Scuttle130
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Posts posted by Scuttle130
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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.
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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
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.
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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?
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In the past few weeks I've converted:
Chess
Crystal Castles
Jawbreaker
K-Star Patrol
Pastfinder
Tapper
Plus one game I cant mention yet
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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!!!

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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.
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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?)

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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.

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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?
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Isn't that where the ET cartridge burial ground is?
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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
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EPROMs
in Atari 5200
PMs...
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EPROMs
in Atari 5200
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!

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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...
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I got mine today ... very nice!!! I am number 31...You guys do some excellent and professional work, I must say!!!
Merry Christmas
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Watcha want? Watcha got to offer?
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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...

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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...
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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!!!

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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???

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Thank you! Thank you! Thank you! This stuff can be so frustrating, escpecially to a newbie!!!!

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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

Programming the 5200
in Atari 5200 / 8-bit Programming
Posted
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