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Blogs

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  • Blogpocalypse
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  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • an atari story
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  • ¡Viva Atari!
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  • Joey Z's Atari Projects
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  • My blog of stuff and things
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  • GG's Game Dev, Homebrew Review, Etc. Log
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  1. I don't know if this would have been appropriate, but I found videos from JavidX9 that may be of interest: His channel: https://www.youtube.com/c/javidx9/videos
  2. I'm not sure whether anyone else has noticed, but Google have been buying a lot of property in Sunnyvale with some rather disappointing consequences for those who want to make a pilgrimage there. Firstly, there was Moffett Place, a 55 acre tech campus approved in December 2013 and built on the land south of 1265 Borregas Ave. Thus we lost the former Consumer Engineering, Consumer Sub Assembly, Consumer Final Assembly, Coin-Op Printed Circuit and 400/800/Pinball Manufacturing buildings at 1173, 1195 and 1215 Borregas Ave, 155 Moffett Park Drive and 1180 Bordeaux Drive. This was mostly leased to Google by Jay Paul after they already took all of the 26.5 acre Tech Corners just down the road and at least part of the 52 acre Moffett Towers next door as well as Moffett Gateway. Just last year, they signed leases on the units in Moffett Place and Moffett Gateway that they didn't already occupy. In 2017, Google started buying property in the area, particularly around the old WeirdStuff Warehouse. This included: 1190 Borregas Ave 1196 Borregas Ave (second Sunnyvale HQ / Computer Operations / ASRL) 1265 Borregas Ave (first Sunnyvale HQ / Coin-Op Engineering) 1272 Borregas Ave (Consumer Engineering / Microelectronics / Coin-Op Engineering) 1212 Bordeaux Drive 1330-46 Bordeaux Drive (including Consumer Chip Programming, Coin-Op Customer Service and Consumer Customer Service) 1360-68 Bordeaux Drive (including Maintenance Department and Board Games Division) 1323 Borregas Ave 1383 Borregas Ave (Consumer Warehouse? marked 1385 on the Atari map) 1393-95 Borregas Ave (Consumer Warehouse) 160 Gibraltar Court 165 Gibraltar Court (the latest acquisition, formerly TI) 140-146 West Caribbean Drive 360-394 West Caribbean Drive (including Consumer Warehouse - Components, Consumer/Coin-Op Warehouse and Consumer Warehouse - Finished Goods) ...as well as more property on First Avenue, Java Drive, Bordeaux Drive and North Mathilda Ave, bought from Verizon, and 16 acres from NetApp (about where the Atari logo is on the map). In fact, they've spent a staggering $1.4 billion on property in Sunnyvale in the past four years - 50 buildings, apparently... although I think it's more than that. This is what their acquisitions looked like in 2017 - there are more since: There are two further planning applications of particular interest: 1. Google Caribbean Campus (Project 2017-8042) In June 2018, Study Session 18-0536 proposed "to allow the redevelopment of a 40.5-acre site for two new 5-story R&D office buildings totaling 1,041,890 s.f. including a 4-level parking structure resulting in 59% FAR. The existing 679,225 s.f. of office & manufacturing buildings will be demolished." This was followed by Study Session 19-1153 in October 2019, Report to Board 20-0263 in February 2020, Report to Council 20-0356 in March and Report to Council 20-0433 in May, when the project was approved. More details are on the project page as well as the sites of designers Michelle Kaufmann Studio and BIM Designs. The decision is here. 2. 1265 Borregas (Project 2019-7507) In January 2020, Study Session 20-0160 proposed "the demolition of existing buildings and the redevelopment of four (4) parcels, including the construction of a new 5-story, 182,500 sq. ft. building (1265 Borregas Avenue), a lot line adjustment between 1265 Borregas Avenue and 160 Gibraltar Court, and construction of open space and surface parking (1190 and 1196 Borregas Avenue) serving 1265 Borregas Avenue. Phase 2 will include the demolition of the building at 160 Gibraltar Court and the construction of sports fields." It seems there is audio of the meeting. There was also Report to Board 20-0516, which appears to have been approved in May. The decision is here. Yes, they're demolishing the original HQ building. It would seem there's not enough car parking provision, so I believe they want to demolish the second HQ building and 1190 to use as the car park. A bit of a sad end to both buildings, really... but particularly one becoming the other's car park! Anyway, you can see the previous refurb plans and have a look at how the building appears today. This will leave the map of Atari buildings rather depleted: However, it's not all bad news. As you can see, they're introducing some greenery and the Moffett Park Special Plan is for an eco-friendly Smart City and a presentation was given in June on the Green Link and Manila Avenue Bikeway Project. So it would seem Google are thinking about sustainability. It is, of course, a shame that nobody bought one of the HQ buildings to use as a museum... but that's understandable, considering they paid $24 million for 1265 and $25 million for 1196! Perhaps an Atari super fan could contact the developers and ask to keep a piece of Atari history when they knock it down? What would you go for? The reception desk? The doors? The street number? I had a search and couldn't see anything about this on the forums. Sorry if this is the wrong section, but I don't see a general Atari chat - mods feel free to move it somewhere more appropriate.
  3. The Pro Strikers It's been a hot minute but I am going to be taking up a new 7800 project. After several years of fumbling about with personal life setbacks, I finally feel I can dedicate myself to a 7800 game project, which I've dreamed of doing for years. Some of you may remember my LadyLady graphics demo from a few years ago. That demo was very integral in getting me started with the 7800. Since then I have used 7800 basic to create rudimentary demos to try my hand at an actual game and not just a graphical demonstration. This new project, if the forces allow, will have my stylized art and much more refined gameplay than anything I've done so far since I started programming. This project is known as The Pro Strikers which is a little nod to the Prosystem subtitle the 7800 sometimes has. It's a pseudo-sequel/ reimagining of a game I created back in college, and will refine and expand upon the ideas in that project. Any updates will go here in this thread. This will be playable demos, concept art, music, and developer logs. Since this project is in it's infancy, a lot of the updates for the time being will be concept artwork or pixel art. To kick things off I have an early render of the game's box art to share. I hope yall like it. I can't wait to share more and explore the ups and downs of development on this exciting project.
  4. I made a mini game for my VCS, I call it PittFool , homage to a favorite classic game.
  5. I wrote a book with Manning Books and it's available for early access. Classic Game Programming on the NES build your own retro games for the Nintendo Entertainment System. http://mng.bz/1JoZ 45% off code as a thank you: mlcruise (valid thru 19/10)
  6. I've spent the better part of a year and a half developing a replacement controller for the Atari 5200 in my (infrequent) spare time, and I hope that this will be a reasonable place to discuss both my personal progress, future prospects, and what I should be thinking about in further development of the controller. Now for some preliminaries: Does it work (what state is the controller in)? As of now, although exact wiring types, routes, and shielding, etc. are not finalized, I have made several prototype revisions whose buttons work. This has been proven using various games and both 2-port and 4-port consoles (not that the particular console revision should have any affect on performance). Original overlays have also been tested and work with the cavity provided for them. My controller has a few more curves than the original, which makes holding it a better experience in my opinion, but only a larger test sample will determine ultimately how reasonable it is to use. As the highest resistance commercially available joysticks of an approximately correct form factor are 10kΩ, I've had to take the route of previous joystick attempts and use a digital potentiometer, a microcontroller, and some capacitors to simulate the correct resistance. I am currently waiting on some perfboards and such in order to internally test this method, results should be in within several weeks on whether what I have will work for the given purpose. In short, the buttons work, the joystick does not (yet). Future (pre?-'production') goals? - Wireless connectivity --> using an Arduino: will require a battery and a secondary microcontroller: costs will go up - Some supply for made-to-order purchase (probably using eBay) - wire routing improvement and trigger button stiffening - Simplification and cost-reduction: due to long manufacture time and limited material availability, if I were to sell a controller, it would cost upwards of $100 to a buyer before shipping would be factored in. With a little help from economies of scale and an easier production process, this could be lessened. Are you willing to go 'open source' (make 3D files, code, and production documents entirely available)? Although I've considered it several times now, the time investment that has been poured into this single project is too great to be immediately given away. I can make no promises, but if I never get to a point where I can sell the controllers, I may make enough of the project available so that it can at least positively impact the community in that way. In the mean time, look out in several months for a method of purchase. Opening the Floor - What do people that have been waiting on a controller replacement want out of a controller? I've tried to make all of the buttons more tactile, the joystick self-centers, the triggers use microswitches, the controller was made specifically so that most major components can be replaced with screws alone: what other things should I consider including or altering? - Is this even something that anyone wants? Thank You, ~ Lucas Lac124.
  7. Announcing Bobbin v0.4, an Apple Emulator. Why Yet Another Emulator? What does Bobbin do that Nintendon’t? Bobbin: Runs entirely in your terminal, using either standard input/output, or a curses screen display Can be used in shell scripts to accept typed text from standard input, and emit program output to standard output Can watch a program binary file for changes, and reload itself with the new program binary when it does, greatly accelerating development cycles for software on the 8-bit Apple Get it at https://github.com/micahcowan/bobbin/releases/tag/v0.4 Bobbin is distributed in source form only; you must be comfortable building software via ./configure && make && make install. I will not make myself available to help you build and install (unless it’s due to a bug). You also really want to have ncurses installed, unless you only want to use the standard input/output interface (no screen representation). Bobbin is written in C for modern, standards-conformant Unix OSes. It is tested on MacOS Ventura, and on Ubuntu Linux running under Windows WSL. Here are a couple of videos (of older versions) in action, demonstrating some key features:
  8. I'm trying to get back to writing for Atari 8 bit. However, using the emulator on my laptop seems to be a bit silly. In this day and age I should be able to just write code on my laptop and run it on simulator. It's possible to run Atari800MacX from CLI, to fire up a piece of code - or even run its generic - non macOS specific version (yay true opensource) atari800. But I don't know what workflow folks use for making software under such conditions. What compiler would you use? Are there scripts out there already? Please share. Windows users seem to be using VSCode and Altirra , but the latter is very much a monolithic piece of software that cannot be easily made cross platform. Not to mention it's not developed in the open, even tho its source code is available. So it's clearly not the right avenue to pursue. And no, I am not going back to using windows, thanksverymuch
  9. The following tutorial walks through the steps of building a simple program in assembler to be deployed to a cartridge for Atari 8 bit computer using the CA65 assembler. Source The newest and all historic version of the source code can be downloaded from SourceForge. Main source Complete source code: HelloWorld.s. Header The header of an contains the includes as well as the exports and imports. The main source for cartridges needs to export the cartstart and cartinit procedures. cartinit is called before the OS is initialised and should return with an RTS. cartstart is jumped to after the OS is initialised and either should not return or exit with jmp (DOSVEC). .FILEOPT compiler, "ca65 V2.19 - N/A" .FILEOPT author, "Martin Krischik «krischik@users.sourceforge.net»" .FILEOPT comment, "this Atari assembly CAR program will print the “hello world” message to the screen" .INCLUDE "atari.inc.s" .INCLUDE "OS.inc.s" .MACPACK atari .SETCPU "6502" .DEBUGINFO off .EXPORT cartstart, cartinit Read only data When using the CA65 you don't need to set absolute addresses for your data. You just specify which data your want to store and how long the data is. RODATA will be stored in the ROM itself. ;; ; Our message ; .SEGMENT "RODATA" Message: .BYTE "Hello World!",EOL .BYTE "(using a cartridge in assember)",EOL Message_Len = * - Message Read/Write data If you want to write to the data you use the DATA segment which will be place in ram staring at address $2000. ;; ; Text returned from keyboard ; .SEGMENT "DATA" Input: .RES 1 Input_Len = * - Input If you want to store data in the zero page you can use the ZEROPAGE segment. Program The actual program consist of a put string which write the text „Hello World!“ and a get string to wait for a key press. It ends with a jump to DOSVEC. Put_String and Get_String are macros explained later. ;; ; main procedure ; .SEGMENT "CODE" .ORG OS::LC_8K ;; ; the main method of a cartridges does not return. ; .proc cartstart: near Put_String Message,Message_Len Get_String Input,Input_Len jmp (DOSVEC) .endproc ;; ; cartridges have an init function which is called ; before the operating system is initialized. ; .proc cartinit: near RTS ; Continue with initialisation .endproc OS macro include Complete source code: OS.inc.s Put_String This is setting all the parameters for an PUTCHR operation using I/O block 0 which by default uses the "E:" editor device. .macro Put_String Text,Len LDX #CIO::Console ;Use IOCB 0 / Console LDA #PUTCHR ; Command Put Text Record STA ICCOM,X LDA #<(Text) ; Set low byte of message STA ICBAL,X LDA #>(Text) ; Set high byte of message STA ICBAH,X LDA #<(Len) ; Set low byte of message length STA ICBLL,X LDA #>(Len) ; Set high byte of message length STA ICBLH,X JSR CIOV ;Call cio .endmacro Get_String This is setting all the parameters for an `GETCHR` operation using I/O block 0. .macro Get_String Buffer,Len LDX #CIO::Console ;Use IOCB 0 / Console LDA #GETCHR ; Command Get Text Record STA ICCOM,X LDA #<(Buffer) ; Set low byte of buffer STA ICBAL,X LDA #>(Buffer) ; Set high byte of buffer STA ICBAH,X LDA #<(Len) ; Set low byte of buffer length STA ICBLL,X LDA #>(Len) ; Set high byte of buffer length STA ICBLH,X JSR CIOV ;Call cio .endmacro Cartridge Header Complete source code: CAR_Header.s: The cartridge header are a few bytes at the end of the cartridge. This file tells the linker what to put into the header. The header is exported as __CART_HEADER__ so the linker know that this is indeed the cartridge header. .EXPORT __CART_HEADER__: absolute = 1 .IMPORT __CARTSIZE__, __CARTFLAGS__, cartinit, cartstart ;; ; set init and main run addresses ; .SEGMENT "CARTHDR" .ORG CARTCS ; cartridge start address .WORD cartstart .ORG CART ; cartridge present indicator .BYTE $00 .ORG CARTFG .BYTE <(__CARTFLAGS__) ; Init and start cartridge, no disk, no diagnostic. .ORG CARTAD ; cartridge initialise vector .WORD cartinit .assert (__CARTSIZE__ = $2000 || __CARTSIZE__ = $4000), error, "Cartridge size must either be $2000 or $4000" Makefile Complete source code: Makefile Variables A few variables describing the current project. Package_Name := Hello_World App_Name := HELLO_A Exe_File := target/$(App_Name).CAR Object_Files := target/obj/HelloWorld.o target/obj/CAR_Header.o Map_File := target/$(App_Name).MAP Include_Dir := ../../Library Assemble The assemble command needs are passed the following options: The platform you assemble for: --target atari Where include files are located: --include-dir $(Include_Dir) Creating a listing of actual code is always helpful: --listing $(basename $(@)).lst The current output file -o $(@) And the first input file $(<) target/obj/%.o: src/main/asm/%.s ca65 \ --target atari \ --include-dir $(Include_Dir) \ --listing $(basename $(@)).lst \ -o $(@) \ $(<) Link The link command needs are passed the following options: The size of the cartridge, 8k in our case: -D__CARTSIZE__=0x2000 The cartridge flags: -D__CARTFLAGS__=0x4 The platform you assemble with indication that we want a cartridge: -C atari-cart.cfg Creating a memory mapp file of linked code is always helpful: --mapfile ${Map_File} The current output file -o $(@) All the input file $(+) $(Exe_File): ${Object_Files} ld65 \ -D__CARTSIZE__=0x2000 \ -D__CARTFLAGS__=0x4 \ -C atari-cart.cfg \ --mapfile ${Map_File} \ -o $(@) \ $(+) Run on Emulator For testing and debugging the use of an emulator like the Atari800 is recommended. Deploying is much faster and can be automated inside the makefile so a simple `make run` will start the application. Note that you need to adjust the directory and file names to your system. Atari800_System := /opt/local/share/atari800 Atari800_User := "$(HOME)/Library/Application Support/Atari800" Atari800_Exe := "/usr/local/bin/atari800" Atari800_Window := -video-accel -pal -win-height 1120 -win-width 1680 Atari800_Cart = -cart-type 1 -cart "$(Exe_File)" Atari800_Option = -autosave-config -320xe -nobasic -config "$(CURDIR)/target/$(App_Name).cfg" -xlxe_rom "$(Atari800_System)/ATARIXL.ROM" run: $(Exe_File) $(Atari800_Exe) \ $(Atari800_Cart) \ $(Atari800_Option) \ $(Atari800_Window) The Atari800 emulator also has a system monitor with single step debugger and disassembler included which makes debugging that much easier. Run on device To run the application on a real Atari a hardware cartridge is needed. The best option is a modern cartridge like Side3 which uses SD cards and flash memory as ROM storage. A Side3 cost a little more then $€£100. A classic cartridge using EEPROMs will also work but is more work to setup and only slightly cheaper. For the Side3 all you need to do is to copy the CAR file onto the SD card. This operation which can be automated using make. Side3_Deploy := /Volumes/SIDE3 side3: $(Exe_File) mkdir -p "${Side3_Deploy}/${Package_Name}" cp "$(<)" "${Side3_Deploy}/${Package_Name}"
  10. My reply in another topic turned into a mega post. So, I thought this would be a good place to make it its own thing. There's the web page for the previous BASIC compiler BasiEgaXorz. SecondBASIC uses the same commands. https://devster.monkeeh.com/sega/basiegaxorz/ The old BasiEgaXorz forum still has some members and posts with examples. https://devster.proboards.com/board/1 With the help of other AtariAge members we converted older BEX examples to SecondBASIC https://atariage.com/forums/topic/330427-unverified-secondbasic-examples/ Second Dimension has all sorts of ways to contact them including an active Discord channel. https://www.second-dimension.com/contact Some BasiEgaXorz tutorial videos. Commands and tools should apply to SecondBASIC https://www.youtube.com/watch?v=ZtRlppmgfvM&list=PLHx0gZanhY9msn9H-5K5hHYxEhBkndf4M https://www.youtube.com/watch?v=iWVYLrCgwbg https://www.youtube.com/watch?v=aQr1pkjE430 The guy who made sega genesis versions of Barbarian and CrazyCars includes the source code in his downloads http://barbarian.1987.free.fr/download/download.htm http://crazycarscpc.free.fr/ There's also someone on AtariAge who posts his BasiEgaXorz experiments sometimes providing source. Not super expert material but it demonstrates fellow beginner code on the older BASIC compiler. https://atariage.com/forums/topic/322338-games-i-made-using-the-sega-ide-basiegaxor/ Code examples and source around the web. Some must be imported into SecondBASIC or directly run from the older compiler BasiEgaXorz. https://www.99-bottles-of-beer.net/language-basiegaxorz-680.html https://segaretro.org/BasiEgaXorz https://github.com/Psudonem/segaShmupDemo https://github.com/mojontwins/VANE https://devster.proboards.com/thread/1464/big-map-example https://devster.proboards.com/thread/1101/papi-commando-bex-listing https://github.com/ComputerNerd/Crazy-Bus-SegaCD https://devster.proboards.com/thread/1165/bomb-on-basic-city https://devster.proboards.com/thread/792/robotnik-bex-edition-open-source https://github.com/mojontwins/Mega_Perils https://github.com/assortedkingdede/BasicProgram-for-Sega https://github.com/guest123guest/brainfuck-SecondBasic
  11. Hi guys, I decided to show what I have made so far with JagStudio. Inside the .zip file, I have included a title screen demo, and a shooter demo. I am also working on platformer and overhead demos as well. Pardon the lack of actual screenshots, but I don't know how to take them in Virtual Jaguar. My JagStudio Demos 4-21-2021.zip
  12. Another development platform is also available free online. You can create games online and export to multiple platforms, including Linux. However, you can also create games to HTML5, to run in any recent browser... https://gdevelop-app.com/
  13. Hello Everyone, I took the liberty of opening a new topic on the tutorial series. The main reason (besides my big ego) is that the notifications on new parts and potential discussion is now scattered throughout the Atari Lynx and Programming forum and multiple topics. Also, it gives a single, easy to find location for the source code that goes with the tutorials. So, for your convenience, here is the list of tutorial parts: Part 1: Getting started Part 2: Development environment for Windows Part 3: Analyzing Hello World Part 4: Creating a project Part 5: Exploring TGI Part 6: Colors Part 7: Basics of sprites Part 8: Changing appearances Part 9: Advanced sprites Part 10: Collisions Part 11: Pens and more collisions Part 12: Memory mapping Part 13: UART Part 14: Timers Part 15: Memory and segments Part 16: Cartridges Part 17: Interrupts Part 18: Files Let me know if you find things unclear, wrong, have suggestions for topics, see room for improvement or anything else. I hope you will find it useful and take up the programming challenge. You can take my word for it, or that of Karri, ninjabba, Matashen, sage, GadgetUK, vince, obschan, TailChao, Sebastian, Wookie, Shawn Jefferson, toyamigo, or any of the other developers: it is a lot of fun. I've added the sources, tools and documentation for the CC65 2.13.9 SVN 5944 which is a known stable build. Remove the .txt extension for the sources archive. cc65-snapshot-win32-2.13.9.20121203-1.zip cc65-snapshot-doc-2.13.9.20121203-1.zip cc65-snapshot-lynx-2.13.9.20121203-1.zip cc65-snapshot-sources-2.13.9.20121203.tar.bz2.txt Tutorials26082016.zip
  14. dra600n of Second Dimension posted a small HBLANK example I'd like to share here. Basically, if you want to mess with the display on a certain scanline this is how you do it. In this example we're changing out a whole palette on a certain line. This is good if you want a status bar with a different set of palettes or a water effect like in Sonic 3. Note that you will most likely get artifacts like "CRAM dots" if you mess with hblank even a little. hBlank 111 On hInt GoSub hbl On vInt GoSub vbl Enable hInt Enable vInt hint_counter = 111 End vbl: Palettes pal1,0,0,16 j = JoyPad(0) If j.0 = 1 Or j.1 = 1 Then hint_counter+=j.1-j.0 hBlank hint_counter End If Return hbl: Palettes pal2,0,0,16 Return pal1: DataInt $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DataInt $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 pal2: DataInt $0EEE,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DataInt $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
  15. Hello all, I was going through my boxes of oddities I've collected over the years and I found an Atari Jaguar Development system that I don't really recall how I got it. I have zero use for it outside of actually playing games and was wondering what its value is? I'll need to dig out my controller and whatnot but if I remember right you have to hold down the middle of the three buttons to boot a retail cartridge. Thanks for looking and any help in advance!
  16. Looking for manuals, schematics, software, rom dumps, system pics, board pics, historical info, etc. for Technico/Rosse 9900 development systems including SS-16 and TEC-9900-SS. Currently trying to definitively identify a partial system board set recently sold on Ebay. There are system pics of an SS-16 on bithistory.org's FB, and there is a TEC-9900-SS flyer on archive.org, but unfortunately neither have clear pics of any of the boards except for the TEC-9900-SS CPU board. This is maybe common to both systems but that's one of the things that needs to be resolved. And if there were any other Technico 9900 systems, that would be helpful to know. Thanks, Ebay pics attached (more available):
  17. CyranoJ

    JagStudio

    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  18. GameMaker 2 can create games compatible with the VCS. At least, so far, FrogHop was written using GameMaker 2, so perhaps also Ato. The requirement for the tool is that the destination binary is 64-bit x86_64 Linux of course. https://www.yoyogames.com/en/gamemaker
  19. There are various products from this company which can create Linux output. https://www.thegamecreators.com/ I have not tested them yet, but developed code can be cross-platform as well. What is not clear to me (yet) is if they produce 64-bit code, or just 32-bit, but it seems that when built on a 64-bit Linux platform, the code indeed is normal. https://www.appgamekit.com Here's a video which talks about their latest product, AppGameKit Studio. The products have an origin it seems with the much older DarkBasic toolset. Of course, I can confirm I have no relationship with the company, whatsoever.
  20. Hello Everyone, I am rejoining the TI world after being away for many years. I am in the middle of restoring a Geneve system and two TI systems. First I would like to thank shift838 and Bob Carmany for their service to the community and their help to me personally. I have ordered EPROMs from Bob to update various PEB cards and the Geneve boot. I currently have the Geneve (1.0 boot, v7.30 MDOS) running with an HFDC and Myarc RS232. I have resurrected three floppy drives (2-DSDD, and a 1.44). I purchased a Gotek floppy emulator and loaded the FlashFloppy software. I can read .DSK files (Ex: MDOS 7.30a.DSK) but I cannot write to the DSK file. Ex: I try and write to the MDOS 7.30a.DSK to put the "LOAD/SYS" file and I get a device error. I will have many questions as I get the systems up and running and get back into the hardware arena and programming (I still need to find my copy of GenProg and hope it is still on readable floppies :-) ). My first questions are: Does MDOS still require LOAD/SYS. The 7.30 disks don't have this but it wouldn't boot without it. Should I be able to write to the Gotek with a DSK file as the disk? (DSDD MDOS) or do I need to use the hfe file format to write? It doesn't appear that the Gotek can be set as a HD 3.5 drive in the HFDC and read a DSDD disk. It appears to walk two tracks at once when stepping as you expect for a 40 track floppy. Is there away to use a per DSK file cfg to specify the geometry? Thanks for any assistance you can offer! Mark
  21. #Atari8bit This video focuses on setting up #VSCode and #PlatformIO under Linux (as an example), so that you can hack on #FujiNet #ESP32 firmware! (or, just get a head start on builds before they reach production!)
  22. I just discovered this tool, and it's another free cross-platform one. https://defold.com/
  23. Unity is now the number#1 tool in use for game-development, being cross-platform. It's supported by Atari, and games like Centipede Recharged are also written using it. There are huge numbers of courses, tutorials, free resources, and 3rd-party resources! https://unity.com/products/unity-learn However, the price is the issue for most people. (There is now a FREE Personal Edition.) https://unity.com/solutions/game
  24. If you have Facebook, a clever programmer created a nice demo of what is now possible with some imagination using new classic VCS controller. I guess this does not preview on AtariAge, but I have asked him if he would have a YouTube video for me to link to. By turning the classic controller handle, a yellow light plays with two orange, and they all move independently. Those lights aren't only for show, they're genuinely useful. ? https://www.facebook.com/enet4mikeenet/videos/3717456638291785
  25. Well, other consoles have such a thread. Since this is supposed to be an open console, it'll need one too. Put plans & progress here.
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