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Pengwin

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Posts posted by Pengwin

  1. Very nice review.

    Unfortunately, being unemployed right now, I don't have the luxury of the cartridge version, but I must say that, whilst the original Atari Pac-Man was my favourite version, this version has definitely usurped that position.

    As far as I am concerned, everything about this version is awesome. If I can get some contracts in, in the near future, I will also be ordering a cartridge version.

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  2. I was looking at the Raspberry Pi just now and thinking something similar. I was also wondering how difficult would it be to create a proprietary operating system for something like the Pi that would give us something like a 'home' computer that we had back in the 80s (something like an updated A8, C64 or Spectrum), a system designed for games, but also for easy programming. Would it be so bad to have a text based operating system based on Basic again? The potential for re-igniting the bedroom coders would be enormous (in my opinion).

     

    Edit: Just re-read your post and realised that you also proposed something like this. I for one would definitely be interested in trying something like this.

  3. I was playing around just now and thought about doing some graphics mode 9 or 11 screens from assembly, using a custom display list. However, when I examined the display list used by the basic modes, I saw that they use Antic Mode 15, which is the same as basic mode 8. Is there a flag I need to set for the Antic chip to process this display list differently?

  4. It would be nice if your IDE would be useful for Basic too.

     

    An IDE based on Turbo Basic XL + compiler, like Visual batariBasic for VCS (http://www.atariage....r-batari-basic/ - scroll the page), would be awesome.

    I had already thought of possibly including a BASIC source editor that would LIST out to disk with either ASCII or ATASCII line endings (user selectable). Not sure if it will be in this release, but it is definitely something I am considering.

     

    It would be nice to automatically compile and run programs.

     

    Regarding your sprite editor, have you checked this one (ORed color, animation, ASM/C/Basic data export) ?

    http://playsoft.co.uk/atari_index.html

     

    Thanks for the link.

    The sprite editor of my system will also include things like ORed colour and animation. As Present, it will create a binary file to be included into the project source, but I may include an export feature at a later date.

     

    Oh, and it will be able to compile and automatically run the executable in the specified emulator.

     

    Try to be careful not to overlap too much with this project....

     

    http://www.ataritool...1-8_BIT-k2-.htm

     

    Although I LOVE PC based Atari tools, it'd be a shame to see people duplicating their efforts to produce similar features.

     

    I think that yours is more of a programming tool though, and AtariTools is more of a design tool for Ataris.

    Interesting tool, shame its PC only. As you can tell from my screen shots, I am developing this on a Mac, although I will also be cross compiling for Windows once it is finished.

  5. It would be nice if your IDE would be useful for Basic too.

     

    An IDE based on Turbo Basic XL + compiler, like Visual batariBasic for VCS (http://www.atariage....r-batari-basic/ - scroll the page), would be awesome.

    I had already thought of possibly including a BASIC source editor that would LIST out to disk with either ASCII or ATASCII line endings (user selectable). Not sure if it will be in this release, but it is definitely something I am considering.

     

    Furthermore, how about an integrated resource editor for the GUI (once we have the API and resources designed, of course)?

    If you can supply me with the API's when they're ready, I don't see why this couldn't happen.

  6. Given a DList can get pretty big, maybe have the option to collapse down repeated entries, e.g. big blocks of bitmap lines or even the 23 repeated lines on default text mode (in the same fashion you'd do with Win Explorer)

    I like this idea, kind of wish I'd thought of it myself, before I started coding this. I may well change the next version of the Display Editor to have collapsable sections, but for now, I will leave as is as I would now like to get this out the door by the end of next month.

    Maybe automate part of the process, e.g. select a mode, repeat X times, have the second/third LMS optionally filled in for you (or LMS every line if that's what you want)

    At present, when you add a new line, it defaults to a mode 2 line, but your comment has made me rethink this to intercept with a dialog allowing the user to add whatever mode they want, plus the ability to have the user enter the number of lines, so if you were designing a screen with 10 mode 4 lines, then you could specify this, so they are put in at the same time.

  7. Work on this has slowed recently to a recent cold (or 'man flu' as my wife calls it), but I hope to be back on top of things soon. I have managed to hunt out and remove several bugs over the last few days, so that's a good thing :)

     

    I'd use it just to get a better understanding of how to develop the Display List routines. Those always trouble me to the point I lose interest in my projects. And I would like to develop game ideas for both the 5200 and A8s. Cheers! I'll be keeping up with this project.

     

    The Display List editor is the next thing to look at. I've been toying with a lot of ideas in my mind, but I think I have the best approach sorted. I'll let you know when I have something to show you.

    Unlike the character sets and sprites, the display list created by the software won't be loaded as a binary file, it will have to be 'translated' to the currently selected source format. As far as I can work out, this is the best way to implement this as certain addresses are not known until build time.

     

    Hope it will have good connection with emulators...

     

    One of the prime requirements I have set is the ability, like WUDSN, to use virtually any assembler and emulator. I will be building in settings for a few, but it will be possible to quite easily add settings for others.

  8. Blatant plug here, I am working on a new development IDE for A8 assembly development.

    This new IDE will have syntax highlighting, code folding, character editor, sprite editor and possibly a screen editor.

    It will have support for virtually all cross assemblers and will be available for OS X and Windows (providing I can reduce the screen flickering issue I am having.)

     

    More details here: http://pengwin.atari...de53622f-3.html

     

    I may also add other features as I think of them :-)

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