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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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  • keilbaca's rants
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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
  • (Insert stupid Blog name here)
  • 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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  • Confessions of an Aging Gamer...
  • theking21083's Blog
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  • 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. CyranoJ

    JagStudio

    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  2. Hi All! As @777ismyname said, I just published a test version for the new FastBasic release. Please, help me testing it so I can make a new release in time for the BASIC 10 liner contest There is a big new feature: parameters for the PROC/EXEC, like this example: exec Test 1, 2 for i=1 to 4 exec Test 5 - i, i next proc Test a b ? "Testing: "; a, b endproc Notice that in the EXEC the parameters are separated with commas, but in the PROC the corresponding variables are separated with spaces. Also, the variables in the proc are not "local" like most languages, as all variables in FastBasic are global and the parameters are simply variables, the above code is basically equivalent to: a=1 : b=2 : exec Test for i=1 to 4 a=5-1 : b=i : exec Test next proc Test ? "Testing: "; a, b endproc Also, in the Atari IDE the parser does not verify that the number of arguments passed to the EXEC is the same as received by the PROC, I plan to add a check to the floating-point version in a future version. In addition to the above, there are other changes to the language: - You can include arbitrary characters in string constants by using the hex value, like: PRINT "Hello"$9B"World" . So, now you can easily include he EOL character in strings directly, and in the cross compiler you can write Atari characters in strings simply by the ATASCII code. - Added PAUSE without a parameter, this is the same as PAUSE 0, "wait for vsync". - PROC has a shorter abbreviation: PR., - The parser is more robust to syntax errors, I discovered some erroneous inputs that could slow down the parser a lot. Many improvements to the editor: - Much faster COPY/PASTE operations, - Restores left-margin value on exit to DOS, - Remove P/M graphics when returning to the editor from user programs. And improvements to the cross-compiler: - Better error messages from some syntax errors, and fixes in parsing of big numbers. - Check for PROC and EXEC parameters mismatch. - An option to write an expanded and indented listing from an abbreviated listing, "-l" Adding the support for PROC parameters while keeping the integer IDE under 8kb was a lot harder than expected, but I finally managed to squeeze a few bytes from the editor and made it fit, currently the "FBI.XEX" file is 8189 bytes! As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/tag/v4.5-rc I plan to do a few extra commits before the release, but nothing big. Have Fun!
  3. So I'm trying to get a 320B map displayed on the screen and I just can't get it to work. I'm using tiled to create the map and I'm not sure if my tile size is incorrect or what is causing the issue, but any assistance would be appreciated.If I comment out any code relating to the .tmx file, then the code compiles just fine. This is the code: rem * Journey to the West set doublewide off set tv ntsc set romsize 48k set screenheight 224 set basepath gfx_JourneyWest displaymode 320B set zoneheight 16 rem * color palette 0 P0C1=$0F P0C2=$2A P0C3=$45 rem * color palette 4 P4C1=$C9 P4C2=$38 P4C3=$C4 rem * load gfx & mapfile incgraphic wukong_front_top.png 320B incgraphic wukong_front_bot.png 320B incgraphic Tiles.png 320B characterset Tiles incmapfile Level.tmx init clearscreen plotmap Level 4 0 0 20 14 savescreen drawscreen mainloop BACKGRND=$00 restorescreen plotsprite wukong_front_top 0 80 112 plotsprite wukong_front_bot 0 80 128 drawscreen goto mainloop If you need to see the tiled file or anything else, just let me know.
  4. 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
  5. I finally managed to finish the DLI work, so here is the new FastBasic version, ready for the 2020 tenliners! You can now create a DLI with a simple syntax, capable of changing registers at multiple locations in the screen. The full documentation is in the manual at https://github.com/dmsc/fastbasic/blob/master/manual.md#display-list-interrupts , but here is a little sample of the DLI support, showing how to multiplex two P/M to create 4 moving two-color sprites: ' Player shapes DATA p1() BYTE = $E7,$81,$81,$E7 DATA p2() BYTE = $18,$3C,$3C,$18 ' Players horizontal positions DATA pos() BYTE = $40,$60,$80,$A0 ' Players colors DATA c1() BYTE = $28,$88,$C8,$08 DATA c2() BYTE = $2E,$80,$CE,$06 ' Our DLI writes the position and ' colors to Player 1 and Player 2 DLI SET d3 = pos INTO $D000, pos INTO $D001, DLI = c1 INTO $D012, c2 INTO $D013 ' Setup screen GRAPHICS 0 : PMGRAPHICS 2 ' Setup our 4 DLI and Players FOR I = 8 TO 20 STEP 4 POKE DPEEK(560) + I, 130 MOVE ADR(p1), PMADR(0)+I*4+5,4 MOVE ADR(p2), PMADR(1)+I*4+5,4 NEXT ' Activate DLI DLI d3 ? "Press a Key" ' Move objects! REPEAT PAUSE 0 pos(0) = pos(0) + 2 pos(1) = pos(1) + 1 pos(2) = pos(2) - 1 pos(3) = pos(3) - 2 UNTIL KEY() ' Disable DLI and ends DLI Attached is the resulting XEX, this is the resulting screen: The new release is over github, download at: https://github.com/dmsc/fastbasic/releases/tag/v4.3 Have Fun! dlitest.xex
  6. Does anyone have an original disk of Atari Microsoft Basic they'd be willing to part with for a reasonable cost?
  7. 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
  8. Hi everyone! I am trying to use Atari BASIC to print some text in graphics mode 1+16 but the position command seems not to do what you would expect. The code below will show "hello" at the center of the top line and not at position 0,0. 10 graphics 1+16 20 position 0,0 30 print #6,"hello" 40 goto 40 How can I have the hello print at the top left corner in this graphic mode?
  9. 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:
  10. 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?
  11. 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
  12. 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
  13. 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
  14. 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
  15. I put together a description of implementing fine horizontal scrolling in BASIC with assembly code executed during the vertical blank. This is a pretty high-level description and is directed at those learning this for the first time. A simple demo is provided with BASIC code and assembly code explained. An ATR file is provided. Fine horizontal scrolling has a lot of moving parts and can be hard to understand for those who have not yet mastered it. I hope someone finds this take on it helpful. Comments welcome! Fine horizontal scrolling post from Atari Projects
  16. I recently acquired a TRS-80 PC-2 Pocket Computer and cassette interface in good shape and it appears to be functioning correctly. The LCD screen works well and it appears to switch modes from PRO to RUN correctly. The computer also has an 8k expansion card in it and when I type MEM it typically reports that there is 24576 memory free. I am new to this line of pocket computers and have a few questions that I cant seem to resolve. Like I mentioned, the computer was reporting around 24576 memory but now only says 0. I have removed the batteries, push the reset button etc. but it continues to show 0 for memory and I do not know how to correct this or if I am just unaware of what to do? Also, even when it was showing the higher amount of memory available, I would switch to PRO mode to key in BASIC commands but it never seems to retain them. I would key in the line numbers with simple commands such as 10 PRINT "A" and then I would hit enter which should have placed the line in memory but it does not. I switch to RUN mode and type RUN but nothing happens. In PRO mode I try to use LIST or the up and down arrows to see the line numbers but nothing shows. Just curious if anyone can shed some light on these issues or have experienced them. Any comments are greatly appreciated.
  17. A while back, I started a thread which was intended to be a place where interested programmers could go to find everything they needed to get started with assembly language programming on the Aquarius. Since then, with the popularity of batari Basic for the Atari 2600 and other homebrew-oriented languages, there has been some interest in developing games for the Aquarius in BASIC, so ... here's another Aquarius thread, just for BASIC programmers! Fortunately, the Aquarius already has its own version of BASIC, and it's built right in to the computer! When you turn on your Aquarius (without a cartridge inserted), or start your favorite Aquarius emulator, you'll be presented with a startup screen for Microsoft BASIC. This is the BASIC interpreter that is built in to the Aquarius OS ROM, and contrary to what you might have read elsewhere, it is a perfectly capable implementation of BASIC; it is not a "crippled" version that is missing such elementary features as the ability to do FOR-NEXT loops. The Extended BASIC cartridge (released in very limited quantities, and available today as part of the Aquaricart) did add a few "missing" features, such as the ability to edit previously entered lines of code, but you can easily live without most of them, and as we'll see, there are even better ways of editing BASIC programs using the tools available today. Speaking of tools, let me begin by posting a few. First is the most recent version of the Virtual Aquarius emulator for Windows, version 0.72a: VirtualAquarius.zip This distribution archive includes the emulator itself, the OS ROM, several cartridge and cassette images, and a few sample BASIC programs in ASCII text format to get you started (more on these later). This is the primary emulator that I will be writing my instructions for in this thread, since it has a few features which are especially useful for BASIC programming but which other Aquarius emulators (such as MESS) presently lack. (There is no "installer" for this emulator; just unpack the ZIP archive into a folder, move the folder to a convenient place, and open the "aquarius.exe" executable inside the folder to start the emulator. It's a few years old now, but I've used Virtual Aquarius under every version of Windows from XP through Windows 8 (in Desktop mode), and it appeared to function perfectly.) Next is a bootloader utility, generously provided by Martin v.d. Steenoven, which will convert completed BASIC programs of up to 16K into cartridge images. You can use these images in Virtual Aquarius like any other cartridge binary, or even burn them to a 16K cartridge ROM for use with a real Aquarius. In either case, your BASIC program will load and start automatically when the Aquarius is started; the users will not even see BASIC. Here is a link to the most recent version of the bootloader from the assembly thread, along with Martin's usage instructions: [AQUARIUS] Machine Language Programming on the Aquarius (Post #52) (Note that it is not necessary to use this bootloader utility until after you have completed your BASIC program. While you are writing your program, you would load it into BASIC for testing, using the procedure I will outline in my next post. If you are interested in putting your first completed program onto a real cartridge, send me a PM; I'll be offering a cartridge publishing service in the near future.) Finally, here is a dump of the original Aquarius Character Generator ROM, containing the default Aquarius character set. This replaces the "reconstructed" character set used by Virtual Aquarius: AquariusCharacterSet.zip To explain why this is important, and how to use the replacement ROM in Virtual Aquarius, I'll quote from the assembly thread: The only other tool you will need is a text editor. Note that a text editor is not the same thing as a word processor: both are writing tools, but the text editor saves your files as plain text, without any formatting information or metadata. Microsoft Windows comes with Notepad, but since this is a very simple editor, many developers choose to use editors which offer more features, such as macros and syntax highlighting. The editor that I usually use on Windows systems is VEDIT by Greenview Data, but just about any editor will do. Even plain old Notepad is a much better alternative than typing a lengthy BASIC program on a real Aquarius!
  18. My name is Robert Anschuetz. Together with my brother Eric Anschuetz and friend John Weisgerber, we wrote 3 Atari BASIC games that were published in 1985 in Antic magazine (Kooky's Quest (Feb. 1985), Overflow (July 1985), and Robot Dungeon (Nov. 1985, Antic Disk Bonus). In addition to these three games, we also submitted and sold two games to Compute! Magazine that were never published (Kooky Klimber and Night Rescue). We also wrote several other games that were never offered for publication. We are now releasing all of these games to the Public Domain with the hope that the Atari 8-Bit community will take a look at them, and perhaps they can be added to the Holmes or TOSEC archives for preservation. Again, these are not new games, but they are new to the Atari 8-Bit community. Many of these games really pushed the envelope at the time for what could be done in Atari BASIC, including bi-directional smooth scrolling, assembly language subroutines, parallax scrolling, cut scenes, attract modes, display-list tricks, interleaved-displays, etc. In conjunction with the release of these games, we have written a short article that describes how we got together as a team to write these programs, along with game instructions, and development notes. This article gives a really good insight into what it was like in the 1980's to discover the hidden programming secrets of the Atari computers during many late-night programming sessions. All of these games were written for an Atari 400/800 with 48K RAM (most run with less) and BASIC. An Atari 800XL configuration should run all of these games with no problem. Each game is saved to an individual ATR file, which also includes an AUTORUN.SYS that automatically runs the game at coldstart bootup. One note, after the games start, almost all of them require a lengthy initialization process. Even after the "Press Start to Begin", some require another minute of initialization before the game actually starts. As part of this release, we updated one of our old games called "Alien Assault" because it only ran with a cassette system. It now works fine with a disk. Included in the zip file are both versions. We are also re-releasing a 2017 version of the game "Robot Dungeon" that was originally published as an Antic Disk Bonus in November 1985. The original game had 3 levels of 400 rooms. This newer update cuts the size of the levels way down and makes the game winnable (the cut scene at the end is worth seeing!). The user can create mazes of any size from 5x5 to 20x20. The ATR comes with three 5x5 levels (25 rooms per level) (use the filename D:DUNJIN.DAT to load the maze). We have also added a cheat so you can walk through interior walls and not be killed by monsters. ​Attachments include the "Anschuetz/Weisgberber/Anschuetz Atari 8-Bit Programming Saga" as well as a zip file containing all the ATRs that can be run with an emulator. Again, remember to have BASIC turned on and Coldboot to auto-run these games. And be patient during initialization! We hope that you enjoy this release of "new old stock" games! And if anyone can submit these to the Atari repositories, please do so! ​ Sincerely, ​Robert Anschuetz / Eric Anschuetz / John Weisgerber Atari 8-Bit Game Programs - Anschuetz-Wesigerber-Anschuetz.pdf AWA ATR Floppy Disk Images.zip
  19. I have encountered some strange behavior while writing some Atari BASIC code. This little code snippet reads 34 bytes from Sector 1 of a disk and then prints them out. The code works under Altirra 3.90 as seen in the first picture but fails under A800WinPlus 4.x in the second picture. They are both trying to read the same disk but only one emulator is running at a time. I know someone out there will look at this and know exactly what the problem is but I cannot see it. Any ideas? det_sd.bas
  20. i saw this video on youtube https://www.youtube.com/watch?v=0yKwJJw6Abs and i thought, i can totally do that on the TI.. so.. 10 D$="FF" :: FOR D=65 TO 65+8 :: D$="00"&D$ :: CALL CHAR(D,D$) :: NEXT D :: FOR B=1 TO 10 :: PRINT "F";"E";"D";"C";"B";"A";"A";"B";"C";"D";"E";"F";"G"; :: B=1 :: NEXT B i had to print each character individually to get the required screen movement.. Here's xbasic, and compiled.. WAVE is normal extended basic, -X is compiled but loads in extended basic, and -E is EA5 load. looks pretty slick compiled some small screen glitches likely because I'm running classic99 in Wine on a linux pc.. WAVE-X WAVE-E WAVE
  21. SuperBlitz with throttle control This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems. SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread: 10 Line Blitz is a new Atari game for the SuperCharger with many enhancements over 9 Line Blitz! ? Features: Algorithmic Music Composition - Changing musical scores and sound Fx, interactive and computer generated during gameplay. Ramping Difficulty - Game starts out easier to play than 9 line Blitz Optical Illusion - Optical illusion effect which vanishes as difficulty ramps! Advanced Play - BW switch Read hardware recommended and a classic Television, if using an emulator make sure to turn off phosphor effects and merge frames! BASIC just like you remember it back in the day! - This game was written in vintage BASIC using 10 lines of 120 characters or less: 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 then for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178:next j else goto3:data pl 0,224,127,231,252 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:COLUP1=99 3 if f<player0y/52 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0:rem Theme Music 4 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data P 192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=15:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 99,84,180,164,50,68,196,148,244,84,36,9:rem Do Rainbow 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem 10LINEBLITZ 9 if CXP0FB>126 or player0y=0 then CXCLR=0:g=0:for i=0 to255:AUDF0=i:AUDV0=i:COLUBK=$34:next else missile0y=missile0y+2 The BASIC compiler for the SuperCharger is available free on my site here Have Fun! EDIT New version: 10LINEBLITZ II Waves and Mission What's new? rem --- 10LINEBLITZ II - Waves and Missions rem --- Insignia on your Plane is revealed after you complete your Night Mission! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features rem --- Each Wave achieved keeps it's colors in Attract mode rem --- Unlimited continues to complete the Missions until powering off SuperBlitz Throttle Control: SUPERBLITZ.bin 10LINEBLITZII (code in post 7) 10LINEBLITZII.bin Original version of 10LINEBLITZ: 10LINEBLITZ.bin
  22. An #Atari8bit IRC client in...#BASIC? With #FujiNet, this is possible thanks to the N: device providing an easy interface to the network outside. This IRC program has been in development for roughly a week, and it's amazing!
  23. I recently got a beige non-QI TI-99/4a system with a speech synth and several cartridges, including Extended BASIC and Editor Assembler. The joysticks I have are worn out and don't work. I was able to revive the Mitsumi mylar keyboard. I don't have a PEB or memory expansion or disk drive. I'd like to do some BASIC and assembler coding on the system, as well as play some games. What should I be looking for? Stuff I'm considering to do or purchase... - Cassette cable and recorder - Atari joystick adapter interface - Is there a preferred model? Most that I see don't have any kind of case on them. - Memory expansion - What is the go to for adding more memory to this system? - Disk drive, or disk drive emulator - I have a Gotek drive in my Amiga. My Coco has an SDC cartridge. My Atari connects to my Windows PC to retrieve files. How can I emulate a disk drive on the TI-99/4a? - I'm currently connected to a TV using a component video cable. Are there any video upgrades for the TI-99/4a to use VGA, component or HDMI? - I have an MX-80 parallel printer. Can I connect this to the TI-99/4a? Is it worth the hassle? - Is there an assembler/editor that works on a TI system without a disk drive? How about without the 32K expansion? I've done some searching online, and checked out some of the online vendors and eBay. Most of the info I find is outdated and I'm not sure which of the upgrades are good for a system today. Any and all info is appreciated!
  24. #FujiNet #Atari8bit I have made a cheat sheet showing how to use the N: device in BASIC to open, close, send, receive, etc. The page is here: https://github.com/FujiNetWIFI/fujinet-platformio/wiki/N%3A-Game-Developer-Cheat-Sheet
  25. #Atari8bit In this video, I show how to write the core logic for a light cycle game. The result is a simple racing against opponent barrier game that is controlled by two joysticks, and will be modified for network in part 2.
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