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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  1. Welcome to Atari Dev Studio 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. Requirements Atari Dev Studio is an extension for Visual Studio Code and VSCodium and will run on the Windows, Linux and macOS platforms. The latest releases of batari Basic, 7800basic, dasm, Stella and A7800 are included so you can begin coding straight after installing the extension. Features Atari Dev Studio includes the following features: Develop your game on Windows, Linux or macOS Compile source code for your Atari 2600 or 7800 using batari Basic, 7800basic or dasm Use scripting (makefile, batch or shell script files) to build your dasm projects [preview] Optionally launch and test your game using the Stella (2600) or A7800 (7800) emulators Document outline support (batari basic, 7800basic, dasm) Peek/Go to Definition and Reference support (batari basic, 7800basic, dasm) Built-in Sprite Editor (also suitable for tiles and other objects) [preview] Manage your project using the File Explorer or version-control your source code directly with GitHub (and others) using the built-in features of the Visual Studio Code platform. Provide references to your own specific releases of each language or emulator rather than use the includes ones via the Settings. Additional features are planned for the future. At this time the focus is on the core functionality and ensuring full cross-platform support. Installing Atari Dev Studio What is Visual Studio Code? Visual Studio Code (VS Code) is a streamlined code editor with support for development operations like debugging, task running, and version control. It aims to provide just the tools a developer needs for a quick code-build-debug cycle and leaves more complex workflows to fuller featured IDEs, such as Visual Studio. Which OSs are supported? VS Code is a cross-platform application which runs on Windows, Linux and macOS. See requirements for the supported versions. Note: Linux users on 64-bit systems will be required to install the 32-bit compatibility libraries on your system to ensure everything will run as expected. Note: macOS users will require a 64-bit operating system to fully utilise all features of Atari Dev Studio and will be required to install the SDL libraries on your system to ensure the A7800 emulator will run as expected. Note: M1 based Mac users will need to install the INTEL CHIP version of VS Code before installing Atari Dev Studio. Also thanks to Scott Lahteine (thinkyhead) the current dev stack should now have compatibility with the M1 chip (ARM64) and includes most of the recent versions of bB, 7800basic, Stella and dasm. See here for further discussion around the potential issues you may encounter. Installing the extension Once you have installed VS Code (available here) or VSCodium (available here) open the program and complete the following: From the Activity Bar, click the Extensions button to display the Extensions window. From the Extensions window, type Atari into the Search box and press Enter to display the list of available extensions. From the list of available extensions, locate Atari Dev Studio and click the green Install button. Updating the extension Updates will be regularly provided and you will be notified via VS Code when one has been made available. Once an update has been installed you will generally be prompted to restart VS Code. Using Atari Dev Studio Compiling your program To display the available extension features press CTRL+SHIFT+P to display the Command Palette. From the command palette prompt type adv to short-list the available options: ads: Open the Welcome page ads: Compile source code (Shift+F5) ads: Compile source code and run in emulator (F5) ads: Kill build process ads: Open the Sprite Editor Language Selection When you load a file the initial language will be chosen based on the file extension. For example: batari Basic (.bas, .bb) [Default for .bas files] 7800basic (.bas, .78b) dasm (.dasm, .asm, .a, .h) To change a language you can click on the Status Bar Language selector and a list will be shown allowing you to choose another language. Optionally in the Settings you will be able to either let the extension choose based on the active language or set a specific language to always compile against. Build scripts [preview] Prefer using scripts to build your dasm games? If you have chosen to override the dasm compiler (select Make via the Settings) , Atari Dev Studio will scan and detect for makefile, batch (makefile.bat) or shell scripts (makefile.sh) files which are located in your root workspace folder to build your game. Note: You are totally responsible to ensure your environment is properly configured to allow you to utilise the tools and applications you will be interacting with. No support will be provided for this feature. Status Bar Apart from using the Command Palette to select compilation, there are a number of short-cut buttons on the Status Bar allowing you to: Display the extension version (might be useful at times) Open the Welcome page Open the Sprite Editor Compile source code (Shift+F5) Compile source code and run (F5) Note: The short-cut buttons on the Status Bar can be turned off via the Settings. Sprite Editor [preview] Atari Dev Studio includes a simple and easy to use Sprite Editor allowing you to create sprites, tiles and other objects for use in your projects. It has the following features: New Project wizard allowing you to select the console (2600 or 7800), size, region (NTSC or PAL palette) and total colors of your sprites Load and Save projects allowing you to save and come back to on-going work Editing features such and palette selector, zoom, pen, eraser, fill and move modes Ability to manage your sprites in a sortable list with options to copy, paste, duplicate, resize and delete Export sprites to batari Basic or assembly source code (2600) Export sprites to .png files (7800) - either selected or all (compatible with 7800basic 3+1 and 12+1 image requirements) Load and save palettes The Sprite Editor is based on Spritemate by Ingo Hinterding (GitHub) and was suggested by RandomTerrain for inclusion in Atari Dev Studio. I have customised the source to provide the required features necessary for editing sprites, tiles and objects for the Atari platforms. This work is currently in preview and will be on-going until all required features have been added. Settings There are a number of compiler, emulator and editor configuration options available in Atari Dev Studio which can be changed via the Settings (Preferences -> Settings -> Extensions -> Atari Dev Studio). 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 VS Code Developer Tools by selecting Help -> Toggle Developer Tools from the menu, and in the debugger window ensure the Console tab is activated. This information may help identify the area where the extension is failing to process as expected. Known Issues There are currently no known feature issues. If you find a problem please raise an issue on GitHub or contact mksmith at the AtariAge community. Acknowledgements This extension is only available due to the great people of the AtariAge community who have created these tools to help developers build their vision. Special thanks to the following for either allowing the inclusion of their tools or for their ongoing help and encouragement: 7800basic - Mike Saarna (RevEng) batari Basic - Fred Quimby (batari) and Mike Saarna (RevEng) dasm - the many contibutors Stella emulator - Stephen Anthony (stephena) A7800 emulator - Mike Saarna (RevEng) and Robert Tuccitto (Trebor). Scott Lahteine (thinkyhead) for the M1 Mac Compatibility for bB, 7800basic, Stella, dasm (generally or close to the most recent versions) Mats Engstrom (SmallRoomLabs) The AtariAge community including Albert, CPUWiz, Random Terrain, Trebor, Synthpopalooza, sramirez2008, Defender_2600, Gemintronic, Karl G, ZeroPage Homebrew, Muddyfunster, TwentySixHundred, Lillapojkenpåön, Andrew Davie, splendidnut, andyjp, sexyUnderwriter, MikeBrownEmplas, Generation2Games, cwieland, slacker Languages Atari Dev Studio includes the following programming languages: batari Basic (release 1.7 - 20220703) batari Basic created by Fred 'batari' Quimby is a BASIC-like 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 is an external project is kindly currently maintained by Mike Saarna (RevEng) and can be downloaded separately from here. Further information is about this release is available here at AtariAge. 7800basic (release 0.33 - 20240208) 7800basic is a BASIC-like language for creating Atari 7800 games. It is a compiled language that runs on a computer, and it creates a binary file that can be run with an Atari 7800 emulator, or the binary file may be used to make a cartridge that will operate on a real Atari 7800. 7800basic is derived from batari basic, a BASIC-like language for creating Atari 2600 games. Special thanks to the bB creator, Fred Quimby, and all of the bB contributors! 7800basic is included as part of this extension with many thanks to Mike Saarna (RevEng). 7800basic is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. dasm (release 2.20.14.1 - 20201109) dasm is a versatile macro assembler with support for several 8-bit microprocessors including MOS 6502 & 6507, Motorola 6803, 68705 & 68HC11, Hitachi HD6303 (extended Motorola 6801), and Fairchild F8. Matthew Dillon started dasm in 1987-1988. Olaf 'Rhialto' Seibert extended dasm in 1995. dasm has also been maintained by Andrew Davie (2003-2008) and Peter Froehlich (2008-2015). The DASM team has taken over maintaining and updating dasm since 2019. dasm is an external project and can be downloaded separately here. Emulation Atari Dev Studio includes the following emulators for testing purposes: Stella (release 6.7.1 - 20240116) 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 of this extension with many thanks to Stephen Anthony. Stella is an external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. A7800 (release 5.2 - 20220626) A7800 is a fork of the MAME Atari 7800 driver, with several enhancements added: Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Maria DMA timing has been improved further, with the addition of accurate DMA hole penalties. Selectable and improved palettes with enhanced screen options. Streamlined UI including menu options to have an Atari 7800 system focus. A bug in the existing RIOT emulation has been fixed. POKEY sound emulation improvements. SALLY (CPU) and MARIA (Graphics chip) performance adjustments. Audio indication of no ROM loaded silenced. BIOS files no longer required and made optional. Implementation of XM control registers updated. Graphical register updates made mid-scanline are now displayed mid-scanline. Bankset bankswitching support added. POKEY@800 added for non-banked, supergame, and bankset formats. Machine targets a7800dev and a7800pdev added, which display DMA usage per-scanline. MAME compatibility and syntax has been maintained, to allow for the reuse of MAME configuration files and front-ends. A7800 is included as part of this extension with many thanks to Mike Saarna (RevEng). A7800 is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. A7800 Linux The following libraries may be required for Linux users: TESTED ON UBUNTU 22.04 LTS (12/07/2022) sudo apt-get install -y libsdl2-2.0-0 sudo apt-get install -y libqt5widgets5 sudo apt-get install -y libsdl2-ttf-2.0-0 Releases 20240209 - Build v0.9.6 / 20231106 - Build v0.9.5 / 20231101 - Build v0.9.4 / 20231003 - Build v0.9.3 / 20230923 - Build v0.9.2 / 20230809 - Build v0.9.1 / 20230731 - Build v0.9.0 20230703 - Build v0.8.9 / 20230702 - Build v0.8.8 / 20230518 - Build v0.8.7 / 20230302 - Build v0.8.6 / 20230209 - Build v0.8.4 / 20230104 - Build v0.8.3 / 20230102 - Build v0.8.2 / 20221107 - Build v0.8.1 / 20220730 - Build v0.8.0 20220702 - Build v0.7.8 / 20220628 - Build v0.7.7 / 20220627 - Build v0.7.6 / 20220614 - Build v0.7.5 / 20220504 - Build v0.7.4 / 20220401 - Build v0.7.3 / 20220101 - Build v0.7.2 / 20210422 - Build v0.7.1 / 20210315 - Build v0.7.0 20210305 - Build v0.6.9 / 20210216 - Build v0.6.8 / 20210210 - Build v0.6.7 / 20201124 - Build v0.6.5 / 20201008 - Build v0.6.4 / 20200917 - Build v0.6.3 / 20200915 - Build v0.6.2 / 20200912 - Build v0.6.1 / 20200901 - Build v0.6.0 20200829 - Build v0.5.9 / 20200624 - Build v0.5.8 / 20200622 - Build v0.5.7 / 20200616 - Build v0.5.5 / Build v0.5.6 / 20200608 - Build v0.5.4 / 20200518 - Build v0.5.3 / 20200508 - Build v0.5.2 / 20200429 - Build v0.5.1 / 20200427 - Build v0.5.0 Manual download
  2. Hello; I am currently implementing a tool named "VCS Game Maker". This online tool is a no-code environment designed to allow someone to create a game for Atari 2600 without knowing much about programming and without installing anything on their computer. You can use it online on itch.io: https://haroldo-ok.itch.io/vcs-game-maker Source code is available on Github: https://github.com/haroldo-ok/vcs-game-maker It uses Blockly to allow the user to implement the logic using blocks and then, behind the scenes, generates a Batari Basic source code, that is then be compiled using batari-basic-js in order to generate an Atari 2600 ROM, which is then emulated using Javatari. So far, it is a work in progress, with only an event editor with just a few commands. The "if" block and math operations work okay, the joystick reading and access to the players/missiles and balls seem OK so far.
  3. Hi all! For the past week, I've been teaching myself batari Basic while creating my first game as a programmer. The online documentation has been absolutely invaluable. (Thanks @Random Terrain!) After making a playable game, I thought I'd spend some time adding a bit of polish. I added sounds and a game over screen, but what it needs is a killer title screen! Searching the AA forums, I discovered the bB Title Screen Kernel. EXACTLY WHAT I WAS LOOKING FOR! (Thanks @RevEng!) I downloaded it and consumed the accompanying PDF documentation and examples. Then I followed the examples to generate my future killer title screen. I created the image assets, turned them into data using the recommended Image to Code utility, copied and edited the required files, and added the code to my game. Compile -> Launch LOOK! A title screen. But not a killer title screen. My animation isn't working. Where's the bouncing spider? I made the image source file per the instructions. I even made this snazzy animated GIF for reference. I'm currently trying to track down the issue. I created a test .bas that strips out every non-essential to eliminate any possible conflict, and it still doesn't animate. So I'm gonna post the working files here, in hopes that someone can explain what I've done wrong. TSK-anim-test.zip
  4. Hi Everyone! I've been watching a few YouTube Series featuring batari Basic game dev and decided to give it a go. To keep things simple, I'm using the standard kernel. So far, I've been able to create my sprites, missile, playfield, ball movement, joystick control, and scoring. Not bad for hacking my way through, but I could really use some community assistance. I'm struggling with: Animating my sprite when moving left and right (I'm trying to cycle through four frames of animation and then return to the idle sprite when not in motion) Collision detection between my p0 sprite and the ball seems inconsistent (Sometimes it looks as though it passes right through without registering the collision) The Game Objective: Capture as many delicious flies as you can Hazard: Watch out for wasps! They can break your web. (I haven't coded the enemy yet) Controls: - Hold button to lower spider on her web - Release button to climb back up the web - You can only move left or right when at the top of the screen Any and all feedback, advice, assistance is greatly appreciated. Attached is my game code, so far. spidergame.bas
  5. Hello, I'm relatively new here and I'd like to present a game I've been working on for a while. First, let me tell something about myself. I'm 8bit and 16bit geek from Czech Republic. I'm a professional sound engineer who works on high budget games and I've been active in the demoscene for over 21 years now (I participated on plethora of productions: demos, intros, games,...). I always liked restrictions and Atari 2600 seems perfect for my taste. I do sports, especially ice hockey and inline hockey. Now about the game itself. It's a single player game. You are some guy who lives near some huge factory. And you have a dog. The problem are common deadly acid rains and acid snow storms because of the permanent pollution. One freezing day your doggy really wants to go out for a walk. So you go out despite imminent acid snow storm. Did I mention that if a snowflake hits you then you die instantly? Oh surely I did. You control both yourself and your dog. You can go to the left or to the right. If you press joyfire, you tell your dog to stay. If you press it again, you tell your dog to come. He will come and stay nearby you. You and your dog only need to stay away from those deadly snow flakes for as long as possible. Snow flakes come in waves - slow falling and fast falling. After every wave the delay between seeing a snowflake and when it actually starts to fall decreases, so the game becomes harder and harder. Color/BW pauses the game. It's a common 4k game without any technical achievements. Although the concept is simple I think it can be fun for a while. I had more complex music in mind but I quickly ran out of space, sorry about that. I had same problem with SFX, some had to go. Recently I saved about 80 bytes (learning is fun) so I may do something about it. Despite I'm from EU region I made the game primarily for NTSC regions. I made a PAL conversion, too. My friend phob made that gorgeous graphics and the rest is mine. I haven't tested in on real HW but I'd like to make my own cartridges. Curious how that will go. I may release source code on request but it's a mess (I have limited programming skills). So please tell me what do you think about it. Is there something what can make the game more fun to play? UPDATE 2019/09/19 I put a new version together (0.92 RC). I added some sounds and changed missiles speed progression. It may also be the final for the 4k version if there are no bugs and gameplay is somehow balanced ;] UPDATE 2019/12/16 Version 1.0 is just the same as 0.92 RC, I just formally made a release 1.0 version. Hope you enjoy it and make it over 500 unlike me ;] dogwalk_v0.9RC_NTSC.bas.bin dogwalk_v0.9RC_PAL.bas.bin dogwalk_v0.92RC_NTSC.bas.bin dogwalk_v0.92RC_PAL.bas.bin dogwalk_v1.0_NTSC.bas.bin dogwalk_v1.0_PAL.bas.bin
  6. The Swimmer This is an idea I had for a game some time ago. It would be something between the Olympic Games and survival. This concept is presented and to get an idea of what the game will be like if my idea goes forward. You would control a swimmer who needs to reach the finish line on the other side of the pool, this finish line would be represented by a flag. The longer it takes you to get to the flag, the less points you will earn. The situation would be reversed in the new round, the finish line with the flag would be located to your left where the game started, so you would need to swim all over again and so on successively from left to right, right to left. As you progress in the game, the pool will naturally increase in length, which will take even longer to reach the finish line,the playing field initially consisted of a single screen, later it would be screen by screen (Pitfall!) to accompany the increase in the length of the pool . To further hinder this sport, obstacles would arise in your path that would cost you lives or perhaps reduce your energy bar, you would end up losing your breath little by little, taking fewer and fewer strokes, with your bar at zero you would inevitably sink into the pool. End of the game. P.S. I think of this game as a middle ground between Decathlon and Frostbite. TheSwimmer.bas TheSwimmer.bas.bin
  7. https://www.mickmuze.com Hey everyone, I'm Mick. A little while ago I decided to try and learn batari Basic and finish what I hope would be considered a good game in 30 days of programming. I kept a daily journal as I did this and the game is now complete. I am currently working on creating the artwork and designing the manual but thought I would release my development notes as a blog in the mean time. So the link to the daily blog is above if you are interested. Cheers Mick
  8. Here is a project that I have been working on for some time and it's finally in a shareable state. VisualbB is an integrated development environment for writing Atari 2600 programs in batariBasic. For anybody that is familiar with Microsoft Visual Studio, it has a similar look and feel. Hope somebody find this useful ALTERNATIVES: Please Pardon the Interruption While Visual bB helped many folks get started with batari BASIC, it has not had an update for many years. A more well-maintained alternative is Atari Dev Studio for the popular (and free!) editor Visual Code. (Besides being easy to setup it is also an alternative for Mac and Linux users!) A kickstart for working with it can be found here. Atari Dev Studio does not have the assortment of asset managers and editors for graphics and sound. Some replacements (all generating ready-to-run batari Basic code) can be found at https://alienbill.com/2600/ And as always, see https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html for the most complete list of batari Basic resources. NOW BACK TO THE PROGRAM! Build 568 - Update by CPUWIZ Please click the link below for the last version of VbB that jwierer gave to Random Terrain in 2014: https://atariage.com/forums/topic/123849-visual-bb-10-a-new-ide-for-batari-basic/?do=findComment&comment=3537039 *New* Build 554 Update Notes (Because AA limits 2MB uploads you'll need to download both files and unzip it to the same folder) VisualbB_1.0_Build_554.zip VisualbB.SoundLib1.0.0.1.zip Work in Progress You can grab the latest from my blog. Along with changes that work with the bB1.1 beta builds there are other enhancements like a title screen wizard, integration with bblint, and a new bookmarking feature. These builds are specific to the beta versions of bB1.1 so use at your own risk. It should work fine (even better?) with the latest 1.0 release of bB. Previous Releases Build 550 Update NotesVisualbB_1.0_Build_550.zip VisualbB.SoundLib1.0.zip Build 548 Update NotesVisualbB_1.0_Build_548.zip Build 544 Update NotesVisualbB_1.0_Build_544.zip Build 536 Update NotesVisualbB_1.0_Build_536.zip Build 535 Update Notes VisualbB_1.0_Build_535.zip Build 532 Update Notes VisualbB_1.0_Build_532.zip Build 530 Update Notes VisualbB_1.0_Build_530.zip VisualbB_1.0_Build_526_.zip Feature list: Project Management and Grouping Color Sprite Editor Image Importer & Converter (works with the bitmap kernel and titlescreen kernel) Sprite Animator Color, Height Playfield Editor Project Wizard for creating new projects Code editor with Syntax Highlighting and color coding Music composing and Sound Editing Built in integration with bB compiler Built in integration with multiple Windows Atari 2600 emulators Built it in TIA Palette Built in Score Table Editor Quick bB Commands for rapid application development Quick launch Online Guide available here Troubleshooting guide is here Daniel Davis has started a set of video tutorial here Prerequisites If you are not running Vista or Windows 7 then you'll need to make sure the .NET Framework 3.0 is installed If you are running Vista you may need to RunAs Administrator. If you are logged in with admin privileges or have turned off UAC then it should just work If you are having trouble with the music and sound editor, it's likely you don't have the .NET 1.1 runtimes installed. Older machines don't include it and I believe newer ones won't allow the install.You can just copy msvcr71.dll to your visualbB folder. msvcr71.zip Optional If you are having trouble you may want to try a different 2600bas.bat 2600bas.zip If you're using Windows 7 64-bit, you'll need to update your bB files. Here is a copy of my working bB folder bBWin7_64bit-2-26-2013.zip You can learn more by reading this thread. Updated on 2/13/2013 with RevEng's jitter fix If you're having trouble using the sprite/playfield editor go here for a registry fix. Special thanks to Random Terrain for beta testing and submitting bug reports for many, many years! Screen Shots -Jeff bBWin7_64bit.zip
  9. Can anyone tell why this only works in Stella (in developer and player modes) and not on a real Harmony Encore cart with RGB card or in Javatari? tanks_2022_dpc_0.2.bas.bin tanks_2022_dpc_0.2.bas
  10. This is an Batari Basic Dev-Kit that i made while i was bored, this was made for make Atari 2600 games more faster, like Visual bB. Now the compiler finds the game name folder itself. Download after how to use. HOW TO USE: To make an game, first, you need to download "bB Dev-Kit.zip", then open the Project creator Tool and insert your game name, MAKE SURE THAT IS ON THE KIT FOLDER. Your code will be on "main.bas" file, please, don't change the name of it. For sprites, create an file called "sprites" that can be on png, jpg or even bmp format, then you open it with the sprite tool and copy and paste the sprites into your game code (every sprite is 8x8 pixels wide, make sure that your sprite sheet size is at the table of multiplication of 8, like 8x8, 16x16, 24x24, etc). For the playfield, create an with the name that you want, the file can be on png, jpg or even bmp format, then you open it with the playfield tool and copy and paste the playfield into your game code. If you wanna create a project, open project_creator.bat and insert your project name. And use the tone tool for create sounds effects. Here is the download: bB Dev-Kit v1.3.zip
  11. The batari Basic programming language now has a new home at github. I discussed this change with @batari prior to making this move. We both felt it was important to give bB an official home again. At github batari basic gets backed up, changes are tracked, bugs are tracked, other programmers can easily contribute, it can be forked easily, etc. batari even suggested we go a step further and license the bB source code under the GPL, so we did! (your games are still your games, and the GPL doesn't attach to them) For the latest batari Basic (v1.2 at the time of this writing) you can visit the batari Basic release page. The page where I hosted the now-defunct "reveng" fork now points to that release page. A special thanks goes out to @Karl G who helped with OS X testing, and to @Nathan Strum who provided a monochrome version of his "built with bB" logo, which was used for the project logo. Feel free to comment or ask questions about this change. If you have bug reports, I'd ask that they be submitted to either github or the AA bB bug report thread, and not brought up in this thread. I'd prefer github issues be used (since everything is tracked, conversations about bugs are threaded, etc) but I completely understand that not everybody wants to have a github account. Lastly, 7800basic will be getting the same treatment. I just need a break, as the cleanup and prep for the bB move took more effort than expected.
  12. Story: You are a goat stuck in a dungeon. Collect hearts, save goats, explore, and find the next level before cave-in! How to play: Use the joystick to move your goat. If you don't like the room or map, use the joystick to use explosives or the reset button to start over. If you don't like the color of your goat, press the select button. If you're stuck in/on a wall/cave-in too long, a buzzer will sound, then your goat may die. Explore rooms and levels of the goat dungeon and collect hearts and goats for points. Yes, you can go back and forth in rooms and the hearts and goats keep reappearing! If you stay in a room long enough, then it will start to cave-in. If you stay on a level long enough, it will really cave-in. goat_dungeon_0.9.bas goat_dungeon_0.9.bas.bin
  13. Yes! It's finally here. The playable Demo of Robot Zed. Years in the making! I spent all day trying to figure out this game breaking bug that's been plaguing me for months and finally figured it out. Now I can finally release this thing. You're a cute little robot that can obtain the powers of certain enemy robots once you defeat them. You can use those powers in your quest to rescue all of your Robo Buddies! This is just the opening level that everyone plays before you get access to any of the other levels. This game is also a rogue like with inspiration from Mega Man and Kirby. Here are the control instructions: Left / Right - Moves in that direction Up - Fires current weapon power Fire Button - Jumps Fire Button AND Down - Cycle through your powers to select (if you've obtained any). You only have one life and an energy status. Every hit by enemy fire, an explosion, or even running into an enemy will knock it down. To the right is the your power ability number. Every time you use one of your selected abilities, it will drain this. Once you are down to zero, you will return to normal power Zed. You can obtain life energy from the regular bots that don't give you any special powers. You can obtain special powers from the robots with special abilities. You receive their ability plus 10 power ability points. If you already have their ability, you will receive 5 power ability points instead. When you lose all your life energy, it's game over. When you destroy an enemy, it will release their power module and will follow you until you collect it. The regular bot won't always give you life energy. So, have fun, tell me what you think, and if you run into any crazy bugs. I will also be updating this demo with additional window dressing so to speak, to make it look even better. Once I make any additions, I will upload the new version. Note: Quick edit. Minutes after uploading I realized I forgot to remove a recent bug checker I added to the code. I removed it and have uploaded the correct version. RobotZed_07.bas.bin
  14. 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
  15. A twist on the classic game of snake. You play a fun snake. Your goal is to keep moving while avoiding walls and running into parts of yourself. You can also eat yummy fruit for bonus points! This won't be easy as your body continues to grow and randomly disappear. And your snake keeps moving faster and faster! Can you survive the Snake Fiasco? Directions: Press the joystick button to start. Move the joystick to change the snake's direction. If the snake dies, use the reset switch or press the joystick button to start over. Use the select switch at any time to change colors. Left difficulty switch doubles frequency in difficulty change (speed and lessening of playfield disintegration) as the game progresses. Right difficulty switch halves the rate that the playfield disintegrates. Bonus for fruit is based on number of steps taken since fruit appeared. Every 31-32 fruit, the fruit is a bomb that clears the playfield. snake_fiasco_1.5.bas.bin snake_fiasco_1.5.bas
  16. 8 Tanks: a DPC+ (32K) game for the 2600 with Quadtari and four sets of Tennis paddles. (In theory, it should work with a Harmony cart, etc., and it works in Stella, but not in Javatari.) Important note: the Quadtari only supports the paddle buttons, not the knobs. (see Quadtari thread) This is a work-in-progress, and for now is just the tanks moving around and shooting without blowing anything up, so it's more of a demo until one of the next few releases. To configure game to play in Stella 6.7 (you may have to do this for each release): Highlight the game in Stella Options -> Game Properties -> Controllers -> Quadtari button Select Paddles for each of the four controllers Click Ok, Ok, then Close Start game and use these default keys to emulate paddle buttons to control the tanks via the default key mappings: space, 4, F, 6, shift-space, shift-4, shift-F, shift-6. Done: Can control and move 8 tanks If you leave the button unpressed, the tank spins slowly clockwise. If you press the button, the tank moves forward and fires. (Using alternating frames using alt coords swapping through temp vars, ball is shared between player0-1, missile0 is shared between player2-3, missile1 is shared between player4-5, player9 dot is shared between player6-7.) Sound when tanks shoot Colors, playfield, and tank placement similar to Tank 8 Playfield looks similar to that of Atari Tank 8 Projectiles stop when hit playfield Fixed some projectile bugs Planned: Collision detection for missiles hitting another player. 8 player scores. Alternating 4-player scores with color matching tank color. Blow up tanks when shot. Sound when a tank blows up. Some sense of game over (either some number of tanks per player or a time limit?). Note: time limit may be easier; it would only require a single indicator. Bug: some tanks shoot in the wrong direction for some tank positions. Bug: some tanks' playfield collision detection for projectiles doesn't seem to work. Not sure yet whether I should try to add: Slowing down (trudging) each tank when it moves over the playfield. (info on DPC+ colllisions) Note: If you want to compile it, DPCplus_kernel.asm in same directory extracted from bb-qt-DPCplus.zip in Karl's post with sample code for Quadtari support. 8tanks_0.5.bas.bin 8tanks_0.5.bas
  17. Duck Race for two players with joysticks! How to play: Press the button to start. Don't press the button until the beginning of the final beep. Keep pressing the button over and over to move the duck. Try to beat the other player. After both ducks have finished, wait a while and press either button to start over, or press reset at any time to go to the title screen. duck_race_0.2.bas duck_race_0.2.bas.bin
  18. Story: The military has a secret project involving the release of a specially bred oversized duck into the air which will fall upon a catapulting lever to loft a brick at the enemy. You are in charge of project DUCK DROP! This is just a demo for now of the duck, catapulting lever, and brick action. Press fire button to start, then move the duck and lever around and press the fire button to drop the duck. duck_drop_0.1.bas.bin duck_drop_0.1.bas
  19. For now, just the title and theme, but now with Rockford's car (and a Mack truck if you pull down on the joystick). rockford_files_0.4.bas.bin rockford_files_0.4.bas
  20. An EMDR simulator for entertainment purposes only. How to play: Press the joystick button to stop and start the EMDR simulator. Use the joystick to change the colors and speed of the ball. Note: if using Stella, may want to enable stretching fullscreen and enable stereo. emdr_1.1.bas.bin emdr_1.1.bas
  21. An attempt to play all the relatively in-tune notes in order for the audio control values listed in RT's bB Music and Sound Data Creation Toy. It also scrolls a musical note in the playfield. I may have made mistakes, but hopefully it's close. You can use the joystick left and right to change the tempo, fire to restart, and reset to fully reset. notes_dev.bas.bin notes_dev.bas
  22. I have no idea how to make a game out of this, so just went with the title and theme. For now, the theme falls apart towards the end into random data. I might fix that later. family_ties_intro_0.1.bas.bin family_ties_intro_0.1.bas
  23. Game story: You are defenders of the brixirb armada, who battle evil across the faces of the multiverses, and are currently on leave, playing xirbnekorb, as usual. Use your omni-multiversal wormholes to release the nlui into the force shields to ensure they stay safe. Don't lose the nlui, as you only have four! Lose all your nlui and you lose the game. Maximize your points. Darby bet against you. How to play: Press the joystick button to release the nlui. Move your joystick to move yourself and your mirrorself to rebound the nlui through the force shields. You get a point each time you receive the nlui. Don't lose the nlui! You may press the joystick button to start a new round or the reset button to restart the game. Good luck! Thanks to @splendidnut for his assistance with an problem during development! xirbnekorb_0.6.bas.bin xirbnekorb_0.6.bas
  24. Game story: While swimming the loch, Nesi, daughter of Nessie, finds out that humans have started a war. Nesi must eat leafy greens off the lake floor and come up for air while avoiding submarines, nuclear blasts, and a warship dropping depth charges. How to play: Left joystick controls Nesi, who can eat greens off the lake floor for points, come up for breath to restore life, and who must attempt to avoid danger. Nesi wants to get as many points as possible before losing all lives. Right joystick controls the ship that continuously drops depth charges/shoots and has light control over the up and down control of the submaries. The player controlling the right joystick wants to limit Nesi's points. If no second player is available the single player can play Nesi and avoid subs. nesi_0.2.bas.bin nesi_0.2.bas
  25. Relive the mid-20th century race to the moon with Moonshoot for the Atari 2600! (DPC+ 32K) Moonshoot is an attempt to roughly simulate the original great wooden home carnival game called Shoot the Moon (*- see footnote.) The point system simulates the original: Earth: -250 First Stage: +250 Second Stage: +500 Third Stage: +1000 Fourth Stage: +2000 Moon: +5000 I've not seen the original's instructions, but I had to have some sort of game ending, so I made up my own getting 3 tries to keep it on the board. Controls: Joystick right: open rails more quickly Joystick left: close rails more quickly Joystick down: open rails very slightly Joystick up: close rails very slightly Use button to start another round or start a new game if game over Use reset switch to start another game *- there have been other versions of the physical game- some more recent. This attempts to emulate the original. You should try it out in physical form, either the older or newer version, if you can, because it's a great game, and it'll give more context to what's going on in the 2600 version. Can involve basic level of skill. Skill requirement could improve in future release. Thanks to @KevKelley, @Dave C, and @Karl G for their feedback as I was trying to develop the rail system. It may continue to evolve, but I think it's more rail-like than it was in early development. moonshoot_0.4.bas.bin moonshoot_0.4.bas
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