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About playermissile

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  1. I just hit Hopper in the latest episode. It's my favorite type-in BASIC game that I've encountered for the podcast so far. It's got limitations like any BASIC game, but there's a lot of stuff moving on the screen and the gameplay is good. Definitely recommended!
  2. I don't know typescript but your code looks clean and easy to follow. Long learning curve ahead from me, but it's possible that I might be able to contribute something eventually.
  3. This looks great! VSCode is cross-platform, so the syntax highlighting should at least work on other systems. When I get a chance I will try it on linux and see if I can start the atari800 emulator by setting the altirra.path variable to point to atari800.
  4. Yes, I enjoyed the reminiscences in that article very much. It was the August 1982 issue of Creative Computing, which I covered in episode 25 of the podcast. His writing has such great detail that it took me 12 minutes of audio to cover it.
  5. So I'm bad at self-promotion! 3 episodes since the last update: Episode 25 with an overview of Aug 1982 magazines including a new addition, Softline. I also throw shade on Adventure International for publishing the sub-par Atari port of Rear Guard, and in an attempt to not get the author Neil Larimer mad at me, praise his much better followup game Stratos. Episode 26 for Sep 1982 magazines & talking about Deluxe Invaders with a tangent talking about the Lost Cause retcon of the Civil War due to the unfortunate (and unrelated) game Hazard Run that was based on the old Dukes of Hazzard TV show. And just this week, Episode 27 for Oct 1982 where I unexpectedly encounter and try to dissect a kernel game, Worm War I which is a port of the 2600 game that @ferghead discussed very early on in his show. Embrace pause technology, since all episodes are at least 2 hours. Enjoy! If you like this sort of stuff, of course; otherwise, probably don't download them.
  6. The game I'm looking at (Worm War 1) does handle the player collision registers so the GTIA is at least doing that work. I can't see that the program is using DMA anywhere, though, so as far as I can tell it is not generating any playfield objects.
  7. There it is, that's what I was missing. Thanks! I guess that means there's no way to generate graphics that could set bits in the collision registers.
  8. I'm doing some reverse engineering of a game that uses a 2600-style kernel with ANTIC turned off. No display list! It's freaky. Anyway, is the only way to generate graphics through using writes to GRAFP[0-3] and GRAFM? So there is no way to generate playfield graphics (like the PF[0-2] registers on the 2600) through direct writes somewhere? I don't see anything obvious in Mapping the Atari, but I've never dealt with a kernel before.
  9. Both projects are still alive. I'm going through and documenting Glover's Jumpman code and will be attempting to make a source version that compiles to a bit-for-bit identical copy of the original version. Hopefully that will help me get Omnivore ready, and after that we'll be designing more levels.
  10. Oh, as long as you're not a timeline, I'm happy to help out. I plan to have some web pages on hacking with the Jumpman source, so I could use it as an example of how to modify the code or something. It would be great to see Jumpman in an arcade.
  11. Nice! I haven't completed commenting the code, but I'm sure that would be possible. The title screen and attract mode could play, then on the start button could be made to go right into Grand Loop with a speed of 3. You could even have a 2 (or 3 or 4) player start button and have multiplayer. Eventually I hope to have a source version that you con compile yourself, but I'm not at that stage yet. So at the moment you'd have to code up some assembly and hack it into the ATR file. At some point this spring I will have time to get back into Jumpman and complete my documentation. At that point, I should be able to help figure this out. In exchange for a day pass to the arcade at some point, of course.
  12. Here's the level demo for the holiday themed level I demoed at the Atari Party. I'm abusing the 4 missiles to create the snowflakes, using DLIs to reposition them as they fall down the screen. I spent some time making making the display list creation stuff general-purpose, so I'll include this capability into the Jumpman level editor in Omnivore (with the caveat that there's no timetable due to COVID messing up our lives). snowing.atr
  13. I worked on a quick demo for the recent virtual Atari Party.
  14. I'm not even to 1983 yet so I've got a while to get there for the podcast, but if you're interested in being interviewed about your experience with the game, let me know.
  15. I probably won't do an in-depth review of any text adventures, but I will at least try to summarize them if they give enough of a description in the article.
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