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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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  • HLO projects
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  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
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  • Atarian Video Game Reviews
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  • My blog of stuff and things
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  • GG's Game Dev, Homebrew Review, Etc. Log
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Found 24 results

  1. I will be using this thread to document the development of a new programmer editor for the TI-99/4a called "Stevie". Download the cartridge image in the official release thread. As you might expect from its name, the editor is somewhat inspired by the unix editor "vi" and will also take elements of "tmux". So what do I have in mind: Designed from the ground up for 80 columns mode, specifically using the F18A but 9938 will be supported as well. Designed from the ground up for using SAMS card. Programming language of choice is TMS9900 assembly language The editor itself will run from cartridge space (multi-bank cartridge). Uses my spectra2 library as foundation (been doing major changes in the last couple of months, not related to games) Will have some "API" so that I can integrate with external programs and go back and forth between programs. Would like to add some kind of mouse support. This will not be a GUI in the traditional sense. If you used tmux with a mouse before you know what I mean. Possibility to have multiple editor panes open at once. Should handle files with up to 65536 lines Undo functionality, well up to a certain extent that is. Language awareness, e.g. behave differently based upon language (e.g. assembly, C, Basic, ...) Internal text representation will be decoupled from what actually will be rendered on screen. Should make the editor more responsive when dealing with large files, allow split panes, etc. Reconfigurable keymaps, possibility to swap between keymap with single key combination. Not everyone is into VI This is the start of a large project and I don't expect to have a truely useful version anytime soon. I expect this project to take multiple years, but you gotta start somewhere. Now I've taken my mouth full, I will use this thread to keep myself motivated ? There aren't too many resources out there discussing the architecture of a text editor, so cross-linking here: Dr. Dobb's Journal 1993 - Text Editors: Algorithms and Architecture Gap Buffers: a data structure for editable text Rope (data structure) - Wikipedia Vi Editor: Why Programmers Think This Old Editor is Still Awesome Threads on Atariage discussing topics -somewhat- related to Stevie: F18a F18a 30 rows 80 columns mode F18A high-resolution timer How to lock the F18a and halt the F18a CPU File handling CRU scan sample code, my implementation of a CRC-16 Cyclic Reducancy Check DSRLINK Code Tutorial File operations in assembly language E/A file access Opinions on TI-99/4a text file formats TI Basic integration Jump to TI Basic from assembly language Detect if TI Basic is running a program TI Basic move crunch buffer in assembly TI Basic session manager Others: Favourite text (programmers) editor on the TI-99/4a Better keyboard scanning? tmux for developers github: Stevie source code Issue tracker
  2. First one. Full screen (160*192) scroll in 160B in charmode (2chars) Graphics from Mayhem in Monsterland (C64) I'm using only 7 colours so far. edit: Linkt to JS7800 https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=802867 Scroll.a78
  3. I remember reading in a couple threads that loading from RAM is faster than loading from ROM, but as I look into it, I'm a bit confused. Loading from ROM with a Y offset takes 4 clocks. Loading from the zero page with a Y offset takes 4 clocks. Popping the stack into the accumulator takes 4 clocks. Except for the fact that popping from the stack saves decrementing y, in this case I cannot see a difference. Have I misinterpreted something? To prevent an XY question, I'm looking at caching my bitmaps during overscan, but I don't see a real gain.
  4. For about a month I have been studying a little bit of Assembly through the great material gathered on the Random Terrain website. (https://www.randomterrain.com/atari-2600-memories.html#assembly_language) Although I managed to create my own kernel, several parts of it I still don't understand. And instead of spending effort with such deep learning, I researched if it was possible to simply create a kernel for batariBasic and continue programming in bB. I found this post which presents a way to use a custom kernel. With some modifications I got to this version below. It's a 2LK and I'm trying to use the same variables as bB to control the players, but this is the problem: I can't (I don't have enough knowledge) use the players pointer correctly. Could anyone clarify my ideas? Player0Draw = $A4 ; I'm not using the vars (0-47) Player1Draw = $A5 BackgroundPtr = $A6 ; $A7 .customdrawscreen custom_eat_overscan ;bB code runs during overscan. We wait for overscan to finish so the ;frame timing doesn't get screwed up. lda INTIM bmi custom_eat_overscan custom_do_vertical_sync ;just a standard vsync lda #2 sta WSYNC ;one line with VSYNC sta VSYNC ;enable VSYNC sta WSYNC ;one line with VSYNC sta WSYNC ;one line with VSYNC lda #0 sta WSYNC ;one line with VSYNC sta VSYNC ;turn off VSYNC custom_setup_vblank_timing ;use bB timing variables so it should work with both PAL and NTSC ifnconst vblank_time lda #42+128 else lda #vblank_time+128 endif sta TIM64T ; feel free to throw useful pre-kernel code in here, so long as it ; completes before vblank is over. custom_eat_vblank ;wait for vblank to complete lda INTIM bmi custom_eat_vblank lda #0 sta WSYNC sta VBLANK custom_setup_visible_timing ;my preference is to use TIM64T to ensure a full screen is drawn. lda #230 sta TIM64T ;------------------------------------------------------------------------------ ; Desenha a parte superior da tela ; 192 - 22 scanlines = 192 - (11*2) = 170 lda #$02 ; Cor cinza no PF sta COLUPF ; COR no PF lda #1 ; sta CTRLPF ; Liga o REFLECT ldx #11 UpperSection: sta WSYNC lda customPFPattern,x sta PF0 sta PF1 sta PF2 lda customPFColor,x sta COLUBK sta WSYNC dex bne UpperSection stx PF0 stx PF1 stx PF2 ; y position lda #80 adc player0height sbc player0y sta Player0Draw ;------------------------------------------------------------------------------ ;-- AREA DE JOGO ;------------------------------------------------------------------------------ ; Desenha a área de jogo ; 170 - 160 scanlines = 170 - (80*2) = 10 (base ... not implemented) ldy #80 ; Carrega o y com o tamanho da área de jogo KernelLoop: ; 15 - todal de 15 ciclos, vindos do bne KernelLoop ; Continuação da segunda linha do 2LK ; precalcula os dados usados na primeiralinha do 2LK lda player0height ; 2 17 - altura do Player0 - IMPORTANTE!! este valor deve ser altura-1 dcp Player0Draw ; 5 22 - Decrementa Player0Draw e compara com a altura bcs DoDrawGrp0 ; 2 24 - (3 25) se o Carry estiver setado, player0 está na scanline atual lda #0 ; 2 27 - caso contrário, desliga o player0 .byte $2C ; 4 31 - $2C = BIT with absolute addressing, trick that ; causes the lda (HumanPtr),y to be skipped DoDrawGrp0: ; 25 - 25 ciclos do pior caso na linha bcs DoDrawGrp0 lda (player0pointer),y ; 5 30 - carrega o formato do player0 <<----------------------------- It's not working sta WSYNC ; 3 33 - Aguarda o fim da scanline ;------------------------------------------------- ; começo da primeira linha do 2LK sta GRP0 ; 3 3 - @ 0-22, desenha o player0 efetivamente (entre os ciclos 0 e 22) lda (BackgroundPtr),y ; 5 8 - Atualizo a linha do BG sta COLUBK ; 3 11 - guardo o valor do BG no resitrador COLUPF lda (player0color),y ; 5 16 - Pega a cor do Player0 sta COLUP0 ; 3 19 - seta a cor do Player0 ; todo esse código acima precisa estar entre o ciclo 0 e 22 ; para adicionar mais alguma coisa neste scanline, é preciso liberar algo acima ; sobraram apenas 3 ciclos ... é possível ainda colocar algum padrão de PF em PF1 e PF2 ;-------------------------------------------------- ; pre calcula os dados necessáriso para a segunda linha do 2LK ; lda player1height ; 2 21 - altura do Player0 - IMPORTANTE!! este valor deve ser altura-1 ; dcp player1y ; 5 26 - Decrementa Player1Draw e compara com a altura ; bcs DoDrawGrp1 ; 2 28 - (3 18) se o Carry estiver setado, player1 está na scanline atual ; lda #0 ; 2 31 - caso contrário, use 0 para desligar o player1 ; .byte $2C ; 4 35 - $2C = BIT with absolute addressing, trick that ; causes the lda (BoxPtr),y to be skipped DoDrawGrp1: ; 28 - 28 ciclos vindo do bcs DoDrawGRP1 ; lda (player1pointer),y ; 5 32 - Carrega a aparencia do player1 sta WSYNC ; 3 35 - Aguarda o inicio de uma nova scanline ;--------------------------------------- ; inicio da segunda linha do 2LK ; sta GRP1 ; 3 3 - @0-22, desenha o player1 efetivamente (entre os ciclos 0 e 22) ; lda (player1color),y ; 5 8 - Pega a cor do Player1 ; sta COLUP1 ; 3 11 - seta a cor do Player1 ; todo o codigo acima precisa estar entre os ciclos 0 e 22. ; ainda há 11 ciclos sobrando, talvez um playfield ou ball, ou missile ; possa entrar aqui neste ponto. dey ; 2 13 - decrementa o y bne KernelLoop ; 2 15 - se não for igual a zero, pula plá pra cima ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ sty COLUBK custom_eat_visible ;wait for the visible display to complete lda INTIM bne custom_eat_visible custom_setup_overscan_timing ifnconst overscan_time lda #35+128 else lda #overscan_time+128-3-1 endif sta TIM64T lda #%11000010 sta WSYNC sta VBLANK ;bB macro to return from a bank-switch gosub or from a regular gosub. RETURN customPFPattern .byte %11011001 .byte %11111111 .byte %11011001 .byte %11001001 .byte %11011111 .byte %11011001 .byte %11011001 .byte %11001001 .byte %01001001 .byte %01001001 .byte %01001001 .byte %01001001 .byte %11001001 .byte %00001000 .byte %00001000 .byte %11001001 .byte %11011001 customPFColor: .byte $00, $AA, $00, $AA, $00, $AA, $00, $AA, $00, $AA, $00, $AA, $00 Thanks in advance.
  5. Inspired by: I've used Cybernoid2 cover by @miker PAL version A7800 version sounds little bit strange. I'm still waiting for Dragonfly, so I can't fully test it on real hardware. Eagle https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=801883 Cybernoid2byMiker.a78
  6. Hey everyone! It's been a while since I've worked on anything atari, but I've started up a new homebrew project that I hope to finish, tentatively called "Taxi Panic!". It's a top-down city arcade taxi game, I'm aiming for a city that's maybe 7x5 screens or so in size. You'll be picking up fares and delivering them to their destinations while the clock ticks down. Sort of a 2600 homage to Crazy Taxi. So far I've got a first pass at the driving physics and car sprites implemented, and now I'm working on designing the city layout. I'm trying hard to make the car physics feel as smooth and "analog" as possible, right now the movement works in 11.25 degree increments (32 directions), and the visual sprite has 16 increments (22.5 degree precision). movement values are based on a lookup table for sin/cos values times an acceleration curve for speeding up and slowing down. The city will be created entirely with the playfield, and I need each screen to line up properly, so in order to make designing it easier, I've decided to make myself a little tool: It's an app (made in Unity, since I'm familiar with it) that actually runs on my iPad, and lets me design the city easily. Eventually this data will be exported out of the app into playfield data for the game. Anyway, I'm starting this thread because getting feedback tends to keep me motivated. Let me know what you think!
  7. The "30th Lynx Birthday Compo" got me thinking of reusing the three and half shi*loads of ASM code I wrote over last few years (covering areas from point cloud, wireframe, flatshading, and many other experiments like Rez, StunRunner or StarFox). 1.VTI Spec - I spent some time googling for pdfs and specs on Lynx, but the 6 different ones I found are all missing the elusive "VTI spec" that is supposed to contain the exact cycle count of each instruction - Anybody could please upload it to this thread? 2. Additional 65C02 instructions - http://6502.org/tutorials/65c02opcodes.html lists quite a few additional instructions and addressing modes. Some are reaaally good ones and would result in much faster inner loops. - the more I look into it, the more variations of 65c02 I find with yet another 65c02 opcodes - hence the VTI spec would be really helpful to see which additional opcodes are available on Lynx's 65C02 3. Actual Frequency - Given the 16 MHz Crystal I presume the 65C02 clock in Lynx is 4.00 MHz - But all 6 docs I got use the same phrase "3.6 average". Average ? WTF ? Surely they didn't implement dynamic HW clock a century ago ? 4. Cycles available for CPU each frame - I presume Mikey is the chip that reads FrameBuffer data (160x102: 8,160 Bytes) and just like Antic on Atari 800, Mikey halts the CPU while it reads the Framebuffer data - 1 tick is 62.5 ns (1,000,000,000 / 16,000,000) - as per the doc, there's 5 ticks per read for Mikey, hence 8,160*5 = 40,800 ticks. At least. There might be dozen other things Mikey re-reads each frame (palette, etc.). - But, is it really 5 ticks ? Shouldn't it be 4 ticks for each of 256 bytes within current page and a 5 tick overhead when crossing the page boundary ? Has this been verified on HW ? - At 60 fps, there should be 266,667 Raw CPU ticks available each frame ((1,000,000,000 / 62.5) / 60) = 266,667 - Since Mikey steals at least 40,800 ticks, we should [at best] have 225,867 ticks available each frame (266,667 - 40,800) - But how much is, for example, LDA #37 ? 8 ticks, I suspect ? (4 to read opcode and 4 to read operand). Hence why VTI spec would be really helpful. 5. HW pipeline Execution time of 65C02 - I haven't found anything on this. There's 2 scenarios, though I'm heavily leaning towards the first one (it's cheaper and easier to design): - a) 65C02 behaves exactly like 6502 in this regards, regardless of frequency and, if LDA #37 takes 2 cycles on 1.79 MHz 6502, it takes same 2 cycles on 4.00 MHz 65C02. It just takes less time [in ns] on Lynx, that's all - b) 65C02 takes advantage of faster memory and higher clock, hence certain substages of the CPU decode/fetch/process pipeline execute sooner and most definitely within the cycle (impossible on 1.79 MHz), hence some instructions should be able to take less ticks 6. Suzy FrameBuffer Clear time - Anybody got timings on how much faster Suzy is in clearing FrameBuffer compared to CPU ? - Surely, the 16 MHz internal clock must fly through the FrameBuffer like a breeze, unless the internal implementation is botched. - Though, from my experience with Blitter on Jaguar, I wouldn't really be surprised if certain functionality was actually slower in the dedicated HW. I got many examples when I can beat Blitter's HW implementation with brutally hand-optimized RISC code.... 7. SW Rasterizing is barely marginally faster on Lynx than on Atari 8-bit - Upon first look, the frequency difference is 2.235x (4.00 / 1.79). Yaaay. Over twice as fast ! - But wait, 160x96 FrameBuffer on Atari is 3,840 Bytes vs 8,160 on Lynx (160x104). That's 2.125x difference (every frame, to clear framebuffer). Almost completely wiping out any frequency differential. - In flatshading, it gets even worse. On Atari 8-bit, I fill 4 pixels with one STA. On Lynx, just half. - Hence, the scanline fill will have to run exactly 2x more (e.g. 80 STAs per scanline (on Lynx) instead of 40 STAs). There goes our 2.235 speed ratio - The only advantage is, that on Lynx it will look better because we have 16 colors and not 4. - Suzy appears to have the capability of 1/2/4-bit sprite handling, but I'm not sure if CPU can directly do the same as I -yet-didn't find how to change framebuffer color bit depth to 1 or 2 bits (BPP). - I can currently think of only one type of visuals where we wouldn't be slowed down as much - Point Cloud, where it doesn't matter how many pixels are per byte, computation cost is same per pixel. Unfortunately, given the Suzy's scaling capabilities, a point cloud game on Lynx would look like Atari 2600 game on XBOX. Not worth the effort. It might look interesting (more than double the density of pixel cloud at same framerate), but that's about it. Perhaps as a loading-screen effect...
  8. This is something I've been working on. It's not much. It's very basic, but the motion took way too long to get working the way I like. It's my 2nd game, so I'm still figuring things out: mostly audio and sprite positioning. It's coded in assembly. It started out as a background scrolling experiment. Then it became a kick ball game. Then I added motion acceleration. Then the player became a space ship. I suppose now it's going to be a shoot 'em up. The ground detail was supposed to be 1 line resolution, but that didn't leave enough cycles left, so it's a 2 line kernel now. The ground pattern is generated by an algorithm at compile time and repeats on a 64 byte cycle. I was thinking about doing horizontal scrolling too, but I'm not sure yet. I'm going to add some alien ships and some ground bases. It'll be about defending an exoplanet colony called Proton. It's also using my code for table driven vertical positioning. It's an algorithm that uses a generic table of offsets, which is referenced by pointers. It shaves off a couple cycles at the expense of ROM (2 x 192 bytes + SpriteHeight). All sprites share the same table, so it's not duplicated. I'll put code samples in a blog post later on. proton.bin
  9. Think I read somewhere that the F18A also supports a 30 rows/80 character mode as opposed to the "normal" 24 x 80 columns mode. If that is true, can someone point me how the F18A VDP registers must be set to activate the mode? Thanks retroclouds *EDIT* It's 30 rows, not 31 rows.
  10. I am a bloody beginner with ASM, using WUDSN IDE and MADS to code a little demo. I have an obj-soundfile which was created with "The Soundmachine" from J. Piscol, but have no idea, how to include that in my project and play it back. There is a BASIC-Demo on the Soundmachine disk, but that doesn´t help me due to my limited knowledge. Can´t find any documentation. Any help appreciated.
  11. Undertale - Muffet Song - Spider Dance STORY I really like this music and wanted to create a ColecoVision version of it. So I took a day listening to the original music and multiple covers including the great acapella version by Smooth McGroove. I took a day to decide the way I wanted my version to sound like and coded the first 30 seconds, added the valid cartridge header and very simple needed routines to work properly. DOWNLOAD Muffet Spider Dance Demo (30 seconds loop) SRC+ROM: cvmuffetdemo.zip
  12. Hello, I am keen to understand the inner workings of the game Crossfire for the Atari 8-bit computer. I find it to be a great game. I'm then going to try to port it slowly to all the other 8-bit computers, to learn how to program each old 80s micro. As a starting point, unlikely I know, does anyone have the original source code for the game Crossfire? If not, what would be the best software to disassemble this game? Thanks in advance, Nick
  13. Hi guys ! Anybody knows how to stop RMT music play but keep sfx playing ? I've tried stopping music, disabling irq (that calls music play), but I either get music+sfx or nothing... I would like to turn of music so it doesn't waste cpu time, but keep possibility of playing sfx when needed. Any help appreciated ! Vladimir
  14. I'm trying to make a rhythm game in Visual BB where the player presses the direction on the joystick in time to music. As Batari Basic can have really high sprites I want to scroll down the screen and hold multiple arrows in one player sprite. The workflow I'm aiming for is: X The example on the left is a sprite 8x40 pixels. ↑ X starts outside of the screen area. → The sprite scrolls down by 8 pixels then X becomes a new arrow direction. ↓ ← I'm using the playfield to draw graphics so can't use the multisprite kernel and I'm trying to keep the game to 4k. In asm using GRP0 seems to be editing the data for player0 graphics but when I switch back to using Visual bb the data does not exist in player0. I'm still new to programming for the Atari so making this in pure asm would be too difficult at the moment but if it's the only way then I'll pursue it. I've tried multiple methods including player0pointerlo and player0pointerhi but these only seem to be able to choose a set segment of sprite data.
  15. I thought some members on this forum might not know about this and find it interesting. Zachtronics (creator of many super interesting PC puzzle games) has just released a new puzzle game called "TIS-100", which is all about solving puzzles through ASM programming on a made-up 80's computer system. As you play through the game you learn about the computer and who build it (and why). Here's the trailer for the game: https://www.youtube.com/watch?v=ZkUHGvy2pNU here's how they describe the game: It even comes with a 14-page PDF manual that you're meant to print out and use as reference while you code your solutions to the puzzles
  16. I'm having a lot of trouble getting started with assembly. Any tips? Example programs? Anything of the sort would be nice.
  17. Hello! Based on user input, I took my game, Jet!, and turned it into a new game: Drive! I decided to make this a new topic to avoid confusion. Story: This is a 4K, single player paddle game, made entirely in assembly, in which you must move your car left and right to dodge obstacles as you drive down the bridge. As you drive, you will encounter treasures (dots on the ground). When you collect a treasure, you will gain 1500 points and it will be added to your collection (the gold dots on the left side of the status bar). You can have up to five treasures in your collection at a time. You can press the paddle's trigger to "burn" a treasure, which gives you the energy to jump a short distance. Any treasures you have when your game ends will grant you an extra 1000 points. The game is won upon reaching 99999 points. In addition, certain treasures will grant you extra powers: - Red: Gives you an extra life (the pink dots on the right side of the status bar). You can have up to 4 lives at a time. - Green: Makes you invincible for a few seconds. - Purple: Allows you to jump as much as you want for a few seconds with no penalties. Oh yeah, and if you press the paddle trigger when you have no treasures in your collection, you can honk the horn. So there's that. At certain points, the game will speed up. The game will stop generating obstacles for a few seconds, and the speed-up will occur while there are no obstacles on the screen. Finally, the difficulty switches toggle certain functions: - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving platforms off (B) or on (A). Set both to A for the ultimate experience! (Note: Stella sets both to B by default.) I'm very interested to see what everyone thinks of the new direction this game has taken! === UPDATE: v1.1 === What's new: - Introducing speed freak mode! Press the game select switch on the title screen to access this. This makes the game run at hyper speed, so good luck! Combine with both difficulty switches on A for a real challenge! - Better sound and colours for both NTSC and PAL. - Purple powerup has been changed to blue to make it more distinct. - Each treasure in your collection now adds 1500 points instead of 1000 when your game ends. - A few bug fixes. === UPDATE: v1.2 === What's new: - Full SaveKey/AtariVox support! It will save two different high scores depending on which difficulty you have selected on the title screen. Press the game select and game reset switches together to delete your high scores. - You can now switch difficulty modes without going back to the title screen. Simply press the game select switch at any point. - Jerky scrolling is finally fixed. - Treasures now have defined graphics: Gold coin: Takes the place of the gold treasure (no powerup other than the default). Necklace: Takes the place of the red treasure (adds an extra life). Jar: Takes the place of the green treasure (makes you invincible for a few seconds). Statuette: Takes the place of the purple/blue treasure (allows you to jump with no penalty for a few seconds). - You accumulate points faster when you have below 50000 points, meaning it takes about half as long to reach full speed. - Other graphical improvements. === UPDATE: v1.3 === - Fixed a few bugs. - Now has a standard PAL version. === UPDATE: v1.4 === - PAL version should work perfectly. - Updates to Speed Freak mode. Drive! v1.4 NTSC.bin Drive! v1.4 PAL.bin
  18. Hey everybody, I apologize if anyone has asked these question before -- I tried searching with limited success. I am working on writing a roguelike for the INTV, now using IntyBASIC ideally to be part of the contest. The problem is that the program I want to write, including its art assets, is kind of huge and unwieldy and I have genuine worries that I'm not going to be able to cram everything I'd like into the address space. The IntyBASIC manual has this to say about the subject: The memory_map.txt file in the SDK, however, has what appears to be a much larger selection of addresses: So, the questions I have: Does IntyBASIC attach to the areas listed in the memory map but not listed in its documentation ($4000-$4FFF, $7000-$7FFF, $8040-$9FFF) in order to store variables? What about its prologue/epilogue routines? Clearly those routines have to go somewhere, but I'm a little confused about what determines where they show up. The prologue looks like it starts at $5000 and it looks like the epilogue is using some of the address space in the $4000 block to store some routines, but is there any extra space that can be squeezed out of these areas? There is no ORG directive at the beginning of the epilogue. Do those routines just go wherever the compiler's location counter happens to be pointing when it goes to include this? Will I need to worry about the epilogue writing itself to bizarre or inappropriate places if my code stops near one of the memory boundaries, or will the BASIC compiler make sure that doesn't happen? Where is the entry point for IntyBASIC programs? I'd like to make a custom title screen if possible. If I start my program with ASM ORG $7000, will it begin execution there and bypass the EXEC? (Does IntyBASIC need the EXEC?) I noticed that there's some code at $4800 in the epilogue pertaining to the Intellivoice, but it looks like it may not be present if the Intellivoice isn't used. (I realize half the reason for using BASIC instead of assembly language is to not have to worry about fiddly details like this, but I want to make good, appropriate decisions about how to organize my program and figure out what all I will be able to include as far as assets go before I begin any major coding.) Thanks a bunch!
  19. My first 2600 homebrew, project "F40", is still unfinished: https://atariage.com/forums/topic/179464-my-2600-racing-game-f40-aka-ferreira-40-kb/ My second 2600 homebrew is just started now: project "LEM". ** About the Project "LEM": ** Changelog/evolution of the project (pre-v0.0.0a): ** Changelog/evolution of v0.0.1a: ** Changelog/evolution of v0.0.2a: ** Changelog/evolution of v0.0.3a: ** Changelog/evolution of v0.0.4a: ** Changelog/evolution of v0.0.5a: Thanks. PS: it's better "in motion" than "in screenshots". It's a nice screensaver too. LEMv005a.bin LEMv005a_src.zip
  20. Hi! Why is my avatar a fast red European car? It's the main sprite of my first 2600 game. I started a brand new project a few years ago. August 2008 (damn, time flies). Version "0.0.1 alpha" was shown onto Stella Mailing List. Nobody remembers it? A few weeks later (october 2008), version "0.0.2 alpha" was about to be shown. But the project got lost and died. Damn. Sad story. A few years later (march 2011), I'm shameful and proud, because I found it back! Yeah. Not really the whole complete project. Just an old piece of dirty backup bits of the project. It's kind of "v0.0.1.9.9.9 alpha", in fact. Not really the final "v.0.0.2 alpha". A few things are missing (some characters missing from some texts, menu is present but useless, etc). I don't know if the project will live again and continue, or die again. There were nice things in this game; I loved working on it. I don't know if I can finish it and sell it as a homebrew. There is a fat lot of things to do more! (It's not a game today: it's just a WIP/PoC). After a few years (again) and after a few dead harddisks, I found v0.0.2a again (end of 2014). And I made it v0.0.3a after a few weeks of work (february 2015). I hope v0.0.4+ will follow in a few weeks. Note that: - V0.0.3a was not tested on real hardware (v0.0.1a was tested and working on real hardware), but it should run. - V0.0.3a sucks on real TV (CRT or LCD) (because of interlacing problems) but is very nice on emulation screen. "Phosphor off" is better. Later version should fix that. Old "v0.0.1 alpha" text: Old "v0.0.1.9.9 alpha" what's new: New "v0.0.3 alpha" what's new: Thanks. f40v003a.bin f40v003a_src.zip
  21. Hi all, Over the last few years of dipping my feet into the Jaguar development environment, I've amassed a large number of files and folders. Does anyone have any idea where some of these are from and what the license is on them? I'd like to be able to get them into a github repo so that other developers can use them (if I'm allowed, of course). Here are a few samples of the kinds of things I've got: 3DS2JAG JAG.ZOO - First edition Jaguar development tools (mentions a person named 'John' in the README) 8 bit object example from Lars Hannig American Hero BJL Bidirectional Debug Kit BJL Uploader Breakout 2000 sources Butch ASIC (what is ASIC?) CatBox Chaos Agenda Checkered Flag sources Colors Example Cortina Crescent Galaxy Cybermorph DOSStick Dr.Typo Flare Technology Files The list goes on. Can anyone help with what I've got so far? I've attached a screenshot of my folder layout. Thank-you.
  22. I have noticed on eBay, this Auction: Color Computer EDTASM+ Editor Assembler with ZBUG Radio Shack Tandy 26-3250 coco Would this be something "worthwhile" to purchase for the CoCo 3?? Are there any better recommendations for an Assembler Development Systems for the CoCo 3?? At this point, I have a CoCo 3 with 128K, and no Tape or Disk Interface. I am getting the DriveWire System setup on my computer, so I can work with Virtual Disk Images. The CoCo 3 is New in Box, and I am the Second Owner, the First Owner never plugged it in.. Neither have I, so I probably should.. MarkO
  23. Trying to fit big game into small amount of memory tends to be hard. Trying to scroll large bitmap screen is even harder. That is where something like complex scrolling method that wastes no RAM comes in handy. During my recent experiments with AnalMux's MWP (minimum wrapping principle) scrolling, I think I found a better way to understand it. Basic principle is still the same, using two LMSs to wrap the screen so that used memory exceeds only slightly more memory than static screen. Here is the image of memory layout according to 'my way' There are maximum two LMSs used (first row is special case as only one LMS is needed). Scrolling right is done by increasing X, when X reaches the end -> X=0, Y=Y+1 Scrolling down is done by increasing Y. As you see on the image, there are only SCREEN_WIDTH-1 bytes added at the end of screen memory. Contents of these bytes need to be copies of 0..SCREEN_WIDTH-1 bytes. In the case of 3x3 size, bytes 9 and 10 are copies of bytes 0 and 1. LMS addresses and appropriate Mode lines should be easy to calculate from Screen height, Screen width, X and Y. Imho, this "add copy of first row to the right of last row" makes much more sense than the explanation with additional zero row in Ironman Wiki documentation. As I'm in middle of making a game with this, If anyone sees any fault in this reasoning please shout
  24. There's an example of a simple 5200 hello world program here http://www.atarihq.com/danb/files/52hello.txt. There's a bit that confused me, though. Specifically this loop: Start ldx #$00 lda #$00 crloop1 sta $00,x ;Clear zero page sta $D400,x ;Clear ANTIC sta $C000,x ;Clear GTIA sta $E800,x ;Clear POKEY dex bne crloop1 The x register is being set to 0, and then decremented. o_O Now I assume when you decrement a register when it's set at 0, it goes to $FF. But why would someone do it that way? Most of the other examples I see would use ldx #$FF. This is actually valid code, I've assembled it and it does create a runnable 5200 rom.
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