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Previous post here Meta is now on Bluesky: bsky.app/profile/language.metaproject.frl Bluesky is a new, open social media network. It is designed as a distributed system, without a central point of control. No more censorship, no more deplatforming, no more forced advertising. You control your own attention by subscribing to what you want and filtering out what you don't want. We will be microblogging our announcements there, and building a community. You can follow us to be informed of our posts. The first engineer of the Protocol Labs and early Bluesky advisor is already a follower: bsky.app/profile/language.metaproject.frl/followers When others post using the #MetaLang tag, we will be able to follow all Meta posts across the network: bsky.app/hashtag/MetaLang
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Previous post here Good news! The Meta programming language secured its first funding for further development of the language. The development is sponsored by New York Link. The build service and tools will be developed further. The Meta compiler currently supports multiple targets: - Atari 8-bit, through the compile.com command-line tool; - Web browsers, through the web console; - Popular PC platforms, through the run.com command-line tool. While the build service is already universal, the tools are not. The compile.com tool will be extended to support multiple target platforms. You will be able to compile for PC without needing to run the resulting program. This is also a necessary preparation for releasing more target platforms for cross-compilation, such as Atari 2600. The build service will actually benefit from being less universal. We will set up an extra build server in, you guessed it, New York. This will ensure our customer will have the best latency and performance for compiling Meta programs. This is the kind of thing we can do for sponsors. If you're interested in funding your particular wishes, please contact us throught email to discuss it: https://language.metaproject.frl#contact
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So, I found this programming language called NESfab. I also notice that there is a lack of discussion on it here...until now. Anyway, my opinion is simple enough so far: it looks nice and handy for an NES-based programming language. What do you guys think?
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Previous post here I started creating a custom forum for the Meta language projects. Currently, I am writing it in a combination of REBOL 3 and Meta. It is hosted by Meta. In the future, it will be written completely in Meta. For now, it is almost as simple as possible, focusing on the core chat functionality. Over time, more features will be added. I opened these forums for the Meta language in general, Meta on Atari 8-bit, and the Syllable operating system project: https://social.metaproject.frl/Meta/ https://social.metaproject.frl/Meta/platforms/Atari/8-bit/ https://social.metaproject.frl/Syllable/ As a courtesy to the community of REBOL, Meta's predecessor, I also set up a REBOL forum: https://social.metaproject.frl/REBOL/
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Previous post here I am using my Meta programming language to create and serve new websites for the Syllable, Syllable Server (Linux) and AtheOS operating systems: https://syllable.metaproject.frl @Matej and perhaps some others here will remember. I am designing Meta to be used in Syllable itself in the future. Meta already runs on Syllable, but you have to go through Atari. ? https://sites.google.com/site/syllablesoftware/emulators/atari800
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Previous post here I published Mortal Coil, the first graphics & sound demo written in Meta, my new programming language: https://language.metaproject.frl/programs/ The ABBUC had the scoop on this in their December 2021 disk magazine. Now I am publishing it for everyone. I ported Mortal Coil from the original in assembly by my old friend @F#READY. The original won first place in the 128 bytes compo at Outline 2017. I used this example throughout the development of Meta to guide its design and implementation.
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Greetings and felicitations, children of technology! A few of you may know me from around three decades back. I have to congratulate you all on this cool forum, that has amazing activity. I am happy that the community is still there. I am contacting the community again, because I am doing some work on Atari again. I am making a new programming language, that will be general-purpose, but that I am targeting at 8-bit Atari first. Most new languages don't target the old machines. There are a few exceptions, but they target the vintage machines specifically, and are not meant as general-purpose languages for modern systems. I think this is feeble and probably wrong in terms of language design: there are many bad reasons, but no good reason to not support small systems. C is still used everywhere, and it can do it. I think any new language should improve on C; it should not be less capable. I always thought this should be possible, and it is turning out to be true. At first I thought it would be harder to support the old systems, but it actually turned out to be easier, and it helped get the project off the ground. Small systems are much easier to work for due to less complexity, they are more motivating, they provide meaningful results earlier, they keep you aware of performance and they prove you can target very small devices, such as for Internet of Things. Like how Contiki became an IoT operating system starting on C64. I have wanted to do this language for some three decades, but the industry became ever more complex faster than I could master it. Every time I thought I could improve some things, the platform I was using was already outdated. For a quarter century, I didn't really know how to improve languages on the newest platforms, so I tried to use the best ones I could find. Yet almost every time I wanted to do a project or a commercial assignment and needed the platform and language to just work, I ran into walls that debilitated my efforts. This was all the more frustrating because there once was a system that I could do anything on that I wanted: my trusty Atari 8-bit. Perhaps my projects are too ambitious, yet this was no problem on Atari. I desperately need that power and control back, and in the past years, the puzzle pieces started to come together. Now it's a matter of doing the enormous amount of work required from a modern language. I am half a year into the project, and am double as productive as I have ever been. The language is mostly inspired by REBOL, of Amiga heritage: https://en.m.wikipedia.org/wiki/Rebol REBOL has great clarity and conciseness of expression, and a great capacity for abstraction, which can be used to define cross-platform abstractions. It has been measured to be the most expressive general-purpose programming language: https://redmonk.com/dberkholz/2013/03/25/programming-languages-ranked-by-expressiveness/ Among others, I was further inspired, for their performance and support of native Atari functionality, by Action!: https://en.m.wikipedia.org/wiki/Action!_(programming_language) and by PL65: https://atariwiki.org/wiki/Wiki.jsp?page=PL65 The language is past the proof-of-concept stage, but it is still very incomplete. On the other hand, it will match features expected from an 8-bit language before it will be able to match expectations for a modern language. I am working on a sneak preview release to let people try it. I will post examples as I go, if you like. After the sneak preview I will be working further on a crowd-funding website, where you will be able to influence the development through donations.
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meta New language Meta name revealed, website launched
Kaj de Vos posted a topic in Atari 8-Bit Computers
Previous post here I have created the website for my programming language project. It is served by the language itself (on Linux, not on Atari yet :- ): https://language.meta.frl I am collecting all the content there that we discussed here this year. Check back regularly for more. -
I am developing a new language that I have been introducing here: After the Atari 8-bit, I am now targeting it at the 2600. I just posted the first demo here: Here is the source code: unsafe!!! constant reference volatile byte! [ ; TIA VSYNC= ~0000 VBLANK WSYNC COLUBK= ~0009 PF0= ~000D PF1 PF2 GRP0= ~001B GRP1 ENAM0 ENAM1 ENABL ] vertical-sync-bit= %0000'0010 VBLANK: ; Set beam to on to use the entire vertical-blank overscan area ENABL: ; Ball off ENAM1: ENAM0: ; Missiles off GRP1: GRP0: ; Players off PF2: PF1: PF0: 0 ; Playfield off; we only use the background byte! [jiffies colour] forever [ VSYNC: WSYNC: vertical-sync-bit ; Wait for end of scanline, then start vertical sync ; Vertical sync pulse. ; This lasts 3 scanlines, where some small work can be done to set up the next screen. colour: jiffies ; Begin colour gradient, shifted by jiffy counter ; Wait three scanlines, then end vertical sync, continue vertical blank VSYNC: WSYNC: WSYNC: WSYNC: 0 ; Vertical blank area, followed by the visible display area, ; followed by another vertical-blank overscan area. ; PAL and SECAM officially have 45 + 228 + 36 scanlines here, NTSC has 37 + 192 + 30. ; We generate 283 scanlines (plus the 3 for vertical sync), for a display frequency of 55Hz, ; inbetween PAL/SECAM and NTSC. It will work on all, if you have a tolerant television set. ; The first scanline is used for the setup overhead of the LOOP, ; so it gets the last colour wrapped over from the last scanline of the previous screen. ; Being the first line of the vertical blank overscan area, it is normally not visible. loop 282 [COLUBK: WSYNC: overflow increment colour] ; Increment background colour for every scanline overflow increment jiffies ] Here are some artifacts of the compilation. The assembler listing: https://language.meta.frl/examples/platforms/Atari/2600/rainbow.list A VICE labels file, for debuggers: https://language.meta.frl/examples/platforms/Atari/2600/rainbow.labels The memory sections map: https://language.meta.frl/examples/platforms/Atari/2600/rainbow.map It's my second 2600 program; please be gentle. ? The language will be cross-platform on as many systems as possible. 2600 programs are developed by cross-compiling. In many cases, it is also needed to pre-compute data for a 2600 program. You will be able to write such tools in the same language, on your PC or Mac or other favourite system.
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Previous post here I have launched the website for my programming language project. It is served by the language itself: https://language.meta.frl
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Hi! This is my first post here. I have created a new computer language, that makes 6502 code. Before I release it, it would like to test to make a Atari 2600 program. But as I don't have time to learn all about 2600 now, I wounder if there is a assembly program I can translate as a example. After that maybe someone would like to test it for writing their own programs. And I can provide the code for that program that i translate, as a programming example. Does anyone know of some suitable assembly code for this? I worst case I could take some machine code, and translate that. Any ideas? And where can I find info about the used fileformat for Atari 2600 emulators?
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I got this off eBay a while ago. Anybody ever seen it or program in it? I posted the manual over at Atarimania.com under the eight-bit manuals section. Allan Inter-LISP.atr.zip