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My friend Peter has released the source code to Nightraiders game for the Atari 800 computers that he wrote in the 1980's. I had to convert the assembly format to work with the ATASM and MADS assemblers, it took awhile. We added a few more comments to the original since we were a lot younger back then (18 for Peter and 22 for me) and didn't bother with comments. Link to code is here: styck/NightraidersAtari: Nightraiders atari computer game (github.com) , if you have trouble building let me know on the GitHub discussions. We will add instructions on creating the maps with a font editor later. I'm working on converting the C64 game ChopperHunt conversion I did when in college and that will be in the same github as Nightraiders. ChatGPT has been helpful in the conversion process so hopefully this one will be done quicker.
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I'm looking for the TI Assembler commented source code. Not the E/A cart code. I'm guessing that it was probably sourced from some 990 package originally? Any ideas? Thanks.
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Now that @phaeron released his latest 4.00-test43 source code, including the RMT libraries, more than ever, I would like to compile Altirra from source. Instead of asking Phaeron directly, I thought it would be nice to have a compilation guide here on AtariAge Has anybody, besides Phaeron, ever compiled it from source? Which compiler do I need? Is it free? Does it run on WINE? How hard do you think it would be to cross-compile with i686-w64-mingw32-gcc? Edit: answering two of my own questions: There's a free version of Visual Studio at https://visualstudio.microsoft.com/free-developer-offers/ Does it work on WINE? https://appdb.winehq.org/objectManager.php?sClass=application&iId=892 NO! Edit2: found two vcproj2cmake projects (1, 2) but both are very old. Now that VS integrates CMake more and more (https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=msvc-160, would it be possible to generate them from within VS?
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Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
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Hi, I wish to know if the Jiffi tool source code is available, I would like to add the ELF format or to know if such support is planned by the tool author(s)? Thanks,
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Undertale - Muffet Song - Spider Dance STORY I really like this music and wanted to create a ColecoVision version of it. So I took a day listening to the original music and multiple covers including the great acapella version by Smooth McGroove. I took a day to decide the way I wanted my version to sound like and coded the first 30 seconds, added the valid cartridge header and very simple needed routines to work properly. DOWNLOAD Muffet Spider Dance Demo (30 seconds loop) SRC+ROM: cvmuffetdemo.zip
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DUCKTALES 1987 THEME SONG (All-in-one archive) : DUKETALES1987.zip This archive contains the Ducktales theme song I've composed a few days ago. This archive is also updated to contain both PAL and NTSC versions, technically making it sounds just fine regardless if you are using the NTSC or PAL ColecoVision game system. WARNING! The music may play at the wrong speed if you are using a modded ColecoVision or an emulator. For example, setting 50Hz on BlueMSX but still using the NTSC ColecoVision BIOS results into a slower theme song. If you are curious, unzip everything in a single folder, modify one of the ASM source files, and double-click the "compile.bat" file to generate a new ROM file (if the modification is valid). Anyway, enjoy the new ROM file with all the files to make it. PS.: I know, I've called the project DUKETALES on my computer... why? I don't know, I just did it that way.
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Since we want to always share our source code, I have been wanting to post this for some time, but I wanted to add better comments first. I did try to add comments to communicate what the general purpose of a section of code is, but there is still a lot that will need to be interpreted. This was written in MADS and requires BATCMP9.xex to be in the source folder. I hope that this is useful to someone. If anyone reviews the code and thinks of tips you would like to share with us, that would be most welcome. We are relatively new at this as War Room is the first game that we created that was created entirely in assembly. This started out as a movement demo for acceleration, deceleration, skidding, etc. As the ABBUC contest deadline loomed, we didn't have a new entry so we worked quickly to make this an entry which ended up being a very rudimentary game. Since we were developing it up to the last minute, you will see some hard coded memory locations. We also added the Halloween characters for our "final" release after ABBUC since the ABBUC version still had some shortcomings that we thought needed to be fixed. One of the nice aspects is that since the game really doesn't come close to pushing the abilities of the computer so we were able to leave the code pretty straightforward. I don't think there is anything novel here but we hope that since the examples are so simple, they can be beneficial for learning: 1. DLI - a very simple DLI that changes the playfield colors after that top of the screen 2. VBI - Deferred - again, very basic - it updates player locations, checks CD, disables break key and other housekeeping. It also uses a very sloppy shortcut to stop the players from turning to double-width which was a recurring bug that would happen- as I recall, this bug was properly fixed, but the code to set it to single-width is still in the vbi. 3. Self-modifying code. In order to save space, we overwrite the lo byte and hi byte of the LDA target. 4. Custom character set - very basic character set changes 5. Simple movement physics - acceleration 6. Very simple AI - I know what the AI is doing, and I very rarely win - simply stated, the AI is more aggressive when it has more life left than the opponent. If it has less life or equal life, it runs around shooting bullets. The big advantage that the AI has, is that it shoots very accurately. 7. PAL/NTSC detection and adjustments to try to make gameplay and music the same speed. The characters were built with Paul Lay's player editor - 16 frames, 15 high. The order of the frames is listed in the source - left, left, right, right, down left, down left, down right, down right, up left, up left, up right, up right, Up, Up, Down, Down. I would attach some/all of those files but it won't let me attach .apl files. Any questions regarding sound & music will need to be deferred to Eric. I tried to acknowledge the help we received in creating this, but I am sure that I missed someone. Eric probably has more to add because I don't know who he worked with. Enjoy! batcmp9.xex Published WarRoom.asm
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Hi guys ! Anybody knows how to stop RMT music play but keep sfx playing ? I've tried stopping music, disabling irq (that calls music play), but I either get music+sfx or nothing... I would like to turn of music so it doesn't waste cpu time, but keep possibility of playing sfx when needed. Any help appreciated ! Vladimir
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I have released a new demo at the Revision 2017 demoparty, this time in 4k because people kept telling me you have to do a 4k to become a "real" VCS developer. Here's the Pouet link: http://www.pouet.net/prod.php?which=69681 I've also attached the binary to this post. The dasm source can be found here: https://bitbucket.org/kylearan/catharsis_theory/overview But caution, due to a lot of heavy optimization, it might not be very readable. The readme contains a technical write-up though, in case you are interested. Now I can go back to developing Air Taxi. catharsis_theory.bin
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Hi all, I'm looking to get a copy of Bruce Harrison's music assembly source code. He said in an Art of Assembly article that the full source for his Nutcracker suite was available for purchase, did anyone get that and can share it here? The WHT Tech disk is NOT the source, it's only the binaries. Thanks!
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Getting a bit annoyed by the bad situation with lynx emulators I started to patch and back port things to the handy original code. Bad situation in the sense that it is nearly impossible to get bug-fixes or additional features into (mostly closed source) emulator code. Nevertheless, all emulator code is derived from the original handy code, but in some emulators a lot of code changes have been applied. But the original code is abandoned. And this is what I would like to change! Now I have the hope that, IF we have a central place for the base code, we can advertise it and patches from there find their way to the respective emulators. The following things are planned or already done: * Full stereo 16 bit support (10 bit significant) * Attenuation support (Lynx 2) * Using second strobe as read on second bank (messed up completely in emulation) * Use of AUDIN to switch banks (like in Alpine Games) * lnx format extension to support AUDIN banking * Using AUDIN + second strobe for read/write to EEPROM (save game) * TWI EEPROMs (BLL save features) * Everon bug-fix * Split code base into "core" and "gui", remove windows dependencies from core * Compile an up-to-date windows handy version Repository will most likely be placed at github. Comments and suggestions?
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For those interested in the demoscene, I've released a new VCS demo this weekend: http://www.pouet.net/prod.php?which=65838 You can also find the full source code there. I guess the main cube effect is not really relevant to you game developers, but maybe you find the extra-wide hi-res scroller interesting. Note: The source is not in dasm format; it's for KK's very nice compiler/linker k65 which will be released publicly soon. But since the format is really close to assembly, you shouldn't have much trouble reading it.
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Ran accross the source code of the GPL Assembler in my files. GPLASSEMBLER SOURCE CODE.zip
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i made this test now, rom with sources in the attachment - it's a rom for testing the joystick, and simulates texting from the keypads a bit like some cellphones years ago (still quite embryonic, perhaps someone can have some idea for using it in a game, considering there is a lot of people comfortable with this texting method, actually ) i hope this can be useful, not only as a rom for testing, as for encouraging people here on coding ColecoVision stuff (and Boriel’s ZX-Basic Compiler seems to be a very neat cross-development tool for this) joysticktest_2_keypad.zip
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Hack and slash game for Atari 2600 / VCS. Defeat the upcoming waves! Beware of the enemies with different behaviours! You can slash them, if they don't slash you, otherwise you die! And: Go over the screen borders to escape! Runs on Stella or on intellicart (tested). Source-Code included but don't look at it or you will be slashed to hell! And it is concept: No fancy rainbow stuff - should be a game style from 2014. Enjoy and let's do retro! Greetings to all coders out there t00cg@la1n More infos in the info.txt AXE_100.zip
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I think the best way to evaluate a tool is to try and do something with it. So, to try out Nanochess' IntyBasic compiler, I have written a version of "Clowns and Balloons" in it. The game is written in 100 % basic, and complete source code is included. clowns.zip Currently it is "beta" - everything functions, but it still needs tuning, and the levels are placeholders. (Some levels feature popular atariage celebrities (if they have short nicknames...)) It is pretty easy to stay alive, but difficult to clear the screen with a low bounce count. Please let me know what you think.... Catsfolly
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Something I have been playing with. Seems like source codes are always hard to come by. Not great perhaps but maybe someone will find it useful. Zip file includes the .bin and sources for a game called Hunting with Dick for the ATARI 5200. It is written in 5200bas and is targeted to real hardware. Uses the analog control. Tested on my 5200 2 port. Read included text file for more info. Enjoy. Hunting With Dick Atari 5200.zip
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Another sweet text adventure game ported from C64 with sources included. The author, Peter Karlsson, wrote: I have added "help" command that displays the above info in a short form. To build the game type: make atari in your favourite shell. Original sources enclosed (potion.tar.gz). Atari sources in folder /potion/. Atari executable: potion.xex Have fun! potion.zip
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Does anyone have the source code for Ti invaders (cassette version) or any other old classic games for the ti-99/4a?
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So a couple weeks ago Matt Scott, a friend of mine who developed Lynx music for tons of released and unreleased games sent me some Lynx ROMs he found on floppies. This stuff always gets me excited. One was the Simpsons digitized sound demo the other was 720WS.ROM. I knew that 720 was in development while I was there (the coin op was in my office) and I got very excited thinking we might have an unreleased partially done ROM but you can't just run unprotected ROMs in Handy. I asked for some help in another thread and LX.NET introduced me to Harry_Dodgson. They helped me preview the ROMS in Handy and I now understand that they are both already in circulation. The 720WS.ROM is a silent display of just the skateboard character in the center of the screen rotatable with the joypad, but what happened next was awesome... Some of you may recall that I went to great lengths to recover the RoadBlasters, Toki, and S.T.U.N. Runner source materials in 2011 (http://atariage.com/forums/topic/188836-some-pretty-awesome-graphics-for-the-lynx/page__st__25?do=findComment&comment=2413123). After recovering those materials I recovered other batches of Amiga floppies with adfread, cleaning disks with alcohol, adapting my ruby script to extract files and folders from the various versions of Quarterback used to create the opaque disk images, and after all that I had the source code and .bin files for all the technology prototypes I developed. I wanted to view the prototypes on Handy but they were in BIN format. For 22 years, the only way to see these demos was on a single VHS tape I made of them in 1991. Harry gave me a tool he wrote to convert .BIN to .O which Handy can read, but it didn't work, so he sent me the source. It was done a long time ago in a unix/mac/pc cross platform dialect of C that Visual Studio didn't like but the code was straight forward, well written and documented so I ported it over to standard C. I discovered that Handy jumps to the first byte loaded from a .O file and my code was written using several blocks with the start address typically somewhere in the middle, so I added code to patch the binary adding a 3 byte JMP START at the beginning of the code where needed (along with a couple other technical tweaks) and VOILA! My demos were now runnable on the Lynx! I can't tell you how exciting it is for me to see these demos come to life. These were all exploratory Lynx technologies I wrote for game concepts or just for fun that never found their way into released products (other than the sound drivers). Here are the highlights of my exploits... abtest0.bin.o was a true 3D drawing test (as opposed to pseudo 3D used in RoadBlasters and S.T.U.N. Runner) for a game idea called Alien Brigade, that temporary artwork is my head. The source is dated 11/20/91. fractest0.bin.o, fractest2.bin.o, and fractest3.bin.o are fractal tests. I loved Rescue at Fractalus and wanted to do a terrain based game but that code was too slow. Source dated 11/18/91 polytest.bin.o is a combination of my triangle rendering routine and my Quartet digitized sample midi music driver, press a button to start the music. quartest.bin.o is a simple sprite test and my Quartet digitized sample midi music driver, press a button to start the music. rottest0.bin.o a sprite rotation test. Sprites can be skewed vertically and horizontally which is all that is needed to pseudo rotate a sprite up to 45 degrees. it is undated but was probably done around the time I did RoadBlasters. showfroggy.bin.o shows a full color picture of a frog by multiplexing 4 bit (16 shade) red, green, and blue images. It looks better on LCD, I wish Handy had a "phosphor" setting that would simulate LCD ghosting. If I were to try to do it again, I would do it a different way. testspri2.bin is a simple sprite test with my multivoice 7 bit digitized sound driver I wrote for Al Baker 7/12/1990, either for Pit Fighter or Bill & Ted. Pressing any button plays voices saying "replay", button A plays at subsequently higher pitches, B plays subsequently lower pitches. textdemo.bin.o is a text demo I used to explore trying to improve text appearance by attempting to take advantage of the color masked pixels on the LCD to try to effectively triple the horizontal display resolution. Windows clear type does this for LCD displays now, I should have patented that one (http://www.microsoft...arTypeInfo.mspx). It is undated, I was inspired when I put the LCD into an unsupported monochrome mode - it looked terrible otherwise. :-) DScottWilliamsonLynxTechTests.zip
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I am curious if anyone here knows how to assemble some of the original 7800 games from the source found at http://www.atarimuse...les/7800/games/ using DASM. I found the information in this thread (http://www.atariage....ation-and-dasm/), using the stuff in "compile.zip" that is in there, as a good start. As the game source found over at Atari Museum are in separate files, how do you assemble them as a group to create the .bin file that can be executed in emulation? I am more or less looking for the syntax necessary when running dasm to compile the game. I get how to sign the bin with the 7800 encryption and whatnot. I'd love to be able to start with one of the classic games as a beginning to learning to program the ol' ProSystem. Thanks!
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MusicStudio Engine for GTIA (source code) opt h+l+o+ gractl equ $d01d consol equ $d01f skctl equ $d20f dmactl equ $d400 nmien equ $d40e S_REG equ $f0 speed equ $f1 _channel equ $f2 ; 4 byte org $2000 run_adr sei lda #$00 sta nmien sta gractl sta dmactl music_studio_stack tsx stx S_REG ldx #$03 _lch lda _ch1,x sta _channel,x dex bpl _lch _loop lda skctl and #$04 bne _cont ldx S_REG txs rts _cont ldx #$00 _load lda (_channel,x) bpl _80_1 lda _ch1,x sta _channel,x lda _ch1+1,x sta _channel+1,x lda (_channel,x) _80_1 inc _channel,x bne _80_2 inc _channel+1,x _80_2 tay lda _nuty,y pha pha pha sec sbc #$01 pha beq _80_en1 lda #$08 _80_en1 pha lda #$00 pha txa eor #%10 tax bne _load tay ; =0 lda music_speed sta speed _iloop tsx _2kolej lda $0101,x sta consol dec $0105,x bne _2kl eor $0102,x sta $0101,x lda $0106,x sta $0105,x lda $0104,x cmp #$20 bcs _2kl inc $0106,x _2kl dec $0103,x bne _2kn lda $0101,x eor $0102,x sta $0101,x lda $0106,x sta $0103,x dec $0103,x _2kn txa ;clc ; too slow, replace with sbx ;adc #$06 ;tax sbx #$100-$06 ; +6 cpx S_REG bne _2kolej dey bne _iloop dec speed bne _iloop txs jmp _loop _nuty .byte $FF,$F0,$E3,$D7,$CB,$C0,$B4,$AB .byte $A1,$97,$90,$88,$80,$79,$72,$6C .byte $66,$60,$5B,$56,$51,$4C,$48,$44 .byte $40,$3D,$39,$36,$33,$30,$2D,$2B .byte $28,$26,$24,$22,$20,$1E,$1C,$1B .byte $19,$18,$17,$15,$14,$13,$12,$11 .byte $10,$01 music_speed .byte $0f _ch1 .word kanal1 _ch2 .word kanal2 kanal1 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$11 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $03,$0F,$25,$0F,$03,$0F,$25,$25 .byte $08,$14,$25,$14,$08,$14,$25,$14 .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$00,$0C .byte $03,$0F,$25,$0F,$03,$0F,$25,$0F .byte $08,$14,$25,$14,$08,$14,$25,$14 .byte $05,$11,$25,$11,$07,$25,$25,$25 .byte $03,$0F,$25,$0F,$03,$0F,$25,$0F .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $0A,$16,$25,$16,$0A,$25,$0A,$25 .byte $03,$0F,$25,$0F,$03,$0F,$25,$25 .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $0A,$16,$25,$16,$0A,$25,$0A,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $00,$0C,$25,$0C,$07,$05,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $00,$0C,$25,$0C,$07,$25,$03,$25 .byte $30,$30,$31,$30,$30,$31,$2D,$2D .byte $31,$2B,$2B,$31,$27,$31,$27,$31 .byte $30,$30,$30,$30,$30,$30,$2D,$2D .byte $2D,$2A,$2A,$2A,$27,$27,$27,$27 .byte $18,$1F,$18,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1F,$18,$24,$1F,$22,$24 .byte $18,$1F,$22,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1B,$1F,$1A,$1D,$16,$1A .byte $18,$1F,$18,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1F,$18,$24,$1F,$22,$24 .byte $18,$1F,$22,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1B,$18,$1A,$1B,$16,$1A .byte $ff kanal2 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$11 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $08,$14,$25,$14,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $08,$14,$25,$14,$05,$25,$05,$25 .byte $1F,$0C,$1F,$0C,$1D,$1F,$00,$18 .byte $03,$18,$1B,$18,$03,$18,$1B,$18 .byte $1F,$14,$1F,$14,$1D,$1F,$08,$18 .byte $05,$18,$1B,$18,$1F,$1D,$1B,$1D .byte $1F,$0C,$1F,$0C,$1D,$1B,$25,$18 .byte $03,$18,$1B,$18,$03,$18,$1F,$18 .byte $1F,$14,$1F,$14,$1D,$1B,$08,$18 .byte $05,$18,$1B,$1D,$1F,$1D,$1B,$1A .byte $18,$0F,$18,$0F,$16,$18,$03,$13 .byte $05,$18,$1B,$1D,$1F,$1D,$1B,$1D .byte $18,$0C,$1A,$0C,$1B,$18,$00,$1F .byte $0A,$1D,$1B,$1D,$1F,$1D,$1B,$1D .byte $18,$0F,$18,$0F,$16,$18,$03,$13 .byte $05,$1D,$1B,$1D,$1F,$1D,$1B,$1A .byte $18,$0C,$18,$1A,$1B,$18,$00,$1F .byte $0A,$1F,$1D,$1B,$1D,$1B,$1A,$16 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $00,$0C,$00,$0C,$07,$05,$03,$05 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $00,$0C,$00,$0C,$07,$05,$03,$02 .byte $30,$30,$30,$30,$30,$30,$2D,$2D .byte $2D,$2B,$2B,$2A,$27,$27,$27,$27 .byte $30,$30,$31,$30,$30,$31,$2D,$2D .byte $31,$2A,$2A,$31,$27,$31,$27,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1F,$31,$24,$31,$22,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1B,$31,$1A,$31,$16,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1F,$31,$24,$31,$22,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1B,$31,$1A,$31,$16,$31 .byte $ff org $2e0 .word a(run_adr) music_studio_stack.obx
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"Game industry veteran Jordan Mechner has released the source code for the original Apple II version of Prince of Persia, more than two decades after the game's release": http://www.gamasutra.com/view/news/168709/Prince_of_Persias_oncelost_source_code_released.php Would this be useful to have a port of this game for Atari 8-bits? Anyway, here´s the link to the source files: https://github.com/jmechner/Prince-of-Persia-Apple-II - Y -
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Can someone point me to a good site that has some Basic source code listings. I am less interested in Tutorials and more in actual little programs that you used to be able to find in many 8-bit magazines in the 80-90s. You know the type out your own adventure game, or implement your own chess etc.