off Antic (needed when creating display list) SDLSTL = 560 ; Shadow display list pointer low - Antic må vite hvor den nye display listen er SDLSTH = 561 ; Shadow display list pointer high ; Here is some equates SECONDS = 1600 TENSEC = 1601 MINUTES = 1602 TENMIN = 1603 LDX #1 STX TENMIN ; set 1 here or the ten minute number get out of sync LDA #0 STA SDMCTL ;TURN ANTIC OFF LDA #0 ; LOW BYTE STA SDLSTL ; store low byte of display list adress LDA #144 ; HIGHBYTE STA SDLSTH ;store high byte of display list adress LDA #34 STA SDMCTL ; ... Turn on Antic again ; set some colors LDX #12 STX 710 LDX #24 STX 708 LDX #34 STX 709 LDX #58 STX 711 LDX #60 STX 712 ;put the clock on screen before it starts LDX #16 STX 40220 STX 40219 STX 40217 STX 40216 LDX #26 STX 40218 START LDX 53268 ; check for pal atari CPX #1 BEQ PAL LDX 20 CPX #60 ;check rtclock to advance time 1 second ntsc BCC START JMP NTSC PAL LDX 20 CPX #50 ; check rtclok to advance time 1 second pal BCC START NTSC LDX #0 STX 20 ;reset rtclock when wanted number is reached LDX TENSEC ;check if tenseconds is = 5 to advance minute counter CPX #5 BEQ CHTENSEC CONT LDX SECONDS CPX #10 BEQ TENSEC2 LDA SECONDS CLC ADC #16 STA 40220 INC SECONDS JMP START TENSEC2 LDA TENSEC ADC #16 STA 40219 INC TENSEC LDX #1 STX SECONDS LDX #16 STX 40220 JMP START CHTENSEC LDX SECONDS ; check if seconds = 9 to advance minute counter CPX #10 BEQ SETZ JMP CONT MINUTE2 LDA MINUTES ADC #16 STA 40217 INC MINUTES LDX #0 STX TENSEC JMP CONT SETZ LDX MINUTES CPX #9 BEQ MINUTEC CONTR LDX #1 ;reset seconds counter STX SECONDS LDX #0 ; SLOPPY CODE ADJUSTMENT STX TENSEC LDX #16 STX 40220 ; put zeroes on screen STX 40219 INC MINUTES CLC LDA MINUTES ADC #16 STA 40217 ; put minutes on screen JMP START MINUTEC LDX #16 STX 40217 INC TENMIN CLC LDA TENMIN ADC #15 STA 40216 ; put tenminutes on screen LDX #0 STX MINUTES DEC MINUTES ; decrease one for sloppy coding JMP CONTR ; The Display list for GR.0 *=36864 Mylist .Byte 112,112,112 ; three blank lines .byte 66,64,156 ; first is lms command two other is for screen adress (Adress off display list) high byte,lowbyte = low byte,highbyte = 39936 .byte 2,2,2,2,2,2,2,2,2,2,2,2 .byte 2,2,2,2,2,2,2,2,2,2,2 ; 23 times antic mode 2 lines = Basic mode 0 .byte 65,144,0 ; first is jump on vertical blank instructions,2 other is the adress low byte first. the adress for the display list itself
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Real time clock to seconds - assembly
Grevle replied to danwinslow's topic in Atari 5200 / 8-bit Programming
Good examples but can anyone provide a complete example based on a Gr.0 output the Seconds to the screen or at least into a adress or register in plain mac/65 assembler please. im not exactly sure on how to base this example on the RTCLOK. Would be Nice With a commented listing for us not so Advanced programmers... The last example here seem to be the best to use. but im not sure abou the LDA FRAC. FRAC=adress 20 or 19 or 18 ? -
Mary Poppins Update - Sprite - Color - Gameplay.
Grevle replied to Grevle's topic in Atari 8-Bit Computers
ver 1.17.. jus removed one lives. at 6 lives it seems a tad to easy to Complete on a ntsc Atari, and on pal Atari its even easier i guess, so now it has 5 lives. the ability to get 6 extra lives is the same as it was in previous versions . I think the difficulty Balance is right now.. Mary Poppins 1.17.atr -
Mary Poppins Update - Sprite - Color - Gameplay.
Grevle replied to Grevle's topic in Atari 8-Bit Computers
There was a issue With ver 1.15. Probably because the dos on the disk used some different memory location , So that the small game over tune did not play. i relocated the tune to another adress and now the little tune Plays when the game is over. Ver 1.16. I played the Whole game trough so that should be it for this one. Mary Poppins 1.16.atr Now onto the rest of this other game:
