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  1. Hi team The original MCS6500 Microcomputer Family Programming Manual by MOS Technology has already been scanned some time ago, you can find it here: https://archive.org/details/6500-50a_mcs6500pgmmanjan76 I made an HTML version of this book, you can find it here now: https://lbaeza.neocities.org/mcs6500/ Feel free to share this link and to make an improved version of this webpage if you want to. Oh, and let me know of any errors you may find. Kind regards, Luis.
  2. DIS6502 is an interactive 6502 disassembler. It can disassemble handle plain binary files and support specific executable files of Atari 8-bit, C64 and Oric computers. This support also includes the labels and handling of the operating system vectors to make the disassembly better. It can output the assembly listing in different configurable formats and comes with preset profiles for popular assemblers like ASMED, CA64, LADS, MAC65, and MADS. There are currently two versions available: Latest 3.0 beta build: https://www.wudsn.com/productions/windows/dis6502/dis6502.zipwith resizable window and many new features Old but stable version 2.2 from 2006: https://sourceforge.net/projects/dis6502/files/latest/download Version 3.0 uses a new workspace format. You can open old workspaces in older formats but only save in the new format. Therefore you should make a backup of your old workspace, before using the new version. Version 3.0 is not yet officially released, but you are strongly encouraged to use it and send feedback.
  3. 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.
  4. Recently I bough Atari 400 with mechanical keyboard. Looks like it is working, but I noticed mislabeled chip: C014795-12, PIA, but the second line is R6502-26. Printing error in Rockwell company?
  5. The vast majority of the systems in the late 70s and early 80s were built around these 8-bit CPUs. Could anyone with programming or engineering experience from that era chime in with what some of the advantages and disadvantages or each chip were? Which do you think was better? For computing? For gaming? Here's a quick list that I can think of. Please correct me where I'm wrong and add your own that I've missed. Z80: Adam/ColecoVision Sega SG-1000 Sega Master System MSX most early arcade games Game Boy Game Gear Astrocade (Also listed as a coprocessor on many 16-bit arcades/consoles) 6502: Atari 2600 Atari 8-bit computers/5200 Apple II NES/Famicom Atari Lynx Commodore 64 PC Engine/TurboGrafx 16/Duo/Express The Commodore 128 was unique in that it had both a Z80 and a 6502. And what ever happened to Zilong and MOS? Why were they never able to translate their success in the 8-bit market over into the 16-bit market and beyond?
  6. Introduction thread here: Meta is a new, human-friendly programming language that supports and started on Atari: https://language.metaproject.frl The old links from the early development period in the introduction thread are gone, and a few of the method names in the program examples have changed. I will post progress here now, so that the website is on top, and examples on the website, where they can be updated. Release thread here:
  7. Let me introduce myself: I am the original creator and Copyright owner of ULTIMON! I have decided to make this old version (along with its new PDF Manual) available for anyone to download and use completely free of charge. Although it will still remain subject to my Copyright. You may download the original ROM and the new Manual from: https://www.box.com/...jd2zs8pce0saeae The ROM should work for: 600XL (64K), 800XL, 800XLE, 130XE & 65XE. Enjoy! In the near future a MyBIOS compatible version of ULTIMON will be released.
  8. Cameron Kaiser has an excellent blog post on using TI's bubble memory terminals as a simulated paper tape punch/reader for the KIM-1 computer. Much detail and many pics of the workings of the 763/765. Also 745, et al. And some history. Apparently MOS used these as development terminals for the KIM-1 board. At least, as Cameron notes, until Commodore bought them out. 🙂 http://oldvcr.blogspot.com/2022/09/what-kim-1-really-needs-is-bubble.html
  9. While I think that the Lynx is just fine with its 6502 CPU, and understand why it didn't get a Motorola 680, I still wonder: What made Atari and Epyx make the final decision to use the MOS 6502 rather than, say, the Zilog Z80b, Intel 8088, or one from Hudsonsoft? What, other than cost possibly, made the 6502 their pick?
  10. Hi all, Here's our invite for Lovebyte 2022 https://demozoo.org/productions/303175/ Join us in a celebration of the smallest with a dedicated sizecoding demoparty / event, held on the weekend of 11-13th february 2022 on Discord and Twitch We'll be online streaming with oldschool and high-end intro competitions in different size categories ranging from 8 to 512 bytes in size. From our 256 byte graphics and nanogame competitions to bytebeat music competition. Or what about cool size-coded related seminars to get you started, Bytejam, DJ Sets and many other events? This is the one event where size does matter! Don't miss it! - Lovebyte 2022: Bring the love! https://www.lovebyte.party
  11. Introduction thread here: I am starting a new thread, because Meta has a new website: https://language.metaproject.frl The old links from the early development period are gone, and a few of the method names in the program examples have changed. I will post progress here now, so that the website is on top, and examples on the website, where they can be updated.
  12. 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.
  13. Hello everyone I'm in the process of building a VCS based hardware clone from scratch and have a few queries; I am going to replace the 6507 with 6502 (to get full 64k addressing + hardware interrupts + phi 1 and phi2 clocks ) and adding 32k of extra ram like the super Atari project (site is down but thanks for the wayback machine http://bit.ly/2FHlAH7) But these "NEW" eBay 6502 cpus (http://ebay.to/2DzjYJC) should work, or are these new chips like 65c02 in that the silicon has been altered due to "modern manufacture reasons"? And what's the highest clock speed available on a 6502? Also can you place some asynchronous buffer sram [cy7c408 = 128byte sram fifo memory] (http://bit.ly/2HGAAlm) between the data lines on the tia and 6502/7, so that the when the TIA Is drawing the data is already in the buffer, and all the cpu needs to do is correctly send the corrects address locations relevant to data stored in the buffer? (i.e instead of cpu calculating the display every scan-line you simply write a few scan-lines of image data into the buffer before The TIA begins to draw, then just correctly address in the order of whats stored in the buffer and do program logic) Since the [cy7c408a] is dual ported with asynchronous R/W, means you can just clock the output data [DO0-DO7] bus with the 1.19MHz clock from the TIA, iirc the TIA doesn't tend to like bus speeds higher than 1.19MHz? Then this should allow one to overclock the 6502 with for simplicity of counting cycles a multiple of the [ntsc] color-burst [TIA] clock ( i.e being able to have 684 cpu cycles per scan-line {using a 6502 clocked @ 10.75MHz = ~3x the TIA clock } instead of just 76 cycles) in such cases also sacrificing [native 2600] compatibility for increased cpu speed and more time for crunching instructions. I would also assume having the TIA reading the buffer @ 1.19Mhz would present in situations a bottleneck as well (when "drawing" to the TIA)? Since you can write data faster to the buffer than its being read (if the CPU is overclocked)? Since it seems the cy7c408 operates similar to a giant shift register, once its written you have to wait until data to reach to the TIA before it you write new data?? Can you just fill the buffer with 128 bytes of scan-line/sound data for the TIA, then handle the TIA addressing, and just fill the buffer as its being emptied, and essentially have 128 bytes of "VRam" (well more like Video buffer)? Also Can NMI be used instead of RDY, so that when the tia begins a new frame, wsync simply have the TIA tell the 6502 to "Stop, Pause , Go and do Display routine and then come back here", instead of just halting the cpu? Aswell i have a few microchip and avr (atmega8515) mcu's laying around wanting to be used for something and with a both MCU's, it's instructions are pipelined so that it takes effectively 1 cycle to load and execute data or decode and execute an instruction, except iirc when changing the program counter which iirc takes 2 - 3 cycles, So you don't have wait states [i.e iirc if using a z80, thats takes 3+ cycles for most of its instructions which is why they have such high clocks]. Is it possible to use the atmega or 18f4550 as sort of display controller for the TIA having the MCU handle reads from the buffer instead, and handle writing the data to the TIA, and use the atmega8515 to emulate the RIOT? Is it possible to emulate the Riot but with 256 bytes of ram? iirc RIOT ram is in page 0 so is faster to access than the 32k of extra ram? Plus is it possible, using A12 and A15 with a 74hc138 and a logic gate or two as a way to partially decode address to swap between cartridge space and 32k ram, so one can simply keep some compatibility, simply if A12 is high and A15 low then cartridge ROM is accessed, and if A15 is high in any case 32k Ram is Accessed? just building it to just play 2600 games isn't really hard (it was done from 1977 to 1992 literally millions of times), and seems a little redundant to me, I just figured since you can build your own 2600 compatible hardware clone for less than $50 in parts shipped, why not beef it up for some shits and giggles like a dev kit, have 256k of rom space and 32k ram, 6502, if possible using an MCU or 2 as an "In Hardware display Kernel", as well as emulate the riot, And CO10444D. why you ask? Because i i'll have the only atari "super" VCS with full USB 2.0 support (upto 12Mbit/s if I do use the 18f4550 lol) and plus i can really push the hardware to the limit see what it can do with some actual "power" behind it
  14. Here's the 6502 assembler I mentioned recently on the Atari 8-bit forum. The reasons to write this were: 1.) None of the assemblers I tried could generate correct code for code assembled to run in zero page and have forward references to other code in zero page, changing their operand in real-time. 2.) I wanted to write an assembler in sh (years ago, I came across osimplay, which I thought was pretty neat). shasm65 is written in sh, the Unix Bourne Shell, with a few extensions used which are not available in all sh incarnations. So far, I have adapted it to work with bash, zsh (~28% faster than bash) and mksh (ksh93, ~52% faster than bash). ash, dash, ksh (ksh88) and pdksh all fail to work, either because they lack array support or do not allow function names to start with a dot. Both issues could be "fixed", but that would make it slower and/or pollute the internal namespace, so I decided against it. Its syntax is different from all other 6502 assemblers, because an input file is treated as just another shell script, which is sourced by the assembler. Mnemonics are function calls and its arguments are the operands. Labels are defined by using the special function L and assembler directives are functions starting with a dot, like .org, .byte, .word, et cetera. Labels are referenced as shell variable names (ex. jmp $label). Numbers/memory locations can be specified in decimal, hexadecimal (ex. 0xfffe) or octal (ex. 0377). To fix the main reason for writing this assembler (see point 1. above), shasm65 uses different mnemonics for some addressing modes. For example, loading A from a zero-page location is lda.z. This way, the assembler knows immediately exactly how much storage an instruction requires. addressing modes: implied no suffix, ex. cli accu .a, ex. rol.a zp .z, ex. lda.z 0xfe zp,x .z, ex. adc.z 128,x zp,y .z, ex. stx.z 64,y (ind,x) .i [,x], ex. lda.i [23,x] (ind),y .i [],y, ex. cmp.i [017],y immediate ., ex. lda. 17 absolute no suffix, ex. dec 0x6ff absolute,x no suffix, ex. inc 0x0678,x absolute,y no suffix, ex. ldx $fubar,y (abs) .i, jmp.i [0xfffe] relative no suffix, ex. beq $loop directives: .org start [dest] start address of next block (optionally loaded at different location) .byte x y z ... include literal bytes (no comma but spaces between the arguments) .word x y z ... include literal 16-bit little-endian words .ascii "ascii string" include literal string .screen "string" include literal string of Antic screen codes .space size reserve size space .align b align to b-bytes boundary .binary filename include _raw_ binary file filename . include source file (shell script, library functions, etc.) L name define label Because both the assembler and the source files it assembles are just shell scripts, you have all of the shell functionality (including calling external applications) as your "macro" language. You can create your own functions, use for loops, tests, if/then/else/fi conditional assembly, arithmetic, all you can think of. # lines starting with a hash are comments # the code below demonstrates a few of the features START_ADDRESS=0x3000 clear_pages() { # start number_of_pages ldx. 0 txa L loop for foo in `seq $1 0x0100 $(($1+($2-1)*256))` ; do sta $foo,x done inx bne $loop } .org $START_ADDRESS L clear_some_mem # inline unrolled loop to clear 0x4000-0xbfff clear_pages 0x4000 $((0xc0-0x40)) rts L host_info .ascii $(uname -a) There are two built-in functions: lsb() least-significant byte, ex. lda. `lsb $dlist` msb() most-significant byte, ex. lda. `msb $handler` Variable-, function- and label names should not start with an underscore or a dot. Both are reserved for the assembler itself. Also, all shell reserved words are prohibited. shasm65 has the following command line options: -oFILE write output (Atari 8=bit $FF$FF binary format) to FILE -v verbose output -h -help --help -? output credits, license and command line options with a short description and their defaults So, why a shell script? Well, because I can, it is fun, the code is short (~300 lines), it runs on many, many platforms, it provides a very powerful scripting/macro language and it's fun So, no drawbacks? Yes, there are. Shell scripts are interpreted and therefore shasm65 is a lot slower than the usual assemblers written in C and compiled to native machine code. I have probably missed describing some features or quirks, but basically, this is it. Have fun Any questions, post below. shasm65-0.91.tar.gz
  15. Hello all, First, I should introduce myself. My name is Boisy Pitre and I've been involved with the Tandy Color Computer (CoCo) and its community for some 30 years now. I run Cloud-9 (www.cloud9tech.com) along with my friend, Mark Marlette, where we sell CoCo hardware and software, and lead several open source initiatives in the CoCo community, most notably the NitrOS-9 operating system. I've always been interested in Atari computers as a kid, having had an Atari VCS back in 1980.During my teen years, I never got into the home computer end of Atari, though I was keenly aware of the scene. Now that I'm a little older, I can indulge more than I could back then . One of my more recent desires has been to obtain a 6502 based Atari computer such as an Atari 400/800 or 130XE, and replace its 6502 microprocessor with a 6809 (the same processor that is in the CoCo), then get NitrOS-9 running on that hardware. An interesting amalgamation of technologies, if you will, but nevertheless something that has intrigued me. To that end, I've obtained an Atari XEGS from eBay, along with a keyboard and a few cartridge based games. I've taken the system apart and identified chips that will need to be replaced for this project (the SALLY (6502) and the 16K ROM) Both have been desoldered and replaced with 40 and 28 pin sockets, respectively, and both chips were salvageable during the desoldering process. They have been placed back in the freshly soldered sockets and the machine comes up just fine. Along with working towards mating the 6809E electrically into the board, I need some advice on how to bring up the board to a known state once the processor is working. My thought would be to make some interesting sounds through the sound chip and setup the video mode, but in order to do that, I need detailed information on the actual chips involved, their addresses, etc. In order to do this, I think it would be important to obtain a disassembly of the 16K ROM, as well as find any cross-assembler 6502 tools that are useful. Can anyone point me to a fully annotated disassembly of the contents of the XEGS ROM, as well as the tools of choice to do assembling? Thanks, and I"m looking forward to being part of the Atari community.
  16. I just posted my latest project that provides a BASIC XL program for interacting directly with the 6502 processor registers through a simple point-and-click interface controlled by the joystick. I have been working on this program for my planned exhibit at VCF East in April, but that has been postponed until October. I am pretty happy with how this turned out. Note that this is not a simulation. Each click calls an assembly language program that runs the op code. Comments welcome! http://atariprojects.org/2020/03/14/interact-with-ataris-6502-processor-in-basic-10-15-mins/ i6502.txt i6502.atr
  17. Hello there! I recently watched on YouTube a video from RetroManCave (Neil), titled "Inside the BBC Micro - Trash to Treasure (Part 2)" (https://www.youtube.com/watch?v=bQCgzIWZo0o) At 0:03:35, Neil explains that the BBC Micro's 6502 runs at 2 MHz, which makes it pretty fast, compared to other computers from the same period, for instance the Apple II that ran at 1 MHz (1.9 MHz in turbo mode). Of course, I regret that Neil didn't mention Atari's 1.79 (1.77) MHz at that point. Later at 0:08:00, Neil mentions the Rugg/Feldman benchmarks for BASIC, in which Atari BASIC (and the OS FPP) does not help to make the computer shine. To me, it's not really fair to compare the computers with merely their CPU speed (*) and Rugg/Feldman benchmarks for BASIC figures: - The Atari runs MUCH FASTER with other BASIC, such as Turbo BASIC XL, to name just one - The Atari 8-bit architecture, with dedicated additional chips, allows the CPU to focus on the main tasks, whilst the other chips deal with video, sound, P/M, etc. In lots of other computers from the same period, the CPU deals with everything, so a higher clock rate is not enough to make it faster! My question is: How to compare - with justice - the 800XL with the C64, the Apple IIe, the BBC Micro, etc in terms of performance? Any suggestion of bench marking method? (*) Same 6502 CPU for instance; We all know that a 6502 & a Z80 at 2 MHz are NOT equally powerful
  18. The Wikipedia page about the 1292 Advanced Programmable Video System claims it was particularly difficult to program: It made me curious. Did nearly every other processor and microcontroller back in the 1970's default to opcode $00 equals NOP? So far I have found the following: Zilog Z80 and Intel 8080: $00 = NOP (No Operation) Intel 8048 : $00 = NOP (No Operation) RCA 1802: $00 = IDL (Idle) So far, so good. But how about the others? MOS 6502: $00 = BRK (Break, causes an interrupt) GI CP-1610: $0000 = HLT (Halt, not sure what it does but likely not NOP) Motorola 6809: $00 = NEG $nn (not entirely sure about this syntax, but at least NEG) Signetics 2650: $00 = Branch to address in immediate register B (per the Wikipedia article) I failed to look up what the TMS-9900 and the Fairchild F8 do with opcode $00 or $0000. It seems that Motorola 6801/03 doesn't define $00 at all. Likely I have missed some relevant processors and microcontrollers of the time, but it seems like the article describes how a programmer used to Intel or Zilog would be confused about the Signetics. Programmers used to MOS, GI or Motorola may have been confused too, but at least not expecting NOP. Now machine code programming has far more interesting challenges than which instruction equals which value when encoded as binary/hex/decimal data, I would think that works out rather quickly, in particular if you were able to have a cross assembler on some mini computer or similar when developing software for the 1292 APVS series.
  19. On the Atari 8-Bit Forum, Heaven/TQA asked for help with retrieving an ASCII version of his demo sources in Macro-Assembler XE format. Because I recently wrote a detokenizer for Mac/65, I thought it'd be fun to try this file format too. Here's the result. It successfully detokenizes all the sample .ASM files I found in his zip-file, but I'm sure some functionality is missing (at least three assembler directives). If you stumble upon files that fail, please send them to me and I'll update the detokenizer. Or send me the Macro-Assembler XE manual, so I can add all directives at once. Compile with: gcc -O3 -std=c99 -W -Wall -o demaxe demaxe.c Run with: ./demaxe fubar.asm > fubar.txt Should also work under cygwin/mingw32. If there's interest in a Windows-binary, I might setup a cross-compiler. Leave a message below demaxe.c.gz
  20. While I was browsing some old source code, I frequently stumbled upon MAC/65 tokenized files. Being too lazy to repeatedly start an emulator to convert them to (AT)ASCII and being unable to find a program online to detokenize them, I set out to write such a program myself. With some luck, I found a description of the format in the form of an old Analog Computing article. After that, it was pretty straightforward. Here's the source. Compile with gcc -W -Wall -O3 -o demac65 demac65.c. If you want line numbers, uncomment the printf statement. If you want all lowercase, there's tr(1). Have fun demac65.c.gz
  21. Two months ago I found a SID disassembler at the website of Covert BitOps. I rewrote large parts of it and added support for SAP and NSF (NES) files. It tries to do some simple code-flow analysis to determine code and data blocks. The output is compatible with ATASM. Because I want to avoid it'll bitrot on my harddisk, like so many other of my projects, I decided to post it here. Have fun. Possible improvements (todo-list): * command line option to manually mark blocks as code or data * add emulation engine to better handle self-modifying code * multiple assembly formats (xasm, mads, et cetera) siddasm2.c.gz
  22. If anyone is wanting to get started in Assembler the first part of my "How Not to Learn Assembler" column is in the new issue of Pro(c) Atari Magazine. It has a focus on game development and will cover beginner to intermediate topics, those more advanced may want to shout at the magazine as they read it but may get a laugh or two! If anyone wants to write anything covering anything at all, please send it to me for the next issue. Thanks, Jason
  23. Hi, I wanted to try out using the S: CIO screen editor in Assembler, but I'm not sure I am going about it in the right way. When I do an OPEN, PRINT "Hello World", CLOSE, I get the attached screen, but it has 2 cursors in column 0, and a cursor after the "Hello World". The code is quite simple, and uses the OPEN, PRINT and CLOSE macros from Mac65. *= $5000 JMP PROGRAM_INIT ; ; MAC65 Macro files. Mainly used for I/O Macros ; .INCLUDE "SYSEQU.M65" .INCLUDE "IOMAC.LIB" .INCLUDE "OS.asm" PROGRAM_INIT LDA #<END_OF_PROGRAM_MEMORY STA APPMHI LDA #>END_OF_PROGRAM_MEMORY STA APPMHI+1 LDA #1 STA CRSINH LDA #0 STA LMARGN OPEN 1,12,0,"S:" ; PRINT 1," " LDA #20 STA COLCRS LDA #0 STA COLCRS+1 STA ROWCRS PRINT 1,"Hello World " CLOSE 1 LOOP1 JMP LOOP1 RTS END_OF_PROGRAM_MEMORY *=$2E0 .WORD PROGRAM_INIT I've also attached the ATR containing the executable (T1SET.EXE). Is there any way of getting rid of the extra cursor characters (actually all 3 of them)? I thought they would not be present as I set CRSINH to 1 right at the start of the program. At the moment I am working from Chapter 8 of the Atari System Reference manual by Bob Duhamel - if anyone can point me to any other info on using the S: device from Assembler, that would also be appreciated. The reason I'm looking at this is that I saw this post: and started to wonder about using the S: driver, which I haven't used before (I'm planning on converting the screen I/O in ATR Maker Deluxe - and other programs - to use the S: device, but I want to write some test programs first to make sure it works OK). Also, I'm not sure if I am setting APPMHI correctly, this is required according to the Reference Manual, but not something I can recall using before. Any help would be appreciated! t1set.atr
  24. I am using this bit of code to decide if the velocity is going to be positive or negative when a new game is started. GetRandomByte lda Random asl eor Random asl eor Random asl asl eor Random asl rol Random ; performs a series of shifts and bit operations rts jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVX ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVXDone ; and jump cause we're done RandomVX lda #$01 ; set the starting duck's x velocity to 1 RandomVXDone sta DuckVX ; store duck's initial x velocity jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVY ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVYDone ; and jump cause we're done RandomVY lda #$01 ; set the starting duck's x velocity to 1 RandomVYDone sta DuckVY ; store duck's initial y velocity However no matter what the velocity always stays the same. Bin: https://www.dropbox.com/s/ikjnebg1moyn0k4/duckgame.bin?dl=1
  25. It can be done in any coding language but i think assembly will be fastest. I'm looking for solution that is faster than ATARI basic which is 50-80 muls per sec and it have loss of precision :( How many times per second can 6502c multiply 10-digit number by 10-digit number without a loss of precision?
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