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Allas

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Posts posted by Allas


  1. Se lucieron.

     

    Realmente excelente conversión, todos los gráficos y música igualitos al arcade. Animo con la IA, será un poco complicado pero estoy seguro que lo harán y de hecho será uno de mis juegos favoritos, siempre lo ha sido y siempre deseaba este port para el Atari, gracias por la noticia y el esfuerzo.


  2. In the Atari 8-bit forum 75 members (out of 115, so far) voted as programmers in the "How old we are" poll. Compared to this poll, it seems like very few of them actually visit the 8-bit programming forum. That's kind of disappointing...

    1004418[/snapback]

     

     

    Yes, I have one year in the forum, but recently one month ago I discovered this programming zone.


  3. - How C64 can break the 40 bytes barrier per line screen, or just only a visual trick?

    The C64 screen is hardwired to 40 bytes per line. You can consider that the price the C64 has to pay for it's relatively big sprites because the clock cycles in the side border area are used for the sprite DMA. This also means that anything which is displayed in those sideborders has to be build up from sprites.

    992662[/snapback]

     

    Then, I undestand C64 hasnt DLI programming ?


  4. The first time I saw JetBootJack web, I notice good games like plastron and menace. But one of my favorite classic is PACLAND, its a pity unfinished , but there are files to download, never can open correctly to see what is inside.

     

    I always think Pacland is a game with too much sprites and colors for an Atari machine. Its interesting to know some ideas about.


  5. There are plenty of excelent Classic Atari games, I know we remember many of the great programmers. Today the world running in internet, and this forum is the best english Atari forum.

     

    Where are all those great programmers? I thinked an Atarian always is an Atarian, and should be writing here at least a couple of messages. I remember Russ Wetmore 2 months ago here, Gilbertson too, and could send direct questions and enjoy his answers.

     

    Maybe Im too new in this forum,... well, people die and there are a lot of things that someone want to register in the wrote history,... the details.

     

    In Giant List of Proggrammers there are plenty of great Atarian programmers. Could you imagine a inteview per programmer?


  6. Well the new routine works fine, but I implemented another thing.

     

    The point is, I try to get a DLI routine that manage color changes in every color register. I use a list of offset color and registers colors.

     

    My routine is:

     

      PHA

      TXA

      PHA

      TYA

      PHA

      LDX COUNTR

      LDA COLTAB,X

      TAY

      INX

      LDA COLTAB,X

      STA WSYNC

      STA COLBAK,Y

      CPX #$0F

      BNE ENDDLI

      LDX #$00

     

    ENDDLI:

      INX

      STX COUNTR

      PLA

      TAY

      PLA

      TAX

      PLA

      RTI

     

     

    The COLTAB is a table:

    offsetcolor1, color1, offsetcolor2, color2, .......

     

    For DLI interrupt the routine is too giant. Is there any other method to change all colors registers with a DLI routine? I need a better idea, i cant figure how can i do more appropiate.


  7. I found in www.atariarchives.org very interesting documents about Atari assembler. A lot of usefull appendices, but I need a table of cycles used per ASM 6502 command.

     

    In this way I could know exactly how much jiffies use every assembler command, very usefull for design critic routines.

     

    Anyone could give me a help?

     

    Thanks


  8. Thanks, really Im going to change the routine. But its strange I cant put in work fine, I posted the xex file for analize the problem. Emulator monitor show all are ok, but the DLI color changes dont work like I expected.

     

    [attachment removed]

     

    I think this is a little fool thing that I cant see. Maybe some ideas could give me the answer.


  9. I use for my program the asm routine listed in de-re-atari article:

     

    PHA

    TXA

    PHA

    INC COUNTR

    LDX COUNTR

    LDA COLTAB,X         Use page two for color table

    STA WSYNC            Wait

    STA COLBAK

    CPX #$08             Last line?

    BNE ENDDLI           No, exit

    LDA #$00             Yes, reset counter

    STA COUNTR

    ENDDLI PLA

    TAX

    PLA                  Restore accumulator

    RTI

     

     

    I assigned address values for COUNTR and COLTAB. I modified the DL in 8 point adding 128+mode command for interrupt routine call.

     

    But, when I got running the program the bar colors are unestable, it appears box colors move one pixel up and down. I get the correct box colors I designed , but the display get unestable.

     

    So, I thinked WSYNC helps to DLI to arrange the correct timing. I dont know exacltly how works a STA WSYNC command. What is the value that should be saved in WSYNC. I read the Mapping book, but really I cant get the exactly idea.

     

    Another thing , if I test the routine in BASIC I get good screen, in my game the moving bars appears. Maybe could be interference with another ASM routines?


  10. Hi all. New user here. I'm trying to get the program to run. when I choose the create new world option, it asks for a blank disk. How do I get it see a blank disk?

     

    Thanks in advance

    985201[/snapback]

     

     

    BUMP, still need help with the blank disk feature in Seven Cities.

     

    Thanks

    985332[/snapback]

     

     

    Here you have an simple density empty disk formatted. Dont forget to Setting the emulator drive with Write/Read Option.

     

    Empty_disk.zip


  11. BASEBALL ---> Hardball

     

    FOOTBALL ---> Touchdown football

     

    SOCCER ---> Soccer de Thorn Emi Video (simple as Sensible Soccer but very flexible)

     

    BASKETBALL ---> I like the old Basketball for 4 players!!! ... One on One is the best reached

     

    HOCKEY ---> I didnt play this game type

     

    I think Atari 8-bit havent many versions in every sport to choice. You'll find better graphical sport software in C64. But Baseball, Basketball, Soccer simple versions for 4 players in Atari are very funny and unforgetable.


  12. Curious, look I found just in the Atari FAQ.

     

    11.2 What is the history of Atari

    .

    .

    .

    1981

    From Atari Connection magazine:

    "At the National Computer Conference in Chicago on May 5, 1981 Atari announced

    that the 8K Atari 400 was being discontinued and that the price on the 16K

    version was being reduced to $399."

     

    The USPTO grants U.S. Patent 4,296,476 to Atari on October 20, 1981 for the

    400/800 computer system.  Read the full text of the patent here:

    http://makeashorterlink.com/?M2561456

     

    November: 400/800's begin shipping with the new GTIA chip in place of CTIA,

    increasing the palette of simultaneously displayable colors to 256 and adding

    3 new graphics modes.  CTIA is totally phased out by the end of the year.

     

    Jerry Jessop adds:

      "The very first proto systems did have the GTIA, but it had some

      problems and was not released in the consumer version until 1981.  The

      GTIA was completed before the CTIA."

     

     

     

    Jerry Jessop is a former Atari engineer.

    Those are the facts.


  13. People think GTIA is after CTIA, but CTIA was created after GTIA in 1979 because GTIA wasnt ready for the 400 and 800 machines.

    Interesting, are you sure about that? I have no internal historic knowledge; but technically, it doesn't look like that.

     

    Of course CTIA is a incomplete version of GTIA project, thats explain the empty spaces that just GTIA complete.

    Well, I wouldn't say GTIA fill any empty spaces in CTIA. It adds new capabilities, and precisely by the way the new features are implemented, is that it looks that it was designed after, and not before, CTIA.

    983922[/snapback]

     

    Sure, GTIA is the first and original project. CTIA came later, Atari wanted the 400 and 800 in 1979 at any cost. Thats because CTIA its only a piece of GTIA project in that moment (1979). Take the CTIA chip like a demo version from GTIA chip.

     

    mmm Jay died years ago... who could confirm this ? maybe a member CYAN team?

    :ponder:


  14. At this point I finished and fixed the main bugs for the game. But there are some work to do:

     

    - Variables that dont reinit correctly when game restart.

    - Add effect sounds and music

    - Use DLI to increase the color graphics

    - Add a textout function in ASM

    - Add lightgun support

     

    I have the CFG source code from beefdrop, I think I can configure the memory distribution using a CFG file like this. But i cant find any information at internet about.

     

            MEMORY {

                ZEROPAGE:  start = $10,  size = $0F0;

                ATRHEADER:  start = $00,  size = 16,  file=%O, fill = yes;

                HEADER:    start = $700,  size = $180, file=%O, fill = yes, define = yes;

                RAM1:      start = $1000, size = $0300;

                PMRAM:      start = $1300, size = $0500;

                RAM:        start = $1800, size = $0800;

                BOOTALIGNED: start = $2400, size = $C00;

                SCREENRAM:  start = $2000, size = $400;

                RAM2:      start = $2400, size = $1C00;

                FONTDATA:  start = $4000, size = $1500, file=%O, fill = yes, define = yes;

                ROM:        start = $5500, size = $6B00, file=%O, fill = yes, define = yes;

                FILL:      start = $1000, size = 59008, file=%O, fill = yes, define = yes;

            }

            SEGMENTS {

                ZEROPAGE:      load = ZEROPAGE,  type = zp;

                SCREEN:    load = SCREENRAM, type = bss;

                PMMEM:    load = PMRAM,    type = bss;

                DATA:      load = RAM,      type = bss;

                DATA1:    load = RAM1,      type = bss;

                DATA2:    load = RAM2,      type = bss;

                BOOTFONT:  load = BOOTALIGNED, type = bss;

                ATRHEADER: load = ATRHEADER, type = ro, define = yes;

                BHEAD:    load = HEADER,    type = ro, define = yes;

                FONT:      load = FONTDATA,  type = ro, define = yes;

                GAMEDLIST: load = ROM,      type = ro, define = yes;

                CODE:      load = ROM,      type = ro, define = yes;

                RODATA:    load = ROM,      type = ro, define = yes;

                SCRDATA:  load = ROM,      type = ro;

                FILL:      load = FILL,      type = ro;

            }

     

     

     

    Otherwise, the program works without memory problems. In these days im thinking about how to program effects sounds. Maybe exists a library? ... or i can use the RMT music editor for effect sound too.

     

    Applying music is more easy, I use my keyboard to create a midi, after that I translate to MOD; then I load with RMT editor to convert in RMT format. But I suspect RMT routines cant fit in my program.


  15. At 1982 Paul Edelstein (Sirius Software) did original WAYOUT for Apple II computer, after that, he did Atari 800 port.

     

    CAPTURE THE FLAG was in 1983 for Atari 800 and after that he did the VIC 20 port.

     

    Really impresive, is the best game I had saw in VIC20.

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