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Blogs

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  • RonPrice's Blog
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  • For Next
  • Take 'Em To The Woodshed
  • bankockor Blog
  • Kelp Entertainment
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  • IHATETHEBEARS' BLOG
  • Atari Fan made Documentary
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  • THE 1 2 P's Demo/Import/Gaming Blog
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  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
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  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
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  • My video game library
  • the.golden.ax's "Oh my Blog"
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  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
  • BDW's Blog
  • tweetmemory's Blog
  • toptenmaterial's Blog
  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
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  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
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  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
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  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
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  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
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  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
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  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
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  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
  • Is Atari Still Cool?
  • Buying Atari on Ebay
  • matosimi's Blog
  • GadgetUK's Blog
  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
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  • Gamming
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  • DPYushira's Entertainment Blog
  • JHL's Blog
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  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
  • Linky's Blog
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  • Atari 2600 Lab
  • jennyjames' Blog
  • scrottie's Blog
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  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
  • TI-99/4A Stuff
  • eshu's blog
  • LaXDragon's Blog
  • GozAtari8
  • Bio's Blog of Randomness
  • Out of the Pack
  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
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  • Atari Randomness
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
  • Caféman's Blog
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  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
  • Osgeld's Blog
  • CyranoJ's ST Ports
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  • Star_Wars_Collector
  • Alp's Art Blog
  • Excali-blog
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  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
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  • Ballblogɀer
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  • Fultonbot's Atari Blog
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  • Kaug Neatos Crash Bandicoot Bandwagon
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  • Atari 2600JS
  • Doctor Clu's Dissertations
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  • Atarimuseum.nl
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  • Arcade Attack - Retro Gaming Blog
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Found 15 results

  1. Hello; I am currently implementing a tool named "VCS Game Maker". This online tool is a no-code environment designed to allow someone to create a game for Atari 2600 without knowing much about programming and without installing anything on their computer. You can use it online on itch.io: https://haroldo-ok.itch.io/vcs-game-maker Source code is available on Github: https://github.com/haroldo-ok/vcs-game-maker It uses Blockly to allow the user to implement the logic using blocks and then, behind the scenes, generates a Batari Basic source code, that is then be compiled using batari-basic-js in order to generate an Atari 2600 ROM, which is then emulated using Javatari. So far, it is a work in progress, with only an event editor with just a few commands. The "if" block and math operations work okay, the joystick reading and access to the players/missiles and balls seem OK so far.
  2. Hi! I managed to decode Personal Record Keeping to its original Basic Source Code Program. It was done using Web99. I cheated a little to find the startaddress and the endaddress of the LineTable and the startaddress and endaddress of the Basic Program Lines but it's impressive that the binary can be actually decoded. Also the line length doesn't seem to be there at the beginning of each line when compared to a standard binary for a basic program. But i simply read each line til the next 0x00. Once I get Web99 to find the 4 addresses by itsself, the tool will be able to show you the Basic Code of all Command Modules that have been programmed in Basic Language. I worked with the phm3013g.bin file (unzip the .rpk or use the attached file) where I discovered some "HCHAR" in its hexcode with the right tokens infront and afterwards, so I thought, hey this has to be decodable in some way to Basic. After accomplishing it I figured I made it more complicated then necessary since I worked with a GROM dump that had random data in the last 2K of each 8K GROM. Further the 8K blocks on the phm3013g.bin file have a different sort order than the PC99 dumps. I should have started with the PC99 files from the start, as they give you a much cleaner picture. phm3013.grm = phm3013g.bin 0x6000 - 0x77ff = LineNumber Table phm30131.grm= phm3013g.bin 0x4000 - 0x57ff = BASIC Program Lines phm30132.grm= phm3013g.bin 0x2000 - 0x37ff = BASIC Program Lines phm30133.grm= phm3013g.bin 0x0000 - 0x17ff = some other data, probaby the GPL subprograms that RPK provides to TI Basic. It could be that it's incomplete or I got something wrong. Also interesting is the use of special chars for some variables or even Subprogram Names. I had to manually replace a "LineBreak" character as Subprogram name to fix the formatting of the Source Code. Maybe the preferred to have single line characters for variables/subprograms and to save memory and they run out of standard chars. Each TI Basic program files defines the beginning of the Line Number Table in Bytes 2/3 of its binary. The End of the Table in Bytes 4/5. Both Addresses actually point you to a VDP memory. Since we are running the program from cartridge ROM, not VDP, these pointers must be different here. I still need to find those two pointers in such a Grom dump. Any help would be appreciated. In the end I would love to be able to visualize any Basic Source Code, a cartridge contains, and even decode the GPL to GPL Source. Would love to tweak around with Car Wars for example. phm3013g.bin personal_record_keeping_pc99dump.zip personalrecordkeeping-decoded2basic.txt
  3. Welcome to... Aquarius Draw! Aquarius Draw Application: https://aquarius.mattpilz.com/draw/ Aquarius Draw User Manual: https://aquarius.mattpilz.com/help.php Aquarius Draw Online Gallery: https://aquarius.mattpilz.com/gallery.php Introduction What began as a weekend hackathon for my own amusement and to better familiarize myself with the Aquarius, quickly spiraled into a multi-month long initiative to create a very powerful tool for all Aquarius developers and enthusiasts. Aquarius Draw is a free, modern web-based application (desktop-only) that allows you to quickly design and prototype scenery within the technical confines of Aquarius. This artwork can then be exported as a PNG, saved to an online gallery, or output as boilerplate Aquarius BASIC or Machine Language to load onto emulators or the devices themselves. It has a huge variety of features and I recommend reviewing the help documentation as well as opening the Keyboard Shortcut panel (F1) to better familiarize yourself with the system. This should rapidly accelerate a lot of software-based efforts in the future, but also is fun just to draw and experiment with even for non-Aquarius users that want to make retro art. I recommend Chrome (Firefox and Edge also supported). You can use the browser's ZOOM to scale the display so it all fits nicely on your screen: Use only zoom levels of 50% (low resolution), 75% (less than 1080p), 100% (1080p), 125% (1440p) or 200% (4k) to ensure minimal distortion. Feature Highlights Full 256 Character Glyph Selector (Sorted and Original Order) with 16-color Background/Foreground and Large Preview 40x24 Drawable Canvas Area and Personalized Border Toggles and Actions to Fine-Tune Drawing Operations Tile Inspector Stats for User Reference Input/Output Actions for Saving and Loading Scene Data Customizable BASIC and Machine Language (Assembly) Boilerplate Code Output for Testing on Emulators or Devices Dynamic Preview of Output with CRT/Monochrome Simulation Export Scene Images as High Quality PNGs Tile Selection Tool with Cut/Copy/Paste Capabilities Pre-populated Templates (Title Screen, Demonstrations and Examples) Tile-specific POKE Data Generation (Raw, with Lines or as DATA Rows) Optional Public Gallery Upload for Showing Off Your Creations Quick-Type Text (Click into Origin Tile and Type Away) Directional Offsetting to Move Specific Rows/Columns in Specified Direction Fast Fill to Quickly Populate Rows or Columns with Selected Brush GIF Demonstration - Intro GIF Demonstration - Fast Fill GIF Demonstration - Copy and Paste GIF Demonstration - Keyboard Typing Aquarius community member Sean H. designed a variety of very helpful visuals using this editor to demonstrate Aquarius color and graphic theory, or how to make the most out of the very limited color and character set. Each of these are available as templates and can be loaded for analysis. Aquarius Color Theory Aquarius Graphics Theory Have fun!
  4. I made a small program for generating sin data tables to incorporate into programs. Mess around with it here: https://scratch.mit.edu/projects/614327252/ Hope this helps!
  5. Previous demo here It's the first anniversary of my language project. To celebrate, here is the first tool written in it: https://language.meta.frl/programs/DOS/platforms/Atari/8-bit/WHERE.XEX It's an alternative for the ?DIR command in SpartaDOS and RealDOS, the pwd command on Unix systems, and the cd command (without parameter) in MS-DOS/Windows. An amazing amount of design and research went into this tiny and seemingly trivial program. It will be a template for future programs. Here are just some of the issues with making it cross-platform: https://eklitzke.org/path-max-is-tricky For reference, here is the very same program compiled for my 64-bit Linux development system: https://language.meta.frl/programs/DOS/platforms/Linux/64-bit/AMD/where Thanks go to the people here for their advice, especially @sanny, who helped get it to work, and extended CC65. It's probably most comfortable to rename the Atari version to WHERE.COM for SpartaDOS and RealDOS. The Linux version needs to be made executable as per usual: chmod +x where On command-line systems, a few command-line options are available: where help where about where version Linux: ./where help Without parameters, on command-line systems, the program will just print the current working folder and return to the command-line. On Atari systems with a menu-based DOS, it will ask for a key press before returning, to give you the chance to read the output before the menu clears the screen. The program is really only useful on SpartaDOS version 3 and up and on RealDOS, possibly also on SpartaDOS 2. On other DOS'es, including SpartaDOS 1, it cannot get the current working folder. It will report > (the root folder in SpartaDOS format) which is correct for DOS'es that don't support sub-directories. On MyDOS, it will report "D:" which is not very useful, but not incorrect, because it denotes the current drive and working folder. where help gets formatted for 40-columns display. If you have an 80-colums driver that properly sets RMARGN, and on Linux, the output is formatted for 80-columns display. (Do wide-display drivers set RMARGN? The wide display mode in Altirra does not, so it doesn't get the wide formatting.) Any error messages are also formatted for 40-columns and 80-colums displays accordingly. Test reports are welcome, especially for SpartaDOS 2, RealDOS, and 80-colums drivers.
  6. Hi, I wish to know if the Jiffi tool source code is available, I would like to add the ELF format or to know if such support is planned by the tool author(s)? Thanks,
  7. Hello! ? This is my current project, Bitsy-Converter. This tool is capable of converting Bitsy scripts into various formats: * JSON: A JSON object representing the parsed script; useful for chaining with other tools; * Arduboy: A ".ino" sketch that can be compiled into an Arduboy game; * SDCC + LibCV: A ".c" source file designed to be compiled by SDCC, using the LibCV library; this can be used to generate ROMs for either: -- ColecoVision; -- SG-1000; -- Sega Master System (for now, only SG-1000 mode is supported); -- MSX. The code generated for SDCC + LibCV can either be compiled with SDCC, or with 8bitworkshop.com (which has an online compiler). The code generated for Arduboy can be compiled with either the Arduino IDE or ProjectABE (which has a buit-in compiler).
  8. Merry christmas my dear 99er friends. This is from me for you, a christmas edition of Web99, which includes all indexed Disks from my collection. It's based on Web99 v0.5 Beta 3, which includes the export to Classic99, a prototype of Grom 2 Basic Decoding and a preliminary User Manual. http://www.ti99.eu/web99/Web99[2015-12-25] v0.5 xmas edition.zip [Download is 731 Megabytes] Summary: Index consists of 52689 Ti Disks Clones. Index consists of 27966 Ti Disks. Index consists of 383935 Ti File Records on Ti Disks. Index consists of 196044 Ti Files based on Ti File Binaries. Index consists of 174603 Ti File Binaries. Klaus L. Vienna
  9. Is there such a thing? There is a game whose sprites I'd like to have a go at editing, but unfortunately I don't know where to begin. Thanks.
  10. Hello, This project is a visual tool for making visual novels for the Sega 32X. It uses Blockly as a visual editor; the design is then used to generate a C file, which is then compiled into a playable Sega 32X ROM. https://www.youtube.com/watch?v=dh5M_RHXBfg The current release is version 0.4.0 GitHub page: https://github.com/haroldo-ok/BlocklyVN32X Topic on SpritesMind: http://gendev.spritesmind.net/forum/viewtopic.php?f=4&t=2409
  11. INFO: Sorry, this tool is no more running on the newer Mame-Versions, there were many changes. Since then I am still working with version 166b, this is the old style, this works. So I will stay there. Maybe on this base, I will do some correction in future, fon´t know. So please do not use this tool on newer Mame or Mess versions (!) It won´t damage anything, but it won´t run, too. (I will use this thread here for a totally other topic next time, as I am able to edit post #1 here) ------------------------------------------------------------------------------------------------------------------------------------- ORIGINAL POST #1, so far: Hi, the MAME & MESS-STARTER-BATCH for Windows (32/64bit) will help you with starting the Emulator. Any suggestions and requests welcome. Just unpack the Small-Zip into the wanted Mame/Mess-folder, but reading the manual is mandatory. For the Big-Zip with full install please send pm. Good luck Schmitzi The Batch.... IS ABLE TO START: with PEB-Slots: [ 1 ] = GENEVE-9640 2:MEMEX 3:HRD4000 5:SPEECH 6:RS232 8:HFDC [ 2 ] = TI-99/4A AE 2:32KMEM 3:HRD4000 5:SPEECH 6:RS232 8:HFDC [ 3 ] = TI-99/EV 2: --- 3:SPEECH 4:SAMSMEM 6:RS232 8:HFDC [ 4 ] = GENEVE-9640-UDS 2:MYARCMM 3:SPEECH 4:RS232 5:HORIZON 8:HFDC [ 5 ] = TI-99/EV HSGPL 3:SPEECH 4:SAMSMEM 5:HSGPL 6:RS232 8:HFDC download the actual version here (Small-ZIP): MAME-MESS-STARTER-v124a_0166b-32-64bit_SMALL-ZIP-Batch-ONLY.zip download the small manual here: MAME-MESS-STARTER-TI99-1.24-MANUAL.pdf RMSAAED Find the older version here: MESS-STARTER-TI99-1.10J2.zip MESS-START-TI99-1.10d-MANUAL.pdf
  12. Hello everyone, Here is a character editor for developers Atari 2600. Create your styles and generate the ASM files you can include in your Batari programs. Works only on Windows. Link : http://www.baptiste-bideaux.com/datas/atari/atarifontdesigner-1.0.0.4.zip Bye.
  13. Hi all, I just released my tool for Atari map design... You can download it from my blog: http://matosimi.websupport.sk/atari/2016/02/atari-mapmaker-v1-0/ ..as well as from Sourceforge: https://sourceforge.net/projects/atari-mapmaker/ Look inside wiki section on Sourceforge for user guide. Regards, Martin
  14. For anyone interested, I've made a little command line tool called pngParse that reads a palette png image and a sprite png image and outputs sprite table data formatted for batariBasic or 6502 ASM. bBpP_1.0.0.zip Notes on use: pngParse doesn't approximate colors: it identifies colors between the sprite image and the palette image by comparing r/g/b values, so for your sprite image to accurately be parsed, its colors must exactly match the colors in the palette. pngParse can take custom palettes of 8x16 pixels. Palettes for NTSC and PAL are already included in the attached zip file. if you don't specify a custom palette file, pngParse will expect to find ntsc.png or pal.png (depending on the -P flag) in the same directory. Output will go to output.txt by default. Sprite images must have a width divisible by 8. Sprite images wider than 8 pixels will be parsed as a separate sprite, so you can input a 64x13 pixel sprite sheet and pngParse will output 8 8x13 pixel sprites. Flags: -s "spritesheet.png" Specifies the input spritesheet (required). -p "secam.png" Specifies the input palette image (ignores the -P flag) -o "spriteData.txt" Specifies the output file (output.txt by default) -P Uses the PAL palette (NTSC by default) -D Formats output for the DPC kernel (standard kernel formatting by default) -A Formats output for 6502 ASM (batariBasic formatting by default)
  15. i'm looking for .txt (basic) to .caq tokenizers, just like zmakebas (for zx-spectrum - http://www.svgalib.org/rus/zmakebas.html ) do someone know where tools like this can be find, or which kind of documentation can be useful for us starting coding it? ( and btw, is there somewhere some ready type-in aquarius-basic snippets to test with it? )
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