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About Atlan_Roland

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    Space Invader

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  1. ok, sorry for the fuss: it must have been a trivial error on my side - the batch script that places the files onto the ATR images .. placed them wrong 😕 did some more testing today and my multi disk setup works great! you're the best, XXL! thank you for xBootDOS!
  2. Hi xxl, i'm using xBootDOS - i appreciate the low MEMLO - for a project i'm writing in Mad Pascal; but i'm now at the limited of the 180k available on a DD disk for the data used. Question: Is it possible to read data from a second disk with xboot dos (by disk swapping)? A short test i did was not successful. (I guess because - as you state on your website - directory reading is not an implemented feature of xBootDOS?)
  3. Hi FJC, thank you very much for the new firmware! Always happy to see new stuff from you! Just my Pokeymax2 is not sure about it yet: Since i have a PokeyMax2 (M02 core, with the 'ultimate1mb' core, where i could toogle mono/stereo with former v3 revisions of your firmware) i also flashed the SOS3P2 plugin with it. (Side3 and Sophia2 are also in that machine) Unfortunately the Pokeymax doesn't seem to be recognized (Pokeymax string in the 'sysinfo' tab is 'dddddddd' (inverted); nor do any of the change to the selectable Pokeymax options in 'device control' tab do any difference. Question: - Do i have an too old Pokeymax2 core or is the pokey max "SU" core generally not suitable for the pokeymax plugin? - Would i rather need a (hypothetical) 'SOS3ST.ROM' ? Attached a screen of the output of 'pokeymax config v.1.1' with the values of my installed Pokeymax. (just currently attached to an CRT, i know i could also do that without Sophia2 )
  4. Gury, thank you very much for your invaluable tools (MAD Studio is one of my main tools) and i hope you can getting access back to your site soon! It would be great if it can continue to be a reference point for the Atari community.
  5. Yeah, mode 8 would would be much easier i guess; but i wanted to make it more colorful, also on modern displays. Also, since i'm PAL centered, there is no 'real' NTSC artifacting available for me. (Btw, using NTSC in e.g. Altirra makes it look less squished. ) Will release my current development status in some weeks - improved visibility code (Line of Sight), and added proper 'look' texts and (preliminary) Sign reading.
  6. That's really a pity! Your site is one of my frequently visited Atari Information ressources, and i guess so also of many more people.. 😕
  7. Hi, thanks for the replies! Yes, I know the posts from Rob Santonica, also checked out his code! It was actually part of my motivation to try something like he did ! With nowadays cross-compiler tech it is so much easier to get results, I would not have gotten this far without modern tools – I have big respect for Rob for what he managed to achieve back then!! Ok, will embarrass myself now with releasing my current code – I’m just a hobbyist programmer!; on the other hand some fragments may help other newbies starting to program for the Atari – and I will also save the code from falling into the eternal void I did not tidy up the codebase (just removed the original .DAT files), so for anyone daring or interested, attached below is my current development folder. The compile scripts are attached separately as they are located in c:\mp\ (Mad Pascal v1.6.5, from @TEBEs github master branch) and they create ‘Ultima.pas’ (main); ‘U_Loader.pas’ (Startup code to load and prepare memory structures) and a helper tool called ‘Converter’ (which loads the tile assets from .MIC (micropainter) files and saves the data as .TIL (tile data). The screenshot shows where I hooked those batch files into @JAC! ‘s WUDSN – my main IDE. (https://www.wudsn.com/) In the development subfolder "_TILEBASE" the main graphic assets are located. The tile graphics source is "NEW__TILE_BASE_12x16.xcf" (a GIMP File), from which I export NEW__TILE_BASE_12x16.png; that is further processed by the batch file ‘ro_make_tiles.bat’ which does some pre-processing, puts ZX0 compressed MIC files onto the .ATR, so that in another step, the ‘Converter’ can create the .TIL datafiles, with the game finally uses .. yes, it’s all work in progress I keep track of memory allocations and (Tile) data structures & precalculations with the spreadsheet "_MASTER_Memory_Map.xlsx’" located in the development root. Unfortunately the code is only sparsely documented - probably with some german fragments in between. If someone finds some use of it or has a question, just ask and I could try and explain. Also if someone wants to continue on from here, feel free to do so!; I’d as happy just playing UltimaV on the Atari instead of programming it My (probable) next steps: Need to rearrange the code to make it fit for further development and I need to find some better and more sutainable memory management system: Until now I just crammed anything I could into the available memory (lots of graphic tiles, a double buffer, ..); need to restructure it to get more game logic in – and will probably go for 128KB as the minimal target. I’d be delighted if I could someday get as far as to put NPC and their schedules into the engine Short time goal is also to fix my buggy Line Of Sight (LOS) code and still keep it fast enough. (Ultima V LOS logic is actually a floodfill algorithm.) Please don’t expected fast development or releases here! My intention is rather to slow down with it, now hat spring arrived.. Ultima_v001_development_folder.7z ro_makefile_converter.bat ro_makefile_U_Loader.bat ro_makefile_ultimaX.bat
  8. hi, i just added the cygwin1.dll to my prior post above.
  9. hi, i never compiled franny by myself, got it from somewhere (i guess the AA forum); attached is the exe from my development folder. (it may need some libraries, tell me if it misses something) franny.7z cygwin1.7z
  10. Hello, since I got back into Atari and discovered the excellent Mad Pascal, I fell into programming again .. so here’s my first Atari program since Atari BASIC programming in the late eighties, also my first pascal program again after .. decades? My target is Ultima V: I was envious in the late 80ies when I saw it at my C64 owning friends - I was impressed by that open world RPG approach!; where I sat at home with my 800 XL without much access to software, fiddling around with some BASIC programming. So now - decades later – I can find remedy with the power of Mad Pascal, by writing my own Ultima V port Of course port is a much to big word!, it almost certainly will never reach the state of a full game. What you can do with it is to explore the Lands – an Seas - of Britannia and visit it’s famous towns, mighty castles & picturesque villages! Some basic interaction with the world is possible – rearrange your room, go eat out at one of the many taverns or maybe you care to play 'Stones' on the harpsichord? (See splash screen for the available commands) As I’m in PAL land, I never had the possibility of mode F artifacting on real HW, like it was done in Ultima IV. Also I think that a more colourful approach would be nice: so the idea to use ANTIC mode E for the map viewport, with a 13x10 grid - widescreen! (The Original has 11 x 11). A tile consist of 12x16 pixel. I converted them from the original assets – available on the net – from 16x16x4c down; and did some basic manual retouching. I’m not good at graphics, so I guess there’s great potential left in the tile design if a real pixel artist would put his hands on that. What I tried though is to make use of “PAL blending” to create a fifth color – grey - and used that for walls, rocks, mountain, .. Another future possibility is to do some PM “augmentation” to the tiles, similar like it is now done for the Avatar tile. Adding Red for torches, fires and the like would be an ideal candidate, since it would even look like by design should it flicker The text and info ‘console’ is layout below the map (instead as on the right side like in the original), using mode 2. I extended the displaylist from the standard 192 to 216 scanlines to make more room.. I could only test NTSC with Altirra, where it seems usable still. The attached ATR is a 180K DD mydos disk using xBootDOS. I did not include the original .DAT files that are needed by the program, since I guess that they are still under EA copyright: You would have to copy them by yourself on the disk; I used the files from MSDOS version that GOG offers. The files currently needed are: BRIT.DAT CASTLE.DAT DWELLING.DAT KEEP.DAT TOWNE.DAT (the program will created index files at the first run and tell you if it misses a certain file) I’ll be glad to share the sources and assets if there is interest! (Just needs some clean up first as it grew in all direction while writing and learning) Big thanks to @tebe, @jac!, @gury & @xxl for their development tools that I’m using, and the whole Atariage 8-bit forum for the tons of information I’m getting from here! Thank you! So, what do you think of the idea of doing an Ultima V engine in such a layout? PS: I was looking for pokey conversions of Ultima songs, but could not find any.. maybe someone knows more about that? Music would be a great addition! ULTIMAV_WorldExplorer_v0.01.atr.7z
  11. Did anybody figure out how/where to apply the {$define basicoff} ? Couldn't get it work neither in a project of mine. (using the latested MP build taken from tebe's github page)
  12. FYI: i guess there's an 'end;' too much in lib\zx0.pas zx0.pas: [..] to_exit ldx #0 @sp equ *-1 end; //end; commented this out, compiles & works great then. end.
  13. Hi, I use 'franny' for exchanging files in ATR Images in my (windows enviroment) development scripts: http://atari8.sourceforge.net/franny.html -- e.G: REM add Data Files rem franny.exe -A -i disk\BRIT.DAT -o BRIT.DAT ULTIMAV.atr REM remove old .. franny.exe -U START.COM ULTIMAV.atr REM ..and add the new build franny.exe -A -i U_LOADER.XEX -o START.COM ULTIMAV.atr
  14. Funny, i never saw that it's RETRO instead of ATARI I think he's already selling Amiga versions, with an additional USB drive https://www.ebay.at/itm/Fur-AMIGA-PC-A500-USB-Stick-mit-Anhanger-Modell-16-GB-inkl-Emulator-RETRO/283933954963
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