-
Content Count
1,030 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by tjb
-
Well it seems the listing at AtariArchives was missing a line. Since the address of each line should be six bytes ahead of the last it was easy to modify my perl script to report when an address was incorrect. I then typed in the missing line. At present I have a binary load file but after I load it control immediately returns to DOS. My script adds a block for 736,737 to provide a run address of 32768. Any suggestions? I'll attach the binary so that maybe someone can eyeball it to see if they see anything obvious? BTW, I had to rename the file from .com to .txt so I would be allowed to upload it. Thanks, tjb lads.txt
-
Well I made some progress. It seems the errors spit out by my script are real according to the book. After correcting them I can create a binary load file but when I try to load it into Atari800Win+ it crashes. I'm sure it's something I did wrong. Still working on it... tjb
-
There are probably a ton of typo/OCR errors... I know there are quite a few in the copy of Mapping the Atari, on the same site. True, not to mention you'd need the MLX program to enter it. I was actually thinking of throwing together a perl script to do the same thing. I dunno. tjb If you're planning on writing a PERL script to convert to a binary you may run into some problems as I've discovered a couple of checksum errors so far in 3 lines. One line I was able to figure out by trial and error in MLX, but the other two I'll have to wait to throw those 12 bytes (hopefully finding no more) into the binary with a debugger... My Perl script flagged a number of lines where the checksum didn't match. I'm going to double check the script. It also flagged a few lines that had scan errors such as: Invalid line: 34958:253,153,024,17v,255,153,129 Invalid line: 35696:1737185,153,201,032,208,040 Invalid line: 36428:032,011,145,173,188,154,01I Invalid line: 36998:003;048,001,096,169,000,195 Invalid line: 37334:032.230,216,160,000,140,224 Invalid line: 38216:230,204,076,245,148,206;157 Invalid line: 38402:133,203,141,035,146.056,204 Invalid line: 39080:080,08S,083,066,067,083,123 Invalid line: 39446:0455045,045,045,045,045,036 I'm hoping the lines that have bad checksums are also caused by scan errors. Since I have the actual book I'm going to try and correct the lines and hopefully build an executable file using the script. As soon as I get a working copy I'll post it. tjb So far with MLX, all I have is line 35666 & line 35738... You definately want to check your script as these lines weren't flagged by your program, but were flagged by MLX... Actually it did flag those lines as having invalid checksums, I just didn't include them: Bad checksum for line: 35666:240,067,201,058,240,063,187 (s\b 183) Bad checksum for line: 35738:141,186,255,076,104,139,185 (s\b 31) It flagged so many I felt it might be the script so I didn't include them. Here's the full list it generated: Bad checksum for line: 33876:032,248,132,076,104,132,042 (s\b 40) Invalid line: 34958:253,153,024,17v,255,153,129 Bad checksum for line: 15618:174,208,154,208,009,032,051 (s\b 19) Bad checksum for line: 35666:240,067,201,058,240,063,187 (s\b 183) Invalid line: 35696:1737185,153,201,032,208,040 Bad checksum for line: 35738:141,186,255,076,104,139,185 (s\b 31) Bad checksum for line: 35810:008,170,226,154,240,003,006 (s\b 3) Bad checksum for line: 35834:002,002,011,145,056,173,157 (s\b 127) Bad checksum for line: 35972:032,014,145,162,001,032,066 (s\b 6) Bad checksum for line: 36014:063,141,174,192,154,076,203 (s\b 206) Bad checksum for line: 36098:002,033,042,145,173,191,044 (s\b 76) Bad checksum for line: 36212:145,032,005,142,076,169,193 (s\b 173) Bad checksum for line: 36272:222,154,203,001,096,141,230 (s\b 225) Bad checksum for line: 36290:154,002,036,145,032,014,095 (s\b 65) Bad checksum for line: 36226:173,227,154,240,009,173,182 (s\b 82) Invalid line: 36428:032,011,145,173,188,154,01I Bad checksum for line: 36536:191,144,153,144,153,032,231 (s\b 233) Bad checksum for line: 36686:165,136,141,230,154,165,645 (s\b 45) Bad checksum for line: 36746:032,121,141,258,221,154,021 (s\b 41) Bad checksum for line: 36958:141,223,154,076,190,143,233 (s\b 253) Bad checksum for line: 36944:169,046,052,036,145,169,165 (s\b 185) Bad checksum for line: 36980:169,080,052,016,145,032,101 (s\b 98) Invalid line: 36998:003;048,001,096,169,000,195 Bad checksum for line: 37022:074,141,104,104,076,220,069 (s\b 109) Invalid line: 37334:032.230,216,160,000,140,224 Bad checksum for line: 37386:133,135,032,043,136,173,152 (s\b 150) Bad checksum for line: 37194:192,154,141,187,154,173,251 (s\b 51) Bad checksum for line: 37550:009,146,208,004,240,013,056 (s\b 26) Bad checksum for line: 27586:000,133,162,169,002,133,041 (s\b 25) Bad checksum for line: 37784:201,059,206,003,238,064,157 (s\b 155) Bad checksum for line: 37802:201,121,176,002,041,095,040 (s\b 38) Bad checksum for line: 37874:147,169,082,131,203,169,121 (s\b 119) Bad checksum for line: 38924:000,000,000,000,169,000,049 (s\b 181) Invalid line: 38216:230,204,076,245,148,206;157 Bad checksum for line: 38288:149,096,133,201,132,204,037 (s\b 35) Bad checksum for line: 38312:001,141,035,146,172,054,206 (s\b 205) Bad checksum for line: 38324:173,051,146,141,017,146,106 (s\b 86) Bad checksum for line: 38316:056,173,047,146,237,053,136 (s\b 116) Bad checksum for line: 38342:146,141,039,146,171,048,123 (s\b 121) Bad checksum for line: 38172:039,146,240,022,032,067,006 (s\b 62) Invalid line: 38402:133,203,141,035,146.056,204 Bad checksum for line: 38414:173,052,146,131,204,141,095 (s\b 93) Bad checksum for line: 36438:048,146,237,052,146,141,040 (s\b 88) Bad checksum for line: 38636:012,231,148,096,032,246,253 (s\b 233) Bad checksum for line: 38720:061,146,133,204,056,171,069 (s\b 67) Bad checksum for line: 38804:169,007,103,131,032,025,133 (s\b 103) Bad checksum for line: 38876:162,076,003,128,175,062,056 (s\b 58) Bad checksum for line: 38906:087,147,169,004,133,130,155 (s\b 152) Bad checksum for line: 33924:003,169,032,157,069,003,189 (s\b 53) Bad checksum for line: 38906:080,157,073,003,169,007,001 (s\b 227) Bad checksum for line: 38942:157,066,003,002,002,145,179 (s\b 149) Bad checksum for line: 39026:084,080,066,067,083,066,051 (s\b 48) Invalid line: 39080:080,08S,083,066,067,083,123 Bad checksum for line: 39176:088,033,067,076,086,075,230 (s\b 177) Bad checksum for line: 39200:000,002,000,002,004,004,004 (s\b 44) Bad checksum for line: 39290:248,120,186,154,184,334,224 (s\b 68) Bad checksum for line: 39404:000,000,000,000,000,000,216 (s\b 236) Invalid line: 39446:0455045,045,045,045,045,036 Bad checksum for line: 39458:194,242,225,238,227,212,112 (s\b 92) Bad checksum for line: 39476:229,000,212,238,220,229,165 (s\b 156) Obviously this needs to be verified so I would take it with a grain of salt. You might see how it compares with MLX however. I would think it would be the script. Surely there aren't that many errors! tjb
-
There are probably a ton of typo/OCR errors... I know there are quite a few in the copy of Mapping the Atari, on the same site. True, not to mention you'd need the MLX program to enter it. I was actually thinking of throwing together a perl script to do the same thing. I dunno. tjb If you're planning on writing a PERL script to convert to a binary you may run into some problems as I've discovered a couple of checksum errors so far in 3 lines. One line I was able to figure out by trial and error in MLX, but the other two I'll have to wait to throw those 12 bytes (hopefully finding no more) into the binary with a debugger... My Perl script flagged a number of lines where the checksum didn't match. I'm going to double check the script. It also flagged a few lines that had scan errors such as: Invalid line: 34958:253,153,024,17v,255,153,129 Invalid line: 35696:1737185,153,201,032,208,040 Invalid line: 36428:032,011,145,173,188,154,01I Invalid line: 36998:003;048,001,096,169,000,195 Invalid line: 37334:032.230,216,160,000,140,224 Invalid line: 38216:230,204,076,245,148,206;157 Invalid line: 38402:133,203,141,035,146.056,204 Invalid line: 39080:080,08S,083,066,067,083,123 Invalid line: 39446:0455045,045,045,045,045,036 I'm hoping the lines that have bad checksums are also caused by scan errors. Since I have the actual book I'm going to try and correct the lines and hopefully build an executable file using the script. As soon as I get a working copy I'll post it. tjb
-
Does it also include some of the crack the seller was smoking when he/she priced this "Ultimate Bundle"?! tjb
-
Cuttle Cart 3 an Intellivision Must Have
tjb replied to GrizzLee's topic in Intellivision / Aquarius
I got mine today too! Thanks Chad! tjb -
There are probably a ton of typo/OCR errors... I know there are quite a few in the copy of Mapping the Atari, on the same site. True, not to mention you'd need the MLX program to enter it. I was actually thinking of throwing together a perl script to do the same thing. I dunno. tjb
-
Does anyone know where I might find the Atari version of this assembler. It's the one that is built/described in the Second Book of Machine Language by Richard Mansfield. Thanks, tjb
-
Where does it end though? The poor guy could end up developing the 8-bit version for the rest of his days. I mean if you really wanted to you could go the bank-switching route and add lots more. Don't get me wrong, I'm all for an enhanced 8-bit version but I also don't want to put too much pressure on him. He may want to wrap this project up and begin something new and totally different. tjb
-
Actually I believe Albert has been in the games biz for years. Right? tjb
-
Are you saying I should take advantage of the full 320 pixel resolution and not worry about artifacting? Or are you saying that the artifacting that does show through should be eliminated by using "fat" lines? I've tried to do the latter for the most part. The stars in the background are single pixels and thus show color. Most of the sprite images employ thick lines to at least minimize artifacting. I'm not real happy about artifacting either. I'd much prefer it didn't happen at all and the full 320 pixels across was fully legible. Am I missing something here? Please explain. tjb
-
To be honest I haven't played the original on the 5200. I've played the 8-bit computer version but of course the joysticks are different. Could you be more specific? I will say that personally I find it a bit uncomfortable having to rapidly press the fire buttons using your thumb. Rasteroids has autofire so you can simply hold the button down. Rather than have static button/keypad assignments I'd like to be able to offer the ability to configure them so that you can customize them to your liking. tjb
-
Good question. The game is fully playable but is a bit rough around the edges in places. For one thing, sound is pretty minimal. Also, there is currently no two player support. I'm not sure if I'll be able to offer two player simultaneous play as having two players at once may really slow things down. Another more fundamental problem is how do I indicate which ship is player 1 and which ship is player 2? I could use different ship images but introducing another set of ship sprites would not be possible in 32K (at least the current way it's implemented). I'm thinking of only supporting 2 player alternating. I also need to tweak how the shields work. Right now Asteroids bounce off the shield unless the "Destructive Shields" powerup is active. The player's ship and the Asteroid should really bounce off each other. There are other areas that need work but those are the main ones. Classics offered to help with production and has a 512K bank-switched PCB that would remove the 32K limitation. If I were to go that route I could certainly offer much, much more. I'd really like to have rotating Asteroids. Any thoughts? tjb
-
If you pull up your order in the store it has a # and the number by it. tjb
-
Thanks for the kind words and encouragement. Here's a couple of screen shots and another video for those having trouble with the original videos. Hopefully this one will work for you. tjb rast5200_video.zip
-
I just picked up my copy from the mailbox! Yes! My copy is number 36. All I can say is that you will not be disappointed! There are some really nice "extras"! You guys have really outdone yourselves on this one. Very nice! tjb
-
I have some Commodore items left for sale!
tjb replied to orpheuswaking's topic in Buy, Sell, and Trade
PM Sent for the following items: The Second Book of Machine Language $8.00 Karate Champ $5.00 Castle Wolfenstein $4.00 Beach Head II $3.00 tjb -
I wouldn't fret too much over it. Now that Albert has completed his massive production run I would imagine new orders would go out pretty quick. Back when he lived in Austin I would get an order the very next day since I live in neighboring San Antonio He has since moved of course BTW, thanks go out to everyone involved in this project. It involved alot of hard work and it is most appreciated! tjb
-
Sorry the videos don't work. I'll try to upload some in a more standard format and some pics later today. tjb
-
I do plan to release it on cart. I've looked into having either Atari2600.com and/or Best Electronics publish it. I've also looked into doing it myself. Having AtariAge publish it would be the ideal solution but alas, I've gotten very little response from AA regarding publication. I'd also like to do a bank-switched version with rotating Asteroids. tjb
-
I wanted to gauge the level of interest for an Asteroids clone for the 5200. I've been working on one for some time now. I originally wrote it for the Atari 8-bit computer line and in late December ported it to the 5200. I'm hoping to release a public beta soon. For now I wanted to release a couple of videos showing the game running in Atari 800Win+. Thanks to the extra buttons and keypad on the 5200 the player has the ability to invoke hyperspace, shield, and flip at any time. Additionally, while I don't allow the player to fire while the shield is up, you can thrust and maneuver. Currently I'm working on allowing the alien ship to fire guided missiles at certain points in the game. I've also added a power up that allows the player's ship to emit an "electro-magnetic pulse" that surrounds the ship and grows in size until the pulse finally dissipates. Anything that comes in contact with the pulse (Asteroids, alien, alien bullets, powerups) is immediately destroyed. This first video shows this: rast5200.zip You'll notice that alien missiles hit the player's ship but nothing happens. This is because I temporarily have that portion of the collision checking turned off. Here's another video showing a test of the missiles. It also shows some of the powerups: missiles.zip My thought was that after a few waves you would have to fight off one or more aliens. The aliens would be using missiles which you would need to either evade or destroy. -tjb
-
I've had a great experience doing business with the following individuals and would not hesitate to do so again: RJ Jibbajaba orpheuswaking Bryan jaysmith2000 atwwong -tjb
-
I just got back into town from vacation and my items were there waiting for me! Thanks Chris! tjb
-
I'm 39 originally from Shreveport, Louisiana. Currently living in San Antonio, Texas since 1991. Got my first Atari (a 600XL) in 1984. Moved up to an 800Xl shortly thereafter. Later got an 800, then a 400.. the list goes on. tjb
