Jump to content

Search the Community

Showing results for tags 'Programming'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Atari Systems
    • Atari 2600
    • Atari 5200
    • Atari 7800
    • Atari Lynx
    • Atari Jaguar
    • Dedicated Systems
    • Atari 8-Bit Computers
    • Atari ST/TT/Falcon Computers
  • Gaming General
  • Marketplace
  • Community
  • Game Programming
  • Site
  • Classic Gaming News
  • The Club of Clubs's Discussion
  • I Hate Sauron's Topics
  • 1088 XEL/XLD Owners and Builders's Topics
  • Atari BBS Gurus's Community Chat
  • Atari BBS Gurus's BBS Callers
  • Atari BBS Gurus's BBS SysOps
  • Atari BBS Gurus's Resources
  • Atari Lynx Programmer Club's CC65
  • Atari Lynx Programmer Club's ASM
  • Atari Lynx Programmer Club's Lynx Programming
  • Atari Lynx Programmer Club's Music/Sound
  • Atari Lynx Programmer Club's Graphics
  • The Official AtariAge Shitpost Club's Shitty meme repository
  • The Official AtariAge Shitpost Club's Read this before you enter too deep
  • Arcade Gaming's Discussion
  • Tesla's Vehicles
  • Tesla's Solar
  • Tesla's PowerWall
  • Tesla's General
  • Harmony/Melody's CDFJ
  • Harmony/Melody's DPC+
  • Harmony/Melody's BUS
  • Harmony/Melody's General
  • ZeroPage Homebrew's Discussion
  • Furry Club's Chat/RP
  • PSPMinis.com's General PSP Minis Discussion and Questions
  • PSPMinis.com's Reviews
  • Atari Lynx 30th Birthday's 30th Birthday Programming Competition Games
  • 3D Printing Club's Chat
  • Drivers' Club's Members' Vehicles
  • Drivers' Club's Drives & Events
  • Drivers' Club's Wrenching
  • Drivers' Club's Found in the Wild
  • Drivers' Club's General Discussion
  • Dirtarians's General Discussion
  • Dirtarians's Members' Rigs
  • Dirtarians's Trail Runs & Reports
  • Dirtarians's Wrenching
  • The Green Herb's Discussions
  • Robin Gravel's new blog's My blog
  • Atari Video Club's Harmony Games
  • Atari Video Club's The Atari Gamer
  • Atari Video Club's Video Game Summit
  • Atari Video Club's Discsuuions
  • Star Wars - The Original Trilogy's Star Wars Talk
  • DMGD Club's Incoming!
  • DASM's General
  • AtariVox's Topics
  • Gran Turismo's Gran Turismo
  • Gran Turismo's Misc.
  • Gran Turismo's Announcements
  • The Food Club's Food
  • The Food Club's Drinks
  • The Food Club's Read me first!
  • The (Not So) Official Arcade Archives Club's Rules (READ FIRST)
  • The (Not So) Official Arcade Archives Club's Feedback
  • The (Not So) Official Arcade Archives Club's Rumor Mill
  • The (Not So) Official Arcade Archives Club's Coming Soon
  • The (Not So) Official Arcade Archives Club's General Talk
  • The (Not So) Official Arcade Archives Club's High Score Arena
  • Adelaide South Australia Atari Chat's General Chat & Welcome
  • Adelaide South Australia Atari Chat's Meets
  • Adelaide South Australia Atari Chat's Trades & Swaps
  • KC-ACE Reboot's KC-ACE Reboot Forum
  • The Official Lost Gaming Club's Lost Gaming
  • The Official Lost Gaming Club's Undumped Games
  • The Official Lost Gaming Club's Tip Of My Tounge
  • The Official Lost Gaming Club's Lost Gaming Vault
  • The Official Lost Gaming Club's Club Info


There are no results to display.

There are no results to display.


  • AtariAge Calendar
  • The Club of Clubs's Events
  • Atari BBS Gurus's Calendar
  • ZeroPage Homebrew's Schedule

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start










Custom Status



Currently Playing

Playing Next

Found 36 results

  1. A few questions regarding the Intellivision and memory... Are there any games/demos/ROMs available that use cartridge RAM? Is the RAM typically 16 bit? Are there any games/demos/ROMs available that use bankswitching? I know some of the "LTO" games do... are they still using a simple scheme, or is it a more complicated scheme? Are there any non-LTO games that use bankswitching? What is the method used? ... I'm just laying out the next version of my Intellivision game PCB, and adding an option for RAM (and thinking of utilizing the unused half of the ROM chip). Thanks in advance!
  2. Some years ago, just to keep in practice, I wrote a Visual Basic program that picked Powerball numbers. Here's a picture of the program I created: (There was another reason I wrote the program: I knew this guy at my old job who was a Powerball freak and I wrote the program as a joke to "help" him out.) The program needs some improvement: it would be nice, for example, if the first five numbers were in numerical order. However, it got the job done. This past semester I learned a little Javascript and I decided to write a Javascript version of the Powerball picker program. If you would like to try it out here's the link (sorry about the advertisements, it's a free web site). I only tested it to work on IE6 and Firefox so I don't know if it works on other browsers. If it doesn't work on your browser, make sure Javascript is enabled. It still needs work. For example, I didn't implement the routines to prevent duplicate numbers from appearing. I also need to sort the numbers (not a big deal but it would be nice to have - I guess I'll put that feature in the VB version first). You also have to refresh the page to get new numbers, I want to put a button in place to do that instead. The page needs to look prettier too. Javascript is pretty easy to implement but there are some aspects that are frustrating. For example, IE and Firefox handle document elements differently. A routine I wrote for my HTML class that prompted the user if they failed to fill in all the fields of a form worked perfectly in IE but failed to work at all on Firefox. I spent most of yesterday figuring out how to make the routine work on Firefox. One good thing about Firefox is it has an error console to help me find the problems. It's not a great help but it's better than what IE offered (nothing). One great thing about porting code to another language is it allows you to focus on the language-specific issues of the code. There's no need to worry about issues relating to the logic of the program itself (unless problems were masked by the previous language). As a result, learning Javascript by porting other programs is pretty quick and easy. I have a couple other programs I think I can port to Javascript (heck, I could probably port some Altair basic programs over too). When I have a newer version of the Powerball picker, I'll post it.
  3. The Java game library seems to be unexplored considering that it's one of the most popular programming languages and that it's supported by so many systems.
  4. As an experiment, I decided to whip up a port of the "Graphics Match" game from the TI-99/4A User's Reference Guide in JavaScript, using the p5.js JavaScript library. Here's what I came up with: https://zacharyfruhling.github.io/GraphicsMatch/ Enjoy! Zachary Fruhling
  5. Looking to sell several different Atari 8-bit computer programming languages, price doesn't include shipping but open to any and all offeres Educational System Master Cartridge $20 OBO Pilot $10 OBO Assembler Editor $35 OBO
  6. I am starting a Facebook Page for The Atari Portfolio which will be Closed,and I need 3 admins that really know their stuff around The Atari Portfolio........... Russ Campbell (Mr Portfolio) Yes I wrote the article , What Good Is An Atari Portfolio way back in the old days.
  7. When reading some stuff about one of my old C64 favorites "The Sentinel", I wondered if something similar would be possible for the 2600. Since 3D was sure impossible it had to be in 2D. Attached is a very preliminary result.You now watch the game top-down, your own position is at the bottom of the screen. Your sight is limited but you will be(!) able to rotate in 90° (maybe 45°) degree steps. For the heights, various colors are used, starting with dark magenta, then blue, cyan, green, yellow, orange up to bright red and finally white. So it will have only 8 heightm but that seems sufficient.Invisible areas (e.g. behind mountains) are black, unreachable areas will probably become gray (with a height matching brightness). The cursor color will(!) switch on those unreachable/invisible areas from green to red.The kernel has become pretty complex, jumping into RAM and back to (various!) ROM adresses. The game will definitely require a lot more than 128 bytes of RAM, especially because I want to write a landscape generator.Since I am going on holiday tomorrow, I thought this might be a good moment to share what I got so far.Biggest left problem so far: Calculating the visibilities of the squares.Source code attached.
  8. For my next JavaScript project I decided to convert an old BASIC program I got from David Ahl's book BASIC computer games. It's a game called REVERSE and I first got it working on my Altair computer nearly 30 years ago. It was a text game but I was able to create a non-text version of the game (just use your mouse to play - no typing needed) in JavaScript. Here it is. I was able to complete a game in only 4 moves. Let's see if you can match or beat that. I hope you enjoy it. With this program I learned a couple things about Geocities and JavaScript. I originally wrote the REVERSE program in the file reverse.js and then had the reverse.html file reference it in a SCRIPT tag. It didn't work. It works when the files are on my PC but not when the files are in the Geocities directory. To fix the problem I just pasted the contents of reverse.js into reverse.html. That's rather annoying and it would make it impossible for me to store JavaScript libraries on Geocities. I'll need to find another web site to store my JavaScript programs, especially if I am going to write more complicated programs that require program libraries. I'm not sure what I want to do next. I'm not ready to do a mad libs game, like PDF asked (I'll need a couple Mad Lib scripts before I can start) but I'll give it a try in the near future. Time to look through Dave Ahl's book again.
  9. I've completed version 1.2 of the Powerball picker. Here it is. As you can see, I've made a number of changes. First of all I added more content by including a picture from the official Powerball site and a link to the latest winning numbers. I've also changed the look of the Powerball display. The biggest change, however, is the ability to display new numbers without requiring a refresh of the page. A simple click on a button will now do it. This new ability is possible thanks to some code provided by Cybergoth. Thanks! I learned a lot about Javascript with this little project. A lot more than I would have by simply reading a book (or even the w3schools tutorial I just finished). I'm done with the Powerball Picker (although I may port it to Flash 8.0 Actionscript) and so I must think of another program to implement in Javascript. Startrek on Javascript? A possibility I may consider but I'll want to implement a simpler program first.
  10. Thanks to Andrew's 2600 Programming Tutorials I have a better understanding of not only the 2600's mediocre but cool architecture but in Assembly as well (for the most part). And I have three game designs down on paper already that I am eager to bring to life on the console originally designed for pong-style games. I figure if others could make games for a console that wasn't intended to play those kinds of games then I should be able to as well. I am currently working on the basis for my game but have a playfield question. In one section (somewhere close to the beginning of the code) I have this: ;--------------------------------------- ; Playfield Data ;--------------------------------------- PF_Data1 = #%11111111 ;Top and Bottom Bar PF_Data2 = #%10000001 ;Side Bar PF_Data3 = #%10111101 ;Side Bar with Top Bottom Middle Box PF_Data4 = #%10100101 ;Side Bar with Middle Box Sides And then when I want to send the data to TIA, I have this: ;---------------------------------------- ; Draw Our Playfield ;---------------------------------------- Playfield lda BGDColor ;Get stored color sta COLUBK ;set the BG Color lda PFColor1 ;Get PF Color sta COLUPF ;set PF Color lda PF_Data1 ;Get PFDATA1 Set sta COLUPF ;Store it! lda PF_Data2 ;Get PFDATA2 Set sta COLUPF ;Store it! lda PF_Data3 ;Get PFDATA3 Set sta COLUPF ;Store it! lda PF_Data4 ;Get PFDATA4 Set sta COLUPF ;Store it! lda PF_Data5 ;Get PFDATA5 Set sta COLUPF ;Store it! What I am trying to achieve is a maze playfield similar to what might be seen in Maze Craze. Am I on the right track? I know I still need to count my cycles and I might need to place a few cycle "pauses" to have some sections repeated. I have not finished the code enough yet to try it out but I wanted make sure I'm doing it right. I plan to add at least 3 enemy sprites and one player sprite to the code once I get a working maze.
  11. Hi guys: Today I post my updated source code for my Lotto 649 Package , with data files for the purpose of rewriting into either GFA Basic or Hisoft Basic, whichever is easier and closer to Quick Basic 4.5 for the PC. This may be one heck of a job, I am attempting it now as we speak and will keep you all informed of my progress, as there are probably quite a few people that would like to see a well written program for the ST to try to figure out the lottery. If anyone rewrites this code and wins a million dollars in any Lottery with it, please send me a postcard from some remote island hahahaha. Without further adu, here is the zip file for conversion: LottoST.zip Have fun with this one, I am going to my Mega ST to try and make it work now: Russ Campbell
  12. One of my big questions I have is how I would have an algorithm to figure out where it is on the scanline and then know how many scanlines it has written. I would have to do an increment after every single instruction, and that would waste many precious CPU cycles and ROM space. I guess I could have a register for the X-Position, one for the Y-Position, and one for where in the Scanline, and one for how many scanlines it's written. But wait, I will not only not have enough registers to use them for anything other then that, but I'll also be using more registers then there are inside the CPU.
  13. This is my first post on any atariage forum, if this is the wrong place to post this topic, then I'll gladly move it. First of all, I just need to give out a big thank you to Random Terrain for the awesome tutorial page (I use it like a bB bible), atariage for this forum, and anyone who worked on batari basic/visual bB. So while testing out my first project this weird glitch came out of nowhere, everything works fine until the player touches (collides) with player1 (the finish flag). When this happens the game starts all over. I assume either a variable was messed up or misspelled, or perhaps players can't collide? (I don't need anything else fixed, I know the movement of the player sucks as well as the collision against walls. I'll be sure to improve those in Max's Maze 2) Max's_Maze_2017_11_2_1723.bas
  14. 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.
  15. Early this year, I learned that MAME, which has recently been combined with MESS into one single emulator, also emulates some handhelds now... among those are some I have or had myself, Coleco's Donkey Kong tabletop game, MB's Bigtrak and Nintendo's Mickey & Donald (Game & Watch). I decided to take a deeper look at Mickey & Donald (after nearly competing the Bigtrak code, but that's off topic here) because I was always curious how such games have been programmed... I started on it in February 2016, about 33 years after I got the actual game. Obviously, this is a low-power device powered by two button cells and having an LCD screen. It's using a Sharp SM510 mictrocontroller with a fixed ROM. There is a nice write-up on that CPU here: http://watchdev.blogspot.co.at/2013/06/sharp-sm510-innards.html This chip has got a built-in LCD driver, and the display is memory-mapped, that is, all memory locations from $60 on are visible (at least if they've got segments connected to it). Since the disassembler in MAME didn't work quite correctly (don't know if it has been fixed by now), I wrote my own disassembler for the code in VB.net, which is actually not so hard considering the CPU doesn't have that many commands. There are some quirks like 1-byte subroutine calls which are routed through an address table in the first page, though this still only enables certain jump destinations because those addresses still only have 8 bits, but the address range of the CPU is 12 bits. Well, as I said I was curious how such a game is programmed. Actually it's quite different to what you're used to on video based systems. Normally you would have sprites, which are objects with an X and an Y coordinate, and they move and interact in some fashion. Well, for the most part, it doesn't work this way here. How it actually works is closer to a shift register, actually several of them. As you may know, a shift register is a stack of bits which get shifted left or right in sync to each other. In this game, there are several lines of bits which work like a shift register. But they're not hardwired, all of this is done in software. There is a subroutine for each possible bit which swaps that bit in a memory location with the carry flag. The actual bits in a line often don't have a real logical position in memory, rather they were seemingly positioned so the lines in the LCD screen are best used. For instance, for an object that has 3 possible positions, one position might be displayed when bit 2 of memory location $62 is on, the second one is on bit 1 of memory location $6D and the third one on bit 2 of memory location $6B. The line is now shifted by starting at the first position, fetching its status to the carry flag. Then you set the memory location for the next bit (by one instruction) and call the respective subroutine to swap the bit you want to access. Now you've got that bit in the carry bit and go on to the next location... and so on until the line is through. For instance, Mickey on the left has three possible positions, on bottom, in the middle or on top. If the player presses the "up" button, the Mickey line gets shifted upwards, on pressing "down" it gets shifted downwards, only that the last bit in the line gets re-set if it's found to be on after the shifting. The game code generally doesn't "know" the coordinates of any object visible on screen, it's all done by checking if a certain bit in memory is set. And there are more shift "lines"... two for the hose (one for small and one for big blobs), six for drops and fires and one for Donald on top. The fire shifting routine checks for each position if the corresponding drop bit is set, if so, both are cleared, a point is scored and the routine terminates. The routine shifting down the drops does the same. As for game variables, there are only a few controlling if there's one of the possible leaks, which game or demo mode is on, if the alarm is set, and as far as I can tell two counters for keeping the correct speed. But maybe there are some more which I missed because I didn't examine the complete code. Since the objects don't have coordinates in memory, all checks that depend on a certain location to be set or clear, such as collision detections, check the actual bit in memory... for instance, the routine that creates new drops checks all three possible locations of Donald to find out where he is and place a drop there. That way, they also go around the limitation of the CPU that indexed writes are very hard to do... with this game architecture, none are required, the closest thing to it is actually the routine that converts score digits to the 7 segments that are displayed for each number. This one uses an indirect jump instruction which loads the data byte to the PC. Keep in mind that the PC is not linear, but a pseudo-random shift register, which means that the numbers 0-9 get converted to addresses which are actually all over the place in that page. Oh, the total ROM in that chip is 2772 bytes (44 pages with 63 bytes each). I guess it's similar for other Game & Watch games, though much later models like Pinball and Super Mario Bros. might use a different chip, as may much earlier models like the Silver Series Ball, Vermin, Fire and Judge... there are more advanced models SM-511 and SM-512 supporting independent sound generation, more segments and more ROM up to 4K while the SM-510 has to generate sound writing 0's and 1's for each wave "by hand". On the other hand, there's a simpler chip with only 2016 bytes of ROM that may have been used on the first games. But still I suppose most Game & Watch games will have been programmed in a similar way, because you see some kinds of shifted strings of segments in all of them, with some of them going only one way and others going both ways.
  16. Forgive me if I'm posting in the wrong area, I didn't see a Commodore 64 specific thread, but I'm using a stupid tablet and it's possible I overlooked it. I have a question regarding the use of digitized sound effect and speech on the C64. I'm pretty familiar with programming, and have even made several games using BASIC with ML subs, but I can't figure this one out. Why is it that some games can play digitized audio over two voice music without stopping all the on-screen action, but some stop all sprite movement and audio before playing the sample? For instance, Way of the Exploding Fist has no trouble playing the digitized samples during the action. Thanks for reading!
  17. I have been working on a little 4k game trying to create something that feels in keeping with the arcade style gameplay many original 2600 games have. The ultimate goal of this game is to get a score of zero! Use the joystick to move around and pressing fire when moving increases your speed. Press fire while still to shoot your missiles and blow up bad guys. Not everything is a bad guy there are also power ups to obtain. Every thousand points you remove from the score a boss like ship will appear.... Don't get hit by its missiles! Its still a work in progress so feedback is welcomed and I don't think it's bug free quite yet! Point Zero.bin Thanks, Mike
  18. Anyone feel like writing a MegaDemo? Well now you can! Here are two versions of an assembler that was used extensively for demo coding back in the day: http://www.pouet.net/prod.php?which=47999 http://www.pouet.net/prod.php?which=62372 (apparently this one includes a manual) If anyone knows of other assemblers that are good for this sort of thing, feel free to post links in this thread.
  19. I think it's high time to include a section here on the venerable TI 58/59/66/95 calculators as they represent an important legacy If you have an interesting program you'd like to share, please post it here. My favorite source of programs for them is the venerable French magazine Jeux & Strategie published in the 80's. I have all of the first 30 classic issues and you can find high quality scans of them here: http://www.abandonware-magazines.org/affiche_mag.php?mag=185&page=1 . I never go on a long flight without one of these issues in my bag along with the compact TI 66 to play with! Here's a game called Ricochet from issue 17 (Oct-Nov 1982) to get things started: You have to uncover 4 atoms hidden in an 8x8 grid by sending laser beams through the grid and analyzing the output. The beam can be either deviated or absorbed. The entry and exit points of the laser beam is given by their x,y coordinates. In the above example, beam one (0,11) is first deviated then absorbed. Beam 2 (0,15) is deviated and exits from (4,18). And so on. Study the image above closely to deduce how the deviation process works. To run the program, first enter a value between 0 and 1 then press A. After a bit of time 0 will appear on the display, indicating that the atoms have now been hidden. To send a beam, enter first its x coordinate followed by R/S, then its y coordinate followed by R/S again. It can take from a few seconds to several minutes for the calculator to respond. If the beam is absorbed, it will display 0, otherwise its exit point will be displayed as xx.yy. For example, if the exit point is (6,9), the display will show 6.9. Repeat as needed until you think you have uncovered all 4 atoms' locations. You can find out by using RCL 1 to 4, displaying all of the coordinates for the atoms. To try a new game, enter a new value between 0 and 1 then press A again. Don't forget to RST before running the program! I tested out the program on a TI 66 and it works great! There was a typo in the listing which I corrected in the image on top.
  20. I wan t to start programming games for the atari 2600 but don't know how. Help please. (Batari Basic doesn't work)
  21. Results thread for the IntyBASIC Programming Contest - 2018 is here for those of you who may fear to tread into the (no longer quite so) scary Programming sub-forum.
  22. Hello Everyone! This is my first blog post ever here on AtariAge, and I'm excited to be on here! Let me introduce myself. My name is Chase, and I am a seventeen year from Ohio. I have been playing and collecting Atari 2600 games for 3 years now and I have never felt more passionate and happy playing simple games compared to the high resolution, highly complicated games of today. The 2600 seems to pull me in with simplicity and the appeal of playing games that have shaped the game industry into how it is today. I have used my Atari 2600 (a four switch Woody) more than my Ps4, and I actually love my Atari more than my PlayStation. I want to start up a YouTube channel reviewing games and potentially talk to the people who programmed them. I hope to have a fun time on here and I can't wait to share my passion with others and hear stories from others who grew up with the console I love. I will mostly will be talking about the 2600 on this blog, mostly about games. Which ones I love, which ones I think are ok, and which ones I don't really like. I might also dabble in the 5200, 7800 and the Lynx and Jaguar. And one question to end this blog: Which Atari 2600 launch title is your favorite? Mine is Indy 500, followed by Surround.
  23. I've actually had a lot of experience working with speech synthesizers. Back in the day I had S.A.M. That program completely captivated me. I'd say it was one of the best things I remember about the Atari 8-bit. It's also why I was sorely disappointed by the 1400XL prototype I picked up when I learned that its Votrax chip did not allow you to adjust all of the vocal attributes. I had always wished I had an Alien Voice Box because that thing supposedly could sing. I think that used the same chip as the 1400, but implemented properly. My first dot com job I made Microsoft Agent characters. The API for these guys includes speech synth (and limited speech recognition). However, people mostly rememeber them for clippy, where they got their bad reputation. Here is one of the guys I made using Lightwave 3D: It's hard to describe what the business model was at that startup. They thought they could use these characters composited into analog television where they would stream in over the vertical blank. The ATI All in Wonder cards at the time had WebTV software from Microsoft that you could load up on your PC to create a kind of web sandbox with interactivity that would stream in this way. The video could then become a DirectX overlay. They were going to go around to local stations and try to sell them a special server that would constantly loop and stream data through a router which would do the VBI insertion. We ran one semi successful test with KWHY TV 22 in Los Angeles. Anyway, we used to make these little presentations using the characters kind of like a puppet show. These were supposed to be like faux news broadcasts, so we made some "news anchor" characters like this one: At the time I thought it was kind of neat that I was able to use some of my skills from S.A.M. in my career. When the VecVox and AtariVox came out, it was clear to me that it was the direct successor of something like the Alien Voice Box. To date I've been disappointed with the quality of AtariVox speech in homebrew games. Even the powerup sound of the AtariVox seems off to me. It sounds like it says a-(as in cat)-tarivox instead of a-(as an cut)-tarivox. Maybe I'm ultra-sensitive to phonemes (well, SAM calls them phonemes, AtariVox calls them allophones). Maybe not everyone has the same enthusiasm for it, or the affinity. Instead of whining, though, I just volunteered to rescript the speech in Juno First for Chris Walton and so far he likes what I'm coming up with. Hopefully everyone else will as well. Maybe I'll carve a little niche for myself as the speechman for homebrews that use AtariVox. That would be nice. UPDATE: cd-w gave me a little 4K program so you can compose speech using a Cuttle Cart or Supercharger rather than relying on the USB interface. I also made an AtariVox header file for it that makes it easier to string allophones together. Let me know if this is useful. helpme.zip
  24. And now, as a free gift to the Intellivision development community, I bring you - RobotFindsKitten. It's as good as finished. The documentation is included. Enjoy! RobotFindsKitten.zip
  • Create New...