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Grevle

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Everything posted by Grevle

  1. I prefer playing it on real Hardware and Atarimax Cart but i'm also the lucky owner of a Mist Fpga witch i would higly recommend. And Yes Atari Blast the Car file format runs on Atari800 Fpga on Mist no problem :
  2. Does this program work with Atari 5200 roms also ?. I want to convert some Atari 5200 roms to Car format. Is there som other tool for this also ? I just found out it can be used with 5200 roms. So nevermind the question.. Great Tool .. Thanks
  3. Game is Out of this world !. Its Taking the A8 to a new level. I been playing it on my Pal 130xe, And im lost for words. The amazing backround animations, The multi colored attackers, so many different types of them. The rotating small multicolored qubes that attacks you. How is it even possible ?.. hehe Are those softsprites ?. The A8 have gottens some fantastic games the last few years, Like Space Harrier, Dimos Quest and so many others. The A8 scene .. Its Alive. Thanks to everyone keeping the A8 Alive
  4. Thanks for update. I learned to use the Altirra Debugger, Very helpful when writing assembler code. Im working on a game when i have the time and inspiration, Im wondering if Altirra can be used to test color composition of Atari graphics. In my case as a example lets say i have game program running in Altirra using screen mode 12 (5 color bitmap) and 2 multicolor players displayed on screen, Can i then use Altirra to alter the color registers on the fly just to see what colors will go nicely together as a test, or by go into Color palette options ?..
  5. Thank you . im gonna take a look at it, i can get some ideas how to have a score routine that suits my game. Btw heres some screenshots from work in progress : )
  6. Yes i agree. This is just like i would do when programming Basic. Ok thanks for you help, i will get it to work somehow when the times come to add the score routine.
  7. Also need to link the sceen adresses so that the decimal values to apears at the right screen adresses, so i l,try to do my best with it. Thanks.. some code examples from other score routines would help a lot..
  8. The games should keep score as the player gets more score added along the way and also a hiscore, the hiscore bit is the easy part i think.
  9. So my game Dracula homegrounds have had some progress and at some point i want to add a score rotuine in Mac/65 asembler. I know how to put the numbers on screen by storing the apropiate vaule in the correct screen memory adress so that the numbers appear where i want them to. But im not exactly sure on how to have a proper score routine work so that when the score is added then its added up in a way that it will show correctly on the screen. Sutch a routine would need the ability to add scores as it increases and the link it to the screen memory adress so that the correct values appears at the correct screen memory adresses. So i propably could create somehting like that but im realy not that good in math so if could have some examples on how this is most easily done that would very helpful for me. Thank You.
  10. Space fortress Omega looks Great . Clearly lot of work went into it. Looks like classical scrolling shotemup, i like these kind of games the Monk game somehow looks like No mans sky for the Atari 8-Bit
  11. Your probably right, you know hex system is realy not that familiar to me yet...
  12. Atari player editor for windows, here : http://playsoft.co.uk/atari_index.html Adobe air windows aplication, Supports Single or multi color players and missiles and animation, can export to Data for Basic or C or Assembler programming. for me this is the best editor avaible if you want to work with a Windows applcation.
  13. Here is what i did. here is a 6 number random generator. only needs to read the random generator once and then i store the wanted value in the BANDY equate. this works well in my program. maybe not the most space saving methode but simple and straight forward. The RTS will send the program back to wherever i JSR from and continue my program. GETR LDX 53770 ; GET RANDOM NUMBER CPX #42 BCC SET1 CPX #84 BCC SET2 CPX #126 BCC SET3 CPX #168 BCC SET4 CPX #210 BCC SET5 JMP SET6 SET1 LDX #61 STX BANDY RTS SET2 LDX #81 STX BANDY RTS SET3 LDX #100 STX BANDY RTS SET4 LDX #119 STX BANDY RTS SET5 LDX #139 STX BANDY RTS SET6 LDX #159 STX BANDY RTS
  14. Issue seem to have go away at least for now.. my Basic porpotion of this program is not big and sits where it should be at decimal 13865. yes i moved some of the sprite data closer to the end of memory. Actually it was the adresses from decimal 32767 that where ovewritten in the beginning. atasm did give a warning of the adresses overwritten. adress 32767 is start of user program ram. Maybe Atasm need some space for some allocation stuff around these adresses ? I may also move the main program lower than 35000 when i see how big the Basic porpotion is gonna be, i seems its going to be pretty small afterall.
  15. I have a situation that is somwehat confusing in my program. program is in mac 65 assembler. So my main code starts at 35000 decimal memory location going up to adress 36316 at the moment, And what happen is when i add more code after this point also the adress around 32886 gets filled in, here and upwards my sprite data are stored, so the atasm compiler will give me a warning about these adresses being overwritten, i can fix it by moving sprite data elsehwhere but it would be helpful to understand whats going on. Btw my assembler program is run via TurboBasix XL with USR command. So theres no change to the Basic program itself in this issue, i only makes changes to the assembler parts at this time. Maybe i bad choice for main program ?
  16. Ok thank you . I will get it to work one way or another....
  17. Still learning about assembler i wonder whats the best or most common way of doing the Basic Equalent to have 3 random number choosen.. 1, 2 or 3. In Mac 65 Assembler. In Turbo Basic XL this is very simply just specify directly X=Rand (3). So in mac 65 assembler, what would the best way. in Assembler the Random number generator returns a number between 0 and 255, So if one divide 255 by 3 then you get 85, Is then to have assembler program behave in this way: IF number returned is between 0 and 85 then select 1. IF number returned is between 85 and 170 then select 2. If number returned is between 170 and 255 then select 3. This would be have to be done by using LDX, some CPX, BCC and BCS ofcoarse. This Equales a 3 nr RND select in basic, A direct and fast way of doing it, Is this the common way or are there more clever way to do this ?, wihout to mutch complicated math i hope.... Thanks.
  18. Looks very nice. So Colorful. Dimo is going platformer, its amazing.
  19. Well depends on what you mean. Some modes are 4 colors and even 5 colors and then 4 more colors for the players. Also when players ovelap 2 extra colors for each player is produced then you are at 13 colors and still not using mixed modes or DLI. With some mixed mode tricks and DLI then i beleive there can be many more colors.
  20. Ok. . Well. Maybe a complete Jumpman game C64 edition on the Atari should be possible, with the same levels as the C64 including the Fire Level,And with a multicolor Jumpman, looking the same as C64 Jumpman, I think that would be Cool and Fun to Have. At this point this is beyond my capabilities , Maybe someone more capabel could find this interesting ?.
  21. Awesome . we need someting like the C64 Fire level. On the orginal Atari version that would be electrocution... Maybe a Multicolor Jumpman for the Custom Code version ?. Anyway this will be amazing.
  22. I try to learn this, im using mac/65 compitable assembler compile with Atasm. the example here what kind of assembler is that and does it easily translate to mac/65 assembler ?. i probably could wourk it out with som thinkering and trial and error.
  23. So the Atari memory can sometimes be refered to as certain pages in memory, as a example the first is called page zero, and where the character rom is page 224. i tried finding out how to see what memory location is tied into certain pages. In my case i would like to know what memory location is tied to page 188. And is there a document that easly show what pages correspond to memory adresses ? i tried looking in mapping the the Atari. Maybe i missed something but couldnt find something like a overview on this topic.
  24. When writing Basic programs in Turbo Basic XL on a stock 64k XL/XE, whats the memory location it start using for the user written Basic programs lines ? does it then just fill inn the memory after that point or maybe put the basic program at several different locations. ?
  25. Thank you. I think the indirect jump is easiest for me to understand. So it can use JSR (JPAD) instead of JMP (JPAD) ? should work equally well ?
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