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Blogs

  • BinaryGoddess' Blog
  • Albert's Blog
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  • None
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  • sandmountainslim's Blog
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  • Lauren's Place
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  • Duke 4ever's Blog
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  • Kenfused's Blog
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  • nester's one star gaming
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  • Laner's Classic Gaming Blog
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  • keilbaca's rants
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  • Dutchman2000's Blog
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  • Chronogamer
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  • Mountain King's Blog
  • The Southsider
  • The World is Flat?
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  • JagDiesel's Palace 2
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  • Deep into the Mind Game
  • Bob's Blog
  • Rockin' Kat's Blog
  • Push Me, Pullman
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  • dgob123's INTV Blog
  • Random Terrain's Tetraternarium
  • Odyssey Development Corner
  • Pacmaniax
  • GPD Comics Blog
  • sergiomario's Blog
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  • Days Atari Events
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  • liquidcross.com - blog
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  • javiero's Blog
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  • Draikar's Blog
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  • hex65000's Blog
  • Being Of The Importance Of Shallow Musing.
  • daclmi's Blog
  • 2600 in 2006
  • Sayton's Blog
  • For whom it may concern
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  • It's my life!
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  • Confessions of an Aging Gamer...
  • theking21083's Blog
  • retrogeek's Blog
  • Liveinabin's scribbles
  • Cimerians' Blog
  • CollectorVision Blog
  • Ransom's Random Posts
  • www.toyratt.com's Blog
  • RonPrice's Blog
  • s0c7's Blog
  • doyman's Blog
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  • EG's code blog
  • kiwilove's Blog
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  • Gamera's Reviews: E.T Coming Soon!
  • Iwan´s Irrational!
  • seemo's Blog
  • The Eviscerator Series
  • Noelio's Blog
  • 480peeka's Blog
  • For Next
  • Take 'Em To The Woodshed
  • bankockor Blog
  • Kelp Entertainment
  • 2600 Fun Blogs
  • PinBlog
  • IHATETHEBEARS' BLOG
  • Atari Fan made Documentary
  • Flashjazzcat's Blog
  • THE 1 2 P's Demo/Import/Gaming Blog
  • STGuy1040's Blog
  • enyalives' Blog
  • Mirage1972's Blog
  • blogs_blog_286
  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
  • I Can't Think of a Catchy Title
  • please help and share story
  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
  • zeropolis79's Blog
  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
  • wolfpackmommy's Blog
  • Z80GUY's Blog
  • jwierer's Blog
  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
  • BDW's Blog
  • tweetmemory's Blog
  • toptenmaterial's Blog
  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
  • carmel_andrews' Blog
  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
  • Tr3vor's Blog
  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
  • travelvietnam's Blog
  • pacmanplayer's Blog
  • TheLunarFox's Blog
  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
  • arkade kid's Blog
  • MaXStaR's Blog
  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
  • bfg.gamepassion's Blog
  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
  • dobidy's Blog
  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
  • Jadedrakerider
  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
  • - - - - - -
  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
  • B
  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
  • Is Atari Still Cool?
  • Buying Atari on Ebay
  • matosimi's Blog
  • GadgetUK's Blog
  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
  • Buddpaul's Blog
  • TheGameCollector's Blog
  • Gamming
  • Centurion's Blog
  • GunsRs7's Blog
  • DPYushira's Entertainment Blog
  • JHL's Blog
  • Intellivision Pierce's Blog
  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
  • Linky's Blog
  • flashno1's Blog
  • Atari 2600 Lab
  • jennyjames' Blog
  • scrottie's Blog
  • Draven1087's Blog
  • Omegamatrix's Blog
  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
  • TI-99/4A Stuff
  • eshu's blog
  • LaXDragon's Blog
  • GozAtari8
  • Bio's Blog of Randomness
  • Out of the Pack
  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
  • Lesles12's Blog
  • Atari Randomness
  • OLD CS1's Blog
  • waterMELONE's Blog
  • Flickertail's Blog
  • Dexter's Laboratory Blog
  • ATASCI's Blog
  • ATASCI's Blog
  • --- Ω ---'s Blog
  • mourifay's Blog
  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
  • Caféman's Blog
  • IainGrimm's Blog
  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
  • Osgeld's Blog
  • CyranoJ's ST Ports
  • InnovaX5's Blog
  • Star_Wars_Collector
  • Alp's Art Blog
  • Excali-blog
  • STGraves' Blog
  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
  • 7399MGM's Blog
  • doubledragon77's Blog
  • Ballblogɀer
  • pitfallharry95's Blog
  • BawesomeBurf's Blog
  • Fultonbot's Atari Blog
  • Dmitry's Blog
  • Kaug Neatos Crash Bandicoot Bandwagon
  • lexmar482's Blog
  • vegathechosen's Blog
  • Atari 2600JS
  • Doctor Clu's Dissertations
  • schmitzi's Blog
  • BNE Jeff's Blog
  • AverageSoftware's Development Blog
  • FireBlaze's Blog
  • Atarimuseum.nl
  • Vorticon's Blog
  • TurkVanGogH GameZ's Blog
  • bow830's Blog
  • Arcade Attack - Retro Gaming Blog
  • MrRetroGamer's Blog
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  1. NEW RELEASE: LINEJEWELS (0.6) - FIRST RELEASE (BUG FOUND - UPDATED VERSION COMING SOON) so the task was to create somehow of an action game for crossplatform 8-bit. means running on as many old 8bit platforms in basic as possible. the outcome: LINE JEWELS a one key "be jeweled". you have the choice to set the stone in one line and make 3+ or even 2 * 3+ and get the points. you have 50 lines to get as much points as possible. it runs now on C64, ATARI XL, MS-DOS (GW-BASIC), AMSTRAD CPC & BBC MICRO) the code is the same for all platforms except the GetKeyPressed-routine 😞 and the rnd function .-( it was quite a big work to get all together. so you can't use of course graphical commands or even cls. so everything is made with print and print ;. there is so much things that are different in these basics .-( it is a nightmare. even handling of string is different (thanks to atari), others have low memory, others don't have : and and and if you are interesting in the basic-code (one file for all versions) running on C64,AtariXL,MS-DOS(GW), AMSTRAD, MICRO BBC) .-) There can be errors in the code (in the case of atari the concat of strings). Just go over the errors. the code should run. 1 REM LINE JEWELS - CROSS 8BIT PORTABLE BASIC GAME 2 REM NEO LISTING/TYPE IN 8BIT GAME --- 3 REM C64_ VICE - F10 - IMPORT | PET_ WWW.MASSWERK.AT/PET/ 4 REM AMSTRAD (CPC)_ ARNDOLD (AUTOTYPE) 5 REM MICROBBC_ BBCMIC.RO/ MSX_ WEBMSX.ORG (OPTION+B) 6 REM ATARI 800XL_ WWW.ATARIMAC.COM/INDEX.PHP 7 REM ------------- COPY FROM HERE ------------------- 8 DIM F$(50):DIM A$(50):DIM AC$(50):DIM CH$(50):DIM MO$(50) 9 DIM RE$(50):DIM L$(50):DIM DX$(50):DIM OB$(50):DIM N$(50) 10 LET A$="" 11 F$="#X.O" 12 MC=0 13 CH$="" 14 LET HC = 420 15 LET AC$="" 16 VE = 0.6 17 DIM GT(10,100) 28 GOTO 70 39 REM SETTINGS 40 A$="" 41 A=0 42 CH=0 43 IF MC=2 THEN GOTO 51 44 IF MC=3 THEN GOTO 56 45 IF MC=4 THEN GOTO 58 46 REM C64-BASIC 47 A = PEEK(197) 48 IF A=10 THEN A$="A": GOTO 69 49 IF A=13 THEN A$="S": GOTO 69 50 GOTO 69 51 REM ATARI 800XL 52 CH=PEEK(764):POKE 764,255:IF CH=255 THEN GOTO 69 53 IF CH=63 THEN A$="A":GOTO 69 54 IF CH=62 THEN A$="S":GOTO 69 55 GOTO 69 56 REM MICRO BBC 57 A$=INKEY$(0):GOTO 69 58 REM GW-BASIC, MSX, AMSTRAD (ATTENTION UPPERCASE) 59 A$=INKEY$ 69 GOTO 1320 70 REM GO ON 80 SP = 60 95 TS = 0 97 REM BASIC DARTHMOUTH > 64 - ONLY 2BYTE VAR NAMES! 100 GOSUB 5000 101 OB$ = "#XO." 102 PRINT "<#><.><O><O>" 103 PRINT "<#><O><O><X><X>" 104 PRINT "" 105 PRINT "LINEJEWELS - ONE BUTTON JEWLERY ";VE 106 PRINT "" 117 PRINT "ONE SOURCE FOR ALL OF THEM" 118 PRINT "NEO LISTING / TYPE-IN 8BIT-GAME" 111 PRINT "BY CHLUDENS.CH (EXPER. ARCHEOLOGY)" 112 PRINT "GREETINGS R. WERNER, S. HOELTGEN" 113 PRINT "USAGE: <S> SET STONE " 114 PRINT " <A> ONE FORWARD" 115 PRINT "TODO : CREATE 3+ LINES" 116 PRINT " WITH THE DIAMONDS ";OB$ 117 PRINT "HIGHSCORE: ";HC 128 REM PRINT " ";CHR$(7);CHR$(7);CHR$(7) 130 PRINT " " 131 PRINT "COMPUTER: 1:C64 2:ATARI 800XL " 132 PRINT " 3:MICRO BBC " 133 PRINT " 4:MSDOS(GW),MSX,AMSTRAD " 134 INPUT MC 135 PRINT "" 136 PRINT "" 137 PRINT "GET RICH! " 138 PRINT "(NO CHANCE IF ARE NOT YET)" 139 PRINT "" 500 SC = 0 510 LI = 0 520 X = 0 530 AC$ = "#" 540 REM 1000 REM NEXT LINE 1001 GOSUB 6000 1002 AC$ = CH$ 1005 X = 0 1006 MO$ = "INTERACTIVE" 1007 RE$ = "" 1008 REM IF SC<10000 THEN PRINT ;" "; 1009 IF SC<1000 THEN PRINT ;" "; 1010 IF SC<100 THEN PRINT ;" "; 1011 IF SC <10 THEN PRINT ;" "; 1012 L$ = "" 1013 IF LI>40 THEN L$=" " 1015 PRINT STR$(SC);" !";L$;STR$(50-LI);"! ";AC$;" ! "; 1100 GOSUB 6000 1110 REM 1119 KP = 0 1120 IF LI<2 THEN MO$ = "FORWARD" 1190 IF MO$<>"INTERACTIVE" THEN GOTO 1410 1199 H = 0 1200 REM --- CHECK KEYS AND PAUSE --- 1300 REM . 1305 REM . 1310 GOTO 40 1320 IF A$="S" THEN CH$ = AC$ 1330 IF A$="S" THEN MO$ = "ENDLINE" 1332 IF A$="S" THEN RE$ = " >" 1333 IF A$="S" THEN KP = 1 1334 IF A$="S" THEN GOTO 1410 1335 IF A$="A" THEN GOTO 1410 1336 IF A$="s" THEN CH$ = AC$ 1337 IF A$="s" THEN MO$ = "ENDLINE" 1338 IF A$="s" THEN RE$ = " >" 1339 IF A$="s" THEN KP = 1 1340 IF A$="s" THEN GOTO 1410 1341 IF A$="a" THEN GOTO 1410 1351 H = H + 1 1352 SP = (50 - LI)/2 1360 IF H<SP THEN GOTO 1200 1410 PRINT CH$; 1411 LET FV = 0 1412 GOSUB 7000 1418 REM ---- 1420 GT(X,LI)=FV 1425 IF KP = 0 THEN GOTO 2000 1430 REM CHECK ALL - VERTICAL - HORIZONTAL ETC 1431 TS = 0 1432 FOR Q=0 TO 3 1433 VX = 0 1434 REM TS=0 1435 VY = -1 1436 GOSUB 7000 1438 IF Q=3 THEN VY = 0 1439 IF Q=3 THEN VX = -1 1440 CO = 0 1441 IF Q=1 THEN VX = -1 1442 IF Q=2 THEN VX = 1 1443 SX = X 1444 SY = LI 1445 SX = SX + VX 1446 SY = SY + VY 1447 CO = CO + 1 1460 IF SX<0 THEN GOTO 1500 1461 IF SY<0 THEN GOTO 1500 1462 IF SX>10 THEN GOTO 1500 1470 IF GT(SX,SY)=FV THEN GOTO 1445 1500 REM 1510 REM RE$ = RE$ + "";CO 1511 DX$ = "!" 1512 IF Q=1 THEN DX$ = "!" 1513 IF Q=2 THEN DX$ = "/" 1514 IF Q=3 THEN DX$ = "-" 1520 IF CO>2 THEN TS = TS + (CO*10) 1521 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= STR$(CO) 1522 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= DX$:GOTO 1524 1523 IF CO>2 THEN RE$ = RE$ + "" + STR$(CO) + ""+DX$ 1524 REM IF MC<>2 THEN IF CO>2 THEN PRINT CHR$(7); 1600 NEXT Q 2000 X = X + 1 2010 REM 2020 REM 2400 IF X<10 THEN GOTO 1100 2405 SC = SC + TS 2406 IF MC=2 THEN IF TS>0 THEN RE$(LEN(RE$)+1)=STR$(TS):GOTO 2410 2407 IF TS>0 THEN RE$ = RE$ + " +" + STR$(TS) 2410 IF RE$<>"" THEN PRINT RE$; 2500 PRINT " " 2510 LI = LI + 1 2520 IF LI>49 THEN GOTO 7050 2600 REM 3900 GOTO 1000 4000 END 5000 REM CLS 5010 FOR T=0 TO 40 5020 PRINT " " 5030 NEXT T 5040 RETURN 6000 REM GET NEXT CHAR 6001 C = RND(4) 6002 IF C=0 THEN GOTO 6007 6003 IF C=1 THEN GOTO 6007 6004 IF C=2 THEN GOTO 6007 6005 IF C=3 THEN GOTO 6007 6006 C = INT(RND(1)*4) 6007 REM C64 ETC 6020 CH$ = "#" 6030 IF C=1 THEN CH$ = "X" 6040 IF C=2 THEN CH$ = "O" 6050 IF C=3 THEN CH$ = "." 6060 RETURN 7000 REM GET FIELD VALUE FROM CH$ 7009 FV = 0 7010 IF CH$="X" THEN FV = 1 7020 IF CH$="O" THEN FV = 2 7030 IF CH$="." THEN FV = 3 7040 RETURN 7050 PRINT " " 7055 PRINT "END OF THE GAME" 7060 IF SC<HC THEN GOTO 7065 7061 PRINT "" 7062 PRINT "NEW HIGHSCORE! ";SC 7063 HC=SC 7065 PRINT " " 7070 PRINT "ANOTHER TRY? Y | N" 7080 INPUT N$ 7090 IF N$="Y" THEN GOTO 500
  2. Sorry for making another thread, I've been having a hard time learning programming. Long story short, I've tried Pico-8 with little success (made two shitty prototypes) in the past, but I also have a hard time retaining and remember that knowledge. I would love to learn a language that I can remember and translate, such as BASIC and C for instance, but again, I've had issues trying to retain information because I've got other unrelated projects as well. So, what is the best way to learn quickly and retain for more than a week's worth of time?
  3. Converting a program and it uses the 'mod' function. i know it is not in Atari basic and i don't know how to adapt it to Atari. clip from program: 390 IF D >= 0 THEN 400 X = X + (D - 2 MOD 2) 410 Y = Y + (D - 1 MOD 2) 420 MAZE(X + Y * MAZEWIDTH) = 1 430 X = X + (D - 2 MOD 2) 440 Y = Y + (D - 1 MOD 2) 450 MAZE(X + Y * MAZEWIDTH) = 1
  4. 'Clear for Action in the age of Sailing' is a game of strategy pitting you against the computer in a pitched naval battle in the age of the great sail battleships of the 18th century. Originally ported to the TI-99 by Walid Maalouli from the TRS-80 I have now ported thst 99 version over to the Geneve. This is a really terrific program and I have made some modifications to better run on the Geneve and take advantage of it's features. The program is now one large program. Malllouli had to break up the program to get it fit on the 99, on the Geneve there is more than enough memory to fir the whole program at once. Also switched some of the menus to 80 column and added more info in the program. there's a run-able version on a single DSK1 that runs from A: and, if you have Geneve MAME package download from my site https://ti99resources.wordpress.com/emulation/, a set of HDs you can just replace the SOFTWARE files with the new SOFTWARE files and execute ABGAMES at the Geneve prompt for the menu to run CFA. To change to run from another source change the variable on line 100 to the new default SAVEFILE area. Lot's of fun and challenging. enjoy CFA10a-UPDATED.zip
  5. this is going to be a short blog. @9640News & @InsaneMultitasker has just released the latest version of Geneve Advanced BASIC v 4.08. They cleaned up the last of the bugs and I had a small part of editing the manual. Here is the download. Enjoy. NOTE: Recently I found some with the commands concerning SPRITE usage. CALL DISTANCE gives bad values and CALL SPRITE will error out sometimes with a 'bad value' in the X & Y values even when they are good. ABASIC-408.zip
  6. UPDATE: DEBUGGED VERSION C10A AS DOWNLOAD has version for DSK1 and if you have Geneve MAME package download from my site https://ti99resources.wordpress.com/emulation/ you can just replace the SOFTWARE files with the new SOFTWARE files and execute ABGAMES at the Geneve prompt for the menu to run CFA, ------------------------------------------------------------- 'Clear for Action in the age of Sailing' is a game of strategy pitting you against the computer in a pitched naval battle in the age of the great sail battleships of the 18th century. Originally ported to the TI-99 by Walid Maalouli from the TRS-80 I have now ported thst 99 version over to the Geneve. This is a really terrific program and I have made some modifications to better run on the Geneve and take advantage of it's features. The program is now one large program. Malllouli had to break up the program to get it fit on the 99, on the Geneve there is more than enough memory to fir the whole program at once. Also switched some of the menus to 80 column and added more info in the program. I have the program on the disk to run from a HD. to change to run from disk change the variable on line 100 to the default SAVEFILE area. enjoy CFA10a-UPDATED.zip
  7. So I came across this video by 8-bit Show and Tell on Youtube and I thought it would be interesting to recreate that on the TI, so I did I could not get the pattern to work initially, until I figured out that the line length had to be Odd, not Even, for reasons that are unclear to me. That said, I'm not terribly happy with my code, and I was wondering if there is a way to optimize it somehow... 10 CALL CLEAR :: RANDOMIZE 20 CALL SCREEN(10) 30 CALL COLOR(1,7,10,2,9,10) 40 CALL CHAR(33,"FF7F3F1F0F07030180C0E0F0F8FCFEFF") 50 CALL CHAR(40,"FFFEFCF8F0E0C0800103070F1F3F7FFF") 60 B=B=0 70 FOR I=1 TO 27 :: B=B=0 80 Z=INT(RND+0.5) 90 IF Z=0 THEN CH=33 ELSE CH=40 100 IF B=-1 THEN IF Z=0 THEN CH=34 ELSE CH=41 110 IF I=27 THEN PRINT CHR$(CH)ELSE PRINT CHR$(CH); 120 NEXT I 130 GOTO 70
  8. Welcome to this programming forum where you can find help and collaborate. This group is exclusively based on atari 2600 or vcs programming
  9. Are questions about Phaeron's excellent Altirra emulator OK in here? I'm having trouble pasting text into the Atari LOGO programming language, either through the pointy clicky or the Alt+Shift+V shortcut. It works fine with Atari BASIC. Also from printing from within LOGO, or more specifically, SAVE "P: as the LOGO reference manuals suggest to dump the workspace to the printer, so I can copy it into a plain Windows text file. I'm sure it's pilot error on my part, but after chasing my tail for too long I decided to punt and SAVE "C: to the cassette device and then whip up a script to extract text from .CAS files. LOGO's such a memory hog that I'm trying to avoid sacrificing even 1KB to load a disk or host device driver, so, cassettes. Interestingly enough, when I attempt to paste text into LOGO, then give up and boot ATARIBAS.ROM without first shutting down Altirra, the text immediately pastes into BASIC, as if the pastes were waiting in a queue that LOGO doesn't read. If I try to paste into LOGO, then do a Warm Reset, Cold Reset, or Cold Reset (Computer Only) LOGO does read and display one character from the paste queue each time I reset. Any clues as to what's going on? Maybe LOGO interacts with the keyboard as a game might and polls a register instead of doing a blocking read? Thanks!
  10. The game "OPERATION SEA WOLF" looks to be missing lines. The games comes from "Computer & Video Games - Yearbook 1985" Did a search here and it dos not look to be present. The scan was really bad, I know there are a few lines that are bad. As it is now, it is missing data for some sounds. Dos anyone have a good copy/scan of it or a complete listing of the game? https://archive.org/details/ComputerAndVideoGamesYearbook1985/page/n127/mode/2up
  11. Hi! After the long beta period, FastBasic version 4.6 is out! Over the last beta, there are many bug-fixes and optimizations, and also there is a new COLOR() function to PRINT, so you can easily alter the text color in graphics modes 1 and 2: GR.1 : X = 123 ? #6, X ? #6, COLOR(32) X+1 ? #6, COLOR(128) X+2 ? #6, COLOR(160) X+3 This also works in graphics 0, but the only available option is using COLOR(128) to print in inverse video. As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/tag/v4.6 . This is the full list of changes from version 4.5: FastBasic 4.6: The Atari 5200 release! A new major feature: now the FastBasic PC compiler can produce Atari 5200 cartridge images. This version uses a new PC compiler, rewritten to support multiple targets with one binary, you can specify the target with the new option -t:, the available targets are: atari-fp: produces Atari 800 XEX programs, with support for floating-point. atari-int: the old "integer only" version, produces Atari 800 XEX programs that don't use the floating-point package. a5200: produces cartridges for the Atari 5200 atari-cart: the same as atari-fp, but producing cartridge images for the Atari 800. atari-cart-int: the same as atari-int, but producing cartridge images for the Atari 800. Read more about the Atari 5200 port in https://github.com/dmsc/fastbasic/blob/master/a5200.md New language additions There are now PRINT functions that allows formatting the output for PRINT command: TAB() function, moves to a column multiple of a number. RTAB() function to right-align the next argument to a specified column. COLOR() function to specify the text color (or inverse mode) of the text, see #47. DIM can be used to declare normal variables (like DIM X$, Z), the variables are automatically initialized to 0 or empty strings. DATA statements can be placed in ROM instead of RAM (useful for Atari 800 cartridges or Atari 5200). Allows writing to more than one register in a DLI, see #45 Changes in the runtime The comma in prints now uses the TAB function internally, so it behaves more consistently in screen output (but in a different way that Atari BASIC). MOVE and -MOVE are faster, using code in zero-page. Fixes crash when setting DLI, #49 More size optimizations, integer IDE is still less than 8kB of size. Changes to the cross-compiler Rewritten to allow multiple targets by configuration files. Allows building Windows version native and ports the cross-compiler test-suite to Windows. Prints better compiler error messages. Allows defining symbols for the linker and passing arbitrary arguments. Have Fun!
  12. Running Atari 2600 programs on my NTSC C64! This is a Cross Compiler for the C64 that runs Atari 2600 programs written in Assembly and BASIC (SuperCharger BASIC and Flashback BASIC) with no changes to the BASIC or Assembly code. This is accomplished by abstracting the Atari 2600 virtual machine RUNTIME including a soft ANTIC blitter like Atari home computers bringing display list technology to the Commodore 64! Double the fun of racing the beam with the classic Television Threading Model on the Commodore 64 allows game loops that repeat 30 or 60 times per second with full screen animation each frame creating faster action scenes than are usually seen with the C64 design. The rich BASIC provides graphics and sound support and a camera object for panning around the virtual world, or with abstract Assembly programming (ASDK api). The next version will add color and audio support, check out some of the Atari 2600 BASIC and Assembly games that will be supported online here: http://relationalframework.com/Atari2600gamesonline.htm The Commodore 64 and the Atari 2600 Video Computer System are the two most popular retro computer consoles, write programs that run on both! Details: The soft blitter, camera object and display lists are running and functional, I dropped the compiled Atari 2600 BASIC Assembly code and the bitmap right into the 64 Framework and it ran the same in the abstracted VM on my Commodore 64. I can cross compile some of the BASIC at this point and am adding the RUNTIME subsystems that are missing. Adding sprites, sound and color next... the Tracker/Sequencer for the TIA chiptunes is going to be tremendous fun on the 6581! C64 Extra tile detail: The VM abstracts each 1 bit textured phat tile the TIA draws into 4 characters on the VIC-II text screen allowing both tiled patterns and background patterns to be drawn, I chose the same graphic for the 4 background tile quadrants in the demo. There's inspiring concept innovation with prior art if a prototype was ever produced!
  13. Dear All! This is our "Atari 8-bit Programming" Discord server. It is a twin Discord server to the Fujinet Discord. Here is an invitation: https://discord.gg/GTapZjCsgp Best, Peter Kaczorowski
  14. Hi all, I think that the Atari 5200 is under-represented in the BASIC 10-liners competition, so here is a new easy way to write games for the console: Just released a new beta version of FastBasic, with one big addition: With the help of @vitoco, the PC compiler now supports the Atari 5200! You can read the details in the manual at https://github.com/dmsc/fastbasic/blob/master/a5200.md , and the compiler usage in https://github.com/dmsc/fastbasic/blob/master/compiler/USAGE.md Basically, the Atari 5200 target supports: - All the integer and string functions, including compatible STICK() and STRIG(). - Graphic modes 0, 1, 2, 7 to 13 and 15, with PLOT and DRAWTO support. - DLI and P/M. - PRINT to screen and GET for reading the Atari 5200 keypads. To implement the Atari 5200 support, there are a lot of changes to the compiler under the hood, now the compiler supports multiple targets, and the old "integer only" and "floating-point" compilers are simply different targets now, the targets currently implemented are: Atari 8-bit computers binary loadable files (XEX, with and without floating point), Atari 8-bit computers Cartridge images (CAR, with and without floating point) and the new Atari 5200 Cartridge images (BIN). Also, for advanced users, now the language can be extended without modifying the compiler sources, by writing new target files, there is an example in the compiler manual for writing a new statement and a new function, see https://github.com/dmsc/fastbasic/blob/master/compiler/USAGE.md#extending-the-language There is a few new language extensions: - TAB() function inside PRINT, moves to a column multiple of a number. - DIM can be used to declare normal variables (like "DIM X$, Z"), the variables are automatically initialized to 0 or empty strings. - The comma in prints now uses the TAB function internally, so it behaves more consistently in screen output (but in a different way that Atari BASIC). Well, you can download all the usual files from Github: https://github.com/dmsc/fastbasic/releases/tag/v4.6-beta Attached is a test program, the "joyas" game ported to the Atari 5200 Have Fun! EDIT: final 4.6 version is released: joyas.bas joyas.bin
  15. From the BASIC tenliners contest's home page Ready, set, go!!!!
  16. Does anyone have an original disk of Atari Microsoft Basic they'd be willing to part with for a reasonable cost?
  17. Instead of working on the dozen or so projects that I have started, I decided the other day to delve into SecondBASIC programming for the Genesis. For those that don't know SecondBASIC http://www.sbasic.net/ is a BASIC language developed by Second Dimension. It is in active development and appears to be fairly robust. My biggest gripe is that there are virtually no programming examples for it. Commands are documented and a few code snippets come with the development environment but that's about it. I decided to help rectify this situation by writing a simple Snake game and commenting the hell out of it. The game uses the text functions only (i.e. no shape tiles) and has two very simple sounds. I've tested it with the Fusion 3.64 emulator and everything appears to work as intended. I can't seem to find my flash cart so if someone could test it on real hardware that would be much appreciated. While coding the game I did run into a couple of things. First, I did not see any mention of multi-dimensional arrays on the SecondBASIC site although they are supported. I did only test with 2 dimensional arrays, however. Second, I had to use another program to fix the checksum on the binary. Otherwise, fusion would throw up a checksum error whenever I tested the binary. I ended up using Fix Checksum https://www.romhacking.net/utilities/342/ to correct it. Third, at one point during coding I tried to do an animated spinner using the string: "\|/-" to no avail. Older guys will recognize this as a cursor used by many on the Apple II and C64. Not that big of a deal that it didn't work but I did find it a little odd. I believe the "\" is used by SecondBASIC to denote something, possibly "\n" for newline, etc. Even when I tried to build the string using chr$, it failed to work. Fourth, the ASCII codes don't quite lineup with the text screen that I'm using. I tried using codes: 016,017,030,031 (4 arrows) to do the spinner and one of them kept displaying as a heart. At that point I decided the hell with it and didn't look any further into it. Lastly, the binary generated by SecondBASIC is always named sbasic.bin no matter what your project file is named. You have to manually go to the work folder and rename it if you want to keep a copy. Otherwise, it will be overwritten at the next compile. Attached is the rom file and the basic listing. I'm sure there are things that can be improved along with using actual shape tiles for the visuals. This is just a simple example to hopefully encourage others to take a look at this programming option for the Sega Genesis. Feel free to tinker around with it and see what you can do. Controls are simple (up, down, left, right). Skill level can be chosen at the title screen by pressing left or right. It's a basic Snake game, eat the dot and avoid hitting the walls or yourself. Once you reach 100 points, obstacles will appear in the playfield to make things tougher. Have fun. Snake.bas snake.bin
  18. One of the most interesting copy protection techniques I came across was on the Atari Microsoft Basic disk. You booted this disk and it automatically loaded into Microsoft Basic. If you then typed a DOS command, you were taken to the usual DOS menu where you could see an AUTORUN.SYS file. But if you copied the AUTORUN.SYS file to another disk, it wouldn't load into Microsoft Basic. It started to load but then simply performed a system reset. It turns out that the clever programmers at Atari created a hidden directory on the disk. Normally, the directory is found on sector $169 and runs for 8 sectors. On the Microsoft Basic disk, there is another directory at $179. This directory points to the real AUTORUN.SYS file which loads when the disk is booted. At address $1082 in the Disk Operating System there is a byte which points to the directory sector. The value of this byte is usually $69. But in the Microsoft Basic version, the byte is $79 which allows DOS to use the hidden directory and load the proper AUTORUN.SYS. As the AUTORUN.SYS loads, one of the final things it does it to place a $69 back into address $1082. Now DOS is pointing to its normal directory which points to a bogus version of AUTORUN.SYS. To copy the correct AUTORUN.SYS to another disk, you could write a basic program which poked $1082 with $79. Then open AUTORUN.SYS for input. Poke $1082 with $69 to reset DOS back to its normal value, and open an output file on another disk. Now simply read and write bytes until end of file. Poke $1082 with $79, issue a close on the first file, poke $1082 with $69 and issue a close for file 2 and voila!, you have a copy of Microsoft Basic that loads properly. Copy Microsoft Basic.atr
  19. Hi, from time to time I read comments here that say, that the users local scanner or firewall complains about a virus. IIRC, this happens while using emulators... Today I found a TiBasic program (Waterrun from Michael Silberberg) that triggers the AtariAge firewall (or something at their providers server construct) And it does not matter if you try to post that text here as plain text, as .TXT-file, or as spoiler. You´ll get the following message: This seems no problem at all, as I triggered the firewall more than 20 times now with snippets/fragments of the basic code, to find out if a special text line is the cluprit. And I have no other problems afterwards, all seems OK. And so it is: You can find the TiBasic file inside this ZIP (posting this is OK), and if you just paste LINE 370 or 380 whereever here around in a post or a message into AA, you will get the error message Waterrun.zip PS: This is the text, as picture, which seems to look like a virus´ or intruders´ signature:
  20. So I found a small program to write in Basic to help minimize that loud grating noise you sometimes get with C64 disks (Ghostbusters is a good example; in my case, it happens twice when it's starting to load, and then a third time right before it finishes loading and brings up the title screen). I found a fix in an old magazine that helps with this issue, and I have tried it out on some disks in the past. But recently I dusted off my C64 for the first time in months, and for the life of me I cannot get this program to work. I'm not sure what exactly I'm overlooking or what I'm screwing up; it's driving me crazy, especially because this has worked for me before in the past. Line 20 looks fine to me...any suggestions on what might be going on?
  21. Hi! After a little exchange with @drac030 about the version of TBXL that I hacked for @mr-atari and now included with LiteDOS, I decided to cleanup the sources and automate the relocatable generation. And then, I spent a little time to fix the most notable bugs and finally do a proper release. The source is available from https://github.com/dmsc/turbo-dis and the binaries can be downloadd from https://github.com/dmsc/turbo-dis/releases/tag/v2021.11.06. Also, the source can conditionally assemble to the original version published on HappyComputer, all original code is there. Note that I don't have plans on working on this on the future, but if anyone wants to modify it further - there are a lot of optimization potential there - you can take from there. Now, copied from the README file over github: Fixed Bugs This version has fixes for a few interpreter bugs present in all standard TurboBasic XL versions: When adding or deleting lines when inside a FOR loop, the runtime stack is not correctly adjusted, for example this program: 10 ? "START" 20 FOR J=0 TO 10 25 ? "J=";J 30 IF J=5 THEN DEL 10,10 40 NEXT J 50 END The interpreter exits the FOR on the iteration 5, instead of counting up to 10. A bug with the parsing of IF statements without ENDIF, the end of statement is incorrectly checked. This is an example program: 10 ? 1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1:? 1;1;1;1;1;1;1;1;1;1;;;;;;:IF 1 20 ENDIF If you remove one ";", the program runs correctly, but as shown it prints "ERROR 12". In the PRINT statement, if the last token printed ends in $12 or $15, for example a CONTROL-R or CONTROL-U character on a string, the interpreter omits the new-line at the end, as it incorrectly assumes that the statement ended in a "," or ";". This program shows the problematic statements: 20 ? "LINE 1:x" : REM Ok, prints a new-line at end 30 ? "LINE 1:─" : REM BUG, does not print the new-line 40 ? "LINE 1:▄" : REM BUG, same as above 60 ? "LINE 1:";1.23456713 : REM OK, prints a new-line at end 50 ? "LINE 1:";1.23456712 : REM BUG, does not print the new-line 70 ? "LINE 1:";1.23456715 : REM BUG, same as above Detection of PAL/NTSC. The original TurboBasic XL assumes PAL ANTIC for the TIME$ function and the TIME$= statement, this means only 50 jiffies per second, so the functions return an incorrect value in NTSC computers. This version includes code at startup that counts the number of scan-lines in a screen to detects the ANTIC type. If NTSC is detected the code is changed to return the correct values assuming 60 jiffies per second. Note that both values are not exact, the real values are 49.86 and 59.92 jiffies per second in PAL and NTSC respectively, but for the intended usage the given values are close enough. Relocation This TBXL version relocates itself to the lowest address posible, by reading MEMLO and copying the code at low address to just above the value. This gives more memory to the BASIC programs, depending on the DOS version. This currently works for any MEMLO address lower than $3000. Have Fun! turbo-basic-20211106.zip tbasic.atr
  22. SupeReversion This is a Reversi game I got from some magazine a while back. It's probably one of the best looking Reversi games on any 8-bit computer with it's 3-D style board. I made some modifications such as changed how the pointer works, displays in several random colors, boots from Altirra disk and improved the game play a bit. To play press Option or Select to change player then Start key to start. There is a flashing square you move in 4 directions to the spot where you want to place your piece using the joystick. Press the joystick button to set then piece down. You can play human v. computer, human v. human and even computer v. computer. Enjoy SuperReverse-ALT.atr
  23. Here is the Star Trek game I posted in the very 1st post of this project blog. There it was a completion of several of the games I had posted as a kid to the TI99IUG. But it's such a neat little game I decided to make it it's own post. It's a real snap shot of the BASIC/XB program that was done back in the 80s. I made some minor updates but it's still essentially the same. It's a TI-BASIC program that was converted to TIXB. Some cleaver graphics and sound. Instructions included in the program. It self starts in XB. TREKXB.dsk
  24. Here is the Uno+ TI-99/4a Extended BASIC version of the Atari Microsoft BASIC Uno+ that was an updated Uno that had been ported from the original TI-99/4a in that had been created using the KXBII Extended BASIC programing package. Got that. Anyway, here is the game and a fun one it is. It has color, it has sound, it has speech, it plays a fairly fast game and includes several of the variations of Uno. You can also save your games parameters to disk so that you wont have to type them in each time. To Play: the bottom 4 lines are the letters for your cards marked by color; red, yellow, green and blue. last line is Spl which is the change color cards with C (change color) or F(play draw 4 change color). the types of cards beside the colors are 0-9 D=draw 2, S=skip and R=reverse. under Spl are C=change color and F=draw 4. when the human plays you choose SORT, PLAY and TAKE. SORT just sorts your cards. TAKE will take a card from the pile. PLAY will play 1 of your cards. in Play you type the card you want to play by following the prompts. the game plays a standard game of Uno except; Uno call is automatic and has 1 in 12 chance of 'forgetting to call a Uno penalty which is also automatic. The original version was the simple standard rules of the game. But the real fun of Uno is the various versions of the game that one can play. So I went back to program and added several of the additional game versions to spice up the game, and a little sound and speech too. There are six new versions of game play: 2S as pick 2? - this version has the 2 card as aTAKE 2 for ALL players. Play a 2 and all the other players will have to take 2 cards. 7S swap cards? - Play a 7 and you can swap your cards with any other player. Take till play? - when you have to take a card you must KEEP taking cards until you get to one that is playable. DRAW4 only? - you can't play a DRAW4 until it's the only card playable. Good Take must play? - When you TAKE a card, if that card is playable, you must play it. NOTE: If TAKE card is playable you get a beep then the game rolls you back to the SORT, PLAY, TAKE screen. The other 3 computer players play a very good game. I programed in that sometimes they will mess up, but not often. I found I win about 1 in 4 or 5 games, which is a good average. The game disk auto-boots a loader program which in turn boots the Uno+ game. Anyway, enjoy the game. unoplus.zip
  25. Hello Atari 8-bit fellows! In the 80s, it was not uncommon to find ZX Spectrum programs (etc, ...) on Flexidisc, cassette, radio broadcast, etc... However, I thought there was NOTHING for my Atari 800XL. Nothing until I read the latest issue of the French magazine "Canard PC Hardware" n°49, July-Aug 2021 (this mag is about the latest hardware for PC enthusiasts). It contains an article about programmes released on vinyl back then (in the 80s). And I discovered this LP by "Adolphson-Falk" called "Över Tid Och Rum" which contains (ONLY on the vinyl version, track is omitted on the CD) a track that is actually an Atari BASIC program. Link to the record: Adolphson-Falk - Över Tid Och Rum | Releases | Discogs Link to an article on the subject: Decoding the Adolphson-Falk data signal – Logic Applied knowledge base (I'm attaching the .CAS file) I would like to submit this information for inclusion in a future version of the FAQ, hence my question: Except for this disc, does anyone know of any other media (LP/MC/CD/etc...) that contains an audio track that is actually an Atari BASIC program (for 8-bit, obviously)? I hope you're okay if your findings are quoted in a forthcoming FAQ update... Thank you in advance for your contributions and comments, Kind regards, Laurent Adolphson-Falk - Över Tid Och Rum (atari basic on vinyl LP).cas
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