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I've added color support to the Atari 2600 emulator for the Commodore 64. Here's a screenshot of Gate Crasher Jazz Improv, my 10 line BASIC entry for the 2024 BASIC 10 Liner contest. Features two algorithms for Jazz improv, you have to make it thru the gauntlet to unlock the second algorithm and multicolor mode. I'll be releasing an updated version of the emulator with Atari Flashback BASIC support in addition to Supercharger BASIC prior to the March contest. Hope C64 fans are encouraged to enter the 10 liner contest with this fun BASIC! Download the game and the10 line BASIC program listing here from CSDB: https://csdb.dk/release/?id=238874 Video playthru with Jazz improv soundtracks and amazing color bloom Fx and artifacting on my classic JVC Television and 1982 breadbox with a 6581 R? SID and with RF over NTSC: real video unretouched How do you feel about the screenshot and the video shot on classic hardware and CRT? Is it fair to use classic Television and RF instead of Composite or S-Video the C64 natively supports? Many people had an ordinary color TV connected to their Home Computers in the 80's. Some sceners touch up their retro productions with 256 colors or more on modern hardware. We can do cool stuff with NTSC over RF too, the visuals are retro tricked out like my computer art contest entry from the 80's: That's a black and white image.
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Indepth review of the Compumate BASIC Computer and built in applications: Magic Easel and the Music Composer are built in applications like the Commodore Plus/4. The Atari 2600 BASIC Programming Cart may have been a more powerful BASIC implementation. 8-Bit SAT also has a lot of similarly detailed reviews of classic BASIC Programming books from the 80's that are very interesting.
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Hello Atari Age members Funny story - I am an american football nut (later coached football as an adult) and as a teenager in the 80's attempted to code a football game on my Atari 800. My vision was to build game that had somewhat realistic variations and outcomes based on the offensive and defensive plays that were selected, the trends of events in the game, etc. I was able to construct a basic shell- define the graphics, the layout of the screen, the core graphics approach, and a basic "prediction engine" that somewhat realistically produced an outcome of each play. For example, a nickel defense would provide better coverage against most passes, but may be vulnerable against a surprise run...or a blitz would have a greater chance of sacking the QB, but would leave some vulnerabilities in pass coverage if the sack didn't happen, etc. As a high school student, I drew out each formation, pass coverage, etc. and also produced a computer "AI" (if you can call it that) to pick the best plays depending on the game situation. I created the skeleton of the game, some run plays installed, no pass plays, and you couldn't actually play a game - you could play 3 or 4 downs and the game would stop because it was incomplete. This was in the mid-1980s...then life got in the way and I got too busy/lost interest in 8-bit programming as I went to college, etc. However, a couple of years ago (I'm now in my 50's!) I began to wonder if I could resurrect and complete the game. I managed to locate the original 5.25 diskette which luckily was in a plastic case, bought an interface cable, moved the code to my PC, got an emulator, and began trying to remember the code and approach I had started 30+ years before. To make a long story short, after a lot of re-training myself and looking at some old paper documents on the prediction engine, the game is complete. My kids and I have play tested it about 60 times. After 30+ years I finally got it done. The graphics, as you will see are rudimentary and laughable. However I do think we've achieved some interesting game play that makes it a kick to play. I've had games that were 50-7, others that were 7-6 dogfights, games that had 300+ yards passing with 4 touchdown passes, others where the pass game simply didn't click and it was a ground focused game. I'm about 50/50 against the computer AI. It's not perfect, but for folks who are interested in football strategy as well as Atari 8 bit games, it may be a little bit of nostalgic fun. The disk image is attached- the game itself is called "BOWL8BIT" and is written in Atari BASIC. Would love to hear any comments, good or bad, either on the football aspect or on the Atari aspect. Some interesting Atari coding notes: * People will recognize the graphics characters as a redefined character set - I wrote my own joystick-driven "INSTEDIT" type character editor as a teenager and used this to generate the code and data statements that form the shapes of the football players and graphics * I stole the code from some magazine (Antic, I think) to create the custom display list, with Graphics 0 at the top and bottom and the Graphics 1 mode which makes up the football field Game play notes: * You can choose a "long" or "short" game- in long games plays take 30 seconds of clock time each, in a short game plays take a minute of clock time each Best regards to all Atarians Mr. CTIA Final 2020 Football Disk.atr
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I ran across this interesting BASIC listing/program but the youtuber only lists the lines onscreen up to line 150. Does anyone else have this complete file on a disk or virtual disk somewhere? Was this a type-in back in the day from a Compute! book or from a magazine? https://www.youtube.com/watch?v=wFeb3OGRHMg
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Anyone have ideas for the programming contest? Deadline is in 3 weeks! https://gkanold.wixsite.com/homeputerium/kopie-von-basic-10liners-2019 There are entries from all 70's and 80's Computer systems and for the past three years the Atari Video Computer System has competed as well! My last three entries are 10 line BASIC games of 80 or 120 characters (contest has multiple categories) written in Atari Flashback BASIC and SuperCharger BASIC. The three 10 liner examples and the manual are posted on my site to help anyone inspired to enter the contest this year! Warren Robinett's Atari 2600 BASIC Programming and the rare Compumate BASIC can also be used to enter the contest. What I find so amazing about BASIC is what can be created in such a short time; bitd I found books like this tremendously compelling because the cover made it seem like you could write Atari 2600 games in just a few lines of BASIC:
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I am looking for Basic Programming with the instructions.
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Three 10 line Games to learn programming from It's easy and fun to learn BASIC programming from typing in games, particularly if the listings are short. These three games are written in 29 lines of old-school BASIC, the kind you might have programmed your Atari 400, Apple II or TRS-80 with. The site has the quickstart guide to the SuperCharger and Atari Flashback BASIC IDE and the manual to get you up and running: If you're familiar with batari BASIC, you can use similar ASCII art graphics designers and spaces instead of line numbers.
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Creative computing October 1979 Thoughts? BASIC is always talked about as a stepping stone to Assembly language but it can work the othe way around with Assembly programmers inspired to do ports of creative BASIC games. The 2018 BASIC programing contest is a good recent example with inspiring games and amazing programming techniques.
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I'm building an RPG Assistant app for various systems, and I've come up on a stumbling block in Commodore BASIC v7.0 when it comes to formatting the output for rolling percentile dice in the form of 2 d10 (high die, low die). I can't figure out how to format the output the way I want it without slowing the system to a crawl via nine extra IF/THEN statements. What I want to show are dice rolls of 01-00(printed as 100). What I get instead is 0 1-0 0(printed as 100). The workaround(not using nine extra IF/THEN) that I've found has the unwanted behavior of not displaying the high die if it equals zero. rem d100 dim va$(2):rem string array for output x=0:rem high die y=0:rem low die x=int(rnd(0)*10):y=int(rnd(0)*10):rem rolling the dice va$(0)=str$(x):va$(1)=str$(y):rem putting the dice rolls into a string array for output vb$=str$((x*10)+y):rem workaround string if x=0 and y=0 then print 100:else print va$(0)(1):rem print vb$
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Guys, it's time for "the most wonderful time of the year" (Kevin Savetz in ANTIC) again! This year's BASIC Tenliners Contest is starting now! The rules changed slightly: now every 8 bit computer platform is allowed and every basic dialect is also allowed (but the authors may help us running their programs on an emulator). For details please look at the contest site: http://gkanold.wix.com/homeputerium#!basic-tenliners-2016/c450
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This BASIC programming example uses 800 byte variables: JAMOUT.txt http://atariage.com/forums/topic/254872-share-your-musical-compositions/ The program is using three 255 byte arrays declared in Data statements to record sequencing input from the player. Lots of variable space adds interesting possibilities and effects for games and enables applications software to be written for the VCS! What kinds of applications would be interesting to see? I'm currently working on a text editor with a 1200 byte buffer and a monitor program sharing the same codebase. The website for the BASIC is here.
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Old-School BASIC programming on the Atari 2600 -------===============================---------- bitd it was tremendous fun writing really short BASIC programs and sharing them in contests, they were easy to type in and fun to learn from. And it was amazing what could be done in 1 line or just a few more; BASIC is hands down the most nutrient dense language ever devised. This years international Old-School BASIC programming contest is now open to Atari 2600 programmers: The short bouncing ball type-in on walabers thread is an awesome example of old-school BASIC programming like we did it back in the day, and that kind of old school BASIC programming is now available for the VCS! Virtual World BASIC supports old-school BASIC programming mode with no templates or graphical sections, just pure code. Here's my 9-line entry into the programming contest: 0 data city 1,4,2,5,3,2,3,1,4,1,1,1,5,2,2,3,1,4,1,4,3,1,4,4,1,1,2,2,3,1,3,4,5,4,4,3,4,5,1,2,4,1,5,2,2,3,1,3,1,1,4,1 1 if g=0 then for j=0 to 7:player1(j)=189:player0(j)=pl(j):next j:BYTErowoffset=120:COLUPF=$84:COLUP0=$b4 else goto 3 2 for j=20 to 71:k=j-20:k=city(k)+14:for i=k to 19:vwpixel(j,i,on):next i,j:player0y=88:player0x=94:COLUP1=$74:y=20 3 COLUBK=0:AUDV0=0:g=1:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:data pl 0,224,127,231,252,192,128,0:rem bitmap 4 if joy0fire=1 and y>=20 then AUDF0=6:AUDC0=8:AUDV0=15:x=BITIndex+11:y=11:i=88-player0y:i=i/10:y=y+i 5 if y<21 then vwpixel(x,y,bindplayer1):j=y-10:y=y+1:COLUP1=M(j):data M $64,$54,$b4,$a4,$32,$44,$24,$c4,$94,$f4,$54 6 if y<=19 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=20:AUDF0=4:AUDV0=15 7 if BITIndex>71 then BITIndex=0:player0y=player0y-2:rem player flies lower each pass over the smoothly scrolling city 8 if CXP0FB>126 then CXCLR=0:g=0:for i=0 to 255:AUDF0=i:AUDV0=i:COLUBK=$34:next i:rem check collision, restart game Compumate BASIC is also old-school and Atari's BASIC programming cart has some potential, there have been a few interesting examples. Does batari BASIC have an old-school programming mode on the Atari 2600 and if not how many lines does it take to get to the point you can write BASIC? Looking forward to seeing what the creative programmers at Atariage can come up with in 10 lines of vintage BASIC, particularly if you're normally a strict Assembly developer! There's just over a month left to the contest deadline March 26 so get coding and write some cool programs!! Share and discuss on this thread or on the Bally BASIC forum (comming soon).
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