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Found 19 results

  1. Hello guys (m/f) It is my great pleasure to announce that Mr. V. has decided that the Fujiama 2019 will last ONE WHOLE WEEK. It will start at midnight between Sunday the 25th and Monday the 26 of August 2019 and will last until Sunday the 1st of September 2019. Since it will last ONE WHOLE WEEK we hope to see all you people there that until now have always said (or thought) that coming over for just three and a half days just doesn't pay. As always, the Fujiama 2019 will be held at the Schützenhaus, Schützenhausweg 11, 08485 Lengenfeld, Germany. For a short impression, please visite atarixle's Fujiama page, Krupkaj's parties photos or my meetings page. Hope to meet you there Mathy
  2. Just to keep you guys informed: The entries are here now and are being checked. We prepare the magazine which will contain disks with all games and the voting information. The voting ends with the annual meeting which is on OCTOBER 25th 2014 On the same evening, the results will be online. First on the ABBUC Forums, directly afterwards here on AA. Save the date! ---> http://www.abbuc.de/news-feeds-component/events/icalrepeat.detail/2014/10/25/84/-/abbuc-jvh
  3. Here is the contest version of X:8: x-8-abbuc-sw-contest-2013.zip Huge thanks to all who voted for us! We are still working on adding features. We hope to release a final version sometime "soon". (At least before next year's contest. ) Stay tuned for more later.
  4. 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
  5. Hello guys (m/f) In 2018 the Fujiama will be held from July 26th until July 29th. As always at the Schützenhaus in 08485 Lengenfeld, Germany. Read all about it here. Sincerely Mathy
  6. The official ABBUC website was hacked and is down for maintenance. It seems, that the email system is affected too. So please send all emails regarding the software contest to my private email address, which is: [email protected] and please copy (CC) it to: [email protected] and [email protected] (hope it will work again soon). I attach the rules in this posting again and would be happy if somenone could pin this thread until August 31st (Deadline). And please distribute a link to this topic as it is hard to find information about the competition with the ABBUC website down. Best regards and many thanks, Sascha Kriegel Head of ABBUC Software Ressort
  7. Hi all, I´m late this year, sorry for that. But of course the ABBUC Softwarecompetition will continue. Slightly updates rules will follow, find the latest news at: http://www.abbuc.de/atari/software-ressort/81-software/softwarewettbewerbe/1795-software-wettbewerb-2016 Most important change: This year there will be TWO (2) categories, both will pay 500€ for the first place: "Games" and "Applications" Stay tuned for more information. Happy Coding!
  8. We are happy to make RAIN OF TERROR available here for download at this time !! For Atari XL/XE: NTSC and PAL fully supported Saves high score and mission achievement Allows starting on higher missions once achieved Updates: Improved compatibility across various XL/XE OS's for both NTSC and PAL use Automatically disables BASIC so you don't have to RESET doesn't cause issues Zero page, RAM under OS and PMG area are all cleared upon each initialization ATR includes: Autoruns latest version of Rain of Terror when booted README.TXT version of manual ROTv9.atr Don't forget about the Rain of Terror High Score Challenge which runs through November 6th! Your chance to win the very first physically packaged/boxed version of Rain of Terror. Details here... http://atariage.com/forums/topic/258243-rain-of-terror-high-score-challenge/?p=3616255 ENJOY!!! Eric and Rob
  9. Hi, I'm happy to present (on behalf of the team: Xeen, stRing and myself) the preview of our little game "Assembloids XE" which is being prepared for ABBUC Software Contest 2013. It's a reflex/reaction game based on C64 "Assembloids" published by RGCD last year (http://www.rgcd.co.u...s-c64-2013.html), which in turn was based on flash game "Quartet" by Photon Storm (http://www.photonsto...m/games/quartet). What could be interesting for you, it is the first Atari game that uses a combination of GR9 and GR8 (changed every second line). So we have low resolution graphics mode with 16 luminances and we mix it with hires mode (adding PMG underlayer) which jointly gives quite unusual graphical effect. Hope you like it Programming: Marek "Xeen" Cora / Agenda Graphics: Adam Wachowski Music & sound effects: Michal "stRing" Radecki / Agenda http://www.youtube.com/watch?v=XjzV_DzKW_w
  10. Hello everybody! This is the ABBUC SWC 2018 entry from my kitchen:
  11. Hi, I'd like to present you our new game, an entry in ABBUC Software Contest 2013 - Atari XL/XE conversion of the legendary ZX Spectrum title "Deathchase" (1983) by Mervyn Estcourt. After the Great War, the European continent is ruled by mighty warlords in constant conflict over territory. You are one of the elite mercenaries, Riders of the Big Bikes. It's a quick way to get rich - and the quickest way to die... You patrol your forest day and night, chasing and destroying enemy riders. You can only fire at target when you are close enough - your range indicator will flash when you are in range. It is said that the greatest reward is kept for the rider who can penetrate 8 sectors - you will need every ounce of skill to find out... Authors: Krzysztof "xxl" Dudek - code Adam Wachowski - game design, upgrade of the original graphics Jarosław "Odyn1ec" Wyszyński - all black&white pictures (including the title screen), making of the video Michał "stRing" Radecki - music http://atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1378492628
  12. Let me present you a new game by MPG Productions (that is me and MaPa), that we submitted to this year's ABBUC Software Contest. The game is heavily inspired by the TV Show "Who Wants to Be a Millionaire", including gameplay, visuals and audio. There are two question sets to choose from - English (400 questions) and German (547 questions). We cannot release the game before the voting is over, which should be some time in November, so just be patient Requirements: Atari 800 series computer with 48KB RAM, PAL or NTSC. Credits: Code: MaPa Graphics, music and English question set: PG German question set: CharlieChaplin Video of the gameplay:
  13. Some members suggested that I start a separate thread for the RAIN OF TERROR high score challenge so they could post their high scores directly in the thread. So here you go. The challenge is still going at this time... Now through November 6th, the person with the highest score on RAIN OF TERROR will receive the very first physical/box version of the game!! Including… · Numbered RAIN OF TERROR box – ( serial number 0001 ) · Labeled 5 ¼ program diskette · Full color manual And as a special BONUS… ( since this is a paddle controller game after all )… the winner will also receive an actual set of Atari Paddle controllers!! (don’t worry, shipping is on us too) Of course you can play on actual Atari hardware or on an emulator ( capturing the mouse as paddle controller works great on Altirra and Atari800win), but we do want a screen shot or digital picture of your best score either way! Please post your high score here (or you can PM me with it if you don't want to post it for some reason) including screen shot or digital picture by end of November 6th. Note that there is also a similar thread on ABBUC website here. http://www.abbuc.de/community/forum/viewtopic.php?f=3&t=9004 You can post either here on Atariage or on the ABBUC thread ( or both !), I will monitor responses on both sites. GOOD LUCK !!
  14. Ok guys, the rules for the software competition have been updated and will be released soon. You can enter submissions already, if you like (it´s still winter, Fandal ). Many thanks to Charlie Chaplin, who does lots of work in the background (and also here on AtariAge) to support me with the organization of the competiton! The most important change will be the deadline: DEADLINE for the ABBUC SWC2015: 31. JULY 2015 Please find all official information about the competition on the ABBUC forums: http://www.abbuc.de/community/forum/viewtopic.php?f=3&t=8354 By the way: I still wish to have a 8-Bit-Style Logo (which is viewable and usable on stock hardware) for the competition, that also could be used from the authors to be put in their software. Can´t pay your efforts, but if there is something cool, I´ll organize a reward. Happy coding! Sascha Head of ABBUC Software Ressort
  15. After the fun and success of last year at the NOMAM there is another programming competition this year. This year Turbo Basic XL is allowed. Besides speed advantages there are a few other advantages in Turbo Basic. Here are the conditions of the competition: - 10 lines of Turbo Basic XL code (pure Atari Basic is also allowed) - It must be a game - Input medium of the game arbitrarily (joystick , paddle , keyboard, ... ) - Abbreviations may be used to increase the maximum line length - No reloading of data or parts of the program - Call of machine language programs is not permitted ( X = USR ( 1536) ) - POKing is allowed (eg change the DL, PM graphics) - Deadline: Saturday 26 April , 11 pm (remote posts : Wednesday, April 22) - Voting: Saturday 26 April , 11.30 pm , Awards Ceremony : Sunday, 27 April , 0 am - Only physically Attendants may vote - Remote contributions are nevertheless allowed. They have to arrive until Wednesday 22 April 11.59 pm at GKANOLD - äht - GMAIL dot COM (all times CET - central european time) We also have some donated prizes, more donations are still gladly accepted .
  16. Hi everybody, the first submission for this years contest just arrived. UK strikes first this year. Please find information about SWC 2013 and most current list of entries there: http://www.abbuc.de/...ort/78-software I try to keep it updadet here too, of course: Entries so far: Title - Genre - Author Dev Wars - Game - Cliff Hatch Keep on (or even start) coding, plenty of time until we each the deadline.
  17. Here are the official results of the ABBUC Software Contest 2012 as voted at the 27th yearly meeting on Oct 27: 1. Ridiculous Reality - 423 Punkte credits: programming - Martin 'MatoSimi' Šimeček graphics - Adam Wachowski, Adam 'Ooz' Powroźnik music - Michał 'stRing' Radecki 2. Callisto - 387 Punkte - Jason Kelk 3. Asteroids Emulator - 369 Punkte - Norbert Kehrer 4. MazezaM - 344 Punkte - xxl 5. HAR'em - 298 Punkte - Morons of H.A.R 6. Caterpillar - 218 Punkte - Holger Bommer 7. Keep on Koastin - 204 Punkte - Jason Kendall 8. Voyager - 190 Punkte - Frank Cernese 9. OTA Nokia Viewer - 185 Punkte - Sikorsoft All participants should have received a notification email. If not, please contact me. Thank you all for participation!
  18. Hi everybody, the first submission for this years contest already arrived. Please find information about SWC 2014 and most current list of entries there: http://www.abbuc.de/atari/software-ressort/81-software/softwarewettbewerbe/1727-software-wettbewerb-2014 German/English ABBUC Forum topic: http://www.abbuc.de/community/forum/viewtopic.php?f=3&t=8046 I try to keep it updadet here too, of course: Entries so far: Title - Genre - Author Dimo`s Quest - Game - 8BitJunkie Let´s see if we can reach 14 entries again. I especially encourage you to read JAC!s really useful programming hints, which will save you lots of pain, especially when using Emulators for coding: http://www.wudsn.com/index.php/productions-atari800/tutorials/tips Thanks to JAC! for his wonderful support.
  19. 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
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