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Found 34 results

  1. iesposta

    Mappy. Title

    From the album: Status Art

    Flicker 3 colors to get 5.
  2. iesposta

    IMG 3748

    From the album: DK 2600 Jumpman

    Level 1
  3. iesposta

    IMG 3745

    From the album: DK 2600 Jumpman

    Title screen.
  4. iesposta

    Pauline Edition 02

    From the album: DK 2600 Jumpman

    DK Arcade 2600 Pauline Edition mode.

    © 2014

  5. From the album: QbBertari

    September 9 work in progress.
  6. Building on the "Flicker 5 colors from 3" topic: http://atariage.com/forums/topic/229091-flicker-5-colors-from-3/?p=3059920 I decided to do the gameplay music in TIA (stereo) to see how bad it sounds. (That, and I'm obsessed with all things Mappy. ) Turns out I think is very good, especially for the out-of-tune TIA sound. Only a few slightly-off notes and a few dropped notes in the entire piece. (By slightly-off I mean obvious sour notes, because almost all 2600 notes are out-of-tune to start.) The music is about 1 minute 20 seconds. Originally it took all of 4K, but through optimization I got the data down to 1,496 bytes! This whole demo could be done in 4K, but I compiled it with DPC+ bank-switching, just because that it what I usually work in, and if I ever make this into a flickery-mess of a game, I'll probably use DPC+. The 2nd channel can be used for game sound because even off the tune still holds up. I decided to try fading the notes with reducing the volume, and by "happy accident" got the ragtime tremolo (shaking volume)!! You can look at the source code, but I optimize it this way: Take out all the volume data and duration data. Those values can be fixed (or with volume, changed in program loops). That cuts the data in half. Since the Control is mostly 12 (pure lower), I have both channels set to 12. When it needs changing to a 4 (or the few 1's), I do an if/then check. Since the Frequency can also be a value of 4, I replaced all the Channel 4's in the data with 42. That saves 200+ bytes. When it needs to be 0 (silent) I check for that also, just set the Control to 0 (silences everything better than setting volume to 0) and skip setting a frequency. Then there are all those f'n zeros!!! More than 900 of them! More than half of the remaining data was 0's. It is like you are always telling the sound channels to shut up over and over. The final thing I thought up is a kind of pause check. If both channels are silent, twice, I replaced the 0,0,0,0 with 67 and set the Control to 0, the volume up (to reduce popping noise), and double the duration, and skip everything else. (I guess you could reduce the data even more with finding the segments that repeat and have that data only once. It sounds like the first part repeats three times in the piece.) Mappy_TIA_MusicTitleDemo_Stereo2015.bas.bin Mappy_TIA_MusicTitleDemo_Stereo2015.bas
  7. March 19, 2019 news. Release Candidate 1 DK_Arcade_2600_RC1.bin I've decided to share "DK Arcade 2600" and post the Release Candidate. This has sound, item, color differences, along with a fixed Kernel that should eliminate any "flashing ghost playfield pixels" that appear when nearly cycle maximum and that some machines were displaying. The "latest batari Basic" version from RevEng's thread has this fixed kernel. Reply in this thread any comments and suggestions - they are all considered, no matter good or bad, or not possible to include! Thank you. It is also decided by me, the author, that any "Release" will be through this "batari Basic Forum Thread". If you expressed desire for a real cartridge in this thread, no need to post again. You will be contacted when I have finished cartridges available later in 2019 or next year 2020. Payment will only be taken when finish cartridges are available - made with AtariAge hardware. This was my first designed game, both because I liked the game, I liked the challenge, and I wanted to show that very good games can be made with the "batari Basic" DPC+ kernel. - iesposta ----------------------------------------------------------------------------------------------------------- October 12, 2014 Two Demo binaries! You can now play as "The Lady" (created for the 2 women on AtariAge!). By popular demand, "The Carpenter" moves quicker up and down ladders. Fireballs descend ladders quicker. Alarm sound when timer falls below 1000. Numerous sound updates and bug fixes. Japanese order only (Levels 1, 2, 3 & 4) that end after Level 4. The title is a selection screen: Up, down, left or right selections. (Note: American selection defaults to Japanese order for these demos.) Remember to turn Phosphor Effect (Ctrl-p) on in Stella! DemoE = easy. As will be the first time though the levels. DemoH = hard. As will be the increased difficulty the next time through the levels. DK20141011BcDemoE.bin DK20141011BcDemoH.bin October 11, 2014 Second Demo Binary(s) soon! We have listened to comments and suggestions. I think everything done since the last demo has been an improvement in every area. Gameplay, graphics, sound and music, and options. List of "bugs" that probably are permanent "features": - Some odd TIA chips cause a few playfield pixels to blink. Does not affect gameplay. - Cement Factory level with hammer will show ghost garbage pixels when fireballs climb down due to Intelligent Flicker and virtual sprite vertical alignment. Does not affect gameplay. - Jumping to the left-most part of the center elevator (descending) player becomes unresponsive to joystick. Affects gameplay. -Jumping a fireball over a rivet can trap the fireball over the gap. One I had trapped later climbed thin air to the level above and started acting normally - except it was a few pixels below the girder. September 27, 2014 No binary, but we are still working on this! Latest binary directly below, in March 1. rem Note: 9-02-14 Made ditty1 note duration shorter, Opening longer, How High tune ends with harmony. rem Note: 9-09-14. Started adding Pauline Edition. rem Note: 9-20-14. Moved pies down in three! different locations. rem Note: 9-21-14. Fixed 'static' in ditty sounds. Added Pauline climb head wiggle. Fixed broke items grab sounds on elevators. rem Note: 9-22-14 Fixed "Death scene gone bad Elevator Level". Fixed winning Elevator w/Mario and having Pauline appear below. rem Note: 9-22-14 New PreTitle Screen layout. Removed a redundant ballheight=0. rem Note: 9-23-14 Needed to add Pauline Colors in skipmario2. PreTitle Screen has left / right joystick player selection. rem Note: 9-27-14 Difficulty increases by Byte Knight! New Pretitle Screen removed. Added Harmony to Opening Tune. rem Switched L/R selection and icon. Screen order progression fixed. Sped up prize sound. Fireballs descend faster. rem set optimization noinlinedata works. March 1, 2014 DK23Arcade2600.bin Bug fixes for the demo: Ramp Level Mario shouldn't get stuck in girders any more. Overlapping barrels shouldn't sneak through the hammer any more. Increased barrel spawn timer to make the level a little easier. Moved hammer up and right on top level so you can't grab it from the level below and you can jump straight up and get it. Fixed Mario jumping bug that would kill Mario after 5 jumps in a row. Cement Pie Level Kong has less separation anxiety! Fixed ghosting of the tops of fireballs. Elevator Level Mario won't "fall" through girders on Elevator Level. February 19, 2014 There's a new DK in town called DK Arcade 2600, joining AtariAge member Joe Musashi's phenomenal D.K. VCS! This playable demo features all 4 levels in full-screen goodness, so check it out! Brought to AtariAge by members "Byte Knight" and myself, "iesposta." Binary: DK_Arcade_2600.bin The playable demo features all four levels but will end after the rivet level (Level 4). Let us know your thoughts and post your high scores! The release version will feature: Japanese and US level order. Difficulty level increases. The ability to play Mario or Pauline. Thanks to RevEng and Bogax for technical help, and Atari Brian for beta-testing. February 12, 2014 Update. - Dynamic titlescreen has 1 to 4 Stupid Monkeys on How High Can You Try? depending on level. - Bonus/Countdown timer has color. Score is 6 digits and white. - Spinning death sound created. - Japanese and American order selection (difficulty switch). - Flicker reduced on top of level 1 by adding 2 playfield screen lines and removing 1 line from The Lady, putting her 7 lines above the barrels. Notice I said reduced. It still flickers a lot but that is where everything happens at once. - Going "over cycles" fixed by adjusting Overscan time, adding scanlines. Currently stable at 270 lines. - Custom Score Font. (I know it looks like other games, but I did create each number to match the arcade game.) February 5, 2014 Let it spin, let it spin, let it spin. No game, just spinning... DK21y140201bSpin.bas 2.bin January 19, 2014 This binary plays levels 1, 2, 4 and then properly goes back to level 1. DK21y140119f.bas.bin January 15, 2014. !! Level 2 pie/cement factory done!! Binary 1-15-2014: DK21yMKH14cr.bas.bin >>Positive or Negative Feedback appreciated, especially on real hardware during gameplay (rolling or jittering). Note: It does jitter before Level 4.JumpmanBLU20130826.bas.bin JumpmanBLU20130826.bas JumpmanBLU20130915a.bas.bin JumpmanBLU20130915a.bas JumpmanBLU20130919a.bas.bin DK26b.bas.bin DK2600-2013-12-23.bas.bin DK2600-2013-12-25.bas.bin
  8. Please check out the binary in the first post of Byte Knight and my work on a 1980 arcade port to the Atari 2600. With respect to AtariAge, no keywords in comments & suggestions please. Many people aren't aware batari Basic can now make games of this detail. You may have missed this if you avoid batari Basic games http://atariage.com/forums/topic/216037-dk-arcade-2600-progress-files-source-code-help-appreciated/
  9. Here is a mock up example using batari Basic 1.1d. Titlescreen was made with Titlescreen Editor DPC+ The inline assembly was from the example "Move Sprite on a Slope" It uses single line playfield resolution. Unzip the file to your projects directory. Ask if you have any questions. Food Fight.zip
  10. iesposta


    From the album: DK 2600 Jumpman

  11. From the album: Flappy

    Flappy game Atari 2600 4K batari Basic mutlisprite kernel
  12. Here is my first released game for Atari 2600! FLAPPY FLAPPY is in the AtariAge Store! Get one to support this fun website: Here (link) My version is the way I wanted to play a 1-button game like this. More like the Activision releases where you try to beat your last score, or beat another player's score. The highest scoring game is retained while the power is on, and is shown in RED alternating with the last game's score, at Game Over. Also check out the unofficial box: Marc's Blog Version 11 RC2! Changes in "random" for the pipe. I can't tell any difference. Version 11 RC2 is the final version. No more changes were made. Downloads for emulation, or 2600 / 7800 flash card cart: flappy_RC2.bin flappyR2_PAL60.bas.bin It talks! No additional hardware required!16:9 W i d e s c r e e n compatible! Try it stretched. High score shows in red (until system is turned off). Try to beat your high score! Visit the AtariAge store! Own the physical cartridge! Version 11 RC2 is the final version. No more changes were made. Version 10 RC1! Score 99 + 1 should no longer roll back to zero! Yep. Scored 101 today, and was shocked to see the score roll over and show 1. Bug fixed. Version 9 ! Capped difficulty increase! Should be able to get scores greater than 50. Version 8 ! Added year to the title! Version 7 ! Score sound, darker green horizon, more windows! My best score is 53. I wanted scoring into the 100's, but I don't want it "drawn out boring" to get to the 100's. How about bird poop once every 10 points to give you a quick boost upwards? Version 6 ! Sound, & high resolution play field! Source code! Version 5 ! Title & High Score! No feedback to last version's question. Speed stops increasing after 40 points. Version 4 ! Difficulty! Every 10 points the pipes move faster! Sorry, but this makes it more fun. I can't help but chuckle after running into a pipe in the mid 30's I have to implement High Score, alternating with current score. I need to add a flapping sound. Question: Does it get too hard too fast? Version 3 ! Speech! My first game wouldn't be complete without sampled speech, now would it? Still 884 bytes left... Version 2 ! Custom multisprite kernel. (Put in your Flappy Project Folder.) 4 digit score (Sc2 & Sc1). Background colors. Source code. Two drawscreens. Flicker clouds. No NUSIZ in building scrolling. Version 1: Only 4K! Only spent 1 day programming! No sound! Uses all cycles! (I think I obsessed on the NUSIZ changing buildings.) Parallax scrolling! - H o r o z i n t a l l y also! Random pipe height! Advertisement free! No ads! (Sorry, I was really bored...) Final file = RC2 located above. Older files: flappy140216c.bas multisprite_kernel.asm.zip flappy140218e.bas flappy140228k.bas
  13. •This thread is to discuss Playfield data in batari Basic DPC+ to benefit very detailed and lots of playfields in a single game. (The assembly programmers have tools, but I wanted to develop ones for batari Basic.) •This thread is to discuss playfield compression. Is it really worth it? Does it save space? •Creation of guides or scripts or apps to compress playfield data. •Creation of code to decompress data. Beyond the normal defining of playfield, I needed to store playfield screens in the rom banks, apart from the area DPC+ puts playfields. I have 2 highest resolution playfields in the DPC+ data area by defining the normal "playfield:" command. I also have 3 other highest resolution playfields as data in the usable DPC+ banks, bank2, bank3, bank4, bank5, or bank6. • Procedurally drawing a playfield. Bogax coded a routine to turn pixels on and off using data. <routine will go here> • Regular Playfield. Storing 8 pixels in a single byte is already quite a good storage technique. There are 8 bits in a byte and each bank only has around 4,000 bytes, so to get the most in a program, every byte counts! For one line of playfield, batari Basic has 32 pixels and this works out to 4 bytes: 00000000, 00111101, 00001111, 00000000 Here is the top 1/4 of my DKbB playfield: %00000111,%11111111,%11111111,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000010,%00000000,%00000010,%00000000 %00001111,%11111111,%11111111,%10000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00001111,%11111111,%11111111,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 That 1/4 takes 176 bytes. All 4 playfield data chunks takes 704 bytes to make one highest resolution playfield. That's almost three quarters of 1K of the 4K bytes. There sure are a LOT of 0's, each "0" holding one bit in the ROM. I have searched for compression in the "Basic" language here and on the web, and I have not found much. Here's what I have found / developed so far. Can compression gain space? • RLE Compression. RLE or Run Length Encoding is a simple compression that takes data and says 5 zeros, 19 ones, 16 zeros, 1 one, 11 zeros, etc. The above 1/4 playfield would RLE compress to this: ; 105 bytes compressed play field %00000101, %10001001, %00010000, %10000001, %00001011, %10000001 %00110011, %10000001, %00001011, %10000001, %00110011, %10000001 %00001011, %10000001, %00001011, %10000001, %00001011, %10000001 %00110011, %10000001, %00001011, %10000001, %00110011, %10000001 %00001011, %10000001, %00001011, %10000001, %00001011, %10000001 %00110011, %10000001, %00001011, %10000001, %00110011, %10000001 %00001011, %10000001, %00001011, %10000001, %00001011, %10000001 %00110011, %10000001, %00001011, %10000001, %00110011, %10000001 %00001011, %10000001, %00001011, %10000001, %00001011, %10000001 %00110011, %10000001, %00001011, %10000001, %00110011, %10000001 %00000010, %10000001, %00001101, %10000001, %00000010, %10000001 %00101101, %10000001, %00001111, %10000001, %00001101, %10010101 %00001011, %11111111, %10101010, %10101010, %10101000, %00000000 %10101010, %10101010, %10101000, %00000000, %10101010, %10101010 %10101000, %00000000, %10000000, %10010101, %01001011, %10000001 %00000010, %10000001, %00001101, %10000001, %00000010, %10000001 %01101011, %10000001, %00000010, %10000001, %00001101, $10000001 %00000010, %10000001, %00100111 That is 105 bytes, a savings of 71 bytes, but routines are still needed to expand the data. (Note: the bottom of the above data is incorrect, as I have begun to add "flag" bytes.) I used a python script, and hand typed the above table with the 1st bit in each section showing if the number is ones or zeros. The decimal for the data that starts with "%0" is how many zeros. The first line says 5 zeros. The data that starts with "%1" is data for on bits. The byte converted to decimal, minus 128, would be the number of 1's. The fourth byte, "%10000001" says 1 ones. <- I noticed this is wasteful. A whole byte to say one 1? Looking at the above data, I began to see more patterns. Notice it alternates zeros data, ones data, etc. Also notice it alternates a lot with: data, one 1, data, one 1, data, one 1, etc. More waste: %10101010 just doesn't gain anything from this compression, it actually goes from one byte to 16 bytes! This is the point where I came up with Conditions. • Compressed Playfield with Conditions. It makes sense to set a byte to tell the playfield plotting routine to just use every bit as playfield data - it is not compressed. I came up with three Conditions: Condition0 128 means normal RLE operation. 128 = %10000000 Condition1 192 means every other operation is 1 on pixel. 192 = %11000000 Condition2 256 means plot every byte. 256 = %11111111 The playfield data with Conditions would be this: %10000000 ; Condition0 %00000101, %10001001 %11000000 ; Condition1 %00010000, %00001011 %00110011, %00001011, %00110011 %00001011, %00001011, %00001011 %00110011, %00001011, %00110011 %00001011, %00001011, %00001011 %00110011, %00001011, %00110011 %00001011, %00001011, %00001011 %00110011, %00001011, %00110011 %00001011, %00001011, %00001011 %00110011, %00001011, %00110011 %00000010, %00001101, %00000010 %00101101, %00001111 %10000000 ; Condition0 %00001101, %10010101, %00001011 %11111111 ; Condition2 %10101010, %10101010, %10101000, %00000000 %10101010, %10101010, %10101000, %00000000, %10101010, %10101010 %10101000, %00000000 %10000000 ; Condition0 %10010101 %11000000 ; Condition1 %01001011, %00000010, %00001101, %00000010 %01101011, %00000010, %00001101 %00000010, %00100111 Now the data takes 67 bytes from the original 176. A savings of 109 bytes. This is as far as I got today. The above still has patterns, like the 10 "%00001011"'s in the center column. I can't think of a Condition for that. Times 4 playfield parts that would save around 435 bytes. Is that enough to make compression/decoding worth it?
  14. iesposta

    IMG 3765

    From the album: DK 2600 Jumpman

    Level 4.
  15. iesposta

    IMG 3751

    From the album: DK 2600 Jumpman

    Level 2.
  16. iesposta

    Pauline Edition 01

    From the album: DK 2600 Jumpman

    DK Arcade 2600 Pauline Edition mode.

    © 2014

  17. iesposta

    IMG 3607

    From the album: DK 2600 Jumpman

    Level 4 W.I.P.

    © (c) 2013 HareHair

  18. iesposta

    IMG 3606

    From the album: DK 2600 Jumpman

    Level 1 W.I.P.

    © (c) 2013 HareHair

  19. [NOW WITH LINUX AND MACOS SUPPORT!] Welcome to the batari Basic Extension for Visual Studio Code which allows users to create games for the Atari 2600 VCS using the batari Basic language. The average person who wants to make an Atari 2600 VCS game no longer has to spend years trying to figure out assembly language thanks to batari Basic! This extension was created and is maintained by mksmith for the AtariAge community and is free to use. If you have paid for this extension please seek a refund. Big thanks to everyone who has helped along the way and to the 60+ users who have so far installed the extension! Atari Dev Studio My new extension Atari Dev Studio for Homebrew Development is now available for designing homebrew games for the Atari 8-bit systems (Atari 2600 and 7800). Atari Dev Studio is a one-stop-shop for any programmer and includes a number of built-in features to allow you to design, develop and test games for your favourite system. Get started with batari Basic (2600) or 7800basic (7800) using easy to learn BASIC-like languages or go hard-core with assembly using dasm. During development test your creation using the Stella (2600) or A7800 (7800) emulators right from within Atari Dev Studio. I will continue to do minor updates to this extension for the time being if you wish to continue using this one. What is batari Basic? batari Basic created by Fred "batari" Quimby is a BASIC style language used in the creation of Atari 2600 games. batari Basic is compiled to generate a binary file that can by used on actual Atari 2600 VCS hardware via cartridge (such as a Harmony or UNO cart) or by using an Atari 2600 VCS emulator such as Stella. batari Basic logo created by RevEng (http://atariage.com/forums/topic/282960-batari-basic-logo). What is Stella? Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort. Stella is included as part this extension with many thanks to Stephen Anthony. Stella is a external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. System requirements This release is compatible with Windows, Linux and macOS. The latest releases of batari Basic (BB.1.1d.reveng41), dasm (2.20.11 - 20171206) and Stella (6.0 - WIndows and Linux only) are included so you can be up and running straight after installing the extension. As noted you can optionally provide links to your own specific releases of batari Basic, dasm and Stella (or other emulators) via the configuration settings. Installing the extension The extension can be installed directly within Visual Studio Code. Complete the following: Install VS Code onto your Windows machine From the menu select View -> Extensions or click the Extensions button on the Activity Bar From the Extensions tab, click on the Search Extensions in Marketplace entry box and type batariBasic. Select the extension from the results list and click the Install button. Make sure you restart VS Code to ensure the extension is properly installed (thanks Gemintronic) Using batari Basic So you've installed this extension and want to create a new modern day Atari 2600 masterpiece? Help is available here: Random Terrain has created a very useful getting started page on how to use batariBasic with information about using the language and some great samples explaining key features: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html The batari Basic forum at AtariAge is the perfect place to get help and assistance from the community: http://atariage.com/forums/forum/65-batari-basic Available features This extension includes the following features: Syntax highlighting for the batari Basic (.bas) and 6502/7 assembly (.asm, .a, .h) languages Compile batari Basic files (.bas) and dasm assembly files (.dasm) Optionally launch Stella (or other emulators) after compilation to test your program Customised batari Basic snippets containing some useful re-usuable code Provide links to your own specific releases of batari Basic, dasm and Stella rather than use the provided ones Extension settings A number of extension configuration options are available via the File > Preferences > Settings > Extensions > batari Basic tab allow you to customise your experience. Compiling your program To display the available extension features press CTRL+SHIFT+P to display the command palette. From the command palette prompt type bB or dasm to short-list the available options: batari Basic bB: Compile batari Basic source code (CTRL+ALT+N) bB: Compile batari Basic source code and run in emulator (CTRL+ALT+M) bB: Stop/kill the batari Basic compiler Dasm dasm: Compile assembly source code dasm: Compile assembly source code and run in emulator dasm: Stop/kill the assembly compiler General bB: Open the batari Basic Welcome page (CTRL+ALT+W) bB: Open the batari Basic forum at AtariAge (CTRL+ALT+F) Snippets The following batari Basic language snippets are available by entering the snippet prefix and pressing TAB in the code editor: bbntsccolors NTSC or bbpal60colors PAL-60 color tables bbscorevar output variables to the score for testing purposes (left and/or right) Note: If you are having trouble using the snippets press CTRL+SHIFT+P to display the command palette and choose the Insert Snippet option. Known Issues Please send a PM to mksmith Debugging the extension During the development phase of the extension i've added some developer output to assist with any issues that may appear. To view this output, open the Developer Tools using either CTRL+SHIFT+I or Help -> Toggle Developer Tools from the menu and in the debugger window, ensure the Console tab is activated (see image below). This information may help identify the area where the extension is failing to process. Releases 20190418 (Build 0.1.8 ) Added Stella 6.0 packages for Linux (Debian, 32-bit and 64-bit). macOS will still (for now) be required to provide a path to Stella. 20190416 (Build 0.1.7) Fixed issue compiling a file which was located in a subfolder of the open workspace (thanks vbauer!) 20190413 (Build 0.1.5, 0.1.6) - Preliminary Linux and macOS support! Fixed issues with chmod permissions for Linux and macOS (hopefully!) Added extension support for Linux (and macOS?) users. Linux users on a 64-bit OS will need to ensure they can execute 32-bit applications Added dasm executables for Linux and macOS users to compile assembly Added message for Linux and macOS user to configure the emulator path when attempting to launch a game [breaking] Updated setting dasm.compilerFolder to dasm.compilerPath so the user can now set the filename (more flexibility) Removed setting emulator.use64BitEmulator as the extension will now determine which release to use based on the architecture detected (Windows only for now) Removed the bbtemplatedpc starting DPC+ game template snippet as we now have templates available from the Welcome page 20190406 (Build 0.1.4) Added new Welcome page (CTRL+ALT+W) to provide quick access to key functionality (in progress) 20190402 (Build 0.1.2, 0.1.3) Fixed issue (hopefully!) where the VS Code Workspace folder was not properly determined (thanks TwentySixHundred!) Fixed issue launching Stella with a space in the compiled game filename Fixed issue validating potential errors from the compiler and is now less strict (thanks Lillapojkenpåön!) Updated the debugger output to include information from stdout and stderr pipes to help identify future potential validating issues Thanks to TwentySixHundred and Lillapojkenpåön for helping with a couple of compiler/launcher problems. 20190331 (Build 0.1.1) Added debugging information to all processes. To view this output, open the Developer Tools using either CTRL+SHIFT+I or Help -> Toggle Developer Tools from the menu. Added options to Stop/Kill the batari Basic and Dasm compilation process 20190311 (Build 0.1.0) - First public release
  20. So I've started creating my first Atari game and figured it wouldn't be too hard since I know some other programming languages...oh how wrong I was Anyway, my game isn't very much so far but I haven't been able to make much progress as a few issues (mostly graphical) have been tripping me up. The first issue is that I get errors whenever I try to add more than two sprites or when I try to add color to my existing sprites, and missiles only seem to fire occasionally when pressing the spacebar and when they actually do fire, I can't seem to make it look like they are coming out of player0's gun. I obviously don't expect anyone to troubleshoot my code, but does anyone have any ideas as to what the issues may be? Thanks for the help! prototype.bas prototype.bas.bin
  21. Give suggestions and vote about having simple topic Basic programming challenges. I have had this idea for a while, and the jack-o-lantern reminded me. I'm thinking simple things like program a Jack-O-Lantern, program TV static/snow, make a flag (or Eagle) for the Fourth of July, etc. Ideas?
  22. iesposta

    Mappy mock-up DPC+

    From the album: 2600

    Mappy layout Arati 2600.
  23. iesposta

    IMG 3739

    From the album: Flappy

    Version n
  24. iesposta

    IMG 3738

    From the album: Flappy

    Version n
  25. iesposta


    From the album: Flappy

    Flappy with sound and high resolution play field.
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