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Found 38 results

  1. I would like to serve this topic as a discussion on the BASIC Ten-Liners Contest, especially the two areas: 1. Removal of the FREI category this year, which I believe is unreasonable and doesn't help the contest in any way. - Because the FREI category was established the previous year, this year I have been experimenting a lot with what kind of functionality I can fit into 10 lines of hexa code (about 2.2 KB of assembler code) - I just checked my source code, and I wrote over 5,000 lines (yes, five thousand) of assembler code, figuring out the best compromise between performance&size of the code for each component of the game - It was very exciting finding out what kind of functionality (some quite surprising and unexpected) can be fit within that limit - Hence, it was quite frustrating to see the category removed - For as long as there have been magazines with BASIC listings, inlined ASM code was always integral part of the charm of BASIC - since it doesn't in any way affect the other categories, I really see no reason why it should be removed - the only thing the removal achieved was two less entries for 2019 from me (and who knows how many other people were in same situation) TLDR: It can open up a new uncharted territory of games possible in 10 lines. 2. Inclusion of Compilers (as a separate category) - if my understanding of rules is correct, the only BASICs allowed are the ones that have an editor on the target platform (e.g. you must be able to type the program on an actual Atari (or other computer)) - this would rule out the compilers that exist on PC only - because of my recent work on Lynx, 2 weeks ago I have created a PC-based 6502 compiler (by modifying my Jaguar's 68000 & GPU RISC compiler) of a high-level language that resembles C, and feeds into the cc65 linker toolchain - it would be relatively easy to change the syntax of the language to be BASIC-like - there would be no Atari-based editor or compiler, as I really see no point in creating yet-another editor. - this can however bring the increased productivity of PC-based workflow (Notepad++, Photoshop, etc.) and increase the quality of the target application that is otherwise utterly impossible to achieve by purely typing program on a physical HW TLDR: It can further push the boundary of 10-liners due to much higher execution speeds of compiled code and increased work productivity on PC. It's important we know about this by the end of November, ideally. Posting a contest announcement thread on January 31 will be definitely too late for me (as I will be busy with Jaguar in Q1, especially around March) and I'm sure others would love to know too, as for us there are only 2 options: - resume/start the ASM coding for the 10-Liners Contest - ignore the Contest altogether
  2. Game download and instructions at sometimes.planet-99.net - - - - - The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
  3. A good assembler has ROM section headings. These are a way to cleanly divide the source code into settings, so you can definitely figure out at which address each section starts. Think of an assembler as if were like Microsoft Word. Section headings could appear as solid-colored bars with text on them. The user should have control over what color to make the bar. They also might have control over the font. For example, your main program header might look like this (note that all images are simulated): Notice I used the Roco font. Anyone familiar with Sonic The Hedgehog 2 will recognize this, but it's the actual font, not the Sonic 2-rendered one. Every computer program needs a vertical blank (or "V-Blank") routine. Its header might look like: One common thing to have in any program are math routines. So, you might include a section like this: For a hardware/software implementation, fonts could use a bitmap. Up to 96 different character glyphs can be stored. In addition, the numbers could be made a little bit bigger if the user chose to. Each character's bitmap can be stored using 1, 2, or 4 bits per pixel. For each character, the size needs to be specified, as well as where its glyph data can be found. For file storage, section headers could use this format (each pair of letters represents a byte): hh ff rr gg bb ll tt tt ... hh = Token for a section header (a fixed value). ff = Flags. If bit 7 is set, restart the numbering at 1. If bit 6 set, toggle whether the number is shown for this and later sections. rr gg bb = Section header color, a 24-bit RGB value. ll = Length of text. tt = The text shown. It doesn't include "Section #". It's in ASCII. Let's say that the section header token is $00, and I'll use the vertical blank section header as an example. The byte stream in the source file would look like this: 00 C0 00 60 20 0F 56 42 4C 41 4E 4B 20 52 4F 55 54 49 4E 45 53 The 00 signals the start of the section header. C0 means to make this section #1, and turn on section numbering (by default, it's off). 00 60 20 is the RGB value. It produces a dark green color. The 0F determines how many characters there will be in the section's name. The rest is the text, in ASCII. The text says "VBLANK ROUTINES". Section headers are not taken into account when compiling a ROM. They are there to cleanly divide source code. When the file is opened, the number of headers is counted, and section numbers are assigned accordingly.
  4. walker7

    Section Header 0

    From the album: The Best Assembly Computer

    This is what the section header for the main program would look like. Note that it doesn't have a section number.
  5. Just stumbled into a bug with MADS' built-in ADW macro when used with (ZP),Y: LDY #$04 ADW (OBSPEC),Y PTR2 PTR4 A334: A0 04 LDY #$04 A336: 18 CLC A337: B1 C1 LIMITCLIP.OFFSCREEN LDA (OBSPEC),Y A339: 65 E2 [email protected] ADC PTR2 A33B: 85 E6 STA PTR4 A33D: C8 INY A33E: B1 C1 LDA (OBSPEC),Y A340: 65 E3 ADC $E3 A342: 85 E6 STA PTR4 ; <<<<<<< should be $E7, not $E6 LDY #$04 MWA (OBSPEC),Y PTR4 A334: A0 04 LDY #$04 A336: B1 C1 LDA (OBSPEC),Y A338: 85 E6 STA PTR4 A33A: C8 INY A33B: B1 C1 LDA (OBSPEC),Y A33D: 85 E7 STA $E7 ; <<<<<<<<<<<<< $E7 = correct Using the latest build here, and I'm sure ADW used to store the MSB correctly in older versions. Haven't looked to see if the bug exists in SBW as well.
  6. Game download and instructions at sometimes.planet-99.net Cartridge on sale at arcadeshopper.com Desktop browser version at Newgrounds.com - - - - - Origin https://en.wikipedia.org/wiki/Snake_(video_game) Back in 2005 I did a routine for scrolling a line of text. Added a few bits to make a demo. It scrolls the text and reacts when you press fire, but otherwise stalls / stalled (wasn't brought any further).
  7. Hi! I'm using DASM and I don't know if I am doing something wrong or this is just a bug on the compiler. I have this code in one .asm file: genAutoMaskTable ldx #0 On other .asm file, I just include the first file and use the names as if they were local jsr genAutoMaskTable When I run DASM, genAutoMaskTable points to GENAUTOMASKTABLE: 0bd1 And the JSR from the main file is right, as you can see: 1C:06 20 D1 0B jsr genAutoMaskTable But.... the code is not there, it is one byte after the calculated address D2:0B A2 00 ldx #0 Any ideas?
  8. hi there, it is done, after the atari 2600 game AXE, here the latest real retro game SQUAREZ 2015. it is a demake of a quite addictive flash game. it is simple: make as much points as possible. collect the bonus and avoid the squares. simple to understand. but don't be too greedy! of course programmed in assembler (much more fun than the 6502 on atari2600). but don't look into the code - i will never get into the assembler heaven with this. the game was tested with ParaJVE (Emulator) and on one my real vectrex. the vectrex is quite a cool hardware with cool libraries. quite a cool game engine (we had to say in our days .-). i will never understand why atari didn't brought this out itself - they were the masters of vectors. after the vectrex shootemup (on this i work at the moment) i would like to finish my intellivision game. is there someone who would sell me a multicard, so that i can test the software on real hardware? thanks for any help or tipp or someone who would sell it to me. have fun [email protected] ;*************************************************************************** ; SQUAREZ 2o15 BY LA1N ; (A RE(DE)MAKE OF THE WELL ; KNOWN FLASH GAME SQUARES) ;*************************************************************************** ; ; @ixistenz ; ; THIS IS A DEMAKE OF THE FLASH GAME SQUARES (2002)! ; I THOUGHT IT IS A SIMPLE GAMEMECHANIC HHH ; CODED IT AFTER AXE (ATARI 2600) AND INTELLIVISION GAME* ; * NOT YET RELEASED ; ; MECHANICS: MAKE AS MUCH POINTS AS POSSIBLE. ; COLLECT FOR POINTS. AVOID SQUAREZ! ; THERE CAN BE AT LEVEL7 UP TO 12 SQUAREZ ON SCREEN! ; DONT BE TOO GREEDY! ; ; YOU WILL FIND OLDER PROJECTS OF LA1N AT HTTP://WWW.LA1N.CH ; OR LOOK FOR OUR GAMEART AT HTTP://WWW.AND-OR.CH ; ; CREDITS GO TO RICHARDH FOR HIS MULTICARDS (THANKS!) ; ;*************************************************************************** SQUAREZ2015.BIN squarez.asm
  9. Is there any reason to own a mini-memory cartridge if you own Editor/Assembler cartridge. I been eyeing a guy on eBay who been selling off about 1/2 dozen mini-mem carts and trying to justify to myself the purchase of one.
  10. Game download and instructions at sometimes.planet-99.net Cartridge on sale at arcadeshopper.com - - - - - Well, steering a mouse with a joystick is perhaps not optimal, but here goes anyway. For this demo, you'll get to move around leaving a trail behind. No, it's not going to be another snake game. You accelerate and de-accelerate. If you hit the borders, you'll bounce off. Just like Parallax Starfield, you'll be able to form some pretty perfect circles, that is, if you know how to apply the right pressure(s) at the right time. And there's a bit of friction as well. As for the registration point of the mouse, I'm using the same original default from the Amiga Workbench 1.x.
  11. Demo download at sometimes.planet-99.net - - - - - In the footsteps of managing 32 sprites, without more than 4 sprites per horizontal line, as explored in Bubbles (demo). If you keep a number of sprites stacked vertically (no vertical overlap), they will only occupy 1 of the 4 sprites allowed horizontally. In Bubbles I made each stack move up with their own individual speed. This time I will try and move the 4 stacks in any direction. Here's a quick setup of 4 stacks. Oh, and instead of having 8 sprites in each stack (or plane), it's 6 + 7 + 9 + 10 = 32 sprites. The number of stars close to you are less than those far away.
  12. Hello all, I am a new to this forum. I would like to program the 2600 as a hobby. I have been reading posts this morning on how to begin. I am hoping that some of you nice folks can save me some time. I have read about DASM, batari Basic and others. Can someone answer a few questions for me and save me a great deal of time. Maybe this will help others also. What editor assembler software is used most these days? What do you recommend? Please leave a link. I have downloaded Barair Basic and and IDE and will install it today. Any useful links? Any other software that you folks use? I downloaded Stella and I have ordered a Harmony cartridge. I know these questions have been asked before but I ask for your patience and help. I hope to start writing some code today if I can get the software I need in place. Thanks to all of you in advance. Ed Cheek
  13. Dear friends When I bought my first Atari 800XL, in 1984, I immediately realized to have in my hands not only a good “game machine” but also a powerful ‘didactic’ instrument to learn. I enjoyed myself with several good games published in the first half of the 80’s and then, I started to program with the excellent Basic available on the Atari 8 bit trying to explore and exploit the graphic and the sound of my machine. Italian books or magazines were almost not existing and, obviously, Internet was far to be a solution… I didn’t stop in my passion and, with many difficulties, I was able to get some documents in English from the USA. With these info and billions of hours awake in the night, I made the jump from Basic to the ‘mystic’ Machine Language... In those years it was very popular “Winter Games” by Epyx but, unfortunately, it didn’t exist an Atari version. For this reason I decided to try to convert the Ski Jump event and to show my creation to Lindasoft, a mythical Italian software house supporting the 8-bit world. The meeting was very positive and they asked me to complete an ‘Atarian’ version of winter games. I finished the game and it was published (obviously without the Ski Jump event, too similar to the original from Epyx) but, due to the Italian Atari market, based mainly on systems connected with cassette recorders, Lindasoft decided to sell it only on tape... a multi-event game is conceptually made to be run by diskette and the cassette version was not a good idea. Now, after a lot of years, and thanks to the support of Filippo Santellocco ( http://www.santelloc...atari/index.htm ) and other friends, It's possible for me to recover this old program and to share it with all you in this complete and never released disk version. I've prepared also an English version of the instruction manual and I recommend you to read it before to play White Circus is a multi-event sport game, it runs on all Atari 8-bit systems and it gives you the opportunity to compete with your friends in 5 different winter disciplines. Please remember: currently my English is very far to be perfect, but it was absolutely terrible when I was a boy, so I beg your pardon for any text error in the game. Also, White Circus has been my very first game... I programmed the code in Machine Language, I created the graphics, the music and the sounds effects. I assembled it in about 10 months in 1987, using BBK Monitor, not a real and comfortable Assembler tool… It’s normal that White Circus is not perfect and that the playability is not always at the top. I know that it is not a masterpiece but it’s a my creature and I will always love it It’s a great joy for me to have finally the opportunity to share it with all you, Atari fans Ciao P.S. You can find this game and other news also in the nice website of Filippo : http://www.santelloc...i/programmi.htm White Circus.zip
  14. walker7

    Section Header 2

    From the album: The Best Assembly Computer

    Another example of a program's section header. This could be used for all the math routines used in the game (e.g. multiply, divide, random numbers).
  15. Game download and instructions at sometimes.planet-99.net Desktop browser version at Newgrounds.com - - - - - Below is an early XB game, also now known as "Restless I". Thread goes ahead and develops "Restless II", a game written in Assembly and released as a binary for cartridge. Move your ship left and right using the joystick. Shoot by pushing joystick up. 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 110 CALL CHAR(64,"01010103070F001B376FDF00D47F1F03808080C0A0D000B8B4DADD0055FEF8C") 120 CALL CHAR(68,"0043AF19193F3F78073B72637339100001C2F42828F4F43AE0DCCEC6CE9C08") 130 CALL CHAR(72,"0103030301010101010100010100000180C0C0C08080800080808080008") 140 CALL CHAR(76,"000000107C3828000703117D39280000000020F8701040E0FCF8F0B01") 150 CALL COLOR(6,5,1)::FOR X=1 TO 20::CALL HCHAR(X,RND*32,76)::NEXT X 160 CALL SPRITE(#1,64,16,170,96,#2,68,16,10,96,2,0,#3,72,10,200,256) 170 CALL JOYST(1,X,Y)::IF X THEN CALL MOTION(#1,0,X*4) 180 IF Y=0 THEN IF RND>.8 THEN CALL MOTION(#2,1,RND*32-16) 190 IF Y THEN CALL POSITION(#1,Y,X)::CALL SPRITE(#3,72,10,154,X,-16,0) 200 CALL POSITION(#3,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3) 210 CALL POSITION(#2,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)::Y=1::GOTO 230 220 CALL COINC(ALL,X)::IF X=0 THEN 170 ELSE Y=2 230 CALL MOTION(#1,0,0,#2,0,0,#3,0,0)::FOR X=3 TO 16::CALL COLOR(#Y,X)::CALL SOUND(-300,-6,(X*2)-6)::NEXT X 240 CALL PATTERN(#Y,76)::FOR X=3 TO 16 STEP .2::CALL COLOR(#Y,X)::NEXT X::GOTO 160
  16. Game download and instructions at sometimes.planet-99.net Cartridge on sale at arcadeshopper.com - - - - - We'll make up a game based on Nonogram.
  17. I am trying to run assemly code on altirra 2.5 emulator and it crushes i use assembler edtitor rom for the assembler programs following the stack dump : CPU: Illegal instruction hit: 0056 (8158: 14, 30) A=10 X=00 Y=00 S=FF P=30 ( ) 0055: 02 COLCRS bad i've tried differnt cpu & memory setting and it wont help i use 32 bit won 7 os . 10X
  18. Now that I have a working disk manager, I want to start doing some Coleco ADAM Z80 Assembler for EOS. I've found an online IDE that looks perfect. Does anyone have an INC file that defines all of the entry points to the EOS public functions? Remember, sharing is caring. And BTW, this would be put on the ADAM Wiki for posterities' sake.
  19. Game download and instructions at sometimes.planet-99.net Cartridge on sale at arcadeshopper.com Desktop browser version at Newgrounds.com - - - - - I got sidetracked (again) and spent a few hours on making perhaps yet another version of Minesweeper for the TI. The link above tells you a little something about the game, rules etc. As of now you can't play it, but please do test and report. Version 0.1 is attached here: You can move the cursor around. And you can press 1, 2 or 3 to start / generate a new game. So obviously there's a few things to add. What I like is how relatively fast a new game is generated. The premise is, and pretty much has been with many of my efforts, stock TI, no memory expansion, and game on cartridge in a Atarisoft style of 8K or 16K ROM only. We're at 35% of 8K capacity, and plenty of room for saving bytes later if necessary.
  20. I think we need a thread like the development thread for just the software we make. I have found it a 'hit or miss' when trying to keep up with the various games, apps, virtual-cartridges people are coming up with on this board. We could put the beta and completed versions on the thread. Be glad to monitor it. Just a thought.
  21. Hello, I recently got a 130XE off EBay as a way of getting back into Atari 8-bits. (I sold my original Atari 800, with a Happy 1050, in 1985 to upgrade to an Amiga 1000). I have an Assembler/Editor cartridge left over from my '90s retrogaming collector days. I think it would be fun for learning 6502 programming since it's on the actual hardware. When I get going with "real" projects, I would switch to a cross-assembler and I wondering which is best to use for a newbie. I definitely would use WUDSN IDE, since I'm already familiar with Eclipse. ATASM seems nice because it is compatible with MAC/65, but judging from this forum all the cool kids seem to be using MADS. My concern with MADS is that if you know only English, the documentation seems a bit like folklore. It also seems like a "power user" tool that might be overwhelming at first. Interested in hearing comments from people who are using these tools now. Thanks!
  22. walker7

    Section Header 1

    From the album: The Best Assembly Computer

    This is what a section's header would look like. The color and font can be variable, but the header text is always in the same font throughout the same source file. The example here is for a program's vertical blank routine.
  23. Demo V0.8 in post #42. Test V0.7 in post #36. Demo V0.6 in post #28. XB demo V0.5 in post #21. XB demo V0.4 in post #10. XB demo V0.3 in post #7. XB demo V0.2 in post #4. XB demo V0.1 in this current post #1. - - - - - Drifting into outer space ... http://en.wikipedia....ruments_TMS9900 http://en.wikipedia...._Data_Processor http://en.wikipedia.org/wiki/PDP-1 http://en.wikipedia..../wiki/Spacewar! http://atariage.com/...wareLabelID=469 http://videogamecrit...z.htm#Space_War I think the spaceship graphics were reused in the later Asteroids (2600). http://atariage.com/...areLabelID=1007 Space War was one of the earlier 2600 games with product number CX2604. http://www.atariage.....html?LabelID=3 It was not one of the original 9 games for sale. The second last number in the product number seemed to indicate a category, 0 for action, 1 for car, 2 for sports etc., but that didnt last long. http://en.wikipedia....tari_2600_games Space War was released in 1978. I had one, but never played it much. I'm going to rip the spaceship graphics and use them in a new game. XB Demo. Instructions. Turn left or right using joystick.
  24. what the heck is the difference between the super cart and the editor assembler and should I care?
  25. Demo download at sometimes.planet-99.net - - - - - A few fresh sprite patterns for my next demo ...
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