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rem ************************************************************************ rem A project by Viggo Waller rem ************************************************************************ set kernel_options no_blank_lines set tv pal set romsize 16k set optimization speed set optimization size set smartbranching on set optimization noinlinedata set optimization inlinerand playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X...XXXXX.XXX.XXXXX.X....XXXX..X X.....X....X....X...X....X.....X X.....X....X....X...X....X.....X X.....X....X....X...X....XXX...X X.....X....X....X...X....X.....X X.....X....X....X...X....X.....X X.....X...XXX...X...XXXX.XXXX..X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end title COLUBK = $00 COLUPF = $0E drawscreen if joy0fire || joy1fire then goto skiptitle goto title skiptitle playfield: XXXXX....XXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X............................... X............................... ................................ ................................ ...............................X X..............................X X..............................X XXXX....XXXXXXXXXXXXXXXXXXXXXXXX end COLUBK = $00 missile0height = 4 : missile0y = 255 NUSIZ0 = $00 score = 00000 : scorecolor = $0E const _P_Edge_Top = 7 const _P_Edge_Bottom = 88 const _P_Edge_Left = 13 const _P_Edge_Right = 137 AUDV0 = 0 : AUDV1 = 0 COLUP1 = $0E COLUP0 = $0E COLUPF = $0E player0: %0110 %0110 %1111 %1010 %1111 %1001 end player0x = 77 : player0y = 53 __main if !joy0up then goto __Skip_Joy0_Up if player0y <= _P_Edge_Top then goto __Skip_Joy0_Up temp5 = (player0x-10)/4 temp6 = (player0y-7)/8 if temp5 < 34 then if pfread(temp5,temp6) then goto __Skip_Joy0_Up temp4 = (player0x-17)/4 if temp4 < 34 then if pfread(temp4,temp6) then goto __Skip_Joy0_Up temp3 = temp5 - 1 if temp3 < 34 then if pfread(temp3,temp6) then goto __Skip_Joy0_Up player0y = player0y - 1 __Skip_Joy0_Up if !joy0down then goto __Skip_Joy0_Down temp5 = (player0x-10)/4 temp6 = (player0y+1)/8 if temp5 < 34 then if pfread(temp5,temp6) then goto __Skip_Joy0_Down temp4 = (player0x-17)/4 if temp4 < 34 then if pfread(temp4,temp6) then goto __Skip_Joy0_Down temp3 = temp5 - 1 if temp3 < 34 then if pfread(temp3,temp6) then goto __Skip_Joy0_Down player0y = player0y + 1 __Skip_Joy0_Down if !joy0left then goto __Skip_Joy0_Left temp5 = (player0y-1)/8 temp6 = (player0x-15)/4 if temp6 < 34 then if pfread(temp6,temp5) then goto __Skip_Joy0_Left temp3 = (player0y-6)/8 if temp6 < 34 then if pfread(temp6,temp3) then goto __Skip_Joy0_Left player0x = player0x - 1 __Skip_Joy0_Left if !joy0right then goto __Skip_Joy0_Right temp5 = (player0y-1)/8 temp6 = (player0x-9)/4 if temp6 < 34 then if pfread(temp6,temp5) then goto __Skip_Joy0_Right temp3 = (player0y-6)/8 if temp6 < 34 then if pfread(temp6,temp3) then goto __Skip_Joy0_Right player0x = player0x + 1 __Skip_Joy0_Right if joy0left then a = a - 1 if joy0right then a = a + 1 if joy0left || joy0right then goto __skip_y_anim if joy0up then b = b + 1 if joy0down then b = b - 1 if b = 0 then player0: %1001 %0110 %1111 %0101 %1111 %1001 end if b = 5 then player0: %0110 %0110 %1111 %0101 %1111 %1001 end if b = 15 then player0: %0110 %0110 %1111 %1010 %1111 %1001 end if b = 20 then player0: %1001 %0110 %1111 %1010 %1111 %1001 end __skip_y_anim if a = 0 then player0: %1001 %0110 %1111 %0101 %1111 %1001 end if a = 5 then player0: %0110 %0110 %1111 %0101 %1111 %1001 end if a = 15 then player0: %0110 %0110 %1111 %1010 %1111 %1001 end if a = 20 then player0: %1001 %0110 %1111 %1010 %1111 %1001 end if a = 0 then a = 10 if a = 20 then a = 10 if b = 0 then b = 10 if b = 20 then b = 10 drawscreen __skipmove goto __main
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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
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If anyone is wanting to get started in Assembler the first part of my "How Not to Learn Assembler" column is in the new issue of Pro(c) Atari Magazine. It has a focus on game development and will cover beginner to intermediate topics, those more advanced may want to shout at the magazine as they read it but may get a laugh or two! If anyone wants to write anything covering anything at all, please send it to me for the next issue. Thanks, Jason
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Hi Atarians, I'm working through learning BASIC and have stumbled. How can you iterate something that is already iterating. Say I have this: 10 X=1 15 FOR T = 1 TO 5 20 PRINT X 25 X=X+1 30 NEXT T RUN 1 2 3 4 5 and I want to iterate it so I get this the next time: 6 7 8 9 10 but not with a GOTO. Nested maybe? Or something more elegant? Any advice would be appreciated. Thank you. KB
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Hey guys, question What do people use to develop pixel art for the 2600? I would think other normal pixel art programs, but each pixel in the 2600 looks more like a rectangle than an actual square. What do you guys recommend me?
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- pixel art
- atari 2600
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Hi, I'm new here. I am interested in creating a simple 2 player fighting game similar to Street Fighter or Mortal Kombat. I was wondering before I started coding, how feasible this would be due to the VCS's hardware limitations. I have been reading Andrew Davies tutorial series on the forum as well as have some knowledge of 6502 and M68000 assembly.
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- Programming
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I'm sure this has been asked a dozen times before, but I tried searching the forums to no avail. If you want to create a 96-pixel display (perhaps for a 12x 8-pixel-wide character display), you might set NUSIZ to 3-copies-medium for something like this: P0 - P1 - P0 - P1 - P0 - P1 - (the dashes represent 8-pixel-wide spaces) Then, on the next scanline, you would shift P0 and P1 eight pixels to the right: - P0 - P1 - P0 - P1 - P0 - P1 Then you would shift back to the left for the next scanline. Classic venetian blinds effect. So my question is this. How do you deal with the problem of only being able to HMOVE 7 pixels to the left per scanline when you need 8 pixels? Do you need to perform a shift on the graphics to fake it? (...if you have enough cycles, otherwise you would need a second graphics table that is already shifted). That could work for a character display because there are spaces between letters. But is there a better way to do this, especially if you need to use all 96 pixels without any blank spaces? Do you need to strobe the RESPx registers in order to do this? That's the only other way I can think of that might work, but I'm not sure, I haven't done any of that yet. I don't have any example code yet. I simply set up the players and NUSIZ, but that's it, no graphics or HMOVE's yet. I'm just trying to figure out the best way to do it now rather than going down a few dead ends.
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Hello, AtariAge! This is my first post on here, although I have been benefiting from all the information from this amazing community for a while now (and I just realized I should have posted this in the newbie section). My dad had an Atari 2600 when he was a kid, and he still had it while I was growing up. We had quite a few games, but we ended up losing them in a flood. About a year ago I got the Atari bug and ordered a bunch of games on eBay. I stumbled onto AtariAge and discovered that there are still people programming games for the system. I watched a lot of David Crane presentation videos and had a pretty good idea of how the games are actually made, but I haven't tried to make one until very recently. I have been programming since I was about 9. I started with BASIC, and learned Python, C++, and a bit of assembly. I am now preparing to begin writing my first game for the 2600. I have many ideas, but I will start with something simple first. I was thinking of making a snake game and perhaps a Nyan Cat game (yes, I know these have been done before). I have taken a look at the tutorials on this site ("2600 101" and "Collect") and ordered Racing the Beam and Making Games for the Atari 2600 on Amazon yesterday. Before trying to make a game, though, I wanted to make some super easy (or so I thought) mini-demos. I wanted to make a USA flag to learn how to use the playfield and players, but I was having a some very strange issues with the colors. I am using assembly language (not batari Basic), the DASM assembler, and the Stella emulator. I also ordered a Harmony cartridge for testing on a real system and *ahem* "research". So, aside from the "2600 101" and "Collect" tutorials, and Racing the Beam and Making Games for the Atari 2600 (and of course the Stella Programmer's Guide) is there any other material I should be reading or watching to help me out? Any tips for somebody just starting out? And are there any good 6502 manuals that you know of? I know simple 6502 assembly, but when I read other people's code I see a lot of commands that I don't know. Thank you for your time!
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AtariX Hello everyone, my name is Iuri Nery, and a few days ago I started reading some tutorials at RandomTerrain to learn more about Atari programming, and so far I’m finding everything fascinating. I’m right now at number #16 of Andrew Davie’s tutorial (Atari 2600 Programming for Newbies). I’m learning a lot from it, and to learn faster, I needed to built something to help me testing the sample projects, that’s why I made this IDE. AtariX is a very simple IDE, but has a couple of features that can help novice users to get into Assembly programming: · Save/Load assembly files (.asm/.s); · Build binary files by pressing the “Export” button; · Test your games with 1 click; · Colored syntax for comments, assembly instructions, numbers, binary numbers and also for the labels from “vcs.h” (like COLUPF); Files included: · “vcs.h” and “macro.h” (unmodified); · DASM Assembler; · z26 Emulator; · AtariX executable; How to use: 1. Open the assembly file you want to test; 2. Put all the included files in the “include” folder; 3. Click on the “Play” button (you can also press F5); Credits: ; AtariX ; ------ ; Copyright © 2017 by Iuri Nery ; DASM Assembler ; -------------- ; Copyright © 1988-2002 by Matthew Dillon ; Copyright © 1995 by Olaf "Rhialto" Seibert ; Copyright © 2003-2008 by Andrew Davie ; Copyright © 2008 by Peter H. Froehlich ; z26 Emulator ; ------------ ; Copyright © 1997-2004 by John Saeger . This is not an advanced IDE or anything like that, just wanted to share it with you guys, I hope it can help someone. ps: I’m not an experienced programmer, so any tips are apreciated, also I don’t know if this is the correct session to post this kind of stuff. Thanks! AtariX_v01.zip
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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!
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So, I was developing my own game with bB, and I stumbled into a problem: How to make specified random numbers? By "specified" I mean random numbers that are between two set numbers. In the game, after you defeat an enemy, it is teleported to a randomized location on the y-axis using rand command (is it actually a command or something else?). However, most of the times, the enemy teleported offscreen or into the playfield walls. Is there a way to prevent the random number from going over or below a set value?
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I've decided to try my hand at 2600 Programming. No, I've never worked with a game before, so it'll be relatively new to me.I was told that this was a reliable community, so I'm going to put some eggs in this basket. I just wanted to introduce myself, so-uh-yeah... I'll just stick around for a while.