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Found 5 results

  1. I've been gone for a long while but I'd like to revisit my plans for an Atari 2600 Tetris game (eventually becoming a 2-player co-op version as I was working on in the past.) I've recently been looking at ChatGPT-4 for AI-assisted game development, and have been utterly blown away by how coherent this tool actually is! Here is a snippet of a GPT-4 prompt asking for a general code outline to work from as boilerplate or a template for the Tetris game. Let's see if we can finally finish this thing! Me: Can you generate a brief outline of the program code structure showing how the game functions might be organized in a concise and logical way? Omit the actual code blocks, simply commenting them out with an ellipsis (...). Include functions that we have not fully written yet. ChatGPT: Here's an outline of the program code structure for your Tetris game on the Atari 2600: ; Constants and variables ... ; Initialization code ... ; Main game loop GameLoop: ; Read and handle user input JSR HandleInput ; ... ; Update game logic (gravity, collisions, etc.) JSR UpdateGameLogic ; ... ; Check for line clears JSR CheckLineClear ; ... ; Update game level and input delay JSR UpdateGameLevel ; ... ; Draw the game elements JSR DrawPlayfield JSR DrawTetromino JSR DrawScore ; ... ; Wait for the next frame (VBLANK handling) ; ... JMP GameLoop ; Subroutines ; HandleInput HandleInput: ; ... RTS ; UpdateGameLogic UpdateGameLogic: ; ... RTS ; CheckLineClear CheckLineClear: ; ... RTS ; UpdateGameLevel UpdateGameLevel: ; ... RTS ; DrawPlayfield DrawPlayfield: ; ... RTS ; DrawTetromino DrawTetromino: ; ... RTS ; DrawScore DrawScore: ; ... RTS ; Additional functions ; RotateTetromino RotateTetromino: ; ... RTS ; CheckCollision CheckCollision: ; ... RTS ; DropTetromino DropTetromino: ; ... RTS ; ClearLine ClearLine: ; ... RTS ; GenerateNewTetromino GenerateNewTetromino: ; ... RTS ; RandomNumberGenerator RandomNumberGenerator: ; ... RTS Chat-GPT: This outline shows a logical organization of the game functions, including some functions that we haven't fully written yet. The main game loop calls each of the necessary subroutines to handle user input, update game logic, check for line clears, update the game level, and draw game elements.
  2. The current mania over Artificial Intelligence (AI) reminded me of a program I wrote for the original Atari 800 in 1984, for a post-graduate private computer school class. I've left the manual describing the program completely as is, except for redacting my old address on the cover page. Apologies for the yellowing pages, which are 39 years old now. The slight skewing from the scanner didn't lose any characters in the coding section and you can still type in the full code if you desire. I submit this as open-source and as a learning tool, to see how a basic - also BASIC - AI program was written in the very early days, almost before the IBM PC came out. It is based upon a very simple AI program in Compute! magazine - just 23 lines, or <1/10th the size of my greatly enhanced program. The program was originally designed for the Atari 800 but ought to run on the Atari 1450xld with speech options. The 1450xld was never officially released before Atari declared bankruptcy, but I was able to find the BASIC code that would have worked for that machine, and included it in this late stage Atari program, completed by May, 1984. Superlearner also has an option to print what it has learned to a printer, or save the output to a disk or cassette. The Atari had no access to the internet, which, in any case, did not exist in 1984, so there was no option for a BASIC AI program except for the user to manually enter facts and non-facts about subjects for the AI program to mull over. Menu options make this a simple matter. Everything is menu-driven, including the sample data already built into the program. I lost the function of my Atari 410 cassette recorder a long time ago and although I have a working Atari 810 disk drive, I have not had the patience to type in the program again. If there is sufficient interest in the program I may do so again, and provide some sample output from the program. There are some similarities to today's AI but of course, the level of complexity and capacity is millions of orders of magnitude greater today. I present this as a simple example of AI and of historical background to today's AI apps. Enjoy! Superlearner AI Manual and Program_Redacted.pdf
  3. (X-posted from Atari General) The current mania over Artificial Intelligence (AI) reminded me of a program I wrote for the original Atari 800 in 1984, for a post-graduate private computer school class. I've left the manual describing the program completely as is, except for redacting my old address on the cover page. Apologies for the yellowing pages, which are 39 years old now. The slight skewing from the scanner didn't lose any characters in the coding section and you can still type in the full code if you desire. I submit this as open-source and as a learning tool, to see how a basic - also BASIC - AI program was written in the very early days, almost before the IBM PC came out. It is based upon a very simple AI program in Compute! magazine - just 23 lines, or <1/10th the size of my greatly enhanced program. The program was originally designed for the Atari 800 but ought to run on the Atari 1450xld with speech options. The 1450xld was never officially released before Atari declared bankruptcy, but I was able to find the BASIC code that would have worked for that machine, and included it in this late stage Atari program, completed by May, 1984. Superlearner also has an option to print what it has learned to a printer, or save the output to a disk or cassette. The Atari had no access to the internet, which, in any case, did not exist in 1984, so there was no option for a BASIC AI program except for the user to manually enter facts and non-facts about subjects for the AI program to mull over. Menu options make this a simple matter. Everything is menu-driven, including the sample data already built into the program. I lost the function of my Atari 410 cassette recorder a long time ago and although I have a working Atari 810 disk drive, I have not had the patience to type in the program again. If there is sufficient interest in the program I may do so again, and provide some sample output from the program. There are some similarities to today's AI but of course, the level of complexity and capacity is millions of orders of magnitude greater today. I present this as a simple example of AI and of historical background to today's AI apps. Enjoy! Superlearner AI Manual and Program_Redacted.pdf
  4. I much prefer battling robots to battling viruses, so I've been inside spending a lot of time on Berzerk in the last few weeks. I wrote up an animated strategy guide and attempted to backwards engineer the AI. So tell me about your experiences with the game. Are the ports any good? And why doesn't Evil Otto have his own game yet?
  5. Hello, I'm new to the forum, i was invited here by a friend with whom i have programmed a Sample of Artificial Intelligence for Apple ][, here you can download the .dsk disk image for emulators of Apple ii.: https://archive.org/download/ARTIFICIALINTELLIGENCEAPPLEBYM.T.ANDM.O I have also modified it to be more like an Mario and Luigi HAL 9001 artificial intelligence game, you can find it here: https://archive.org/details/HAL9001PIZZAMACHINE Thanks to Mark D. Overholser for helping programming this software. Enjoy!
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