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Scuttle130

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Everything posted by Scuttle130

  1. Here is the next step in my 5200 programming adventure... I basically moves a sprite (in the form of a ship) across the screen from right to left until you hit the * or # key. (I dont remember which one I encoded but one or the other works ) You can see that using labels doesn't work for identifing Sprites, just use the methods on the Command Reference. I pretty much tried everything else. Oh, and there are some funny formatting problems. Especially around the PUT statements... You can't have {SPACES} in the wrong place, or it won't compile right. That only took forever to figure out. Well, here is the code and the .bin file zipped for your enjoyment. I commented a little bit better this time to help understand what I think is happening (because maybe the computer thinks something else is) Oh, and if anyone can suggest a way to slow down the movement from right to left, that would be great... ship.zip
  2. If you comment out the following on line 95: IF A <> $FF THEN GOTO l_JoyStick You can use the * key to search for the Key in the Kitchen. The # key to pick up the Key. Then when you go back to the Bed Room, the game will end.
  3. I am "teaching myself" with the helps of many, many books and 5200Basic by Jeffry Johnson. I hope to be cool enough to make a good game like Adventure 2, but until then, I will have to figure this stuff out. I blame Andrew Davie for getting me interested in the ATARI programming with his forum "Programming the 2600 for Newbies." I will post my progress of learning as I go...I try to comment my code, but if someone has a question, please ask!!! I will explain what parts I understand. A lot of the next several programs are just tests to figure out how the 5200 will understand certain commands and the results. I am using 5200bas from http://lilly.csoft.net/~jeffryj/5200bas/5200bas.html and De Re Atari from http://www.atariarchives.org/ and the emulator Rainbow 95 from http://www.chrislam.co.uk and click on Rainbow at the top you can get the 5200 ROM from http://www.atariage.com/5200/emulation/ind...l?SystemID=5200 You can also get TASM from Dan B's 6502 Tech Page under Development Software http://www.atarihq.com/danb/6502.shtml I do welcome comments and suggestions on ways to make things more efficient. My first program is attached... I based it on Zork. You walk thru 6 rooms with the joystick. You are supposed to pick up a key in the Kitchen and the game ends when you walk back to the Bedroom. Everything works except I haven't figured out the numeric keypad part yet. I know how to stop it from continually scrolling, I just want to figure out a better way, probably with the next program. Until then, I hope those of you who have no idea about programming the 5200, and maybe some of those who do, will enjoy this. I cannot add attachments, so the listing will be a respond to this.
  4. Where/How can I get a copy of these? thanx mike Posted: Tue Feb 17, 2004 1:27 am Post subject: What titles would help fill out the 5200 library? -------------------------------------------------------------------------------- In the past few weeks I've converted: Chess Crystal Castles Jawbreaker K-Star Patrol Pastfinder Tapper Plus one game I cant mention yet
  5. Here's another site I found during work today... http://www.vgwiz.com/A52ProgrammingTutorial.html
  6. Jeffry Johnston has done a little work in this area for the 5200. As a matter of fact, Haunted House 2 and Combat 2 Advanced were created with his software. Check out is webpage: http://lilly.csoft.net/~jeffryj/5200bas/5200bas.html It's about as close to programing in ATARI 5200 BASIC as you will ever get!!!
  7. I can do that for you. I would say send the Laserdisc, a DVD+R (for final production), and a DVD+RW(for repeated attempts to get it right), and a prepaid return postage box for all of it, and I will do it for you for free.
  8. They have the McDonalds we are the McDowells. They have the golden archs, we are the golden arcs. We both have all beef patty, special sauce, lettuce, and cheese, but they have the sesame seed bun. Our buns have no seeds on it. Bug, Knat, Bug, Knat? Is there a similarity here? I think so... (Does this sound like Tetris and AtariTris? And wouldn't it be fun if everyone held conversations by quoting movies?)
  9. I would check out Walmart or the Dollar Store for plastic containers. I'm sure with the mass variety out now, you should be able to find something acceptable at an acceptable price.
  10. How does one order one? I tried, mulitple time to order some of the clear plastic cartridges you sell, but never received any return email info. What is the process since email didnt work for me?
  11. Isn't that where the ET cartridge burial ground is?
  12. Hey Mock... Thats awesome! I read all about the cleaning of the Atari vs Armor All!!! Don't think I hadn't missed the CX number either...2...4...69! Very Nice
  13. Scuttle130

    EPROMs

    I have been easily able to program 32k bin files into the EPROM. The problem I do have is the 5200 won't accept EPROMs programmed with 16k bin files. Any one run into this problem and know how to fix it? Thanx!
  14. Make sure you have GTIA pluged in the right direction. Make sure you connect the black ground from the sound input to each of the chroma/lumina/svideo parts, make sure you have the correect order for the C/L/SVid inputs on the Mod chip connector. I plugged the sound and the s-video into the tv set, and it worked, skipping the chroma lumina all together. best i can do...
  15. I got mine today ... very nice!!! I am number 31...You guys do some excellent and professional work, I must say!!! Merry Christmas
  16. I thought it would be too, but when I cracked my 4 port open to install the Chroma/Luma S-Video mod, I checkout the PCB number...which took a little bit (a minute or two) since the top PCB number was never etched in, but on the back, it listed a different PCB number than the CA018087. I check the serial number...no asterick!!! So now i began to wonder...maybe it was just the first generations of 5200's and the revised the PCB several times before they finally went into production on the asterick model, and then the 2 port. Second, maybe someone switched my PCB, probably not...to much work. Third, I wonder how many people got ripped off when the computer store realized the 4-port did not need modification for the VCS adapter, but charged the 80 bucks anyway? You know, nanoseconds laugh at milliseconds for being so slow...
  17. The "Consumer Product Service" UPGRADE BULLETIN says, the "upgrade to the Atari CX5200 Supergrame applies only to CX5200 PCB, P/N CA018087. All other CX5200 PCB's have the retrofit componets built into them and require no modificaiont to accommodate the adaptor." Hope this is useful to someone...
  18. I got my video mod today an installed it first thing (when I should be working on my master's paper)!!! It rocks! Why oh why did Atari ever sell the thing without this? Oh yea, probably it wasn't invented yet. Oh well, I got mine from http://www.8bitdomain.com/about5200.php . I definately recommend!!!
  19. If you run a two-scan line type set up, do you have to do anything special to detect sprite colision if you are running 2 sprites on one scan line and 2 on another???
  20. Thank you! Thank you! Thank you! This stuff can be so frustrating, escpecially to a newbie!!!!
  21. Can anyone figure out what I am doing wrong here? Or does anyone have a way to make this more efficient? ; Ship Version 1.0 ; Subsequent versions will allow additions of capabilities ; A learning objective processor 6502 include "vcs.h" include "macro.h" ; Variables SEG.U variables ORG $80 shipx ds 1 shipy ds 1 visibleship ds 1 shipbuffer ds 2 shipdirection ds 2 SEG variables ; Program ; Clear RAM and TIA Start sei cld ldx $FF txs lda #0 ClearMemory sta 0,x dex bne ClearMemory ; Initialization lda #$00 ; Set backgound color to black sta COLUBK lda #$1C ; Set ship color to yellow sta COLUP0 lda #2 ; Set ship x position sta shipx lda #80 ; Set ship y position sta shipy lda #%0001 ; Set ship facing up sta shipdirection ; VSYNC time Main lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC lda #43 ; Set timer for VSYNC sta TIM64T ; Just another way to do Vertical Blank lda #0 sta VSYNC ; Check joystick controls for movement lda #%00010000 ; Down? bit SWCHA bne SkipMoveDown inc shipy lda #%00001000 ; reflect ship graphics sta REFP0 lda #%0001 sta shipdirection SkipMoveDown lda #%00100000 ; Up? bit SWCHA bne SkipMoveUp dec shipy lda #%00000000 ; do not reflect ship graphics sta REFP0 lda #%0001 sta shipdirection SkipMoveUp lda #%01000000 ; Left? bit SWCHA bne SkipMoveLeft dec shipx lda #%00001000 ; reflect ship graphics sta REFP0 lda #%1000 sta shipdirection SkipMoveLeft lda #%10000000 ; Right? bit SWCHA bne SkipMoveRight inc shipx lda #%00000000 ; do not reflect ship graphics sta REFP0 lda #%1000 sta shipdirection SkipMoveRight lda #0 sta shipbuffer WaitForVBLANKEnd lda INTIM bne WaitForVBLANKEnd ; Visible Screen Drawing ldy #191 sta WSYNC sta VBLANK ; Start to draw screen DrawScreen sta WSYNC lda shipbuffer sta GRP0 ldx shipx ; horizontal sprite check cpx #160 bcc LT160 ldx #0 sta shipx LT160 jsr PositionSprite CheckVisibleShip cpy shipy bne SkipVisibleShip lda #8 sta visibleship SkipVisibleShip lda #0 sta shipbuffer ldx visibleship beq FinishDrawScreen DrawShip lda #%0001 cmp shipdirection bne DrawRightShip lda ShipUp-1,x sta shipbuffer dec visibleship jmp FinishDrawScreen DrawRightShip lda ShipRight-1,x sta shipbuffer dec visibleship FinishDrawScreen dey bne DrawScreen lda #2 sta WSYNC sta VBLANK ldx #30 Overscan sta WSYNC dex bne Overscan jmp Main Divide15 .byte 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 .byte 01,01,01,01,01,01,01,01,01,01,01,01,01,01,01 .byte 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 .byte 03,03,03,03,03,03,03,03,03,03,03,03,03,03,03 .byte 04,04,04,04,04,04,04,04,04,04,04,04,04,04,04 .byte 05,05,05,05,05,05,05,05,05,05,05,05,05,05,05 .byte 06,06,06,06,06,06,06,06,06,06,06,06,06,06,06 .byte 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07 ; .byte 08,08,08,08,08,08,08,08,08,08,08,08,08,08,08 ; .byte 09,09,09,09,09,09,09,09,09,09,09,09,09,09,09 ; .byte 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 ; .byte 11,11,11,11,11,11,11,11,11,11,11,11,11,11,11 ; .byte 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12 ; .byte 13,13,13,13,13,13,13,13,13,13,13,13,13,13,13 ; .byte 14,14,14,14,14,14,14,14,14,14,14,14,14,14,14 ; .byte 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 ; .byte 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16 ; .byte 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17 ; .byte 18,18,18,18,18,18,18,18,18,18,18,18,18,18,18 PositionSprite sta WSYNC lda Divide15,x tax Loop dex bne Loop sta RESP0 rts ShipUp .byte #$44 ;01000100 .byte #$28 ;00111000 .byte #$FE ;11111110 .byte #$7C ;01111100 .byte #$28 ;00111000 .byte #$10 ;00010000 .byte #$10 ;00010000 .byte #$10 ;00010000 ShipRight .byte #$20 ;00100000 .byte #$B0 ;10110000 .byte #$78 ;01111000 .byte #$7F ;01111111 .byte #$78 ;01111000 .byte #$B0 ;10110000 .byte #$20 ;00100000 .byte #$00 ;00000000 ; Interrupt Vectors ORG $FFFA InterruptVectors .word Start ; NMI .word Start ; Reset .word Start ; IRQ ; DASM execution code: ; dasm {filename}.asm -l{filename}.txt -f3 -v5 -s{filename}.txt -o{filename}.bin ; ; FSB execution code ; fsb {output file}.asm {red file}.bmp {green file}.bmp {blue file}.bmp
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