Cybernoid
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Posts posted by Cybernoid
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I have released the source code to my game JellyBeans! So, please feel free to download it, modify it, do with it what you want!!!!
It can be downloaded here:
Or check out the main JellyBeans website:
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Supposing somebody had an 8bit that could handle 4 internet connections and act as a 'server' for a custom game...and there was a client program you could run on an emulator or on a APE setup with the R:-to-internet connection yo connect to the server...what kind of game would be feasible or interesting for multiplayer? (I mean new game, not an internet enabled version of an older game, at least not a direct port ).Stuff like Gauntlet comes to mind...lookdown tile based adventure games, that is. Maybe some kind of space game, like a 4 person version of Star Raiders? Maybe some kind of simple RTS version like a simplified Warcraft or something. Just looking for ideas on what you guys think would be possible/interesting.
This is exactly the type of game I have been working on for over a year now... not much is done, but I have been trying to generate a RTS game that may turn into a turn based strategy game if the systerm requirements are too much. Basically, I have code to turn any Atari 8bit computer with APE into a game terminal. I have code to generate maps and send the data to the Atari computers.
The only difference is that the map/game server computer is a Linux box, not an Atari computer... this way the maps can be huge and the server fast.
Basically, the game server acts like a text BBS, but the text gets generated as graphics on the Atari. So the game server has a fairly simple text interface, so any computer can talk to it.
I haven't worked on the code is over 2 months because of work, but I this is definitely possible!

There are some other people out there helping on project DOA. I'll let you know when code becomes something you can download...
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Okay, so it is a 16-bit Atari, but I do have a ST in an Arcade Cabinet... It is fairly simple to make a ST to Jamma Adapter.
http://www.atariage.com/forums/index.php?a...&cmd=si&img=296


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Great Fandal! Reminds me of Super Foul Egg.
I really like the simple puzzle games... we need more for our beloved 8bit!
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I know that this is slightly off topic, but does the music for Ballblazer/Ballblaster sound like the baseline for Michael Jackson's "Billy Jean"? Someone here at work was testing some audio equipment with Mr.Jackson's music, and all I could here through the wall was the base.... I thought someone was playing Ballblaster back there.
Anyway, enough of my misguided ramblings...
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I think that's covered in the doc I mentioned (but maybe my indirect addressing confused you) It's in http://www.viceteam.org/plain/64doc.txt under "Indexed indirect addressing". There are listed three different outcomes depending on wether it is a Read instruction, Read-Modify-Write or Write instruction.
Thanks!!! Yup, I am just now getting a chance to read through this doc. Okay, this doc definitely covers the zero page boundary issues. I did not realize that the write operations will always take 6 cycle regardless... grrr... that will have to be handled properly.
I am starting to look at the "undocumented" instructions. I did not code for instructions taking more than 7 cycles... I will have to fix this for the read-modify-write instructions. Interesting.
Thanks!
Chris
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Well, it's a bug in the sense that I'm pretty sure JMP is the only instruction that exhibits that behavior. So, if you do LDA ($0FFF,X) with X=0, then I'm sure it will read from $0FFF and $1000. Like I said, I haven't done them myself, as I do tend to align my vectors on even bytes. But nonetheless, if you're aiming to replicate 100% accurate behavior, then you must take it into account.Actually, it will read from $0FFF and $0F00.

-Bry
I didn't think that the "LDA ($0FFF,X)" was possible, since the instruction is only 2 bytes long. I think you can only do a zero page memory location: "LDA ($FF,X)".
Ok, so it looks like the (Indirect,X) addressing is understood to wrap around. I know that the "Zero Page,X" addressing wraps around.
What is strange is that the (Indirect),Y addressing, I believe does take the page boundary into account for the final address, but not the inital zero page address... I think... That is the following will happen (please correct me if I am wrong):
Y=$23
LDA ($FF),Y
Memory @ address $00FF = $FE
Memory @ address $0000 = $40
Cycle: what happens
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1: read opcode $B1
2: read $FF
3: read byte from $00FF (=$FE)
4: read byte from $0000 (=$40), add Y to $FE = $121
5: add 1 to high byte ($40) now $41.
6: Load A from $4121
I think this is what happens, but if someone wants to double check cycle 4 above and see if the 6502 does indeed read from $0000 or from $0100...
Thanks again,
Chris
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I am trying to write a cycle accurate 6502 hardware implementation in Verilog, and have a few things that make me go, "Hmmmm"....
From what addresses will the 65C02 grab the address in the following cases:
If the instruction is "LDA ($ff,X)" and X=0, will the address for the load be taken from $00ff and $0100 or from $00ff and $0000?
Same question for "LDA ($ff),Y" and Y=??. Will the address be pulled from $00ff and $0100 or from $00ff and $0000?
Just trying to make this complete...
Thanks!
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Thanks to all that have bought some of these games!!!!
I do still have the following left. Please let me know if you would like one or more of these at $2.50 at cart.
System Cart # in Stock ------------------------------- 2600 Ms. Pac-Man 24 2600 Joust 4 ------------------------------- 7800 Galaga 51 7800 Donkey Kong 28 7800 Ms. Pac-Man 21 7800 Xevious 12 7800 Centipede 11 -------------------------------
Send me a private message if interested in any of these boxed/wrapped games...
Have a great 4th!
Thanks,
Chris
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Okay, I am no longer selling this a one lot. If anyone wants some carts at $2.50 per cart, please send me a private message. Below is what I have left:
For 2600: 10 Jr. Pac-Man Carts 31 Ms. Pac-Man Carts 11 Joust Carts For 7800: 52 Galaga Carts 2 Donkey Kong Junior Carts 32 Donkey Kong Carts 32 Ms. Pac-Man Carts 12 Xevious Carts 12 Centipede Carts 2 Joust Carts 3 Asteroids Carts
Thanks to those who have bought already!
Thanks!!!
Chris
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So, you want 2*12 (24) carts for $0.625/cart? I'm sorry, but this is a bit low.

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Yes, I would like to sell these in bulk, but I might be willing to break this up if there are no takers on the full lot. I would like to limit the number of trips I have to make to ship these, but I'm flexible.
I already have several people interested, are there any other interested parties? (Does anyone want say 50-70 carts?)
I prefer Paypal as a method of payment, and my ebay account name is susannahj (really my wife's account, since I don't ebay often). (I know that this is not an Ebay auction, but if you have any questions regarding if this is legimate or not, feel free to look up my wife's Ebay record. We are very honest, besides, she will most likely be doing the shipping for me...
)If you have any questions. Please feel free to contact me.
Thanks,
Chris
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You are right. APE would most likely be the way to go. You can use any term program (Bobterm, ICE-T, etc...) with APE in client mode to get to the "Proxy>" prompt in order to connect out.
You could also setup a Linux box and an 850 interface. You can then use the Linux box to run a tty via a com port. This way you can have a dumb terminal to your Linux box and connect out that way...
Cheers...
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I have the following Atari 2600 & 7800 Carts for sale. I would like to sell these as a set since I no longer have room to keep these (I might be willing to break this up into 4 sets of about 72 carts each). All of these carts are still in their original shrink-wrap (except for one Battlezone cart that is still in the box sans SW).
I am selling these at $2.50 per cart ($707.50) + shipping. (I know that shipping all of these via DHL from Dallas to L.A. would be about $13.50). Send me a PM if you are interested.
Here is what is in the set:
For 2600: 17 Jr. Pac-Man Carts 38 Ms. Pac-Man Carts 7 Battlezone Carts (1 not shrink wrapped) 18 Joust Carts For 7800: 59 Galaga Carts 9 Donkey Kong Junior Carts 39 Donkey Kong Carts 39 Ms. Pac-Man Carts 19 Xevious Carts 19 Centipede Carts 9 Joust Carts 10 Asteroids Carts
Here are a few representative pictures (didn't photograph all 283 carts)...




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I believe that it would be possible to include the CS8900a driver and TCP/IP stack within the Contiki port to make a R: handler. However, I am not sure how much memory would be left over.
I wish I had more time to work on this:
http://geocities.com/vlastaar/a8ether/
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I remember that here in the Dallas/Fort Worth area there was a channel that used an Atari 8bit based Video Titling Software Package connected to a modem. It was meant to have the station guys dial in from anywhere at anytime to adjust the scrolling text.
A friend of mine had hacked in to the dialup BBS and had posted something about one of the dorkiest kids at school being a male whore. The end TV screen was complete with his telephone number. He got into a great deal of trouble, but it was funny at the time.
Ah... the good 'ole days of hacking....
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Excellent Work! Keep these games coming....

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Hi, related to Gunstar's post about the Austin Atari User Group, are there any previous members of Dal-ACE (Dallas Atari Computer Enthusiasts) here? (Doctor Clu... I know you are here...
) I have posted the Dal-ACE Newsletter Covers that I have. I would like to complete the set...
Click Here for some Dal-ACE Newsletter Covers
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It's all in the expenditure around the protagonist. Changing the fixed movement with some joystick depending and putting some PMg in (as seen in heaven's PM multiplex routines) would result in a "wow" game... The coders of the demo has done the most work already.
It wouldn't be a "full possibilities" game, but, back in time it would have shown, what would be needed in that time.
To make the meaning more clear, here a question:
How much colorfull games with a hires protagonist are available on the A8?
Ah, I see what you are trying to say. Create a software sprite engine (some of this is done by the demo) to create hires sprites. If you do it correctly you could use the GTIA atrifacts to create more colors. Use PM underlays to create even more colors... or even my favorite mode, Priority 0, where PMs are ORed in with the playfields.
If you want a really colorful hires software sprite, use characters for 2 levels of greyscale that are ORed with the PM in priority 0, set the PM overlap creates third color bit, and you can have a really cool hires software sprite with 9 colors (one set of PMs will be ORed with the character map, and the other set will be underlayed) - these colors do not include hires artifacting, so there will be even more effective colors.
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Better yet. You can buy a midi cable or a keyboard extender cable (not USB or PS2) and some RCA cables and splice them together....
I did this and made a monitor port to composite video, Audio and S-video cable...
I suppose I could drive 3 monitors if I wanted: RF, composite video and s-video....

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Well it kinda sounds close to the 3rd level of Conan, but...
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Interface MULTIJOY8 (16)
Oh, yeah. I've seen this. Forgot about this... very cool!
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Well, this has got me thinking...
What are all the known devices that connect to the Joystick ports that are not joysticks/paddle/trackballs/etc.
I know of the following:
Keypad CX-85
MPP-1000C/E modems
XEP80
And whatever multiplexer this is: http://www.atarimagazines.com/v6n4/computalk.html
I am sure I am missing a few. Any multi-game links via this port?
~C~

Game ideas for an on-line 8 bit game
in Atari 8-Bit Computers
Posted
Ah, this is awesome! Does this Ethernet board use the CS8900a chip, like my EtherCart prototype?
A8 EtherCart
I thought about opening up the programming for the Game to others for help, and considering that I have little time this may be a good option. I will need some good Atari programmers and some good Unix/Linux and eventually Windows programmers.
Maybe I can create a sourceforge group for this game later this year after the ABBUC Software Contest. (Gotta finish a few projects before working on another... of course they are all unfinished projects at the moment).
Here is a teaser G2F title screen shot... props to powrooz...