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  1. That's why I'm garbage at these games-- I swear I tried everything.  But I had only done PEEL APPLE and it suggested I shouldn't do that if I was going to eat it, so I ate it.  Then I went and ate 10 more and as luck would have it no giant worms in any of them :)


    And yes in the US we have crotches...  here a crutch is the thing you stick under your arm so you can get around with a broken foot.  But I'm going to start using crutch your way.

  2. Hi Garry


    I am Seeker of Magic.  I am Outside Cave.  I'm carrying an apple, a dry branch, a sharp knife.  I see an ugly troll scratching its crutch.


    I'm terrible at these games-- maybe a hint, do I have what I need and am I in the right place?  Also is 'crutch' a misspelling or is that an Australia thing?


    thank you

  3. You've given me a flashback to 1985 when I was playing the 2600 version on a 13" black and white television (doo doo dooo do doo doo doo [:doink doink doink:])... I don't know if it is any incentive but I will try it out on the a8 if you finish it :)

    • Like 1

  4. 43 minutes ago, zbyti said:

    Fun way to use DEFINE in Action!


    DEFINE PLUS = "+"
    DEFINE I = "+"
    DEFINE TRZY = "3"
    DEFINE DZIESCI = "* 10"
    DEFINE PISZ = "PRINTF(""%U%E"", "
    DEFINE NA = ")"


    I am pretty sure, this way madness lies :)

    • Like 1
    • Haha 1

  5. I couldn't find 'benchmarks.h'.  Is my implementation wrong?  I'm getting 533 ticks instead of 528 at Step 01 of your guide, @ilmenit


    This is 'git clone' current version.


    i added to your example--


    typedef unsigned int word;
    word ticks;
    void start_benchmark(void)
        ticks = PEEKW(18);
    void end_benchmark(void)
        printf("Ticks used: %d\n", PEEKW(18) - ticks + PEEK(20));


    sorry if obvious or beginner error.


    edit: 'git clone' of cc65, not your repo... and should have said I also do "#include <peekpoke.h>".

  6. First time playing Nibbler or HSC.


    -- Nibbler follows most corners automatically.  This was confusing at first.

    -- Wave 6 reminded me of walking into a sliding door.  It gets real fast all of a sudden.

    -- If you're going to die, it's best to wait until the board is almost clear, so you can rack up more sweet timer bonus points.

    -- ESCAPE pauses so you can have a think (or a drink).


    55610, wave 11.


    • Like 3

  7. 2 hours ago, ac.tomo said:

    Yh, I'm fine with programming, I'm just a bit of a newbie when it comes to my laptop, I'm still learning links, installing, whats useful and whats not, how to access specific files, where too put them, I'm a bit in the past computer wise, but thanks for that.


    EDT: I've downloaded the java thingamedood, and got it all working but its going to be a lot of learning for me as when I used to program years ago (in machine-code) I never much used an assembler, I usually created my program on paper and then entered it directly into disk sectors in hex codes (using a typical disk sector editor), thus, I don't have any source files either, everything was on paper.

    I imagine now (using pc's) that it will be considerably easier to create an xex or so because of the amount of more memory you can use for the assembler and such. Anyway, if anyone has any help, programs or what that you'd like to aid me learning all about this new way of programming (to me) then I look forward to hearing from you.



    now you watch these and soon show us a nice game :)

  8. of course you guys are both right, i suspected it might be a PEBKAC :)


    thanks @vitoco for the pause tip... i even read the manual but it went over my head to use it for this.


    thanks @dmsc i will get the new beta



  9. @dmsc


    fastbasic is awesome, i wish they had it in 1984 for compute! magazine.


    my Automated Doily-Handkerchief Designer (adhd.xex) program runs about 5.5x faster.




    0 GRAPHICS 0:DATA 0,72,74,128,200,202,0,74,72,128,202,200,0,200,202,128,72,74,0,202,200,128,74,72
    1 S=PEEK(88)+256*PEEK(89):DIM C(23):FOR X=0 TO 23:READ Y:C(X)=Y:NEXT X:POKE 752,1:POKE 710,0
    2 ? CHR$(125):FOR Y=1 TO 12:FOR X=1 TO 20:F=INT(RND(0)*6):POKE S+500-X-40*Y,C(F):POKE S+499+X-40*Y,C(6+F)
    3 POKE S+459+X+40*Y,C(12+F):POKE S+460-X+40*Y,C(18+F):NEXT X:NEXT Y:FOR Y=0 TO 9999:NEXT Y:GOTO 2



    data c()b.=0,72,74,128,200,202,
    data    b.=0,74,72,128,202,200,
    data    b.=0,200,202,128,72,74,
    data    b.=0,202,200,128,74,72


    But the xex from CTRL+W has an extra character at the top left...



    ...while within the IDE it is fine...



    Maybe it is my mistake?  Or the emulator atari800?


    Thank you


    edit: this is 4.3 so could be fixed already,




    • Like 1

  10. this topic is awesome.


    en-passant in 4 bits:  3 bits set to the file on the advance of a pawn, and 4th bit set or cleared on whether the most recent move advanced a pawn two ranks?

  11. 12 hours ago, Preppie said:

    Translation of DMSC's into Atari BASIC


    10 DATA 0,32,2,111,0,20,1,32,1,0,2,0,0,0
    20 DIM S(33),R(9),C(9)
    30 FOR I=0 to 6:READ A,B:R(I)=A:C(I)=B:NEXT I
    40 S(15)=1:POKE 752,1:N=0
    50 FOR I=1 TO 31
    60 Q=S(I-1):? CHR$(C(Q));:S(I-1)=N:N=R(Q+S(I)+S(I+1))
    70 NEXT I:?:GOTO 50


    at least in Altirra Basic and AltirraOS (on atari800 emulator) we also need to:

    35 FOR I=0 to 32:S(I)=0:NEXT I




    Something less sophisticated...





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