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Posts posted by Allas
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Yes, I have one year in the forum, but recently one month ago I discovered this programming zone.
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I dont think that. Only wait some days for more votes.
I think the first generation of Atarians are now in base 4.
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Also people who programming in 6502 machines like C64 or Nintendo can do it the test. Interesting results will happen.
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- 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.
Then, I undestand C64 hasnt DLI programming ?
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With Reaxion I start very Happy the new year ... thanks... cool graphics and adiction.
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That's all you must do it.
But, you should verify serial output in your computer. Maybe exists a conflict with other devices. In the BIOS you must active Serial too.
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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.
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Reviewing the Adam Billyard production I found this simple interesting game with parallax efect. I never saw it before.
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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?
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Yes, self-modifing code its the answer. I'll see best optimization code in this way. For now Im happy if I could change 1 color of any 5 color registers for scanline.
I have to create a new DLI routine in this way.
Thanks Michael, Heaven
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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:
PHATXA
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.
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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
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Fixed.
Thank you very much.
I had tested the old routine in BASIC and WSYNC works fine, in the game I need less cycles before WSYNC. With your optimization, works fine now.
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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.
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I use for my program the asm routine listed in de-re-atari article:
PHATXA
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?
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A todos los atarianos hablantes hispanos una muy Feliz Navidad y Própero año nuevo!!!! Que todos sus proyectos salgan y mejoren este año que viene. Mucha suerte a todos.
Mario Caillahuz
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Both versions are really cool. Besides, Boulderdash is a 8-bit great game. Now, First Star launch boulderdash for mobiles phone and got the game number one. Very adictive.
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Here you have an simple density empty disk formatted. Dont forget to Setting the emulator drive with Write/Read Option.
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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.
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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.
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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.
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?

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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.
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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.

New Rally X, port Atari 8Bits
in Atari 8-Bit Computers
Posted
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.