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Blogs

  • BinaryGoddess' Blog
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  • Random Terrain's Tetraternarium
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  • Being Of The Importance Of Shallow Musing.
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  • bankockor Blog
  • Kelp Entertainment
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  • IHATETHEBEARS' BLOG
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  • STGuy1040's Blog
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  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
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  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
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  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
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  • 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
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  • 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
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  • 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
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  • pacmanplayer's Blog
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  • 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
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  • 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
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  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
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  • 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
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  • Gnuberubs Sojourn Dev Journal
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  • 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
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  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • Manoau2002 Game and Vinyl Blog
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  • MegaData Manifesto
  • Selling Atari on Ebay.
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  • eshu's blog
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  • Bio's Blog of Randomness
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  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
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  • The Game Pit
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  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
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  • Msp Cheats Tips And Techniques To Create You A Better Gamer
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  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
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  • Zsuttle's gaming adventures
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  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
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  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
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  • XDK.development present Microsoft Xbox One Development
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  • My blog of stuff and things
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  1. I'm interested in doing some pixel art based on the specs of the 5200, and I wanted to see some examples of the best looking games for the system (Homebrews included lol). Any suggestions?
  2. How would I to make any character in any A2600 game a two colored character? Like Pac-Man being orange and black, and the Mrs. Red and blue. What code do I need to alter to accomplish this? Is it the same way in other games as well?
  3. Looking at the Specs, the Colecovision and the NES are not too far off, and the Coleco has a few advantages like Processor speed. So how close are they? There are a lot of games that the MSX has that are quite impressive, and at the same time, they should easily show what the Colecovision is able to do, although I believe the colecovision can scroll and have more polished graphics. It may have been possible if not for Adma and CBK that Colecovision could have pushed the NES away from market dominance and would have had computer, MSX, and NES ports which a lot I can see running real well on Coleco especially arcade conversions. What do you think?
  4. I always wished the Super Cobra chopper was a little smaller, so I could navigate without having to be quite so careful. I always thought it would improve gameplay. Well, it is a little smaller now, and I do think it improves gameplay. While I was at it, I thought I'd make a few visual improvements too. I'd like to maybe do a few more things in the future. But I just wanted to share what I'd done so far and get some feedback on what people think. Done so far: 1. Chopper smaller and graphically improved a little 2. Playfield points display font improved 3. Remaining choppers graphic improved 4. A few other minor changes Super Cobra.xex
  5. Finally got around to processing the scans for this interesting and formerly unarchived program. This is from a sealed copy that I opened and imaged a few years back. The ZIP file contains the following: 1. ATR 2. PDF Manual 3. Hi-Res versions of the images shown here Drawpic.zip
  6. I already dropped an email to Seb, and I am still waiting for a reply. But I thought I might be able to save him some time by asking for help here. I have been beating my head against a wall for a few days on this one and can't figure it out. So, any suggestions are appreciated. I am learning from his Example #2 program how to use his llinear and affine transform functions. I have a basic understanding of how to use the functions, but what has me confused is the visual difference between my program and his example program. In my program, when I make a translation or rotation with the affine/linear transform functions the graphics data will "smear" in the frame buffer. I have seen this before when manipulating frame buffers with the fb2d functions in the past. In the example program, this doesn't occur though. Somehow the fame buffer is cleared, and the graphics data is updated with no smearing between frames. I am thinking it might have to do with my graphics data not being created correctly, as I have copied his example code, line for line, with the only difference being the graphics data. And any other differences in code, I have tested to see if they make a difference with no results. This leads me to believe there is something fundamental with exporting my graphics that I don't understand that is creating this difference between my program and the example program. I have tried various bit depths, and other options with the removers image converter with no success. I have uploaded the source C files for both the example and my program for comparison. Also a video file for for comparison, since most people probably aren't setup to build programs with the removers library (first program is the example the second is my program). Thanks in advance for any help! Example Program - https://drive.google.com/open?id=1mJX9XcSJ64zL-ndVxXLAzwTnPNIo_C70 My Program - https://drive.google.com/open?id=1wlf6ZeYIlNJQynaDuEKgDr0Pj1P2pxz1 Video - https://drive.google.com/open?id=19fO04bKRaan9GsMsT2PSVtSoKYCXrSPB
  7. So, I know that the main CPU runs at 1.19 Mhz, and I also know that the TIA is 3 times as fast as the 6507, so it runs at 3.57 Mhz. How would I figure out how long a single color clock takes to execute?
  8. Wondered if anyone has a copy of 3D Galax by Gremlin Graphics that they possibly would consider parting with? Thanks!
  9. As mentioned elsewhere, I've been building a collection of F18A / slideshow99 compatible pix using Tursi's little convertor proggy (which is a lot of fun to fiddle with). And so here's a small batch.... I was going to categorize them, but I'm way too lazy to be that organized. That being said, I have created a separate disk of NLL (National Lacrosse League) logos (past and present) since, as always, I become completely obsessed/stressed-out at this time of year as the post-season draws ever closer... I know, I know, what kind of Canadian puts ANYTHING above hockey??? Well, I was raised in a Lacrosse town, so I like my hockey to have BALLS! (Although congrats to the Leafs for making it into the Playoffs). I've attached a single ZIP file for those who do not use a CF7/nanoPEB, so that you can use HDX, Floppies or your storage medium of choice. If you do use CF's I have also attached 5 separate CF7 discs (each contains 21 images). All but two or three of the images are converted from bitmaps I have on my PC, so many will be instantly familiar, but I think it's safe to say, this is their first appearance on a 4A. If there is already a thread where we are sharing these (besides the sample batch in the Flashrom99 thread), I ask that these get moved there and point me there for future reference. But if this is the first such post of this kind, then what's up with that??? I haven't looked, but I'd wager there are forum repositories of Spectrum512 images in the Atari forums! F18A_PICS1.zip NLLPIX_1.dsk PEBOPIX_1.dsk PEBOPIX_2.dsk PEBOPIX_3.dsk PEBOPIX_4.dsk
  10. Hello there, here is ABBUC version of Title Studio GR15, placed 2. in ABBUC Software Competition (software category). The program can be used for making simple title screens with texts in different styles and colors in graphics mode 15. Only 4 colors can be used, but screens can be saved in Micro Painter format and manipulated further in any other program, which can read this format. ZIP archive includes examples of using program screens in Mad Pascal, Atari BASIC, Turbo BASIC XL and Action!. You can find short description about the program in attachment (PDF format). The program could be much improved with additional features, but current version didn't make use of additional XL memory. I plan to extend this version with loading custom character sets, big characters and so on. Also, you must run program with Atari BASIC switched off The program itself was developed in Mad Pascal, great language made by Tebe. Great appreciation to all other entries in ABBUC competition, splendid work all participants and ABBUC itself for making it all possible. Greetings, Gury ts_gr15_v1_1.zip TS_GR15.ATR ts_gr15.pdf
  11. A lot of us here like to play with graphics, others like to view anything TI. So, how about a thread to turn any photo from a current event or something of interest into a "TI related photo"? The two below have already been posted, but hey, I had to start this thread with something. What do you have?
  12. So my TI-99/4A has been acting up lately. In some games, like BurgerTime or Parsec for example, the system will lock up. Sometimes it will just stay frozen, sometimes the console reboots, and sometimes random graphics corruptions and characters appear all over the screen. I should also mention that sometimes when powering on it will lag for a few seconds longer than normal before getting to the main screen, and there is no beep when that happens. Probably unlikely, but is it possible that the power board is failing? Thanks in advance! P.S. I've also found that pressing on the middle of the top at the back will cause the corrupted graphics as well.
  13. I am starting this thread to collect various examples of bitmap graphics programming in fbForth 2.0. This first example is a quick-and-dirty joystick drawing program, JDRAW , ported from the program of the same name I wrote four years ago for TI Forth in post #48 of thread, TI FORTH Version 3.0 dated October 20 1982. As I stated then, it is a pretty useless program except as a demo and proof of concept. It uses the CRU mode of JOYST for joystick-only use. There is a three-choice menu accessed with the fire button. The choices are P—Toggle pen up/down [blue pen = pen down; white pen = pen up] D—Toggle draw/erase [ solid pen = draw mode; hollow pen = erase mode] Q—Quit program The joystick moves the pen around the display screen. There is much that could be done to make it more useful. One such thing would be to provide finer control over the pen—reaction to joystick movement is too fast for any useful drawing. Another would probably be to dispense with the menu and use the fire button for pen-up/pen-down. But, that leaves managing draw/erase mode, which would probably require using the JOYST word in keyboard (KSCAN) mode. Anyway, here is the fbForth 2.0 source code for JDRAW : I will add a blocks file, later. For now, you can paste this in Classic99 at the command line of fbForth 2.0. Start the program by typing: JDRAW ...lee
  14. Hi there, first time poster, so apologies if Im in the wrong place for posting this.... I tried to set up my wife's SNES before Christmas to play some games with her, but I had this graphical issue: http://imgur.com/jio6NoN This happens with all of our games, and doesnt change based on using the RF connector or the A/V one either. Ive also tried rubbing the contacts on the console with a piece of cardboard (its what I had to hand) and rubbing the contacts on the carts too. Im just wondering what my next step would be, my wife loves her SNES, she has had a long time, and we dont want to have to throw it away. Any help would be very much appreciated. Thanks
  15. Hi, Here's two 160x240 no-flicker "new graphics modes" I have been experimenting with. Funny thing is, the viewers are identical. The conversion routines are totally different though. More info and sources will follow... black and white (8 shades of gray) 6 images, e.g. color (guess how many colors ) 8 images, e.g. Best viewed on real hardware and period display bw.zip color.zip
  16. Like the topic says.... is there a way to use PLOT and DRAWTO to quickly drawn lines with the line drawing characters? Here's what I understand so far after some research: You can use PLOT and DRAWTO in a text mode. The COLOR statement is used to determine what character is output. The COLOR statement is ranged 0-255 (8 bits), but the 1st two bits are said to control color of character, and the last 6 to identify which character. Six bits only allows for 64 possible characters (out of 128 + another 128 inverse). When I wanted to plot an ATASCII 17 (upper left corner drawing character), I instead neded up with a Q, ATASCII 81 (in the next set of 64 chars). So, how do I plot box corner characters and "draw" box side characters between them? Also I'm pondering... normally the COLOR statement determined which color register will be used for subsequent plots. There are 5 color registers (0 - 4). When doing graphics, the least sigificant bits given to the COLOR statement determine which register, Why is it that the same COLOR statement, when using for text mode, has the two most significant bits deal with color? Also, since it is just two bits, it could only refer to teh 1st four color registers and not the 5th one. That's okay I suppose, but do they even refer to color registers at all? Any of you gurus able to help clear this up?
  17. Hey all. With the below program, can someone help me understand some stuff: 1. How to use the SPRITE command to overlay bitmap "yes" on top of bitmap "no", setting both in Double-Y MOB mode, so they look like a high resolution, two-color item, fitting into a single tile 8x8 space. 2. How to use the PRINT command to place bitmap "maybe" on any card on the screen? showing and placing ROM text is cleanly explained in the IntyBASIC manual, but I am not making the mental leap on how to do the same with an 8x8 graphic unit. The line "PRINT AT 200,$19D9" puts the bitmap in tile #200 but I don't understand how that relates to "DATA $007E,$007E,$003C,$0018". Thanks! REM Command: intycolor -b -o60 -s0000 -p yes.bmp yes.bas yes REM Command: intycolor -b -o62 -s0000 -p no.bmp no.bas no REM Command: intycolor -b -o59 -s0000 -p maybe.bmp maybe.bas maybe REM Command: intycolor -b -s0000 -p myback.bmp myback.bas myback REM stub for showing image MODE 0,0,0,0,0 WAIT DEFINE 0,16,myback_bitmaps_0 WAIT DEFINE 16,16,myback_bitmaps_1 WAIT DEFINE 32,3,myback_bitmaps_2 WAIT DEFINE 59,1,maybe_bitmaps_0 WAIT DEFINE 60,2,yes_bitmaps_0 WAIT DEFINE 62,2,no_bitmaps_0 WAIT PRINT AT 0,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 20,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 40,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 60,$0000,$0000,$0000,$0802,$080A,$0000,$0000,$0000,$0812,$081A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 80,$0000,$0000,$0822,$082A,$0832,$0000,$0000,$083A,$0842,$084A,$0852,$0000,$0000,$0000,$0000,$085A,$0862,$0000,$0000,$0000 PRINT AT 100,$0000,$0000,$086A,$0000,$0872,$0000,$0000,$087A,$0000,$0000,$0882,$0000,$0000,$0000,$0000,$088A,$0892,$089A,$0000,$0000 PRINT AT 120,$0000,$0000,$08A2,$0000,$08AA,$08B2,$08BA,$08C2,$0000,$0000,$08CA,$0000,$0000,$0000,$08D2,$08DA,$0000,$08E2,$0000,$0000 PRINT AT 140,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$08EA,$08F2,$067A,$08FA,$0902,$0000,$0000,$090A,$0000,$0000 PRINT AT 160,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$084A,$0912,$0000 PRINT AT 180,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 200,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 220,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 WAIT PRINT AT 0,$19E6 PRINT AT 20,$19EE PRINT AT 2,$19F7 PRINT AT 22,$19FF PRINT AT 200,$19D9 loop: GOTO loop ' 35 bitmaps myback_bitmaps_0: DATA $0100,$0C07,$1008,$4020 DATA $8000,$4040,$4040,$4040 DATA $0100,$0C06,$1010,$4020 DATA $18F0,$0808,$0404,$0202 DATA $0000,$0000,$0000,$0100 DATA $4040,$8040,$8080,$0080 DATA $4040,$4040,$2040,$2020 DATA $0000,$0000,$0100,$0201 DATA $4040,$8040,$0080,$0000 DATA $0101,$0101,$0000,$0000 DATA $0000,$0000,$8080,$4040 DATA $0000,$0000,$0000,$0300 DATA $0000,$0000,$0000,$C000 DATA $0101,$0201,$0402,$0404 DATA $2020,$1010,$1010,$1010 DATA $0404,$0808,$1010,$4030 myback_bitmaps_1: DATA $4040,$2020,$1020,$0810 DATA $0C04,$1010,$2020,$4040 DATA $1820,$0404,$0102,$0001 DATA $0000,$0000,$0000,$8000 DATA $0804,$0808,$1010,$0000 DATA $0408,$0202,$0101,$0000 DATA $0000,$0000,$0000,$3FC0 DATA $0000,$0301,$0C04,$E010 DATA $8040,$0000,$0000,$0000 DATA $0408,$0404,$0202,$0202 DATA $0000,$0101,$0201,$0402 DATA $8080,$0000,$0000,$0000 DATA $6040,$2020,$1010,$1010 DATA $0101,$0000,$0000,$0000 DATA $0000,$4080,$2040,$0718 DATA $0000,$0300,$300C,$00C0 myback_bitmaps_2: DATA $3008,$00C0,$0000,$0000 DATA $0808,$0404,$0202,$0302 DATA $0000,$8000,$4080,$0000 yes_bitmaps_0: DATA $FFFF,$0101,$7D7D,$4545 DATA $5D5D,$4141,$7F7F,$0000 no_bitmaps_0: DATA $0000,$FEFE,$8282,$BABA DATA $A2A2,$BEBE,$8080,$FFFF maybe_bitmaps_0: DATA $007E,$007E,$003C,$0018
  18. Hey all. While noodling with a MOB concept, I created a 16hx8w pixel image in Windows with two colors and a black background. I am now trying to find a program/method that will resize it into an 8x8 image without anti-aliasing or other "tricks". I just want to squish the image so I can preview it before I convert it into a proper sequence of GRAM blocks. Because I used two colors while painting, I understand that the final thing in my game will use four characters, but for now I just want to draw and preview and stay in Windows (GUI or command line makes no difference to me). I think this is the most expedient way to think through how a MOB will look when it is actually in a game, but I am open to all alternative ideas... Thanks.
  19. Hello! This is the new demostration for Atari ST by BITS: BITS 0061 waving scroll, fractal tree+grass, parallax scroll, sprites. Download: http://thebitsclub.tripod.com/demo/BITS0061-ST-20140628.ZIP Goodbye, BITS Visit: http://thebitsclub.tripod.com/index.html BITS0061.TXT
  20. Wow, this is my first post here in six years, back when I got the system. Hello again, everyone! Anyway, I recently acquired a copy each of Pitfall II: Lost Caverns and Solaris, and I've been having a bit of trouble with them. Of my ~100 other cartridges, only one is broken (Home Run, which I don't care about), and the rest work fine. Judging by guides, I believe I have an NTSC heavy sixer unit (model CX-2600), but I cannot absolutely confirm that. I know there are some strange incompatibilities between different versions of the system, so I figured I'd make sure to tell you about my console. With my games, here are the problems I have. Pitfall II: Lost Caverns This copy seems to display ladders all over the place, including in lieu of the blockades between areas. The last digit of the score is also garbled. All sprites appear normally. The game plays perfectly fine otherwise. I have deep-cleaned the connectors and the inside of the cartridge to no avail. I have no idea if the cartridge or the system is faulty. And just for fun, while cleaning it, I found out you could distort the music by touching the reverse side of the board with an isopropyl alcohol-dipped Q-Tip while the game is running. Cool! Breaking Pitfall II's sound.wav Solaris This game seems to have vertical sync difficulties: WP_20141113_016.wmv This baffles me because the game is the NTSC red label release, not a PAL release where I'd expect something like this on an NTSC set. At the moment, I can only test the system on two TVs. The other one handles the sync a little better but cannot cope well with the low signal strength from the system. Here's plain old Basic Math: So my overall question is this: is there something wrong with either of these cartridges, is my system at fault, or is there a weird incompatibility involved?
  21. This is my new converter (also) to Atari palette color. Programmed in FreeBASIC. Support for BMP format. Review: http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Others/RetroPaint.shtml Direct download: http://www.instaluj.cz/retropaint/download Youtube: https://www.youtube.com/watch?v=Q4b1e_shan0 Conversion to ZX:
  22. I'll get right to it - there's a problem with my 2600. After it's been running for a while, the colors begin to change. The only big one I've noticed is the transition of blue to green, though there may be more. I've attached a picture of what it looks like. It's not an actual screenshot from the system, it's an approximation made from a screenshot in Stella that I doctored up in MS Paint. Any ideas? Suggestions? Should I just throw it out? I have a theory though - I'm using a stock power supply that is damaged - I have to have the cord in just the right position to get it to work. I read a post a few years ago that said these power supplies are made of bad components and over time lose resistance, thus letting in more voltage than the system can take. This can lead to an Atari Barbecue, which I fear is happening in this case. If it helps at all, I'm also using a first-run Harmony cart from 2011. Any and all info is greatly appreciated. Thanks in advance.
  23. I'm having issues with the following code. Players 0 and 1 display a vertical line as expected, but players 2 and 3 appear to just display in the border area at the very top and very bottom. Does anyone know what is causing this? PMBASELOC = $8000 M = $8300 P0 = $8400 P1 = $8500 P2 = $8600 P3 = $8700 PCOLR0 = 704 PCOLR1 = 705 PCOLR2 = 706 PCOLR3 = 707 COLOR2 = 710 ;playfield COLOR4 = 712 ;border HPOSP0 = $D000 HPOSP1 = $D001 HPOSP2 = $D002 HPOSP3 = $D003 PMBASE = $D407 SDMCTL = $22F GRACTL = $D01D *= $9000 INIT lda #0 sta PCOLR0 sta PCOLR1 sta PCOLR2 sta PCOLR3 lda #176 sta COLOR2 sta COLOR4 lda #PMBASELOC/256 sta PMBASE lda #62 sta SDMCTL lda #3 sta GRACTL lda #50 sta HPOSP0 lda #100 sta HPOSP1 lda #150 sta HPOSP2 lda #200 sta HPOSP3 CLRPM1 lda #0 tax CLRPM2 sta P0, x sta P1, x sta P2, x sta P3, x inx bne CLRPM2 SETPM01 lda #255 ldx #0 SETPM02 sta P0, x sta P1, x sta P2, x sta P3, x inx iny cpy #255 bne SETPM02 END jmp END
  24. I'm not new to drawing sprites, but I am new to worrying about keeping things to 16 (15?) colors. I have a few questions, one regarding lynx specifications, and 1 regarding workflow in gimp which I am a little new to. 1) So I read that the lynx is limited to a 16 color palette per scene/level. I know you can get fancier with a few tricks, but I have no trouble working within those confines, as most commercial lynx games did. Along those lines, I thought I read something here in the lynx programming contest thread, that 1 of the 16 colors is set aside for transparency? In that case, when making sprites, is it true that I should then use only 15 of the 16 colors in the palette on the actual sprites, for the colors and parts of the sprite that I want displayed? 2) Gimp workflow: I have figured out how to create a palette by importing colors from a picture. How do I set a palette as the "only" colors for a picture - such that I could maybe drop in a sprite I have created without concern to the lynx palette, and have it forced into the limited palette I set? I know this isn't programming, but figured it belonged in this forum rather than the general lynx forum. Thanks for your help!
  25. EBay is a great source of graphics for the TI-99/4A. Many times the images are in a large pixel format, and very good quality. Sometimes you can even find stuff that a person might be able to use. Remember the old Library Sheets for the TI Program recorder.... Yep, even THAT rare old sheet was on Ebay! From time to time you'll find great images of TI-99/8's, CorComp Controller Cards, even very rare and hardly used P-Box cards. Sometimes it's very educational to actually SEE what people have been talking about. Crawl around under the floor boards at Ebay sometime and go graphic hunting, you never know what you'll end up with.! Here is really large image of a P-BOX http://i.ebayimg.com/t/TI-99-4A-TI99-Peripheral-Expansion-Box-System-Later-Toggle-Button-TI-RECONDITION-/00/s/NjMxWDEwMjQ=/z/qiYAAOxyWmxSUhz2/$(KGrHqV,!k8FJBk03D63BSUhz1yLNw~~60_57.JPG
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