Jump to content

Gury

Members
  • Content Count

    1,335
  • Joined

  • Last visited

Community Reputation

532 Excellent

About Gury

  • Rank
    Stargunner
  • Birthday 04/12/1975

Contact / Social Media

Profile Information

  • Gender
    Male

Recent Profile Visitors

15,035 profile views
  1. I still prefer Atari version. True classic!
  2. That's true. The code in source code editor is saved in listed format, but when Parse/compile button is pressed, BasicParser is used to generate tokenized file from this listing. This file is stored in examples directory by default.
  3. Perhaps this tool could be "linked" to Mad Studio to output Atari Basic and TBXL in tokenized format. Hi Philsan, This tool is already part of Mad Studio and I will surely include new version in next release. This version is good to differentiate between Atari BASIC and Turbo BASIC XL listings.
  4. Great news, great tool for parsing Atari BASIC and Turbo Basic XL listings to native format. Some kind of bridge between PC and native thing. Thanks!
  5. I successfully compiled and run mentioned game code with new version of Mads and Mad Pascal. You already have compiled version of Mad Assembler on github, but I compiled it also anyway, with Free Pascal 3.0.4. Thank you! mads209.zip
  6. I will add support for Antic mode 3 in next major release. Definitely one of the less used modes on Atari.
  7. Many thanks for this treasure!
  8. New version 0.9.7 Most updates and fixes were done in Player/missile editor. Some highlights of new version: - support for loading and saving missile data (file format includes height, color and byte array data representation) - representation of selected missile in all possible sizes - enhanced formats for saving and loading players and multi-color player files: - byte array data representation instead of binary (the size of file is automatically quite smaller from older data format) - player height information (currently fixed to 30-pixel height) - player color information - Source code generator: - full support for selecting the size of each missile (this one was pain in the ass finding out all 255 combinations of selecting different sizes for each missile) - selection of player/missile color - player/missile coordinate values are now interchangeable between editor and generator (remembering current values) - checkboxes for setting a player and missile default position - (Mad Pascal): universal skeleton code on using P/M graphics (without any external P/M units) - Bug fixes: - proper loading and saving of multi-color player (*.mpl) files (bug in loading data from old format found by Philsan from AtariAge forum) - proper usage of color registers 2 & 3 when loading data files - Text editor - A warning message after closing source code generator, so the user can decide to copy new code contents in source code editor (suggestion by Philsan from AtariAge forum) - Buf fix: - saving new/unnamed filenames by using standard naming convention of incrementing number by one (removing annoying consequent 1's in filenames reaching number 19) - Animation player editor - Bug fix (source code generator): switched selection of Action! and Mad Pascal example source code listings Definitely this program needs some documentation which will be prepared in some later version. Regards madstudio.zip
  9. I tried new version of Mad Pascal, but compiled code hangs when using resource data (RCASM). Using RCData works ok. I also tried PacMad game code and same problem persists. Greetz
  10. Attached file is a mock-up of first stage based on game Another World written by Éric Chahi. This is not a full game, just an experimentation with Mad Pascal. All images are 160x192 in 4 colors (Antic mode E - gr. mode 15), compressed with a method I developed. In time it could become a bigger project incorporating Antic mode 4 graphics including additional levels. Hero and worm are generated with a help of Mad Studio (including hero animation). This demo does feature enemies, with unfinished screen scenes and physics. Anything else will be added when I figure out to work properly with Mad Pascal using unused RAM space under ROM. Hero movement: - joystick left and right for direction - pressing fire button while standing enables hero to kick with a leg - pressing fire button while going left or right enables hero to run You must disable BASIC before running this game demo. Enjoy! aw.xex
  11. Great stuff, thank you for your time collecting this library
  12. It was mentioned here and in other posts how to use RAM under ROM, but for me, it is still a struggle. I did some tests but all failed. Mad Pascal includes some examples (for example PacMad and MadKingdom, great games, btw) that show the way how it is done for the purposes of each game. I am in the making of a game which currently uses graphics mode 15 screens. I will migrate screen data to Antic mode 4 layout later, now I am just making a mockup version. I developed my own way to compress 160*192 data so more images can be put in available RAM. In Mad Pascal I use resource files (RCDATA and RCASM) linked to memory address to show screens. To make more interesting scenes I need more space for my data. So, I would be more than grateful for a very simple working example in Mad Pascal for putting screen bytes in memory locations starting at $C000 or $d800 and reading them back to show a screen using this data. No special DLIs or VBI. Thanks!
×
×
  • Create New...