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  1. restc.bin - - - - - Below is an early XB game, also now known as "Restless I". Thread goes ahead and develops "Restless II", a game written in Assembly and released as a binary for cartridge. Move your ship left and right using the joystick. Shoot by pushing joystick up. 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 110 CALL CHAR(64,"01010103070F001B376FDF00D47F1F03808080C0A0D000B8B4DADD0055FEF8C") 120 CALL CHAR(68,"0043AF19193F3F78073B72637339100001C2F42828F4F43AE0DCCEC6CE9C08") 130 CALL CHAR(72,"0103030301010101010100010100000180C0C0C08080800080808080008") 140 CALL CHAR(76,"000000107C3828000703117D39280000000020F8701040E0FCF8F0B01") 150 CALL COLOR(6,5,1)::FOR X=1 TO 20::CALL HCHAR(X,RND*32,76)::NEXT X 160 CALL SPRITE(#1,64,16,170,96,#2,68,16,10,96,2,0,#3,72,10,200,256) 170 CALL JOYST(1,X,Y)::IF X THEN CALL MOTION(#1,0,X*4) 180 IF Y=0 THEN IF RND>.8 THEN CALL MOTION(#2,1,RND*32-16) 190 IF Y THEN CALL POSITION(#1,Y,X)::CALL SPRITE(#3,72,10,154,X,-16,0) 200 CALL POSITION(#3,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3) 210 CALL POSITION(#2,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)::Y=1::GOTO 230 220 CALL COINC(ALL,X)::IF X=0 THEN 170 ELSE Y=2 230 CALL MOTION(#1,0,0,#2,0,0,#3,0,0)::FOR X=3 TO 16::CALL COLOR(#Y,X)::CALL SOUND(-300,-6,(X*2)-6)::NEXT X 240 CALL PATTERN(#Y,76)::FOR X=3 TO 16 STEP .2::CALL COLOR(#Y,X)::NEXT X::GOTO 160
  2. minec.bin - - - - - I got sidetracked (again) and spent a few hours on making perhaps yet another version of Minesweeper for the TI. The link above tells you a little something about the game, rules etc. As of now you can't play it, but please do test and report. Version 0.1 is attached here: You can move the cursor around. And you can press 1, 2 or 3 to start / generate a new game. So obviously there's a few things to add. What I like is how relatively fast a new game is generated. The premise is, and pretty much has been with many of my efforts, stock TI, no memory expansion, and game on cartridge in a Atarisoft style of 8K or 16K ROM only. We're at 35% of 8K capacity, and plenty of room for saving bytes later if necessary.
  3. 8K game nonoc.bin 64K game and demos nono3.bin - - - - - We'll make up a game based on Nonogram.
  4. what the heck is the difference between the super cart and the editor assembler and should I care?
  5. walker7

    Section Header 1

    From the album: The Best Assembly Computer

    This is what a section's header would look like. The color and font can be variable, but the header text is always in the same font throughout the same source file. The example here is for a program's vertical blank routine.
  6. I would like to serve this topic as a discussion on the BASIC Ten-Liners Contest, especially the two areas: 1. Removal of the FREI category this year, which I believe is unreasonable and doesn't help the contest in any way. - Because the FREI category was established the previous year, this year I have been experimenting a lot with what kind of functionality I can fit into 10 lines of hexa code (about 2.2 KB of assembler code) - I just checked my source code, and I wrote over 5,000 lines (yes, five thousand) of assembler code, figuring out the best compromise between performance&size of the code for each component of the game - It was very exciting finding out what kind of functionality (some quite surprising and unexpected) can be fit within that limit - Hence, it was quite frustrating to see the category removed - For as long as there have been magazines with BASIC listings, inlined ASM code was always integral part of the charm of BASIC - since it doesn't in any way affect the other categories, I really see no reason why it should be removed - the only thing the removal achieved was two less entries for 2019 from me (and who knows how many other people were in same situation) TLDR: It can open up a new uncharted territory of games possible in 10 lines. 2. Inclusion of Compilers (as a separate category) - if my understanding of rules is correct, the only BASICs allowed are the ones that have an editor on the target platform (e.g. you must be able to type the program on an actual Atari (or other computer)) - this would rule out the compilers that exist on PC only - because of my recent work on Lynx, 2 weeks ago I have created a PC-based 6502 compiler (by modifying my Jaguar's 68000 & GPU RISC compiler) of a high-level language that resembles C, and feeds into the cc65 linker toolchain - it would be relatively easy to change the syntax of the language to be BASIC-like - there would be no Atari-based editor or compiler, as I really see no point in creating yet-another editor. - this can however bring the increased productivity of PC-based workflow (Notepad++, Photoshop, etc.) and increase the quality of the target application that is otherwise utterly impossible to achieve by purely typing program on a physical HW TLDR: It can further push the boundary of 10-liners due to much higher execution speeds of compiled code and increased work productivity on PC. It's important we know about this by the end of November, ideally. Posting a contest announcement thread on January 31 will be definitely too late for me (as I will be busy with Jaguar in Q1, especially around March) and I'm sure others would love to know too, as for us there are only 2 options: - resume/start the ASM coding for the 10-Liners Contest - ignore the Contest altogether
  7. I always wanted to know how software sprites worked in this demo. Here it is a dis6502 2.2.2015-04-06 zipped workspace of laser demo. I don't think i will be working on disassembling it anymore. Maybe someone will use it for something else. laserdemo.zip
  8. Hi there, you can find a new bugfixed version of lyxass on my website, lyxass v49. Fixes: * 64 bit and architecture problematic code has been replaced * some strange things about the parser have been (hopefully) fixed * few includes have been changed -> works now with 64 bit gcc and clang please report if you find more issues
  9. Hello! Based on user input, I took my game, Jet!, and turned it into a new game: Drive! I decided to make this a new topic to avoid confusion. Story: This is a 4K, single player paddle game, made entirely in assembly, in which you must move your car left and right to dodge obstacles as you drive down the bridge. As you drive, you will encounter treasures (dots on the ground). When you collect a treasure, you will gain 1500 points and it will be added to your collection (the gold dots on the left side of the status bar). You can have up to five treasures in your collection at a time. You can press the paddle's trigger to "burn" a treasure, which gives you the energy to jump a short distance. Any treasures you have when your game ends will grant you an extra 1000 points. The game is won upon reaching 99999 points. In addition, certain treasures will grant you extra powers: - Red: Gives you an extra life (the pink dots on the right side of the status bar). You can have up to 4 lives at a time. - Green: Makes you invincible for a few seconds. - Purple: Allows you to jump as much as you want for a few seconds with no penalties. Oh yeah, and if you press the paddle trigger when you have no treasures in your collection, you can honk the horn. So there's that. At certain points, the game will speed up. The game will stop generating obstacles for a few seconds, and the speed-up will occur while there are no obstacles on the screen. Finally, the difficulty switches toggle certain functions: - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving platforms off (B) or on (A). Set both to A for the ultimate experience! (Note: Stella sets both to B by default.) I'm very interested to see what everyone thinks of the new direction this game has taken! === UPDATE: v1.1 === What's new: - Introducing speed freak mode! Press the game select switch on the title screen to access this. This makes the game run at hyper speed, so good luck! Combine with both difficulty switches on A for a real challenge! - Better sound and colours for both NTSC and PAL. - Purple powerup has been changed to blue to make it more distinct. - Each treasure in your collection now adds 1500 points instead of 1000 when your game ends. - A few bug fixes. === UPDATE: v1.2 === What's new: - Full SaveKey/AtariVox support! It will save two different high scores depending on which difficulty you have selected on the title screen. Press the game select and game reset switches together to delete your high scores. - You can now switch difficulty modes without going back to the title screen. Simply press the game select switch at any point. - Jerky scrolling is finally fixed. - Treasures now have defined graphics: Gold coin: Takes the place of the gold treasure (no powerup other than the default). Necklace: Takes the place of the red treasure (adds an extra life). Jar: Takes the place of the green treasure (makes you invincible for a few seconds). Statuette: Takes the place of the purple/blue treasure (allows you to jump with no penalty for a few seconds). - You accumulate points faster when you have below 50000 points, meaning it takes about half as long to reach full speed. - Other graphical improvements. === UPDATE: v1.3 === - Fixed a few bugs. - Now has a standard PAL version. === UPDATE: v1.4 === - PAL version should work perfectly. - Updates to Speed Freak mode. Drive! v1.4 NTSC.bin Drive! v1.4 PAL.bin
  10. Recently I wondered about an often used assembly instruction for the TMS9900, the load immediately a.k.a. LI. That thing, that makes me wondering is the fact that this instruction alters the status flags L>, A> and EQ. I ask me, for what is this good? I mean, when I load a immediately constant value in a register, I know if the value is or is not EQ to zero, so I don't have to check it. So this code LI R0,>1234 JNE @ELSEWHERE doesn't make much sense. I never have seen any code or wrote code that do something like this. Is there a serious use case? Where is the benefit? Perhaps TI implement the instruction in that way to save resources in the CPU, so that the micro code could be smaller. But I think the instruction could run faster when skipping the useless status flags altering. What are your opinions?
  11. Estoy con el siguiente problema, necesito convertir el hexadecimal $44000 a decimal. por ende no puedo utilizar el floating point por que este solo trabaja hasta 2 bytes y un máximo de 65335, trate de todos los medios, incluso sumando de un byte a uno y comparando hasta llegar a la igualdad, pero el proceso es demasiado lento, casi 1 minuto. He revisado revistas manuales y ninguno da señal de algún código que pueda ayudar a realizar este proceso. traduccion I am with the following problem, I need to convert the hexadecimal $ 44000 to decimal. so I can not use the floating point because it only works up to 2 bytes and a maximum of 65335, try all media, even adding one byte to one and comparing until you reach equality, but the process is too slow , almost 1 minute. I have reviewed manual journals and none gives a signal of any code that can help to carry out this process. *=$2000 M=17 MEMORY .BYTE $00,$00,$00,$9B DISPONIBLE .BYTE $00,$00,$00,$00,$00,$00,$9B CALCULO .BYTE $00,$00,$00,$00,$00,$00,$9B SUMAMOSMEMORIA LDX M SUMAMOSMEMORIA? CLC LDA MEMORY+2 ADC #$00 STA MEMORY+2 LDA MEMORY+1 ADC #$40 STA MEMORY+1 LDA MEMORY ADC #0 STA MEMORY SUMAMOSMEMORIA?? CPX #0 BEQ FINSUMAMOSMEMORIA DEX JMP SUMAMOSMEMORIA? FINSUMAMOSMEMORIA RTS INICIO LDA #0 STA 710 LOOP JMP LOOP *=$02E0 .WORD INICIO como se puede apreciar en el código tengo la variable M con un valor de 16 que realiza el bucle de SUMAMOSMEMORIA sumando de a $4000 bytes que equivale a 16384 y este resultado queda en MEMORY( $04 $40 $00) y eso quedo dejarlo como disponible ( $02,$07,$08,$05,$02,$08 ). Alguna idea de como realizar la conversión. traducción As you can see in the code I have the variable M with a value of 16 that makes the SUMAMOSMEMORIA loop adding up to $ 4000 bytes that is equivalent to 16384 and this result is in MEMORY ($ 04 $ 40 $ 00) and that is left as available ($ 02,$07,$08,$05,$02,$08). Some idea of ​​how to perform the conversion.
  12. Hi guys, does anyone know of any other TMS9900 assemblers for the PC similar to WinAsm99.exe that I can use with Classic99, and that can also output Uncompressed Object Code and Compressed Object Code? WinAsm99.exe has a couple of bugs that I've found, once of which is a deal breaker for the projects I am working on, with the way it handles Relocatable Addresses.
  13. Folks: Hi ho, Apple users. I have a few Apple programming guidebooks which I am putting up on Ebay. Some are already up, some more are going up today/this week. I play around with TI and Commodore, but not Apple, so I don't have a whole lot of use for them, though they are great books. Putting most of them up for around $10. Not really trying to make bank on these, just picking up a little cash for a few toys Santa seemingly forgot to bring. ^_^ I also have a random Tandy 1400HD power supply and a Vtech LCD Talking Baseball game up. Tandy PS is tested and working, but having no Tandy 1400HD, etc etc. Talking Baseball is ubercheese but the voice cracks me up. Auctions: Beginners guide to Apple II assembly language eBay Auction -- Item Number: 201013141026 Nibble Expresses -collected snippets and code for Apple from Nibble Magazine, 150-200 pages each eBay Auction -- Item Number: 201013138578 eBay Auction -- Item Number: 201013136901 eBay Auction -- Item Number: 201013074044 eBay Auction -- Item Number: 201013308513 eBay Auction -- Item Number: 201013307938 More Apple Secrets from nibble eBay Auction -- Item Number: 201013311895 (Edit - More added) Applesoft BASIC Toolbox eBay Auction -- Item Number: 201013314361 Basic Apple BASIC (Integer & Applesoft FP) eBay Auction -- Item Number: 201013312998 I'll be adding a few more books to the above in the near future. Tandy 1400HD power supply eBay Auction -- Item Number: 201006101600 Vtech talking baseball eBay Auction -- Item Number: 201011770776
  14. Drifting into outer space ... http://en.wikipedia....ruments_TMS9900 http://en.wikipedia...._Data_Processor http://en.wikipedia.org/wiki/PDP-1 http://en.wikipedia..../wiki/Spacewar! http://atariage.com/...wareLabelID=469 http://videogamecrit...z.htm#Space_War I think the spaceship graphics were reused in the later Asteroids (2600). http://atariage.com/...areLabelID=1007 Space War was one of the earlier 2600 games with product number CX2604. http://www.atariage.....html?LabelID=3 It was not one of the original 9 games for sale. The second last number in the product number seemed to indicate a category, 0 for action, 1 for car, 2 for sports etc., but that didnt last long. http://en.wikipedia....tari_2600_games Space War was released in 1978. I had one, but never played it much. I'm going to rip the spaceship graphics and use them in a new game.
  15. bubbc.bin - - - - - A few fresh sprite patterns for my next demo ...
  16. lately I have been trying to find Atari Ed Assem cartridge on eBay at a reasonable cost but to no avail. I want to get back into 6502 assembler (yes I know there are better assemblers the EA but all the beginner books use EA) and need the Ed Assem. SO I got to thinking, it shouldn't be too difficult to convert the EA for booting off disk. It's just an 8mg cart. I have made a few attempts at converting to no success since I'm still learning about headers and such. I did find an .atr image that someone seems to have attempted it, but it never worked. question is, is there any reason why this won't work and if it can could some covert a .rom for me and tell me how you did it for future reference. thx, HLO PS also, I know I could just use an Altirra and the EA.rom (which I now do) but I like going old school with my 800xl from time to time complete with carts and disk.
  17. Hello! BITS presents the fine demostration BITS 0060 sine waves, raster graphics equalizer, big vertical scroll, little bouncing scroll, waving sprites, bars graphic equalizer, sine dots. Download: http://thebitsclub.tripod.com/demo/BITS0060-ST-20140611.ZIP Goodbye, BITS Visit: http://thebitsclub.tripod.com/index.html
  18. Latest version 0.4 mondrianc.bin - - - - - I don't know if the most famous work by Piet Mondrian is his "Tableau 1" An iconic source of inspiration for many like Yves Saint Laurent ... I took a look at the style for these types of paintings. Looks as if the black lines can easily be represented on the TI screen with a thickness of 4 pixels. Going for the multicolor mode (1979) is obvious and would fit perfectly, I could even add some high resolution sprites for a bit of text. One could choose bitmap mode (1981) with no vertical color limit, but still only the maximum 2 colors per 8 pixels horizontally. I chose standard graphic mode (going as far back as 1979 opposed to 1981 for bitmap). With a base 4 by 4 pixel design and only 2 colors in every 8 by 8 pixel character, it still complies - no clashes. I'm sure it's not optimal, but I made a few routines bottom up. One for plotting a black "pixel" (4 by 4 pixels). The technique is like the one I used in this XB program. And then one for drawing lines and then I need one for filling boxes.
  19. # vecZ - vertical-shootemup - launch on 5. nov at gameZfestival.ch (23.30h) at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times. # release/launch at gameZfestival vecZ will be released online on 5th november 2016 at gameZfestival.ch in zurich/switzerland. enjoy the spirit of painted lines! # roms the game will be released online and later also at madtronix.com # greetings hudson for the usb-cartridge, matronix for his publishing, baudsurfer for his work and the designers of xenon2, gunroar, ikaruga, zynaps ... thanks for your code_style # who finished it first? i wonder who will send me the first "game won" photo on a emulator and of course on a real vectrex .-) the latest infos you will find here: http://www.la1n.ch/vecz/ la1n
  20. The other day I was reading a article about the TMS9918A and the writer commented that one could have more than 4 sprites per line by quickly changing the sprite priority which would cause some flicker. That's about all he said. Has anyone ever tried this? The logic sounds good but would the processor be able to keep up? I can't even fathom the logic to do that. ?
  21. Rather than open a thread each time I had a question, I thought I might just open a thread and consolidate all my questions here. Basically I'm developing a game, called Bike Night. It's a horizontal scroller, with a motorcycle going up and down on a track. In that sense its similar to Excitebike. But unlike Excitebike the goal is not to win a race against other bikes but to do tricks. I am learning assembler - I've written games - for the Ti-99, Colecovision, Palm Pilot and iOS devices. Ti-99 was a extended basic game back in the day - Colecovision & Palm Pilot in C, and for iOS I use the titanium framework to write in javascript. The reason I'm giving you my background so you can understand I've always been a high level programmer. I don't understand how the hardware works - and never had to, but now I want to know. I've decided to split my screen into 3 parts. There will be a top level area which is primarily just there to add color to the screen. It'll horizontal scroll, and you'll see flags, colors, bright lights, etc. Then the 2nd part of the screen is the track area. and the 3rd area of the screen at the bottom will display the score and messages like "Wheelie jump" or "Big Air" - it's a bike trick game, so you get the immediate feedback when completing a trick. OK, so today's question, I am getting started on some coding, and I have made a character set for the track area. I've read some old articles about Atari fine scrolling. My understanding (please correct if wrong) is the hardware can do fine scrolling for a character or two. But the way you got it to scroll over several screens is you combined fine scrolling with coarse scrolling. After you fine scrolled say 8 pixels, then you did a coarse scroll by a character (which involved just changing the pointer to where the screen memory began) OK question take a look at this source from the book "Atari Roots" 10 ; 20 ; THE VISITOR 30 ; 35 TXTBUF=$5041 40 OPNSCR=$5003 50 PRNTLN=$5031 70 ; 80 *=$600 90 ; 0100 TEXT .BYTE $54,$41,$4B,$45,$20,$4D,$45,$20 0110 .BYTE $54,$4F,$20,$59,$4F,$55,$52,$20 0120 .BYTE $4C,$45,$41,$44,$45,$52,$21 0130 ; 0140 VIZTOR 0150 ; 0160 LDX #0 0170 LOOP LDA TEXT,X 0180 STA TXTBUF,X 0190 INX 0200 CPX #23 0210 BNE LOOP 0220 JSR OPNSCR 0230 JSR PRNTLN 0240 INFIN JMP INFIN OK, now, you have the assembler pseudo op ".BYTE" And apparently one is looping through and using the data stored there - how to use it, I get. lets say I have all this data for screens and I put it in .BYTE directives in my source. And I loop through and I place the screen data into memory. What I don't get - this may sound like a ludicrous question, but what I don't get is am I doubling the amount of memory being used??? By that I mean - how does an executable itself work. Lets say my executable is called bnight.exe - when I run that, does the entire game load into memory? If so, do I have the entire screen data loaded into memory and when I copy it to the screen area, I've essentially just doubled the amount of memory being used for this data? Would it make more sense, if trying to save bytes, to leave the screen data in a separate file on disk, and then programatically retrieve it and then load it into the appropriate area, rather than using a byte directive and having that data part of code? Am I completely confused? Thanks!
  22. I am writing some assembler code with the Editor / Assembler. When I assemble the code and use PIO as the list file name I get a DSR ERROR : 0302. If I leave the list file name blank or list to disk I have no issues and the code assembles with no errors. I am able to print a disk catalogue to PIO from the Disk Manager 2 module but I have not tried printing any other way than from disk manager and E/A. I have had this same issue with a Lexmark printer and an Epson printer. My assembler options are RLS. Any ideas what the issue might be?
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