calamari
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Everything posted by calamari
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Going from Emulator to 5200 hardware
calamari replied to Cafeman's topic in Atari 5200 / 8-bit Programming
Burning doesn't take too long, 5 minutes maybe. Erasing takes longer, around 45 minutes to an hour iirc .. but its been years since I've used a burner, maybe they've improved since then? calamari -
Collisions & VBlank -- Atari 5200/8bit
calamari replied to Cafeman's topic in Atari 5200 / 8-bit Programming
Not really, actually Equates are like a wimpy macro.. think about a find/replace feature in a word processor or editor.. its the same exact idea here. It simply replaces the equate text with the value YOU specified previously in the code. It doesn't associate it with memory at all.. you might.. but it simply does a copy and paste. Line labels or "variables" are different though.. you don't necessarily need to specify the exact value of the offset. It decides the offset for you based on where in the assembled code it is. In the 5200, you won't usually use variables, because the ROM program is unchangeable.. variables only really work in a system where the program is loaded in RAM (because remember it only knows how to reference offsets into the code). With the 5200 you'll almost always use equates instead. The way the assembler works with these things is by doing multiple passes. The first pass it gathers the addresses of the labels and equates, etc.. the second time around it actually assembles the program.. for an example (hopefully the offsets are right, sorry if they aren't): FGH = $34 SDF .EQU $5678 .ORG $4000 LDA #FGH JKL: STA SDF,X LDX XYZ INX JMP JKL JMP SDF .ORG $5000 XYZ .BYTE $89 would probably be turned into something like this: 4000 LDA #$34 4002 STA $5678,X 4005 LDX $5000 4008 INX 4009 JMP $4002 400C JMP $5678 5000 .BYTE $89 See how it works? Equates are like copy and paste.. labels are for offsets into the code. Hope this helps, calamari [ 12-27-2001: Message edited by: calamari ] -
Don't forget Spindizzy! That's probably my favorite Atari 800 game, or maybe Galaxian, but it's mostly the same as the 5200 version. calamari
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There are two examples included (dunno about 'em being exactly "interesting", but if they were I'd be releasing them as a cart instead ) There is a simple Hello World program, and a BF language interpreter (BF is an inefficient 8-instruction programming language, but it's fun ) I was working on converting a game, however, the games' code was a mess to begin with and it just got worse, so I'd have to do a total rewrite of that game, which I wasn't too excited about anyways.. Right now there isn't much in the way of graphics or sound. Note: Some of my immediate plans include adding the Y2K title/copyright or allowing a custom title, making sure the joystick/keypad code is right, adding customizable rom/memory management (the current fixed placement situation is terrible!), PALETTE command. Some stuff that will come later are screen/graphics, and my custom music player (will allow for MIDI to Atari conversion . If there is something that any of you would like to see, please mention it! I can't promise a time schedule or anything, but if you're using the program currently and need something added, it makes it more of a priority for me to help you out Happy coding, calamari [ 12-14-2001: Message edited by: calamari ]
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I know I promised 5200BAS 1.02a a while back, but I couldn't quit adding stuff, so now there is version 1.10a I know there is a long way to go, but please try it out and tell me what you think! I haven't yet updated the online documentation for 1.10a, but that will take some time. calamari
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ICE-T with the Atari 850 (R: handler?)
calamari replied to calamari's topic in Atari 8-Bit Computers
Okay I've given up trying to get the 1030 to work with Ice-T.. so now I'd like to try to get my 850 interface working with Ice-T . Which R: handler am I going to want to use for this, (and if possible where can I get it)? I know I'm going to need a handler of some kind, as Ice-T refuses to load without one tacked on to itself. Thanks, calamari -
Well, maybe. Do any emulators accept Windows pastes? If so, the program could be typed into a text file like it were on the keypads, copied, then pasted in. Of course it would be just as much of a pain to type in the first time, and the text file wouldn't really look like the program, at least until it was pasted in. calamari
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No way.. if you want to see these beauties you gotta type them in calamari
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Hey, Nice music demo! Decided to try the barrel jumping game. I'd like to see how you did it too. 1 Ver1{9 2 Ver2{If Ver2 Then Key Else 9 3 If Hit Then Note{1A=A+1 4 Hor1{Hor1-7+A 5 Goto 2 Hold down the 9 button, then only let go to jump. Other buttons allow you to cheat If you get hit, the horse will run slower, but it also is harder to jump the barrels. Enough misses and the game is pretty much over.. then you start running in the other direction. [Added this variation] 1 Ver1{9 2 Ver2{If Ver2 Then Key Else 9 3 If Hit Then Note{1 4 Hor1{Hor1-4 5 Hor2{Hor2+7 6 Goto 2 In this game you run to the right, it never changes, though. calamari [ 12-02-2001: Message edited by: calamari ]
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Well I *think* I have the program worked out for my Official Entry. Of course, I need to test it when I get home for memory overflows Sorry, couldn't think of anything in the Useful category, so I decided on a game instead. I think the name I'm going with right now is "Satellites". calamari
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ATARI 2600 BASIC PROGRAMMING GAME PROGRAM: METEOR ASSAULT Programmed by Jeffry Johnston, 2001 Get ready! A large group of meteors is approaching your lunar colony. You are the gunner of a ship sent to intercept and destroy the incoming meteors. Move quickly before the inhabitants on the surface perish in the bombardment. You will be in control of guided missiles launched at the nearest meteor. Use the right keypad to apply rocket thrust and will steer the missile (1-4 left 5 straight 6-9 right). If you miss, you'll have another chance on your next orbit, but remember, everyone below is counting on you! If the meteors are hit, they will be pushed away from the lunar surface, but the moon will continue to tug on them. If they are pushed far enough away, the meteors will enter orbit, and the disaster will have been averted, for now. Program (The symbol <= represents the left arrow): 1 Hor1<=Hor1+1 2 Ver1<=Ver1+1 3 Ver2<=Ver2-8 4 Hor2<=Hor2+Key-5 5 If Hit Then Ver1<=Ver1-15 Ver2<=0 6 Goto 1 Game entry tips: 1) Slide the left difficult switch to A. 2) Increase the speed to 60. 3) Turn off the STATUS, STACK, VARIABLES, and OUTPUT windows. 4) Enter the program code. Note: Spaces should not be put into the program, and some lines will wrap around. 5) When the program has been entered, turn off the PROGRAM window. 6) Push RUN and enjoy! To Restart the game, use the Reset switch. To Pause the action, press "*" on the left keypad. If you'd like a more challenging game, change the "+1" in line 1 to "+7", change the "+1" in line 2 to "+2", and change "-8" in line 3 to "-16". calamari
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I know this is sad.. but I was messing with Basic Programming for 2-3 hours last night and I pretty much memorized the layout. When I quit my hands were aching (and my brain too). My program above pretty much maxes out the thing (only like 5 memory bytes left over). My original game idea was way too lofty. But I have another idea.. hopefully it will fit. Once you get down to it, you really only have 6-7 lines or so before you run out of memory! How could they sell this thing ? heheheh calamari
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Dancing Dots Demo Key: { is the left arrow 1 A{A+1 2 Hor1{Hor1+A 3 Hor2{0-Hor1 4 Ver1{Ver1+A 5 Ver2{0-Ver1 6 Goto 1 Not very useful and not a game. Oops! Guess I'll have to try again. calamari [ 11-30-2001: Message edited by: calamari ]
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This is great contest! Thanks calamari
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Anyone get this configuration to work? I was thinking back and would still like to try to get this configuration working. I have 2 different Atari 1030 modems (one really is busted tho). Ice-T doesn't detect them. The built in modem term program works fine, but its 40 columns, etc From what I remember the 1030 needs special loader code to work right with other programs (M: or something like that, my memory is fading on this). Any ideas how to get this working with Ice-T or Flickerterm? Thanks, Jeff
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Help with joystick movement (5200)
calamari replied to Dutchman2000's topic in Atari 5200 / 8-bit Programming
I'm guessing those are fake labels.. imagine that those will jump to places in your code for what to do when the joytick is moved in the specified direction. Example: . . . cmp #c_STICK_PULLED_UP bmi JoystickMoveUp cmp #c_STICK_PULLED_DOWN bpl JoystickMoveDown rts . . . other code here, etc . . JoystickMoveUp: ; here is where you put your routines for ; what to do if the joystick was moved in ; the up direction . . . . HTH, calamari [ 11-26-2001: Message edited by: calamari ] -
My favorites: 1) S.T.U.N. Runner 2) Atari Tetris 3) Asteroids 4) Rastan 5) Blasteroids Not sure on least liked games.. calamari
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Thought I'd mention a nifty 5200/8bit utility I've been working on. With ANTIC4 you can create an ANTIC mode 4 screen, including character set and color choices. Then, the results can be output to an ASM file ready to include in your project. To download, go to: http://www.azstarnet.com/~jeffryj/5200bas.html Then, go to the "Other 5200 Files and Links" section. Your suggestions and comments are welcome! calamari
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Hi, I've written a Basic -> 5200 compiler for MS-DOS/Windows. Everything is still in the early stages, but it mostly works Check it out if you'd like. http://www.azstarnet.com/~jeffryj/5200bas.html Have fun, calamari
