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Found 3 results

  1. Been a while since I attempted this, and perhaps I'm getting Atari 8 and 16 bit machines a bit confused, but I remember writing a utility back in the day that moved the screen around memory. One interesting thing was that if the pointer to screen memory was placed just before or just after the start of actual screen memory, there would be a neat artifact like 1-dimensional video feeback, where one line would get duplicated, then that would get duplicated, etc. It looked like a faux 3d perspective effect where the "closer" objects would be taller. I found From Compute's Second Book of Atari Graphics, Program two, here: http://www.atariarchives.org/c2bag/page185.php to move screen memory around, but it's not behaving how I'd like. I have a feeling it's limited to a specific region of memory. I started with it, modified to use graphics 9. It does move the screen through memory using the arrow keys, but does not exhibit the powers-of-two one-dimensional video feedback I remember. Perhaps it's not crossing the screen boundaries in the way I remember? Modified listing using basic mode 9: 5 GRAPHICS 9 10 REM COARSE VERTICAL SCROLLING DEMO 15 REM PRESS UP/DOWN ARROWS TO MOVE DISPLAY THRU MEMORY 20 DLIST=PEEK(560)+PEEK(561)*256:REM GET START OF DISPLAY LIST 30 LMSL=DLIST+4:REM POINTER TO DISPLAY MEMORY 40 LMSH=DLIST+5 50 DISPLAYL=0:REM INITIALIZE ADDRESS OF DISPLAY MEMORY 55 REM READ KEYBOARD 60 IF PEEK(764)=255 THEN GOTO 60:REM WAIT FOR KEY 70 IF PEEK(764)=14 THEN POKE 764,255:GOTO 110:REM UP ARROW / 80 IF PEEK(764)=15 THEN POKE 764,255:GOTO 140:REM DOWN ARROW ? 90 GOTO 60 100 REM MOVE DISPLAY WINDOW INTO LOWER MEMORY 110 DISPLAYL=DISPLAYL-40 120 IF DISPLAYL>=0 THEN GOTO 170:REM CAN'T DISPLAY NEGATIVE MEMORY 122 DISPLAYH=DISPLAYH-1:DISPLAYL=0 124 IF DISPLAYH<0 THEN DISPLAYH=0 126 GOTO 170 130 REM MOVE DISPLAY WINDOW INTO HIGHER MEMORY 140 DISPLAYL=DISPLAYL+40 150 IF DISPLAYL>240 THEN DISPLAYH=DISPLAYH+1:DISPLAYL=0 160 REM CHANGE DISPLAY MEMORY POINTER 170 POKE LMSL,DISPLAYL:REM PUT NEW DIPLAY ADDR IN DISPLAY LIST 180 POKE LMSH,DISPLAYH 200 GOTO 60:REM GO WAIT FOR KEYBOARD ENTRY The eventual goal is to have a split screen using display lists, having a static mode 11 top—rainbow sky—and a "scrolling" (by changing memory that then propagates down the feedback loop) bottom section in mode 9—ground. The features on the ground should ideally be bits from memory (to simplify my landscape drawing code P189L2.bas.txt
  2. HI everyone! I am not an experienced Atari developer. I would like to know if I can have a simple display list for a screen in Mode 1+16 with two different color palettes (one on the top 2 lines and one on the rest). Can I avoid interrupts for this? I don't need mid-line palette switches. I just need the same video mode times but two different color palettes (for the 4 foreground colors). I would like to do this in standard Atari BASIC first and then in C (CC65) afterwards. Fabrizio
  3. #Atari8bit shown here is how to use ANTIC display list magic stored in strings to make a static status bar in Atari BASIC.
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