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Long ago Atari offered a 'C' package through APX. It was OK, limited and bit slow. What a lot people may not know that wasn't the end of 'C' for the Atari 8-bit. later Ace C was released which compiled much faster. Still had about the same capabilities but faster compile. But that wasn't the end of it, then CC8 was released. This 'C' more capabilities and faster compile. A really nice package. I have here combined the three packages and the documents in one .zip. Included are libraries, editor and everything you need to get programming. Enjoy. 272648083_A8Cpackage.zip
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I wrote this library for managing text windows starting in 2015 in the Action! language. The windows have different ornamental controls. I've added features I've dubbed gadgets like radio buttons, regular buttons, checkboxes, progress bars, spinners, and input controls that have type restrictions and scroll if they are larger than displayable space. The gadgets allow building forms which are very close to modern dialogs. I blogged the progress of the library over the years, and over the last couple of months converted the library to C (CC65). I blogged about the C conversion as well. I created full API documentation for both and build some sample apps in each language. The blog has some video demonstrations. Once I completed the C version, I decided to create GitHub repositories for distribution rather than my blog. Maybe someone will find them useful. The C version now includes support for FujiNet, SIO, and APE Time. FujiNet bindings include support for Base64 encode/decode and Hashing using SHA1, SHA256, and SHA512. These updates are not in the Action! library, or the Pascal library. (edit) Amarok converted the C version to Mad-Pascal. I created a corresponding API document, and published it on GitHub. Thanks Amarok! Here are the links: C blog entries: https://unfinishedbitness.info/tag/c-cc65/ C GitHub page: https://github.com/Ripjetski6502/A8CLibrary Action! blog with latest release: https://unfinishedbitness.info/2022/08/27/action-library-v1-51/ Action! blog entries: https://unfinishedbitness.info/2016/04/27/action-windows/ (first post on window library) Action! GitHub page: https://github.com/Ripjetski6502/A8ActionLibrary Mad-Pascal GitHub page: https://github.com/Ripjetski6502/A8MadPascalLibrary Enjoy.
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On releasing the Commodore 128 port today I realised I never officially released the TI-99/4a version. I did post the development story in the Development board, but never the (so far) completed version. In 1992 I wrote a C128 80 column version of the game LUDO in BASIC. With the retrieval of my old hardware my retro hobby was rekindled beginning 2020. That is why I thought it would be fun to revisit my 1992 BASIC code and port it to the machines I an now again using, now using C to speed things up, Now have finished versions for the TI-99/4a, the Oric Atmos and the Commodore 128 (80 column mode). To do is still a ZX Spectrum version TI-99/4a version attached. Unzip contents to your disk emulation location of emulator, TIPI or other solution and start the LUDO main executable (the file just called LUDO). Would love to hear feadback if you like it and/or if you encounter issues/bugs. Full source code, documentation and the other machine versions at: https://github.com/xahmol/ludo LudoTI994a-v199-20210531-1535.zip
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Copied from here for original question: C code supplied by Jedimatt42:
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(Started a new thread from the GCC Topic) Finished a first working and complete version of the game. See the ZIP attached, unzip contents to DSK1 location of emulator or TIPI. Game is menu driven and controlled by either joystick or cursor keys. Still contemplating if on TI target the cursor keys are handy, as they on TI require two keys pressed (while my other targets have dedicated cursor keys). Gladly hear your feedback and suggestions. Not much room for additions though, as I already encountered before removing some test code that I completely fill the allocated expanded upper memory space. So adding stuff will also cause need to remove or reduce stuff elsewhere. Tested over here in Classic99 and on my original TI-99/4a hardware with sidecar TIPI. Full source code: https://github.com/xahmol/ludo/tree/main/TI994a (see upwards tree for the Oric Atmos code and the original Commodore 128 BASIC listing from 1992 that I programmed in my youth and that is the base) ZIP file of latest build: LudoTI994a-v199-20210412-0946.zip Changelog: v199-20210412-0946: Optimised window drawing and screen clearing routines with hchar and vchar commands v199-20210411-1322: Optimised window drawing and screen clearing routines with faster native TI methods. v199-20210410-1435: Added speech to support the TI Speech Synthesizer (or the emulation of it using an Emulator) Added boot tracking with fallback to DSK1. Should allow to place binaries everywhere you want on TIPI as long as you have AUTO switched to ON (Automatic mapping of last accessed dir to DSK1). Also supports DSK2 and DSK3 if needed. Small bugfixes - v199-20210326-1856: Changed file operations location to .DSK1 (was .TIPI) to let it work on more machines.
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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!
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https://en.wikipedia.org/wiki/Dhrystone source:https://homepages.cwi.nl/~steven/dry.c Is it possible to run this on Atari? Not in assembler but maybe in other languages like: action, mad pascal, fast basic,basic, gcc6502, vbcc,turbo basic,quick and effectus ?
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ti994w looks perfect for 99 development - in either c or assembler. I'm close to getting the tool chain complete, but could use some help from someone already working. I put a sample hello_world.c99 file in /utl. I'm able to compile with c99c.bat hello_world c99 - that creates /obj with assembler source code out of the c compiler. I'm then able to do c99c.bat hello_world a99 - that create another /obj in obj with the assembled output. There is another file l99.bat. Questions: Where should my files live. Assuming I have a perfect, non-problematic c program, what would I need to type to Compiler, Assemble, link, (hopefully) copy files to a /dskX directory and autorun with ti994w? Thanks, Dan