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I started back into 6502 assembler after a good 30+ years and wanted to use the tools I'm familiar with. That is VS Code as the editor. ATasm was the assembler of choice and Altirra the emulator. Now getting back into learning some 6502 had me dumping hex codes on the screen until I found out that Altirra has a nice debugger. Still I had no easy way of finding my code in the disassembly view, so I was padding the points of interest with nops etc. There had to be a better way. I found some topics here talking about debugging options in Altirra but there was no guide or documentation (none that I could find). At least the source code for Altirra is available and after getting it to compile and running, I managed to figure out the file format to get source level debugging to work. I modified ATasm to generate the required symbol and list files so that Altirra could load them. Then I wrote a VSCode extension to bring it all together. Now I can write my asm code, set a breakpoint in VSCode and launch the debugger and have it stop where I want it. The extension is called Atasm Altirra Bridge https://marketplace.visualstudio.com/items?itemName=cerebus.atasm-altirra-bridge
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I've been playing with some code and using atasm to assemble it. Loading the code and using the Altirra debugger is ready easy, especially with the -l options to dump the labels to a file. As long as the labels file has the same base filename as the executable all is ok. The only thing missing from the joy was source level debugging; Altirra's documentation mentioned you had to use mads or xasm. But atasm is my tool of choice, so I pulled the source code and made the changes. If you assemble a file with the -l and -g options you will now get a .lst file that allows source level debugging under Altirra. Also added support for the ;##TRACE and ;##ASSERT diagnostics. If you assemble the above file with atasm 1.11 (https://github.com/CycoPH/atasm) and launch Altirra like this: Altirra.exe altirra.xex /debugcmd:.loadsym /debug you will see Altirra break into the debugger and showing you where the display list is located. Clicking Debug and selecting "Source file list ..." will give you altirra.asm as an option. Load it and you will have full source level debugging
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Here are a couple of modules I put together to, hopefully, help with debugging DSR calls. Log output is specified in the calling program, and can be to a disk file or serial/parallel port. They replace DSR calls and log caller parameters and results for Level-2 and Level-3 DSR calls. There are four object files: L2DUMP;O Logs Level-2 DSR calls to a log file or device with descriptions. L2RDUMP;O Logs Level-2 DSR calls to a log file or device as raw hex data. L3DUMP;O Logs Level-3 DSR calls to a log file or device with descriptions. L3RDUMP;O Logs Level-3 DSR calls to a log file or device as raw hex data. The only Ed/Assem dependencies should be DSRLNK and the loader. The object files are rather large, for a TI- 2.5K to 6.5K bytes. I hope these will prove useful. K-R. L23Dump.zip
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Hi everyone, I bought my dad an Atari Flashback 9 for christmas for us to play together. We plugged it in today and the video worked okay but there was no sound. After plugging it into multiple tvs and ports I found out that our menu was also different. I have the AR3230 model which uses composite cables, but the ports we plugged everything into are known to be functional. I'm not sure what else to do, is there a way to get the good menu and to fix the sound not working? The only suggestions on AtGames are to turn up the volume or to unplug and replug the audio cable.
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Omnivore 2 is still in heavy development, but finally warrants a public alpha. There are some features that are missing compared to Omnivore 1; my priority here was emulation and debugging with an eye on creating Jumpman levels with custom code. The ATasm MAC/65-compatible assembler is embedded, and Omnivore will notice file changes and automatically assemble your source code when you save it in your favorite editor. The atari800 emulator core is also embedded, and currently you can step through the code and go back and forward in time (by frame) to compare the state of emulation. You can step by instruction and step to the start of the VBI or start of a frame, but that's about it for now. This week I am going to start dogfooding and creating some new Jumpman levels, and will be adding new debugging features as I go. I hope to eventually be able to step backward by instruction. I don't have binaries available yet; for the moment you'll have to install from a command line. I realize this is a large barrier to entry, but it is only temporary. On the plus side, linux users do not any special prerequisite libraries or anything. You just have to have a working C compiler. On Linux, Windows and MacOS the instructions are the same: you'll need python 3.6 or 3.7 (a Framework build on Mac, or use brew), then: pip install numpy pathlib2 wxpython pip install "omnivore==2.0a8"
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Was there ever a debugger for atari basic? 'The Monkey Wrench' has some useful features, but not the breakpoints and step through that would be most useful for basic programmes. At least not to my understanding of the cartridge,
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Intybasic is awesome, in just 20 minutes of work without having never developed on Intellivision I did something working (almost). Just a question: running INTYTEST or INTTDBUG I get the same jzintv window i get with INITYRUN, without any command line interface for debugging. F4 does not work in the jzintv, the sole command working is F1 (exit) I tried both putting the focus on the jzintv widow and on the CMD window, but I get no result. How do I activate the step by step debugging ? test.bas test.rom
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I am trying to make a game for the 2600 and I am also learning BASIC. Every time I try to compile this, it says I have a syntax error on the first line. If you want an idea of how much programming I know, I've taken 2 programming programs and I've worked with C++ and a little C#. But I only used C# for making a Unity game. COLUPF = 128 COLUBK=02 scorecolor = 14 player0: %00000000 %00110110 %00100100 %10111100 %01111111 %00000110 %00000110 %00000000 end player0x =50 player0y =50 player1: %01111100 %00111100 %00001100 %00001100 %00001100 %00001100 %00001100 %00001100 %01111100 %11101100 %00010010 %00100011 %00111011 %00101111 %00011110 %00001100 end player1x=100 player1y=35 dim cute = 0 mainloop playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if collision(player0, player1) then cute = 1 if joy0right then player0x=player0x+1 if joy0right && cute == 0 then player0: %00000000 %00110110 %00100100 %10111100 %01111111 %00000110 %00000110 %00000000 end if joy0right && cute == 1 then player0: %00000000 %01101100 %00100100 %00111101 %11111110 %01100000 %01100000 %00000000 end if joy0left then player0x=player0x-1 if joy0left then player0: %00000000 %01101100 %00100100 %00111101 %11111110 %01100000 %01100000 %00000000 end if joy0up then player0y=player0y-1 if joy0down then player0y=player0y+1 drawscreen goto mainloop
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Hello 2600 programmers! I hope you can offer some advice. Over in the homebrew subforum, I posted my debut game: http://atariage.com/forums/topic/237836-my-first-homebrew-2048-4vcs/. User "accousticguitar" loaded my .bin into a cart and tried it on a real console, and reports significant jitter of the main play screen. I don't have a real console currently, and test and debug with Stella and z26. z26 reports consitent 262 scan line screens. Stella reports consistent 19912 CPU cycles per screen each time I do +Frame in the debugger. So the report of jitter puzzles me. Do any of you have advice on how I might debug this? Especially using Stella? Is there some other timing check I can make that would help me zero in on this problem? Thanks if you can help! Here is a copy of the current "Beta 2" version of my game if any of you would like to poke around yourself with a debugger. 2048_4vcs_beta2.bin