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Found 56 results

  1. Since morelenmir has a sticky for providing Windows-users with tools to help developers create their masterpiece for us Atari users I thought it might be sort of nice if, along with it, those same developers, be they beginners or experts, have access to all the documentation known to exist to help them out. I agree that nothing is better than having the actual book in front of your eyes while programming (or learning to) but, in some cases, those books are difficult to come across. With that being said, I would to offer a possible sticky that builds upon the development software morelenmir has started. Download those tools or use a REAL Atari...then come to this thread to find the books that will take you on an adventure in getting your feet wet. That is the intentions of this post. ASSEMBLY LANGUAGE Assembly Language Programming for the Atari Computers (PDF) - Source: Atari Mania (www.atarimania.com) Atari 130XE Machine Language for the Absolute Beginner (PDF) - Source: Atari Mania (www.atarimania.com) De Re Atari (PDF) - Source: Atari Mania (www.atarimania.com) Mapping The Atari Revised Edition (PDF) - Source: Atari Mania (www.atarimania.com) Machine Language for Beginners (PDF) - Source: Atari Mania (www.atarimania.com) BASIC LANGUAGE Atari BASIC (PDF) - Source: Atari Mania (www.atarimania.com) Atari BASIC XL Edition (PDF) - Source: Atari Mania (www.atarimania.com) As long as AtariAge Mods will allow edits to be made to this post I will add to the list once I finish reviewing a few other books I have. The PDF's will open up to another TAB in your browser and, once fully loaded, can be saved to your computer for future reference. I hope that this helps others wanting to learn, or improve, their programming skills and techniques.
  2. Hi Atarians, I am self teaching BASIC and don't know where to go from here. If I have an array of 100 random integers, and I want to subtract each subscripted value from the one preceding it. 10 DIM X(100) 20 FOR A=1 TO 100 30 X(A)=INT(10*RND(1))+1 ? 50 PRINT? 60 NEXT A goal: X(100)-X(99) print result X(99)-x(98) print result etc. Any guidance would be appreciated. Thank you for your time. KB
  3. Was there ever a debugger for atari basic? 'The Monkey Wrench' has some useful features, but not the breakpoints and step through that would be most useful for basic programmes. At least not to my understanding of the cartridge,
  4. From the album: Air Hockey

    © Christopher DeBoy 2017

  5. Hi, has anyone got BASIC code to load or can supply the specs of the image format for the Atari Artist Tablet software? Cheers.
  6. Season 2, Round 9 of the Astrocade High Score Club will last about two weeks. This round ends on Sunday, August 20'th at 10pm MST. The two main games are on the cartridge Grand Prix / Demolition Derby. The BASIC bonus game is called Sideswipe. This very simple game was written in 1980 by Mike Peace and published in the Cursor newsletter. It was later re-printed in the "AstroBASIC" manual, and even eventually found its way onto a tape release by WaveMakers. Grand Prix / Demolition Derby Grand Prix / Demolition Derby is a 4KB cartridge released by Astrocade Inc. in 1981. It is cartridge #2014 and is part of the Action/Skills Series. There is a label variation called simply Grand Prix. These two games were programmed by Bob Ogden and Rickey Spiece. Scot L. Norris did the audio for this game. The Grand Prix/Demolition Derby cartridge ROM image (called "grandprx.bin") is part of this archive: http://www.ballyalley.com/emulation/cart_images/ROMs/astrocade_rom_collection.zip Grand Prix/Demolition Derby is a very common cartridge, but if you don't have it, then it is included on every multicart that has been released for the Astrocade over the years. Neither of the main games on this cartridge requires the knob, so both games play fine using the MAME Astrocade emulator. According to a letter sent to the Arcadian in January of 1979 by Glenn Pogue, the Grand Prix / Demolition Derby cartridge was supposed to be released by Bally on March 16, 1979, but I don't think that there is a Bally release of this game. You can read about the upcoming 1979 releases from Bally in Glenn's letter, here: http://www.ballyalley.com/newsletters/arcadian/letters/Glenn%20Pogue/Letter%20(Glenn%20Pogue)(Jan%2022%201979-).pdf Here is the description of the game from the manual's cover: "Four challenging courses in race car driving excitement! Jockey for position at Le Mans or go for broke on a dangerous Rally track! There's a constant trade-off between speed and maneuverability! Varying skill levels upgrade the challenge and the fun. Here is all the excitement of formula-style racing! The competition gets hotter as players improve their skills! 1 or 2 players." The game's manual cover looks like this: Here is what the cartridge looks like: Here is a label variant of the cartridge: Here is the cartridge's main menu: Here are Grand Prix's three different courses: Four-player games of Grand Prix are possible. Take a look: The winner of round of Grand Prix will see this announcement (sorry, there's no checkered flag!): In Demolition Derby, you can play with up to four players. If less than four people are playing, then the computer controls the extra cars. Here is how the derby begins: This is a game in-progress: Here are highlights from the Grand Prix/Demolition Derby manual: Grand Prix Ladies and Gentlemen, start your engines! The starting gun fires, and you're off in a flash, careening around dangerous turns in the race for the finish line. Grand Prix gives you all the excitement of formula-style racing, with three different race tracks and two skill levels to choose from. Starting the Game Enter the number of players (1 to 4), then select the difficulty level by selecting 1 for pro, 2 for beginner. At the pro level, the race cars are able to reach higher speeds than at the beginner level. Select the number of laps (1-99). If you enter a number that is less than 10, press = to start the race. Playing the Game The hand control functions for Grand Prix are: Trigger - Accelerator for race car. Knob - Has no function. Joystick - In right position, race car will turn clockwise; in left position, it will turn counterclockwise. Up position will move car in forward direction. The object of Grand Prix is to be the first race car to reach the finish line. To check your racing time, watch the time clock in the upper middle part of the screen. Once the race has started, use the joystick to move your car around the track. But, be careful not to crash into the other cars or into the race track walls. Skillful driving maneuvers are as important for success as high speeds. The first car to reach the finish line after completing the specified number of laps is the winner. Demolition Derby (1 to 4 players) All the thrills of a live demolition derby! Contestants ram their cars into each other until only one car remains running. Starting the Game Enter the number of players (1 to 4). Computer-controlled cars are provided for more action in games with less than four players. Select the maximum number of points (1-99). If you enter a number that is less than 10, press the = to start the game. Playing the Game The hand control functions for Demolition Derby are: Trigger - Accelerator for car. Knob - Has no function. Joystick - In right position, car turns clockwise; in left position car turns counterclockwise. It automatically moves backward (to protect engine from being hit) unless the joystick is pushed forward. The object of the game is to be the last car remaining on the field with your engine still running. Points start at the number you specify, but one point is lost each time a car is hit in the front. When a car finally reaches 0 points, it is out commission. The last car with points remaining (and engine running) is declared the winner. You'll stay in the competition longer by protecting the front end of your car and backing into your opponent's. In this way, your car's radiator, engine, etc. will remain intact. Here is a YouTube video that shows the gameplay of Grand Prix/Demolition Derby. This video was created by "Highretrogamelord:" Gameplay Options Grand Prix Options: Difficulty level: Pro Number of Laps: 5 Demolition Derby (Options): Difficulty level: Pro Maximum Number of Points: 10 Grand Prix/Demolition Derby (Scoring): Five points will be awarded for playing each of the two main games. Grand Prix We are playing for lowest overall time for Grand Prix tracks 1-3. You can post each track score separately and I'll figure-out the math. Remember to complete 5 laps of each track. I presume all of our times will be very close; there may even be some ties. Demolition Derby This game does not keep track of the player's time. If you play a game and are the winner, then you'll receive five points. I don't expect that there will be anyone who can't win against the computer, but if there is anyone for some reason who can't beat the three computer players (how sad!), then that person will receive three "participation points." Yeah, yeah; that does sound a little like "everyone gets a trophy!" Sideswipe This round's bonus game is a straightforward "racing" game, one that I expect nearly every "AstroBASIC" owner played in the 1980s, as it was reprinted in the "AstroBASIC" Owner's Manual. The game is called Sideswipe. It's an early effort by Mike Peace, who wrote the WaveMakers games. Sideswipe looks very-much like an early BASIC game; that's because it is very early. Here are some screenshots of Sideswipe in action: Sideswipe was first published on page 69 of the October 1980 issue of Cursor: In 1981, it was reprinted in the "AstroBASIC" owner's manual on page 89: Eventually (in 1982, I think) it was included with three other programs program on WaveMakers' tape 12 called Four Famous Freebies. You can download the "AstroBASIC" version of Sideswipe here: http://www.ballyalley.com/program_downloads/2000_baud_programs/wave_makers/Sideswipe/Sideswipe%20(WaveMakers).zip This archive also includes a program modification by Lance Brisee that was submitted to the Arcadian, but never published. See his Lance's letter in the Arcadian area of BallyAlley.com for details: http://www.ballyalley.com/newsletters/arcadian/letters/Lance_Brisee_(1984)(Letter_to_Arcadian).pdf The difference that immediately jumps out in this game modification is that Lance added messages based upon your final score, like "YOU SHOULD BE DRIVING A WHEELCHAIR" or "YOU SHOULD BE DRIVING A RACING CAR". Here are the directions for Sideswipe as they were printed in Cursor: "Your goal is to steer your car through and around the other vehicles on the road at the same time making sure you don't hit the sides of the road. Your car is the one with the broken boxes at the top of the screen. The road moves up toward you from the bottom of the screen as shown in the photograph. Mike as usual has done a very thorough job using very limited memory. This program uses some interesting sounds, and a unique method of movement. Use Hand Control Knob #1." Here are the directions for Sideswipe as they were printed in the "AstroBASIC" manual: "The car appears on the top of the screen moving toward the bottom. Steer your car using knob (1) to avoid obstacles as they approach. Top score is 100 points. You lose 3 points for each sideswipe and 10 points for each collision." Don't be turned off by this game's primitive graphics. In the mid-eighties I used to play a type-in game very similar to this (probably even more primitive!) in typing class on a TRS-80 Model III. I had fun with the alternate TRS-80 version of the game then, and playing a few games of Sideswipe yesterday made me realize, that in some strange way the game holds up to this day. Maybe because it's so simple, or maybe because the game doesn't take long to play-- but I think you'll enjoy it for the brief period that you'll play it for this HSC round. Bonus Points There are many bonus points available this round for both games. Grand Prix/Demolition Derby - Video Review - (1 Point) - Although I found examples of gameplay footage for this cartridge, I couldn't find any reviews. Anyone who makes a video review of Grand Prix/Demolition Derby will get a bonus point. Grand Prix/Demolition Derby - Multiplayer Game - (Up to 3 Points) - This cartridge is a rarity in that up to four players can play at one time. For every additional player who you can round-up to play with you, then you'll earn an extra bonus point. Don't have any Astrocade fans nearby, then maybe it's time that you get your significant other into the incredible videogame system that is the Astrocade. That will be worth one extra point. If you can get that person, plus your trained dog, and possibly your Guinea pig, then that's three points right there! Easy! Sideswipe - Playing Sideswipe - (1 Point) Sideswipe - Highest Score - (1 Point) - The maximum points that can be earned are 100. Whoever gets the closest to 100 points gets a bonus point. If there is a tie, then multiple players can earn this bonus point. Sideswipe - Video Review - (1 Point) - Anyone who makes a video review of Sideswipe will get a bonus point. Summary Someday, I'd like to try a four-player game of Grand Prix/Demolition Derby at a large gaming get-together. I bet this game would be sure to please the crowd. Sideswipe is a very short, 29-line, BASIC program. For such a short program, I'd say that you get a lot of bang out of your buck. Is it a great game that you'll come back over and over again? Nope. Would Sideswipe have been worth the small time investment in time that it would have taken to type the program into BASIC in 1981. Certainly! Enjoy the two main games and the simple bonus game-- and, remember, post your high scores often. Adam
  7. Back in 1983 I was lucky enough to have my game code published in ANALOG Computing Issue 13. The game was Space Assault, and although it wasn’t too amazing, it was fun to write back when I was 16 years old. Recently I’ve been writing a series of articles about writing this game in Atari BASIC for a cool web magazine called We Are The Mutants. The series is intended to share the joys of teenage programming for those who didn’t get to experience the fun of those days. I’m trying to keep things super simple and may not always be 100% technically accurate, but it’s been great to dig through my old code again. I know you guys here are way beyond my level, but if anyone is interested, please check it out. I have four “lessons” so far, with many more on the way (approximately monthly). You can find them on my author page here: https://wearethemutants.com/author/webmikey7/ By the way, I’m using Altirra via Wine on my MacBook Air and it works great!
  8. Hello all, I've recently completed a series of videos that compare the BASIC interpreter performance of a variety of 8-bit vintage computers. I use prime number generation as the test bed. I think folks in this forum will be pleasantly surprised by the results! https://www.youtube.com/playlist?list=PLOoCXsFhz0tlHCinV0rm64PQifIOApqdp Keep it vintage, -Rusty
  9. I am working on a project (still working out some display and register issues) when it dawned on me. The original 400/800 had four controller ports and each port, in simple terms, had its own player register in PM Graphics (or in the OS). XL and XE machines removed two of the controller ports I assume to cut production costs. Does this mean that the extra player registers were removed as well or are they still intact? I'm asking because my game project is designed on paper to take advantage of all four player registers. I don't want to create something for just a specific line of Atari 8-bits...I want it to be able to play on all of them. Thanks in advance!
  10. My son recently expressed interest in learning programming. Instead of fumbling my way through it I decided to make a series of lessons on programming. This is the first one. I hope you guys enjoy it. https://www.youtube.com/watch?v=gEj3NbChJx8
  11. Don't get too exited... This is just a very basic BASIC thing that does some simple system checks like revision info, GTIA check, audio output and things like that. For a much better tool you should get SI. Main purpose for me is to check what's in an XE, like what BASIC/O.S. revision it has and if it has the good or the bad GTIA and if the basic functions of pokey are working. It had to work on a system with no keyboard attached so the few available options can be selected with a joystick in either port #0 or #1. A connected mouse will probably cause issues. Just make it autorun from DOS when booted. SIMSYS.BAS
  12. I came across a channel on YouTube called "Placelogohere." There are currently 126 videos of Astrocade titles, including (mostly, in fact) BASIC games and games/programs that require expansion memory. It looks like someone got the UlltiMulti multicart and a Lil' White Ram and had some fun going through many of the games on that cartridge. These videos were uploaded in September 2017, but hardly anyone has watched these videos. In fact, currently, most videos have less than ten views! None of the videos I watched had any commentary, which is too bad. These videos look pretty good and are worth watching especially if you don't have an Astrocade, because then videos are the only way to view many of these games, since the MAME emulator doesn't support loading tapes. Placelogohere created an Astrocade playlist on his playlist page: https://www.youtube.com/user/placelogohere/playlists To get you started, here are links to some of the more interesting videos: Arcade Golf, by Gambits (Ken Lill). 1983. Blue RAM BASIC, 2000-Baud, Requires Expansion RAM. From ad in "Arcadian" newsletter: For 16k & 32k Blue Ram Basic 1.1 Extended RAM. 1-4 PLAYERS. 1-4 HAND CONTROLS. No bang-bang shoot-em-ups here. Just your choice of 9 or 18 holes of golf!. Each hole is different -- each and every time!! There are trees, a lake, sand traps and an always changing wind! With the wind gusting up to 25mph, your ball can be blown off its course. Try to break par. It isn't as easy as you might think. Music Keyboard, by WaveMakers 1987. Expanded BASIC, 2000-Baud, Extra RAM Required. This is an enhanced version of the AstroBASIC program that was released on Tape 17 in December 1982. Pro Golf, by Henry Sopko. 1988. 2000 baud, Blue RAM BASIC (+16K). This game was converted into a BASICart. Ken Lill's instruction book for the UltiMulti Cartridge has these brief instructions for the game: This is similar to the "Links" games. The "Swing" power/slice box is controlled by to trigger. Let go at just the right time to get the maximum shot. The "right" time is when the moving box is in line with the line on the right side. Everything else is pretty much easy to figure out. Flying Ace 82, by WaveMakers 1982 AstroBASIC FLYING ACE is for 1 to 4 players. Try to gun down the enemy before your time runs out. Get the "feel" of flying a fighter plane. At first everything seems backwards until you get the hang of it, then you'll become a FLYING ACE. Avalanche!, by Steve Walters Tape 821, April 1982 AstroBASIC Paul Thacker comments, "It's kind of like a strategy Pachinko game--pretty unique. [...] Yes, I definitely interpreted it as lowest score wins." We played Avalanche! during season 1, round 7 of the Astrocade High Score along with Bally Pin (Pinball): http://atariage.com/forums/topic/252219-hsc01-round-7-bally-pin-pinball/?hl=%2Bavalanche 1-4 players drop blocks through a system of levers. Depending on the positions of the levers, the blocks will either get stuck or fall to the bottom. After a set number of turns, the player who let the fewest number of blocks fall to the bottom wins. Dungeons of Dracula, by WaveMakers Tape 16, October 1982. A real adventure game with mazes, doors, keys, and 7 different monsters. Can you get all the way to the top room (level 10) in time? Will you trap the terrible two-headed monster or the giant spider or Dracula himself? Find out how you will do when you play Dungeons of Dracula. You are the chain which enters the maze from the left. Your mission is to trap the monster by surrounding him with your chain. You cannot touch anything, including the key, until the monster has been trapped. When you trap the monster, you must grab the key which opens the door on the right to enter the next maze. Time is always running out so you must hurry. As the maze level gets higher it becomes harder to trap the monster in the maze. It may take a smaller box around the monster to trap him. You can go over your own chain to remove it and reposition your trap for the monster. Extra time can be gained by trapping the monster and picking up the key. You cannot go through the door until it is open. You can escape to the previous maze by going out the door on the right. If the monster escapes, you remain at the same level but you lose time and must rebuild your traps. If anyone else finds some videos that they like, then please post direct links to them here. Adam
  13. Been a while since I attempted this, and perhaps I'm getting Atari 8 and 16 bit machines a bit confused, but I remember writing a utility back in the day that moved the screen around memory. One interesting thing was that if the pointer to screen memory was placed just before or just after the start of actual screen memory, there would be a neat artifact like 1-dimensional video feeback, where one line would get duplicated, then that would get duplicated, etc. It looked like a faux 3d perspective effect where the "closer" objects would be taller. I found From Compute's Second Book of Atari Graphics, Program two, here: http://www.atariarchives.org/c2bag/page185.php to move screen memory around, but it's not behaving how I'd like. I have a feeling it's limited to a specific region of memory. I started with it, modified to use graphics 9. It does move the screen through memory using the arrow keys, but does not exhibit the powers-of-two one-dimensional video feedback I remember. Perhaps it's not crossing the screen boundaries in the way I remember? Modified listing using basic mode 9: 5 GRAPHICS 9 10 REM COARSE VERTICAL SCROLLING DEMO 15 REM PRESS UP/DOWN ARROWS TO MOVE DISPLAY THRU MEMORY 20 DLIST=PEEK(560)+PEEK(561)*256:REM GET START OF DISPLAY LIST 30 LMSL=DLIST+4:REM POINTER TO DISPLAY MEMORY 40 LMSH=DLIST+5 50 DISPLAYL=0:REM INITIALIZE ADDRESS OF DISPLAY MEMORY 55 REM READ KEYBOARD 60 IF PEEK(764)=255 THEN GOTO 60:REM WAIT FOR KEY 70 IF PEEK(764)=14 THEN POKE 764,255:GOTO 110:REM UP ARROW / 80 IF PEEK(764)=15 THEN POKE 764,255:GOTO 140:REM DOWN ARROW ? 90 GOTO 60 100 REM MOVE DISPLAY WINDOW INTO LOWER MEMORY 110 DISPLAYL=DISPLAYL-40 120 IF DISPLAYL>=0 THEN GOTO 170:REM CAN'T DISPLAY NEGATIVE MEMORY 122 DISPLAYH=DISPLAYH-1:DISPLAYL=0 124 IF DISPLAYH<0 THEN DISPLAYH=0 126 GOTO 170 130 REM MOVE DISPLAY WINDOW INTO HIGHER MEMORY 140 DISPLAYL=DISPLAYL+40 150 IF DISPLAYL>240 THEN DISPLAYH=DISPLAYH+1:DISPLAYL=0 160 REM CHANGE DISPLAY MEMORY POINTER 170 POKE LMSL,DISPLAYL:REM PUT NEW DIPLAY ADDR IN DISPLAY LIST 180 POKE LMSH,DISPLAYH 200 GOTO 60:REM GO WAIT FOR KEYBOARD ENTRY The eventual goal is to have a split screen using display lists, having a static mode 11 top—rainbow sky—and a "scrolling" (by changing memory that then propagates down the feedback loop) bottom section in mode 9—ground. The features on the ground should ideally be bits from memory (to simplify my landscape drawing code P189L2.bas.txt
  14. Ran accross this interesting article in TIME about the creation of BASIC and it's impact: http://time.com/69316/basic/ Lots of fascinating stuff, the reaction from contemporary professionals accusing BASIC of mutilating minds is particularly interesting, equally so the response from the inventor of the language. This was the BASIC Allen, Gates and Woz learned in High School in it's original form on Teletype time sharing systems; didn't seem to mutiliate their minds rather a catalyst for creativity
  15. NOTE: update and bug fixes @ http://atariage.com/forums/blog/528/entry-10183-update-to-mille-borne/ From my blog, here is a version of Mille Borne I wrote for the TI in XB a while back. Plays a good game. I'm not entirely satisfied with the AI, it could play a better but plays OK. no graphics but self explanatory on how it plays. to play: press number of key beside card. if can't play will ask to delete. only plays to 700. If anyone wants to modify it, be my guest. link to blog; http://atariage.com/...nd-mille-borne/
  16. Hi folks I recently downloaded the Altirra emulator and have been using it to enjoy some 8-bit games, but I would also like to access the part of Altirra that allows for BASIC programming. I have no idea how to acccomplish this. Do I first have to download an already existing Basic program? If so, can somebody point my way to one of these? What else do I need to do? Any info is much appreciated
  17. Hi Peeps, having issues with getting tiling to work, the below results in a black screen...what have i missed? The Map has tiles set to emended and is XML, 8x16, and 20 x 12 in size. Thanks guys. set doublewide on set basepath gfx_morph set romsize 48k set tv pal displaymode 160A rem Color Palettes P0C1=$02: P0C2=$06: P0C3=$0F : rem grey, light grey & white rem Graphics Import incgraphic tileset_level_1.png incmapfile level_1.tmx main_init clearscreen plotmap level_1 0 0 0 20 12 savescreen drawscreen main_loop BACKGRND=$00 restorescreen drawscreen goto main_loop
  18. Hi all. I'm about to release officially IntyBASIC v1.4.0 with new features, corrections and enhancements. But before doing it "officially" I need your help to check if your current programs compile with this new version of compiler and post here with your OK. I've been careful but I'm trying not to release version after version because small bugs Thanks! Edit: for some reason I couldn't upload the ZIP here, so find it here https://github.com/nanochess/IntyBASIC/releases/tag/1.4.0 o Tracker allows playing 8 channels of music (using ECS PSG) o Now detects failure of flow control when using GOTO to jump wrongly between procedures. o Detects wrong flow of control (GOTO to PROCEDURE or GOSUB to non-PROCEDURE) o Name mangling for assembler now uses original names, easing assembler interface. o Support for local labels (using period character before a label, uses last global label as prefix) o Added MUSIC GOSUB, MUSIC RETURN, MUSIC VOLUME and MUSIC SPEED. o Added contrib/accel.bas it shows how to move sprites by fractions of pixel (contributed by intvnut) o VOICE INIT now "shuts up" the Intellivision (contributed by intvnut) and the initializatin is done in automatic form at start of program. o FLASH INIT SIZE to choose Flash memory size. o Allows constants in DATA PACKED. o Added ON expr FAST to avoid two instructions. o Generates warnings for AND/OR/XOR and small operators non-parenthesized. o Now direct CONT1, CONT2, CONT3 and CONT4 generate 8-bit results. o Solved bug where IF CONT.B0 THEN wouldn't work, also ABS and SGN. o Compatibility with Tutorvision consoles.
  19. I have some items up on ebay that may be of interest to Atari 8-bit enthusiasts. Auctions are ending today (sorry for late notice) Still "cleaning out the Attic"... OSS Action! programming language cartidge, + lightspeed C and MAC65 disks http://www.ebay.com/itm/301850710170 OSS BASIC XE cartridge + Atari BASIC cartridge: http://www.ebay.com/itm/301850721290 Original Atari 8-bit Visicalc disk and manual: http://www.ebay.com/itm/301850746506 Collection of various original Atari documents, manuals, catalog, including original Atari 1200XL manual: http://www.ebay.com/itm/301850746008 I am selling some Atari ST stuff as well. And I have some more stuff coming. You can check out all my ebay listings here: http://www.ebay.com/sch/chris82369/m.html
  20. OK, 1st off, I know that only 21k is available. Now that's out of the way, I have started re-messing with with Atari Microsoft BASIC. Why, may you ask. Well, I have several BASIC programs from other systems that I want to port over and MS BASIC is a much closer port (don't have to deal with lack of string arrays). But, it requires a cartridge? No, not really. I have come across a version of MS BASIC called MS BASIC 2.7that loads off of disk with all it's extras. Personally I think it compares nicely to BASIC XL and TurboBASIC (except having only 21k). Now if it only had a compiler (Humm, a future project?) attached is the MS BASIC 2.7. MS_BASIC_27.zip
  21. Hey folks, I'm trying to self-teach how to program the Commodore 64, and a lot of folks have already recommended to me a bunch of books. But I thought I would also start a thread to post more specific questions as they arise, and tap into the community of knowledge here. My first question is pretty basic (har har). I just wanted confirmation that the DEF FN command (in Commodore 64 BASIC) can only create single-variate functions of a floating point variable. I find this very limiting and would very much like to know if there's any way to define multivariate functions, and also on arrays or strings or integers etc. I don't think there is, and I have tried stuff but nothing works, and the books I have read so far are not 100% clear on explaining this function. Thanks in advance for any help and advice. I hope that other people interested in C64 programming can join in and we can build up this forum.
  22. I've typed in a program, "Flight of the BumbleBee, from SoftSide Magazine #38 (https://archive.org/stream/softside-magazine-38/SoftSide_38_Vol_5-02_1981-11_Music_in_the_Micro#page/n28/mode/1up). I've loaded it in a few emulators but all seem to work relatively well but right now I have a specific question about READ command. Here is the line in the code. 19999 SOUND 0,144,10,8:COLOR 1:PLOT 15,7:RESTORE:FOR Z=1 TO 64:READ X:NEXT Z:TRAP 19999:SOUND 0,0,0,0 Nowhere in the program do they use X. They just seem to be reading it from the DATA lines. Can someone explain why they would do this and what might I be missing?
  23. vwBASIC Beta 1.0 Released EDIT: Here is the latest version of vwBASIC for the SuperCharger, with a logic bug fixed:vwBASIC.zip The CD download on the site is also updated. Flashback Portable Edition: The vwBASIC Flashback Portable Edition is now in Beta and will be available soon!!! See 13th post for questions to help decide what features vwBASIC should bring to the Portable console platform!! ___________________________________________________________________ vwBASIC VirtualWorld BASIC is a Tiny BASIC implementation for the 2600 that features large tile mapped virtual worlds and a playfield camera: A programmer can start plotting pixels and sprites and then move the camera around, and the graphical subsystem repositions every element With VirtualWorld BASIC you can make awesome scrolling games and demo's with tons of on-screen and off-screen action, like this game/demo here. vwBASIC also has cool programming features like Nybble arrays and typcasting functions vwBASIC has a very tiny footprint that will output 6K and 12K ROM binaries, targeting 1982 and 1983 specific retro technologies - the 6K ROM images are SuperCharger compatible for making games on Tape, CD or Cart, and the 12k ROM images use the CBS RAM (double Super Chip) Cart format. The vwBASIC compiler is a command line shell application (PowerShell) and could be wrapped in a Visual IDE, but it's not necessary because like bB's playfields and sprites, vwB allows the large virtual worlds and sprites to be drawn with ASCII art right inline with the code. vwBASIC is approaching the beta release, thoughts and ideas are welcome!
  24. Hi all, I've been hunting for Peter Goode's rare Aquarius Program Book (mentioned in this old thread) for almost a year, and I finally tracked down an eBay UK seller who was willing to ship it my way. I've now scanned the book and uploaded it to the Internet Archive (and attached it to this thread), so it is rare no longer. I haven't typed in any of the programs yet, so if you do, please share the results here. ========== Nathan metopal.com pre83.com Peter Goode - The Aquarius Program Book (1983).pdf
  25. Solar Conqueror is the main game for Round 1 of the second season of the Astrocade High Score Club. This game, which takes place in space with you controlling a ship that must shoot baddies, reminds me of Blast Droids, the last game that we played in season 1 of the HSC. However, the similarities are slight. Whereas Blast Droids was a chore to play, Solar Conqueror is fun! The BASIC bonus game, Space Gauntlet, is an another game that takes place in in the depths of the dark forbidden universe that teams with, you got it!, more baddies. This game, while released on tape for both Bally BASIC and "AstroBASIC," the program has only been archived in 300-baud Bally BASIC format. This means that you'll need the Bally Tape interface to load it. Season 3, Round 1 will last about three weeks. The round ends on Sunday, February 26'th at 8pm MST. Solar Conqueror Solar Conqueror is an 8K cartridge by Astrocade, Inc. released in 1983. This game is among the last official releases for the Bally Arcade/Astrocade. This game was developed at Action Graphics by Scot L. Norris (design and audio), Thomas McHugh (programmer), and Julie Malan (graphics). In the Bally/Astrocade Game Cartridge and Hardware FAQ, Michael White says that this game "was called Solar Quest in some references in Astrocade newsletters." A game called Solar Quest was released for the Vectrex game system, but (other than taking place in space), this Vectrex game seems unrelated to Solar Conqueror. For emulation use in MESS, the Solar Conqueror cartridge ROM image (called "solarcnq.bin") is part of this archive: http://www.ballyalley.com/emulation/cart_images/cart_images.html#AstrocadeROMCollection In the October 24, 1983 issue of the Arcadian newsletter, in The Game Player column, Michael Prosise wrote a positive review of Solar Conqueror, which you can read here: http://www.ballyalley.com/documentation/reviews/astrocade_reviews.txt A pdf of the Solar Conqueror manual is here: http://www.ballyalley.com/cart_manuals/pdf_manuals/Solor_Conqueror_(instructions)(astrocade)(color)(300%20dpi).pdf The Solar Conqueror announcement/press release is here: http://www.ballyalley.com/documentation/press/Solar_Conqueror_[Press_Release_06-06-1982].pdf On March 30, 2011, "Nice and Games" published a video review of Solar Conqueror: On February 2, 1999, Rob Mitchell retyped the Solor Conqueror manual. I've included it here: Solar Conqueror Instructions You are in deep space, test-piloting the latest in space technology, when your home planet Libnah learns of a surprise attack of the diabolical, war hungry DEMENS from the NATIS galaxy. A radiation death-ray threatens to wipe out your entire race. It's up to you to conquer the enemy solar systems! Solar Conqueror (1-4 players) As the dreaded DEMENS death-ray gets closer and closer, your computer has classified their solar systems from lightly defensed to almost invincible! It will guide you through harder and harder systems until you have conquered their entire civilization. Starting the Game Choose Solar Conqueror by pressing 1 on the keypad or by using remote game selection (pull the trigger on hand control #1, turn the knob until 1 appears on the screen, then pull the trigger again). Select the number of players (1-4). As the player proceeds from one solar system to another, the game becomes increasingly more difficult. Players can start at a more difficult level by choosing a higher number solar system to begin with. This serves as a handicapping for better players. Playing the Game The hand control functions for Solar Conqueror are: Joystick - Steers the ship and controls its speed Knob - Has no function Trigger - Shoots the bullets The object of the game is to score the most points by destroying enemy defenses, defeating their planets, and conquering their solar systems. Each player starts by selecting the number of ships on the menu. Ships have 8 possible directions and a maximum speed controlled by the joystick. A ship decelerates when no direction is selected, but it is always in motion. The trigger shoots 1 of 8 possible "in-air" bullets. You have defeated a planet once you destroy all its weapons. When you have conquered all the planets in a solar system, you advance to the next. Whenever a player is hit, he loses a ship and he gives up his turn to the next player. If a planet is defeated and the player dies, he still moves on to the next planet. Solar System Number of Planets 1 and 2 2 3 and beyond 4 Planets appear on the right side of the screen, numbered in decreasing order as you get closer to the sun, e.g. in Solar System 1, which has 2 planets, Planet 2 appears first, followed by Planet 1. The more gravity a planet has, the more difficult it is to control your spaceship. The larger the planet, the stronger the planet's gravity. The higher a planet's solar system, the better its defenses. As you fly closer to the planet, the effect of its gravity increases. The alien defenses have 3 types of weapons: Kamikaze combat ships Ground-to-air missiles Super fighting (killer) satellites Planets also have dangerous asteroids floating around them. All alien forces appear near the planet and travel toward the player. Kamikaze ships are essentially flying bombs. True to their name, they will try to crash into you. Missiles are fired from the planet's surface. If a missile launcher is left after all other weapons and asteroids have been destroyed, it will launch its last missiles and disappear. If there are alien defenses remaining, the launcher will rebuild. A timer appears in the upper left corner to time the rebuilding process. Rebuilding is quicker in higher systems. Killer satellites have minimal weaponry range but excellent timing and accuracy. And they change size depending on how close they are to the player. In higher systems there are two at once of every weapon! Whenever you are ready to enter the space vortex to reach your next planet, or to enter hyperspace to reach a new solar system, the pulsating aura near the left edge of the screen surrounds your ship and makes you invisible until you are in range of the next planet. The moment you become visible to each other, the fighting begins! Scoring The number of points you score depends on the type of enemy force you destroy: Type of Defense Points Asteroids (large to small) 4, 6, 8, 10 Kamikaze Ships 20 Missiles 10 Missile Launchers 50 Killer satellites (large to small) 10, 20, 30, 40 Conquering a planet gives you bonus points equal to the solar system number times 25. Conquering a solar system awards the player a free ship and bonus points equal to the system number times 100. When playing System 9 and beyond, the same scoring applies, except you are given 2 free ships instead of 1. Strategies for Winning Learning to control your spaceship against the ever changing forces of gravity is the most difficult aspect of the game. There is also a SLIPPER built into the ion drives of the ship, which enables you SLIP in one direction and face another without accelerating in the direction of the ship; e.g. accelerate up, then face right for an instant and let go of the joystick. The ship will continue to slide up while the player faces right and strikes a target. Becoming skillful at the SLIPPER will prove a powerful advantage over the enemy. If you begin at the lowest system, it will be easier to gain extra ships, but you will accumulate points slower and you risk losing ships. Starting higher gives you more points sooner, but be careful: they won't come easy! Playing Again To play Solar Conqueror again, press the RESET button, and follow the instructions for starting the game. As usual, 10 points can be earned this round (excluding bonus points). The play settings for Solar Conqueror are: # of Ships - 3 Enter System - 1 There is a hyperdrive-like sequence before every solar system. Watching the stars whizz by your "windshield" is neat a few times, but then it gets repetitive and seems to take too long. You can skip this "warp" screen by pulling the trigger. Solar Conqueror Bonus Points There are five ways to score bonus points for Solar Conqueror: 1) Highest Solar System and Planet Reached - The player who reaches the furthest in the game will be awarded a bonus point. If you can manage it, take a screenshot of your highest solar system (which is displayed prior to a level beginning). 2) Beating 89,588 points starting on level 1 - Chuck Hirsch scored 89,588 points with three men on the "Official Astrocade Scoreboard," ARCADIAN, 6, no. 11/12 (Oct. 31 1984): 111. Beat his score and you'll get bonus point. 3) Beating 136,742 points starting on level 9 - Thomas Wenzel scored 136,742 points with three men on the "Official Astrocade Scoreboard," ARCADIAN, 6, no. 11/12 (Oct. 31 1984): 111. Beat this impressive score starting from system 9 and earn a bonus point. 4) Spotting a Possible Bug at 10,000 Points - As noted in the December 22, 1983 The Game Player column in the Arcadian newsletter: "Solar Conqueror programming flaw? Maybe. When the score goes over 9,999, it changes to two digits instead of five, and six extra ships are awarded. Also, the sound effects become distorted. What's the story here?" The first person to document what happens at 10,000 points gets a bonus point. If you make a video of this "bug," then you'll earn another bonus point. 5) Documenting the Solar Conqueror Prototypes - There are three prototype versions of Solar Conqueror that are available in the Astrocade software archive. You'll earn a bonus point for each prototype that you play and document. Yes, you can earn up to three bonus points here. It is possible to earn up to eight Solar Conqueror bonus points. Wow, that's a whole lot of bonus points! Space Gauntlet (BASIC Bonus Game) Space Gauntlet is this round's BASIC bonus game. This game was released in 1982 by Tiny Arcade on tape 100 and Supertape 1. It was programmed by Tom McConnell. Space Gauntlet is pretty simple, and it controls quite slowly. I'm not sure how much fun there is to be had here, but I'm putting this game forward for others to try because I like the idea of this game. Unfortunately, I don't think that BASIC has the power to do this game justice. Perhaps the "AstroBASIC" version of this game plays a little better (since "AstroBASIC" runs a little faster than Bally BASIC). It would be double-plus cool to see a machine language homebrew cartridge based on this idea. Here is the tape that was sent to Bob Fabris of the Arcadian (there was probably a Tiny Arcade labeled version of this tape, but I've not seen it). You can read the game's instructions here: http://www.ballyalley.com/tape_manuals/tiny_arcade/tiny_arcade.html#SpaceGauntletTinyArcadeDocs There are two different BASIC listing for Space Gauntlet available: BASIC Listing (as printed on a printer): http://www.ballyalley.com/type-in_programs/Tiny_Arcade/Tiny_Arcade.html#SpaceGauntletPrintedBASICListing BASIC Listing (hand-written): http://http://www.ballyalley.com/type-in_programs/Tiny_Arcade/Tiny_Arcade.html#SpaceGauntletHandwittenBASICListing You can download Space Gauntlet for Bally BASIC here: http://www.ballyalley.com/program_downloads/300_baud_programs/Tiny_Arcade/Space%20Gauntlet%20(1982)(The%20Tiny%20Arcade)(BB).zip Here is a game description of Space Gauntlet from the Winter/Spring 1984 Sourcebook catalog: You're at the controls of an interstellar cruiser patrolling a remote sector of the galaxy when you encounter the local inhabitants. These denizens of deep space don't "cotton" to strangers and they arrange themselves into two columns, firing missiles and daring you to survive their deadly gauntlet. The longer you survive, the closer the two columns of alien nasties approach (making it more difficult to avoid their missiles). Exiting graphics and excellent play value. One player. Here are the full instructions (which I've OCR'ed) for Space Gauntlet: Space Gauntlet Instructions (One Player) You control a star cruiser patrolling a remote sector of the galaxy when you encounter the local inhabitants. These denizens of deep-space don't "cotton" to strangers and they arrange themselves into two columns, firing missiles and challenging you to fly between them and survive the deadly gauntlet. Your objective is to pilot the ship through the attackers, avoid their missiles (the small square objects) and score points by destroying as many of the hostiles as possible. To accelerate through the columns (down the middle of the screen) pull the joystick back; to slow down, push the stick forward. The engines of the ship work on an action-reaction principle, so it takes a short time to speed up and slow down. Use the ability to change speed to avoid enemy missiles and position the ship to fire at the attackers. (You cannot move "backwards"-i.e. toward the top of the screen, but you can come to a dead stop.) To fire at the right column of aliens, push the joystick to the right. To fire left, move the stick to the left. The right column fires missiles at random, while the left column fires missiles that tend to "home in" on your ship. The longer you survive, the closer the two columns of aliens will approach. At the start of the game, each alien hit is worth 10 points. At their closest approach, each is worth 50 points. You have a fleet of four ships with which to engage the enemy. The game ends when all four have been destroyed. Press any key for replay Space Gauntlet Bonus Points 1) Playing Space Gauntlet - You get a bonus point just for playing Space Gauntlet. 2) Highest Score for Space Gauntlet- You can earn another bonus point if score the highest on this game. 3) Video of Space Gauntlet - A bonus point will be awarded to the first person to upload a video of Space Gauntlet containing a full game. If the video is a video review, then you'll earn two points! High Score Club Rules Please post all of your scores for both games here. Scores posted on the Bally Alley discussion group will not be accepted. If you post a video score, then please note the score obtained in the video-- as this makes it easier for me to keep track of all the scores. It's time to conquer the combined power of this round's Solar Gauntlet. Tightly strap yourself into your ship and blast off into space to do battle with the Bally Baddies! Adam
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