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Everything posted by Allas
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My screen is a user-defined 25 lines Antic 4 (Graphics 12) with 1000 bytes. In my program I defined variables to content memory screen, display list and charsets. Actually Im thinking there is a memory conflict problem, and I read that could be fixed using a linker file that define memory areas for CC65 programming. Althought, its difficult for me, to understand how to create a reasonable linker file. At this point, I removed a portion of my code program that Im not using, and fixed the garbage problem. But, im sure when i continue in adding code, the garbage will appear again. But, I had created again the garbage and send you the state. farmer.zip When I add more code in my program, the garbage grows to the top of screen, line by line.
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Thanks for the help. It's more than the books showed me. Im programming in CC65 and sometimes I get a corrupted screen. The Debugger said the DLIST is good and the memory screen map is ok, but I get a screen like: Some garbage is allocated at the bottom screen, but the screen memory shows the correct data. Sometimes when I move or delete some variable, the garbage disappear. I think is a conflict memory, but I cant figure why the debugger dont show me the garbage.
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Recently I use Graph2fnt like a tool for create giant sprites images. But I feel there are 2 simple but useful add-ons: - A selected image area can be moved pixel by pixel (with arrows + SHIFT) - A selected image area can flip horizontal and vertical in mirror mode. - In screen char mode, where you point a char, shows like a hint the Internal number code. Best Regards Mario
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Thanks Heaven, I saw and read every time these good resource, but in my humilde opinion there are some mistakes. Maybe, because was wrote oriented to 800 machines. It's a pity don't exist a good XL/XE resource.
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Did you try to say me, "1K boundary" means a number pointer address divisible by 1024? Is this rule applied for Display List address too? P.D. Another internal mistery 8-bit resolved Thank you!
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I create a text screen Antic 4 and print at screen all fonts that I redefined previosly. I cant explain whats wrong? I send a save state for debug with monitor. In the monitor we can check Display List: m 230 and get the DL adress is 2970, then: m 2970 and get the Display List, 4th and 5th value is the screen address (338C), then: m 338C I see the values that I print in the screen: 00 01 02 03 04 05 06 ..... At this point I can see my new redefine charset at: m 2f4 I see high value 2A, then my charset is at 2A00, then: m 2A00 And i see the correct value data, starting with a blank char (00 00 00 00 00 00 00 00) with internal code 00 that was printing at screen, but the screen show garbage. I read that 2F4 only hands number divisible by 2, my number 2A is divible by 2. What could be wrong? I send the save state if you want to see the example. farmer.zip
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What's the closest C++ language on the 8bit ?
Allas replied to andy_bernstein's topic in Atari 5200 / 8-bit Programming
Andy, You must only use a DOS emulator in your PC for setting and run the compiler. I think you can use DOSbox. Then set the enviroment like I said at my previous post. I send a C sample program, create a file prueba.c with: This program fills the screen Graphics 0 with characters. Dont fall, the first time always is hard, but then you rewarded with the best C enviroment programming in Atari. -
What's the closest C++ language on the 8bit ?
Allas replied to andy_bernstein's topic in Atari 5200 / 8-bit Programming
Hi, Im not an expert C, but I think I could help the first steps. 1. Unzip your files in a directory C:\CC65 (you may choice another path). In this tree the Bin folder have the compiler and linkers programs. 2. Create a file called SETCC65.BAT with notepad and save at c:\windows directory (we need at the default path). This file contents: set CC65_LIB=c:\cc65\lib set CC65_INC=c:\cc65\include set PATH=%PATH%;c:\cc65\bin This file set the enviroment of CC65 work and get path access to the compiler and likers programs. 3. Create a file called CC.BAT : del %1.xex cl65 --start-addr 0x1000 -Osir -t atari -o %1.xex %1.c IF ERRORLEVEL==255 GOTO FIN %1.xex :FIN This file compile your .C code and executes directly in the emulator. These steps works in Windows, I think you easily translate to the MacOS enviroment. When you start a work in windows you must start a CMD windows (DOS Window) go at your directory work and execute SETCC65 command only one time. After that you may compile your program with: cc program Off course, you need a notepad or better the Ultraedit-32 software to write your programs in CC65. Its very easy and very fast to write and compile in PC or Mac machines. I suggest you adquire a example program to get the first idea of C Atari programming. Don't forget you need: - CC65 - A good editor like Ultraedit-32 - Atari emulator - A source example of CC65 Atari program - A good knowledge of programming Atari hardware, you may review at www.atariarchives.org - Finally, at the very last, a real machine with SIO2PC adaptor Good luck! -
What's the closest C++ language on the 8bit ?
Allas replied to andy_bernstein's topic in Atari 5200 / 8-bit Programming
CC65 at www.cc65.org I used recently last months with relative success. Easy to use, and powerfull if you mix with assembler routines. -
Sounds like a "Armalyte" or "Tusker" SID efects ... cool
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What happens with artifact colors?
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Fine!... but only HiEnd Smooth option cause noise with the music background. I tested with Space Harrier demo. Digitized voice not sounds, only I hear garbage. P.D. I have a Atlon 1200 with ATI 8500 AIW video card. The noise is because this HiEnd mode forced my machine at the limit. ***
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Really Cool ! I have tested with Space Harrier Demo and the digitized voices didnt sound
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Do you remember great arcade game CRUSH ROLLER?, well Ms.Bulimia is the only game that I remember that seems style in A8.
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Yes, but as the best "horrible" creation. I like "progresive dream", I've heard 50 times at least.
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Wow! a funny game with a special sense of music and graphics. Sure its unique. Congratulations! I loaded in my 130XE NTSC machine. The first screen appears with full color and without flickering effects. Great! The sounds are solid and very crazy. When appears the level menu I choose the first level, the initial screen game appears and after the redefine char process the machine hangs. Well, I suposse soon will be patched, meanwhile I enjoyed with the emulator. Thanks for your Atarian job.
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Flower Tower for Atari - work in progress...
Allas replied to Sikor's topic in Atari 8-Bit Computers
Really cool game, and the screenshot promises a game with many colors. Keep the work! -
It's a pity Atari let some people stole the last Lucasfilm projects ("Ballblaster", "Jaggilines"). These great piece of software is only compared with the best later 90's games. Even now are 10/10 games. That colorful robot screen in motion, I'll never forget. Still im awating the day that incomplete Laberynth Atari project leave to the domain public.
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William Moloche created a intro in 1991. That's all. Some people here had seen his intro. Great site atari.fandal.cz (Thanks Fandal! ) have the intro. Please Fandal, how do you got this file? I thinked lost. Ninja Mutant Teenage intro
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On NTSC machine and TV, the flickering is practical inexistent on this special modes.
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Outstanding work!!! A NTSC machine, isnt it? ... I want one
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Strange International Karate version... (pics!)
Allas replied to eobet's topic in Atari 8-Bit Computers
I can imagine Rob Hubbard trying to programming one of his best music in a simple 8bit wide 4 channels POKEY, really he should take more time to finish. I dont remember where, but I read Hubbard copy the IK music from a japanese song. -
Strange International Karate version... (pics!)
Allas replied to eobet's topic in Atari 8-Bit Computers
ehhh??? off course Atari version have music and sound at the same time. Only press T for Music and sound and press CTRL-T for Sound in game screen -
Strange International Karate version... (pics!)
Allas replied to eobet's topic in Atari 8-Bit Computers
Its a pity Rob Hubbard didnt create a complete music version for Atari. Basically the real music has 3 different parts, and Atari Music IK has only 2 of them. I think that was for save memory for 48K compatible 800 version.
