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Everything posted by Allas
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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.
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Really fresh sounds for Atari. Its interesting all these phisycs. Im awating finish some work and put to experiment the new law sounds. Yes the difference is like Space Harrier game demo sound vs. Space Harrier Multi-sound experiment version.
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Thanks for the manual Allas. Has anyone come up with an ATR for this yet? 979720[/snapback] I cant believe any atarian in the earth have the Quikcode manual, specially the assembler coders. Quickcode its the best library for Assembler. But, I know someone who should have it. Just, the owner manual That was 20 years ago...
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Atari 800 have an internal speaker: With BASIC Cartridge installed you should capable of hear keyboard typing. If you havent BASIC Cartridge, the aplication memopad load, but this application dont make noise.
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Thank you very much for the great help and effort. Really, now I have a better workspace memory and I had implemented more new code without conflict. After I finish the program I'll post in the forum.
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I had advanced far as I can in the programming without DL and screen conflict. I post my C program, I comment these lines: line 302 -> Data title screen (2K) lines 1119-1142 -> function mover() lines 1234 -> Second DL for game screen with GR.0 window Any group or lines that re-activate in the program, the DL fails; more lines added... crash is worst. This is a conversion of my Turbobasic program and I using this example game to get first experience in program CC65 (medium level graphic requirement). I have in the desk a better designed game project, but I need first learn to resolve the conlict memory problems in programming. I include in the ZIP the last XEX version. The program still have errors but is at 90%. Basically, when I get more order in memory usage and can finish fast. I appreciatte very much your critics about my faults in programming style. Dont worry about you say... please say all you can. I compiled with command: cl65 -t atari -Osir accion_c.c -o accion_c.xex [Attachment submit removed] P.D. Press START key about a 2 second for init game
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After TIA 2600 design, Jay splits the chip into 2 chips more advanced : GTIA (George TIA) and ANTIC. Maybe its not 100% from Jay Miner, but sure is from the CYAN team with Jay Miner as a leader. People think GTIA is after CTIA, but CTIA was created after GTIA in 1979 because GTIA wasnt ready for the 400 and 800 machines. Of course CTIA is a incomplete version of GTIA project, thats explain the empty spaces that just GTIA complete. Its a pity this history, because that means Atari never expands the power graphics from original plan in 1978. Well as we know Atari its a precious architecture, but costs a lot of money in compare with other machines.
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Too hard!! ... Its a disaventage to be a newbie, still in CC65. Well, I think I found the problem, its a memory problem, I reached the limits because the program uses some medium graphics blocks. It seems when compiler CC65 found an overflow of memory then use screen memory and then Display List zone to store aditional code. Now, im finding know how much free memory there is. Im thinking there is not a method because the memory are segmented in many work spaces. At my point of view there are 3 kinds of memory usage: - Reserved zones for memory screen, DLI, OS, etc. - Variables created for the main program. - Zone reserved for executable program CC65 I believe someone with much practice in programming knows how much is the maximum amount of bytes that executable could countain for a 64Kb Machine.
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crazy!!! Beside that nice looking women. What the hell is in those hundreds of atari bottles in the back??? :-) \twh 976985[/snapback] Check this out as well: http://e3girls.com/display.cfm?type=company&query=47 I think the Atari Water was when Infogrammes took over and relaunched the Atari logo... 977012[/snapback] Yes, and launchs many sourvenirs like shirts, bags, etc http://e3girls.com/display.cfm?startrow=64...ompany&query=47
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I appreciatte the new infograme style Atari Logo. It's a pity the games aren't in the same way. Why people hate Atari infrogame ?
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I always like the Atari logo
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The leader MULE project, wow!
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And Roberta Williams of Sierra on Line in THE WIZARD AND THE PRINCESS
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Atari 800 started to be Produced in 1979 with CTIA chip. It has been manufactured until 1982 with GTIA chip, when new XL models enter in the market. It was a hardware cost manufacturing reduction strategy.
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Yes, and the 800 versions too. Mmmm.... in 1979 .... and a logic game with IA .... impresive.
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Someone knows about atarian programmers women? I only remember, Anne Westfall from team Archon.
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There are good tips. Sure I wont forget in my works. My functions embebed in my C list, have no return parameters. But I added PHA-TXA-PHA at begin and PLA-TAX-PLA at finish asm routine. The same garbage happens. I did another test, I comment my 3 asm functions (they are empty). And when I compile the program the garbage still appears in the screen. The garbage is a result of add 40 lines of C routine in the program. At first time I think AMS routine could cause a conflict in the compiler. But, it isnt. Now my code are 100% C , but the execute program generate garbage in the screen. If I add more code lines, then the screen crash with loud sounds. The routine lines added arent in the first place of C program, then it's strange code hangs. Now , im thinking its a problem of memory conflict, I use Shawn library ATARIGFX that I link with cl65 command, maybe the library spend memory, but I use only few routines of the library.
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Really im lost. Every thing I write the garbage in the screen executable increase. I cant believe I had used all the memory. Im sure its a memory conflict, but I dont have idea for memory settings in CC65 enviroment. Who could show me the path? please
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After a few days of CC65 programming with asm, I found another curious thing. Somewhere in my code I had added call functions in ASM. Works nice. In other way, i added a call funtion ASM in some place in the program. When I compile and execute, the game starts, but some garbage appears in the screen. If I comment the funtion call, then the garbage disappears. It's very strange, beacuse the call function is in a place that the program still enter. I dont be sure, but I remember this thing happens when memory is low. Well, I cant controle in some way this garbage, but for me is unpredictable.
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The current download is a 2.2MB file. The right version should be 3.8MB 975391[/snapback] I found a free webhoster for the "progdrem.mp3" http://rapidshare.de/files/8494949/progdrem.mp3.html If someone wants to download it, just click on "free" and wait until the counter is down to "0". Then click on "progdrem.mp3" 975411[/snapback] Your music examples always have interesting effects, maybe if you post some source code for study purposes. I remember a time ago a example with violin waves.
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Im in the middle of a simple game that use bitmappings, direct draw in screen and sprites. I read most of the ATARIGFX library. As Shawn said, sprites still dont work. Another simple problem I found : inverse video text cant be printed in screen, only I get garbage in his place. Do you get any progress in ATARIGFX? I feel I use every command , and im very happy with more functions added.
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After some programming time I had noticed that programming a game port is more difficult than programming a new concept game. If Analmux (who knows very well the NES game) don't finish this porting, nobody can do it. (but we can use the incomplete SM3 and scroll techniques for a new version of Pedro Montezuma )
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Thanks to all answers, Im working nice now.
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I have exactly this routine in this format: (copy blocks of memory to another position, just for copy screen blocks) x=usr(adr(a$), nword, nword, nbyte, nbyte, nbyte) PLA PLA STA $CC PLA STA $CB PLA STA $CE PLA STA $CD PLA PLA STA $CF PLA PLA TAX PLA PLA STA $D0 _label4: LDY $CF DEY _label1: LDA ($CD),Y STA ($CB),Y DEY CPY #$FF BNE _label1 ; $F7 CLC LDA $CB ADC $D0 STA $CB BCC _label2 ; $02 INC $CC _label2: CLC LDA $CD ADC $CF STA $CD BCC _label3 ; $02 INC $CE _label3: DEX BNE _label4 ; $DB RTS Yes, there are relative branch commands. I translate in CC65 like: void mover(int n1, int n2, int n3, int n4, int n5) { pokew(0xCB,n1); pokew(0xCD,n2); poke(0xCF,n3); poke(0xD1,n4); // pass to register X poke(0xD0,n5); asm(" LDX $D1 "); // Load register X asm(" _label4: "); asm(" LDY $CF "); asm(" DEY "); asm(" _label1: "); asm(" LDA ($CD),Y "); asm(" STA ($CB),Y "); asm(" DEY "); asm(" CPY #$FF "); * asm(" BNE _label1 "); // $F7 asm(" CLC "); asm(" LDA $CB "); asm(" ADC $D0 "); asm(" STA $CB "); * asm(" BCC _label2 "); // $02 asm(" INC $CC "); asm(" _label2: "); asm(" CLC "); asm(" LDA $CD "); asm(" ADC $CF "); asm(" STA $CD "); * asm(" BCC _label3 "); // $02 asm(" INC $CE "); asm(" _label3: "); asm(" DEX "); * asm(" BNE _label4 "); // $DB asm(" RTS "); } At compiling in CC65 lines with (*) generate a error: Unresolved external _label1 at ?????.s It seems that labels are not recognized. Im trying to create an external .s file with asm routine as Fox said. But, Im very worried why I cant put in work in the same .c file
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I have a classic routine in ASM like: USR(adr(a$), value1, value2, value3, value4) In CC65 I use the next routine: routineasm(int value1, int value2) { (unsigned char *) 0xBF; // hi value1 (unsigned char *) 0xBE; // low value1 (unsigned char *) 0xBD; // hi value2 (unsigned char *) 0xBC; // hi value2 asm(" LDY $D0 "); // ASM routine start here . . . . . . asm(" RTS"); // ASM routine finish here } I not sure if its right. When I run the program, just in the routine the emulator crash. Maybe this concept not work. In other way, there are JMP commands in my ASM program. In CC65 we cant use labels, then im not sure how to translate the JMP commands. For example: . . LAB1 LDX $C0 LDY $DF JMP LAB1 . . I translate in CC65 like: . . asm(" LDX $C0 "); asm(" LDY $DF "); asm(" JMP $FB "); . . Is correct the negative JMP?
