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Blogs

  • BinaryGoddess' Blog
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  • Random Terrain's Tetraternarium
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  • Being Of The Importance Of Shallow Musing.
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  • Ransom's Random Posts
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  • RonPrice's Blog
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  • For Next
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  • bankockor Blog
  • Kelp Entertainment
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  • IHATETHEBEARS' BLOG
  • Atari Fan made Documentary
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  • THE 1 2 P's Demo/Import/Gaming Blog
  • STGuy1040's Blog
  • enyalives' Blog
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  • blogs_blog_286
  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
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  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
  • zeropolis79's Blog
  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
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  • Z80GUY's Blog
  • jwierer's Blog
  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
  • BDW's Blog
  • tweetmemory's Blog
  • toptenmaterial's Blog
  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
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  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
  • Tr3vor's Blog
  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
  • travelvietnam's Blog
  • pacmanplayer's Blog
  • TheLunarFox's Blog
  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
  • arkade kid's Blog
  • MaXStaR's Blog
  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
  • bfg.gamepassion's Blog
  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
  • dobidy's Blog
  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
  • Jadedrakerider
  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
  • - - - - - -
  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
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  • craftsmanMIKE's Blog
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  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
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  • Gamming
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  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
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  • Atari 2600 Lab
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  • MegaData Manifesto
  • Selling Atari on Ebay.
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  • TI-99/4A Stuff
  • eshu's blog
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  • Bio's Blog of Randomness
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  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
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  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
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  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
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  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
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  • My blog of stuff and things
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  • Arcade Attack - Retro Gaming Blog
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  1. For those who would like to plot some math function on their TI994A here a quite complete program I wrote using The Missing Link graphics features. I looked for something similar on the TI99 but didn't find any so I decided to write it by myself. It's quite fun if you want to help and study maths with your children using a "vintage machine" Line 100 contains the F(X) you should change with the one you want to plot XMIN and XMAX determine the width of the X Axis while YMIN and YMAX determine the height of Y Axis. If you want to try the function I put in as an example F(X)=SIN(X)*(X^2) try plot XMIN = -4 XMAX=4 YMIN = -4 YMAX = 4 Not exactly like Mathlab but.... quite similar 😁 Have fun!! 100 DEF F(X)=SIN(X)*(X^2) 110 REM 120 REM ************** 130 REM 140 REM BY FABRIZIO LUGLIO USING THE MISSING LINK XB 150 REM 160 ON WARNING NEXT 170 CALL LINK("GRAFIX") 180 PRINT " ANALYSIS OF FUNCION F(X)" 190 PRINT :"F(X) IS LOCATED AT LINE 100" 200 PRINT :"A CROSS BLINKS IN THE CORNER IF (X,Y) IS OUT OF SCREEN" :: PRINT 205 PRINT "PRESS <SPACE> WHILE DRAWING TO RESTART FROM HERE" 210 PRINT :: PRINT 220 PRINT "ENTER X&Y DOMAIN (MIN-MAX)" :: PRINT 230 INPUT "XMIN=":XMIN 240 INPUT "XMAX=":XMAX 250 IF(XMIN>XMAX)OR XMIN=XMAX THEN PRINT :"ERROR" :: PRINT :: GOTO 230 260 INPUT "YMIN=":YMIN 270 INPUT "YMAX=":YMAX 280 IF(YMIN>YMAX)OR YMIN=YMAX THEN PRINT :"ERROR" :: PRINT :: GOTO 260 290 CALL LINK("BITMAP") 300 CALL LINK("FONTA",1) 310 CALL LINK("CLEAR") 320 A$(0)="0042241818244200" 330 A$(1)="0808087F08080800" 340 CALL LINK("CHAR",1,A$(1)) 350 CALL LINK("SPRITE",1,1,14,1,235) 360 XDELTA=(XMAX-XMIN) 370 XSTEP=XDELTA/240 380 XVALUE=XMIN 390 YDELTA=(YMAX-YMIN) 400 XOLD=0 :: YOLD=0 410 GOSUB 610 :: REM ASSEX 420 GOSUB 710 :: REM ASSEY 430 FOR X=-120 TO 120 STEP 1 440 XVALUE=XVALUE+XSTEP 450 Y=F(XVALUE) 460 Y=(192/YDELTA)*Y 470 XC=X+120+2 480 YC=-Y+Y0 490 IF XC<0 OR XC>240 OR YC<0 OR YC>192 THEN CALL LINK("CHAR",1,A$(ABS(ROT))) :: ROT=NOT ROT :: GOTO 520 500 IF(XOLD=0)AND(YOLD=0)THEN XOLD=XC :: YOLD=YC 510 CALL LINK("LINE",YC,XC,YOLD,XOLD) 520 YOLD=YC 530 XOLD=XC 540 CALL KEY(0,K,S) :: IF K=32 THEN 100 550 NEXT X 560 CALL SOUND(200,440,10) 570 CALL LINK("DELSPR",1) 580 CALL KEY(0,K,S) 590 IF S=0 THEN 580 600 GOTO 100 610 REM *** ASSE X *** 620 Y0=192-(-YMIN/(YMAX-YMIN))*192 630 IF YMIN>0 OR YMAX<0 THEN CALL LINK("PRINT",110,1,STR$(XMIN)) :: CALL LINK("PRINT",110,240-6*LEN(STR$(XMAX)),STR$(XMAX)) :: RETURN 640 CALL LINK("LINE",Y0,0,Y0,240) 650 CALL LINK("LINE",Y0,240,Y0-3,237) 660 CALL LINK("LINE",Y0,240,Y0+3,237) 670 IF Y0+5>190 THEN CALL LINK("PRINT",185,6,STR$(XMIN)) :: CALL LINK("PRINT",185,240-6*LEN(STR$(XMAX)),STR$(XMAX)) :: RETURN 680 CALL LINK("PRINT",Y0+5,1,STR$(XMIN)) 690 CALL LINK("PRINT",Y0+5,240-6*LEN(STR$(XMAX)),STR$(XMAX)) 700 RETURN 710 REM *** ASSE Y *** 720 XC=(-XMIN/(XMAX-XMIN))*240 :: XC=XC+1 730 IF XMIN>0 OR XMAX<0 THEN CALL LINK("PRINT",1,110,STR$(YMAX)) :: CALL LINK("PRINT",185,110,STR$(YMIN)) :: RETURN 740 CALL LINK("LINE",0,XC,192,XC) 750 CALL LINK("LINE",0,XC,3,XC-3) 760 CALL LINK("LINE",0,XC,3,XC+3) 770 CALL LINK("PRINT",1,XC+5,STR$(YMAX)) 780 CALL LINK("PRINT",185,XC+5,STR$(YMIN)) 790 RETURN TML-FUNC.BAS
  2. After many, many years of not programming in 6502 assembly on Atari, I am now spending some free time exercising. I was wondering if anyone had some recommendations on how to implement software sprites in GR8 mode, and perhaps could point me to some examples. What I am trying to do is copy 1-bit image of 16x16 to an X, Y location on the screen (let's say the screen is 320x96, or 320x192). I want to be able to do it with or without masking. Anyone?
  3. I decided to pull an old graphical hack that I had lying around out of the dustbin, and now I present to you: The Dig-Dug Graphical Improvement ROM. (Now close enough to finished for me to share it.) This hack brings the sprites closer to their arcade counterpart, while only introducing ~ 4-5 graphical errors! Some screenshots -- Just a little something because I haven't really seen any romhacks for this one. Dig-Dug - Graphical Improvements.bin -Thatlocalpessimist
  4. Over 10 years ago, I posted an Assembly Language code module for drawing circles. I used it in Christmas Carol for screen transitions and other effects. I believe it also made its way to some of @catsfolly's games, where he extended the routine to use Colored Squares mode. Fast forward to the present day, and I found myself in need of something similar for one of my projects. Because I was trying to develop my new project entirely in IntyBASIC (as a personal challenge and to force myself to learn the language), I decided to port it. However, rather than just port it from Assembly to IntyBASIC, I decided to go back to the original C source I found on the Internet and re-implement it from scratch. The result is the "Draw Circle" library, a software library for IntyBASIC programs for drawing circles. I added a bunch of new features and options to make it not only easy to use, but more versatile. Among these are: Support for all Intellivision color modes. Supports a number of input parameters that control the drawing behaviour. It can draw with using either a regular background card (from GRAM or GROM) or Colored Squares. It can also draw using data from a screen buffer (in an array variable or ROM data). Automatically clips when drawing outside screen boundaries. Supports limiting the boundaries to a smaller screen region (with automatic clipping). And as if all that wasn't enough, I wrote a user's manual that describes in excrutiating detail what it is, how to use it, and how it works -- and even a demo program that not only allows you to test the drawing routine, but showcases its utility and versatility with some fancy visual effects! I thought the whole circle drawing project was so cool that I decided to share it with everyone. At this point you may be asking yourself, why would I want to draw a circle? Well, just take a look at the videos below for some examples made entirely with the "Draw Circle" library. I intend to use variations of these effects in my own programs, for scene transitions, etc. I invite you all to use the library in your own programs. I can't wait to see what cool stuff you come up with! Here are some screenshots: Title screen: Test menu and parameter entry: "Card" and "Bloxel" circle tests: Visual effects menu: Visual effects "Color Bubbles" and "Ring Burst": Visual effect "Slide Show," slides illustrating mix of Color Stack, Colored Squares, GRAM and GROM pictures: Visual Effect #1: Color Bubbles Fills the screen with colorful bubbles that grow to random sizes. Circle - VFX 1.mp4 Visual Effect #2: Ring Burst Fills the screen with colorful rings that grow to random sizes and consume each other. Circle - VFX 2.mp4 Visual Effect #3: Sonar Pulse Simulates a sonar or radar pulse that appears to "ping" on top of the menu screen. Circle - VFX 3.mp4 Visual Effect #4: Color Transition Simulates a "closing circle" color transition that covers a scene completely. Circle - VFX 4.mp4 Visual Effect #5: Scene Reveal Simulates an "opening circle" transition that reveals one scene on top of another. Circle - VFX 5.mp4 Visual Effect #6: Slide Show By far the most complex of all effects, it simulates a slide show that cycles through various scenes taken from classic games, using a variety of circle transition effects and techniques. Circle - VFX 6.mp4 The above videos were recorded from the emulator. They seem to have dropped some frames, but I can assure you that the demos looks a lot better in person. The full source code for the effects is included with the demo program. Everything is meticulously (some would say, obsessively) commented and should be easy to follow. The vast majority of the complexity is encapsulated by the "DrawCircle" procedure, so making the effects is just a matter of plugging in some parameters in the input variables, and calling the procedure in a loop. Below is the code for the "Color Bubbles" effect, just to show how simple it all is, encapsulated in the "DoVfxColorBubbles" procedure: All code is similarly commented -- even the support routines and functions. If you find any of it useful, by all means, use it in your own programs. I have prepared two distribution packages: one for the IntyBASIC SDK, and the other for just the compiler and assembler. Download the Draw Circle Library: circle-sdk-1.2.2.zip - For use with the latest version of the IntyBASIC SDK (1.2.2). circle-IntyBASIC - 1.4.2.zip - For use without the SDK. circle.rom - ROM file of the demo program. Draw Circle Library - User's Guide.txt - Manual and User's Guide. For those using the IntyBASIC SDK, just drop the "circle" folder contained in the package above, into the "Projects" folder of your SDK installation, then use "intybuild" and "intyrun" to build and run. Many thanks to Alois Zingl, who wrote the algorithm (a variant of Bresenham's Line Algorithm applied to circles) and original C implementation from which my code is made; and who so graciously gave me permission to share it and re-distribute it. You can find information about Herr Zingl's circle drawing algorithm on his web site: http://members.chello.at/easyfilter/bresenham.html If you have any questions, comments, or suggestions, just let me know. Also, if you encounter any problems or bugs, you can post them below. Enjoy! -dZ.
  5. Updated: 6-4-2023 Instant Graphics! Online Graphics Script Interpreter Copyright 1988-2023 by Larry Mears Version 2.19 by Larry Mears, Freeware This is meant to used for Telenet BBSs by SYSOPs and Users *** IMPORTANT USE WITH HSMODA07.ZIP set up a 32K serial buffer the ST's default serial buffer is only 256 bytes I believe, not near enough!! I recomend using a 32K receive buffer with IG devloper and IG219.ACC Interlink's internal receive buffer can be set to 31K max. I do not recomend using IG with FLASH anymore as it's internal receive buffer can not be adjusted it's to small only reliable at 2400 baud for IG script. FLASH and Interlink ignore any serial receive buffer set up by HSMOD and take over that when they run. So if you are running Interlink HSMOD is not needed just set Interlink's serial receive buffer to 31K. If Interlink is running and you use the IG219.ACC it will use the Interlink serial buffer. Once you QUIT the Interlink program the serial buffer is gone, so you have to use HSMOD with IGDEV program if you want to go online with the IGDEV program. I tested the 32K buffer at 19200 baud. It will probably be enough in most cases. It worked on The Gauardian of Forever BBS drawing the opening Gate screen and it is fairly elaborate. I think HSMOD can be set to 64K buffer if really needed. Here's the link I got mine from... https://sites.google.com/site/stessential/home/all-software What's NEW in IG219.ACC and IG219L.ACC (light version no file support): I'd like to note that the "I" command did NOT do a restorative resolution switch. I went back as far as IG210 and checked the source code the older manual says it does a RES switch but it did NOT. It did everything else but not RES switch. I added a I 5 option just for that, seems like a good idea. I recently discovered that the VDI Compatible Resolution Switch by Steve Cole and Lawrence Gold if executed before setting the color palette will mess with VT52 text color, so ALWAYS do a resolution switch FIRST then set the palette. Like G#I>5:I 0: otherwise you won't get the colors you expect. IG219's 'G'rab command aka BitBlit is fixed so when IG switches from medium resolution to LOW it doesn't ask GEM how many bit planes but checks the resolution itself and sets the number of bit planes available so all BitBlit commands should work after a res switch not just SCREEN to SCREEN. I also added a new BitBlit command Memory to Memory, lets you do hidden Blits then pop them up. No clipping so stay within the X,Y bounds. IG219 BIGgest addition would be the the NEW f and z commands. PolyFill the f command draws a filled polygon with up to 128 sides. PolyLine the z command draws a connected line with a minimum of 2 end points and maximum 128 end points. Like the Line and Drawto IG commands but less IG script. IG219 has a new X 10 command it sets the begining point for the Drawto command. Just a feature, not that critical, because the Line or Plot command already set this as it should. I also added to the R and I commands options to SET the default VDI color palette and resolution. The IGDEV program has added support for these additions. I also added a full blown text editor ME.TTP, IGDEV passes the draw buffer to it as file so there is a decent text editor if you need to hand edit your IG script. It writes a file called BUFF.IG then passes that to ME.TTP, BUFF.IG gets wiped out every time it does that, but it might save you if you forgot to save your IG script at exit, at least from that hand edit point. The IGDEV program uses the out lined cross hair now. If you press the CONTROL key you get a drawing grid, multiple presses changes grid size. LEFT SHIFT key prints X,Y coordinates, mutiple presses changes position where X,Y is printed. The draw grid and X,Y coordinates may appear on top off some of your drawing but it is not permanate. They are just visual tools. I also fixed a bug that had been in all the IG2xx.ACCs that I wasn't aware of till recently, every exit would drop 310 bytes. With IG219.ACC this doesn't happen. The DEV progam and EMU didn't has this issue. Happy Drawing, Larry Mears IG219D12.ST IG219D12.ZIP
  6. Hello there, I introduce you PC utility program Mad Studio for Windows environment featuring: - Source code editor plus compile feature for Mad Pascal (it is really mediocre editor right now) - graphics editor - player/missile editor - character set editor - Atascii editor (graphics 0) - Source code generator - Color palette loader This is currently really just a mock-up version and I will see what will be added when necessary to support my work on future projects. I came with the idea to create and compile Mad Pascal program with all editors in the same place. Mad Pascal and Mad Assembler are integrated in the program environment, but can be called from external destination if necessary. You can use the program freely and experiment as you like. It is archived in the file below. Just extract program files and folders to destination of your choice. Enjoy! Gury madstudio.zip
  7. So I came across this video by 8-bit Show and Tell on Youtube and I thought it would be interesting to recreate that on the TI, so I did I could not get the pattern to work initially, until I figured out that the line length had to be Odd, not Even, for reasons that are unclear to me. That said, I'm not terribly happy with my code, and I was wondering if there is a way to optimize it somehow... 10 CALL CLEAR :: RANDOMIZE 20 CALL SCREEN(10) 30 CALL COLOR(1,7,10,2,9,10) 40 CALL CHAR(33,"FF7F3F1F0F07030180C0E0F0F8FCFEFF") 50 CALL CHAR(40,"FFFEFCF8F0E0C0800103070F1F3F7FFF") 60 B=B=0 70 FOR I=1 TO 27 :: B=B=0 80 Z=INT(RND+0.5) 90 IF Z=0 THEN CH=33 ELSE CH=40 100 IF B=-1 THEN IF Z=0 THEN CH=34 ELSE CH=41 110 IF I=27 THEN PRINT CHR$(CH)ELSE PRINT CHR$(CH); 120 NEXT I 130 GOTO 70
  8. This is the Instant Graphics update after 30 years IG218.ACC and IGS218.EMU for the Interlink terminal. The IGDEV10.PRG for Drawing and making Music and to upload to Telenet BBS systems using a WIFI modem or maybe some other way with a modified version of Hatari on one Apple system that I know of... https://breakintochat.com/blog/2012/12/13/telnet-to-bbs-within-hatari-emulator/ The IG218D10.ZIP file I made on my 1040STf with WIN Zip 2.2 I got from here: https://www.modula.org.uk/atari-st-disks/ just search for video master on that page it's on that disk image. It may be compatible with the ZIP that Windows does I didn't test it much. IG218 does lot's of things IG217 does not. IG218 has editable fill and line patterns, a new timing command that uses Vsync, internal double stepping for XORing with BitBlit, the Spray Paint command has color rotation, the random constant has two ranges r and R, the input command now uses all mouse pointers not just a polymarker. I changed the IG default color palette and tried to make resolution swapping better. I added a new option for the N command you can jump forward in the buffer, this allows you to jump to several short chip tunes as needed. There is new X 9 command that loads and executes IG commands in the IG MIDI buffer. Also IG218 when grabbing number values from the serial port or a file ALLOWS a carriage return and line feed character to break the line the _ still works. In the IGDEV10.PRG just HIT the F1 key to Draw and make Music. The IGS Editor Kevin Moody & Anthony Rau wrote only supported Medium Resolution limiting it to 4 colors. I really wanted it to support Low Resolution 16 color mode. When I wrote BIG Paint(DOS), Condor PAINT(DOS), Vectasketch & Sketchpad(JAVA applets) they all had many colors. IG needed that too. ST high res mono mode supported as well. I worked on this update for the last 2 years hope you enjoy it. IG218D10.ST IG218D10.ZIP
  9. There are probably many titles using soft sprites in mode E when P/Ms are not enough. Considering that we have multiple pixels per byte, though, the logic needs shifting and masking, so it's not as simple to draw in assembly in this mode as with more modern hardware with 1+ bytes per pixel. One example is Prince of Persia 8-bit which combines both for wide animations (especially when jumping) with nice coloring. But I can't find any library available for doing this or even plotting dots or lines efficiently. I would rather avoid slow OS routines. Do folks really re-invent the wheel for their own games? Or are implementations too optimized for specific needs to be reusable? At least in PoP it seems that it's a classic case of animating images on top of the background with transparency. I don't see special cases at play there, so that code would be usable in general. I wanted to check before I go ahead and write my own 6502 implementation or try to reverse engineer the code from PoP 8-bit (or maybe from the Apple II code if it's close enough).
  10. Good new classic gamers ! I am designing a graphic accelarator cart that will work will all models of the Color Computer . This will allow WiFi ,Multiplayer, Animated Sprites, Tilemaps, Backgrounds, Mp3's , Parallex scrolling , raytracing and more on this open source software to run on your standard coco . Step 1 , load your tilemaps, sprites, sound files and backgrounds on a sd card. Step 2 Play advanced games on your coco or design your own games / applications even from Basic ! Enjoy real world images (.bmp ) files , mp3 music , all from your coco's native monitor/tv set. I am using the funds from my kickstarter game to develope this bleeding edge technology that will allow games like my Space pirate Kimiko game to run on real hardware and still enjoy actual soundtracks and fast graphics. No special programs are needed to use this pre loaded cart. Just as simple as .. POKE 49440,3 will play song 3 from your sd card. So please support this project ! Thanks, MrDave6309
  11. After much playing on the winner of best graphics winner of Original game, Kung Fu Combat 2, the only scoring system in the game as far as I can tell is obstacles stages with missiles or game variation 5. I have decided to poll for the following games: Legendary spear (this what I voted for) or Game of the bear (since there is no Public Rom for the second place winner Zarkstars, we went with Game of the Bear) Also since Game of the Bear did win for best and is one of the choice for best Graphic) we will have another poll to decide best game under orignal to play (instead of 2 choices we have have 3) Mr Yo Yo (what I voted for) ,Slide boy in maze land or Game of the Bear (Zark stars again came in second as mentioned no public rom is available so we went third place, but we still kept Game of the Bear as a choice if game of bear does win both voting chances are Game of the bear will stay on best game and Legendary spear will be used for graphics) Voting ends On March 12th,2022 at 7pm Central time All Games will be announced during AVC Live broadcast on twitch at twitch.tv/danavc at 9pm Central time
  12. Does anyone have or know of a complete list of ANTIC/GTIA graphics modes, in one place, to help developers make the right choice for a particular project? One that includes not only the "originals" (as in http://gury.atari8.info/ref/graphics_modes.php for example) but also the special ones discovered over time such as APAC, HIP, RIP, TIP and whatever else. Ideally including which color registers are used, limitations, tips, and any other pros and cons of each mode.
  13. Hello, I'm trying to get started writing some 2600 homebrew code, and I've written a very simple program to just set up a framework and get a good handle on the TIA timing. I'm using the current version of Stella to test my code. Right now, I just have it doing a simple loop where it counts down the 192 lines in the display region and stores the current value of the loop counter in PF1. When I run it in Stella, most of the time I get the predicted results, but sometimes I get the image scrunched in half. It looks like I'm inadvertently going into interlace mode, and that the resolution is cut in half, but I'm not certain that's the case or if so, why it's happening. Any insight you might offer would be greatly appreciated! Here's the code. I'm also attaching Stella screenshots of the expected and unexpected results. The unexpected results happen randomly, maybe 1 in 5 times. Thanks in advance! John init: lda #$00 ; Initialize some key registers. sta ENABL sta ENAM0 sta ENAM1 sta GRP0 sta GRP1 sta COLUBK sta PF0 sta PF1 sta PF2 sta COLUPF sta CTRLPF jmp main main: lda #$0 sta CTRLPF ; Zero out the PF control bits. lda #$2 sta VBLANK ; Turn vertical blanking on. sta WSYNC sta VSYNC ; Start VSYNC. ; The start of our main loop. .vsync: sta WSYNC sta WSYNC sta WSYNC ; There's our 3 scanlines of VSYNC. lda #$0 sta VSYNC ; Turn off VSYNC. lda #37 ; 37 scanlines in VBLANK for the upper border. clc .vblLoop: sta WSYNC sbc #1 bne .vblLoop .frame: lda #$0 sta VBLANK ; Stop vertical blanking. tya sta COLUPF ; Set a cycling Playfield color. dey lda #192 ; 192 scanlines in the visible region. clc .loop1: sta PF1 ; Store the current value of the loop counter in the PF1, to give us a pattern. sbc #1 sta WSYNC bne .loop1 lda #$2 sta VBLANK ; Start vertical blanking. lda #29 ; 29 lines of overscan (we'll do 30th line below, right before VSYNC.) clc .loop2: sta WSYNC sbc #1 bne .loop2 lda #2 sta WSYNC ; This is the 30th line of overscan. sta VSYNC ; Turn vsync on. jmp .vsync
  14. SuperBlitz with throttle control This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems. SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread: 10 Line Blitz is a new Atari game for the SuperCharger with many enhancements over 9 Line Blitz! ? Features: Algorithmic Music Composition - Changing musical scores and sound Fx, interactive and computer generated during gameplay. Ramping Difficulty - Game starts out easier to play than 9 line Blitz Optical Illusion - Optical illusion effect which vanishes as difficulty ramps! Advanced Play - BW switch Read hardware recommended and a classic Television, if using an emulator make sure to turn off phosphor effects and merge frames! BASIC just like you remember it back in the day! - This game was written in vintage BASIC using 10 lines of 120 characters or less: 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 then for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178:next j else goto3:data pl 0,224,127,231,252 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:COLUP1=99 3 if f<player0y/52 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0:rem Theme Music 4 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data P 192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=15:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 99,84,180,164,50,68,196,148,244,84,36,9:rem Do Rainbow 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem 10LINEBLITZ 9 if CXP0FB>126 or player0y=0 then CXCLR=0:g=0:for i=0 to255:AUDF0=i:AUDV0=i:COLUBK=$34:next else missile0y=missile0y+2 The BASIC compiler for the SuperCharger is available free on my site here Have Fun! EDIT New version: 10LINEBLITZ II Waves and Mission What's new? rem --- 10LINEBLITZ II - Waves and Missions rem --- Insignia on your Plane is revealed after you complete your Night Mission! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features rem --- Each Wave achieved keeps it's colors in Attract mode rem --- Unlimited continues to complete the Missions until powering off SuperBlitz Throttle Control: SUPERBLITZ.bin 10LINEBLITZII (code in post 7) 10LINEBLITZII.bin Original version of 10LINEBLITZ: 10LINEBLITZ.bin
  15. Hey all. I need a memory refresher. With Color Stack Mode, can 64 different backtab images display on a screen in addition to GROM backtab images, or is the rule that only 64 different titles in total can display regardless of GROM or GRAM source? Thanks.
  16. Continuing my quest to document programs with no or poor documentation, request for HELP please. Way back when I received a disk containing a graphics program with file names and text content in French. The disk was labelled just jbm103, and contained a load program, an assembly program called SCR0 and several XB demo programs. Example: 5 CALL LOAD(-31890,56,0) :: CALL LOAD(-31964,56,0) 10 NO=4 :: RAYON=80 :: INCL=45 :: SI=SIN(INCL/360*6.2832) :: CI=COS(INCL/360*6.2832) :: HAUTEUR=25 :: CALL LINK("CLEAR") 15 CALL LINK("SCR2") 18 XX=128+RAYON :: YY=96+RAYON*SI 20 FOR T=0 TO 6.3 STEP 6/RAYON :: X=128+RAYON*(COS(T)-CI*SIN(T)) :: Y=96-HAUTEUR*SIN(NO*T)+RAYON*SI*COS(T) 25 CALL LINK("LIGNE",16,YY,XX,Y,X) :: YY=Y :: XX=X :: NEXT T 30 CALL KEY(0,K,S) :: IF S=0 THEN 30 ELSE CALL LINK("SCR1") If anyone recognises this form of code, the disk name, the code usage- probably from France! Please tell me! Who wrote this? Is there any documentation in any language available? I have the disk and can distribute it but it would be nice to have some authoritative instructions in addition to the sample programs. Thanks s jbm103.dsk
  17. Good evening, Before I start, please feel free to comment on anything here where I may be doing something silly, as openly classing myself as amateur Atarian here after returning to using after over 30 years, and as a kid I would have never dared open the box up or do any of this stuff. I'm enjoying playing here, and objective is to both restore system to best it can be and have some fun along the way. Hope my ramblings may amuse and appreciate any advice. I recently posted this regarding graphics issues with my 800XL recently recovered from the loft : I'm pleased to note that following advice, I found a power supply that seems to improve matters in terms of interference seen on screen (understanding noise from USB was a serious thing after trying a few alternate adapters and a 'professionally' made cable (e.g. not by me)). USB power always noisy giving varying distortion, so moved on. I still note that I see out of place hashed pixels, which when compared to same software on an emulator is not very clean, so believe I still have a graphics issue and would love to know best way to fix (did add myself to pre-order list for a Sophia, and wonder if that would bypass issue, or not?) Unsure what this PSU was originally for - I hoard stuff so had a box full, but rated +5V 2.4A - switching power supply made by "CUI STACK" . Anyway it's not fuzzy, just cleaner pixel issues, but this post not about that (unless general system issue and related, please comment). So, I received my SDrive Max that I ordered from voidabone on Ebay. I guess could have put one together and may later build another myself, but I'm lazy, and also I like the case that came with it. Generally love this thing. As lost/discarded tapes, I only had a few cartridges, so now able to load a lot of software sourced from http://a8.fandal.cz/ Found a few gems I used to play as a kid. Start Raiders (lost cartridge somewhere along the way), Draconis, Thrust, Ninja to mention a few. Great nostalgia. Interestingly though, some ATRs or XEX files will not load properly / fully. Same will load fine on Altirra-3.90 , but that's not just the same is it Many will not load with odd screen corruption just as it seems to be about to complete. Two to note as examples, Defender ends like this: Then goes to a black screen. Hijack! is most odd, it seems to fully load: Thing is, the train is animated, but the clouds do not move, the helicopter does not appear and music does not play. Cannot start game, just stuck there but scrolling text moves ok. Again, loads fine on emulator. This is where I get silly. Searching around I find a CAS file, and Wav for Hijack! on http://www.atari.org.pl/tape/4/atari-smash-hits-4-hijack! I have an Atari 1010, but it has a broken tray, and PSU dead. Again, I found a compatible PSU, and soldered to connector and got power and motor works, and moves after OPT+Start and a key. So I'm thinking : I no longer have anything to record tapes with. I did check as recently grabbed a USB walkman device to capture some old mix tapes I also found in the loft, but it won't record, I used with Audacity to record to mp3, but I digress (often). Seems I started investigating the dead 1010 years ago not realizing it was the PSU as screws were out and was all open. I get thinking - What if I can find on the board where the audio comes in from the read-head and insert signal from a PC. I have a nice little "Maker Hart" mixer that I use to take sound from my work laptop, 2 PCs and an Alexa, and it has a 'record' output that sends a non-amplified signal out. This was mostly blind luck, as with it powered and connected to Atari, I was checking voltages where I thought it was (with Atari in START-Opt mode ready to load), and as I probed with a meter , i hear a slight audio buzz. Out comes the soldering iron and ......well: and before long, after playing hijack!.wav file in windows media: Then a false start: So I tried another file and after a time: So, went back to Hijack! and similar error. Then remembered I used to have to forward wind some tapes past the leader else they failed to load for some reason, so I started file a bit later. This time, loaded to about last 4 blocks, then heard a familiar change of tone and load failed. I realize perhaps a notification came up on PC, so disabled network via ncpa.cpl and tried again and finally in' in, have properly loaded title screen and i'm playing: Please note the pixel garbage on far right of picture, which i seem to get on a number of games I load. So conclusions: - There is nothing about this game it's self that my Atari doesn't like, as I can load it from tape (well sort of) and play it. - The S Drive Max seems to be source of problem loading some files. It's running KBr V1.2 , and I re-flashed it from PC after something silly happened and I seemed to be stuck on a reversed screen with touch-screen not responding. I realize from further reading around I perhaps could have done something else to re-calibrate, however it was on V1.2 anyway, so I assume my re-flash hasn't caused this (not 100% if was issue before, as I was still getting to grips with it). - I think lock-down has sent me a little crazy re trying my 1010 tape hack. This pretty much working first time has amused me a little too much Any comments on fixes for the S-drive loading issues or the slightly off graphics would be greatly appreciated. I believe it's quite a high percentage of software that will not load. Perhaps not 50%, but a lot. Take care all. TJ
  18. Out of curiosity, I was just wondering if anyone knew of a screen printing program that would work with the Atari 1025 dot matrix printer and allow the printing of images like those drawn with the Atari CX-77 Touch Tablet in AtariArtist? I ask because I'm planning on picking up a Touch Tablet from Best Electronics at some point this summer or fall and am interested in finding a good reliable printer and software for my Atari 400 to print images drawn on the Touch Tablet with. I know there's a screen printing program for the Atari 1020 Color Plotter but I've read that there's some reliability issues with the 1020's gears cracking over time, and it would just be a lot nicer and easier if I could print things on a reliable printer that used easy to replace ink ribbons and full sized fanfold paper and had native compatibility with AtariWriter. I don't mind the AtariArtist pictures coming out as low quality dot matrix images, I'd just like some way to do reliable and easy to maintain graphics printing on my Atari 400. So, anyone know of any such screen printing programs available for the Atari 1025 Printer?
  19. I just recently created this pixel art image, while attempting to follow the limitations of the MARIA chip. This was the final result: I'd like to know what you guys think, and if you have any suggestions or tips!
  20. Expanded BASIC by Tino Deleurgo is a series of packages that add some nice features to the Coco2. I previously posted LINES on a Coco 2 with 8 colors using Tino Deleurgo's Expanded BASIC utility package. It utilized semi-graphic capabilities and is a rather nice package with lots of nice features. Unfortunately the manual isn't that great. Tino uses a tutorial structure in the manual that makes it hard to find the commands and what they do. So I wiped up a quick reference manual for myself and decided to post it. http://atariage.com/forums/blog/528/entry-15937-coco-2-expanded-basic-quick-reference-manual/ also here is the post where I used Expanded BASIC to create some graphics in 8 colors. http://atariage.com/forums/blog/528/entry-15915-coco-2-lines-in-8-color-using-expanded-basic/ Nice package, worth looking into.
  21. Hey, Pixel Here. I was wondering if there were new graphic trickery techniques that exist, or are very similar to the ones found on the Atari ST’s eternal rival, the Commodore Amiga series (Extra Half-Brite Mode, Hold-And-Modify Mode, COPPER, etc.) Also, I want to know about the graphical capabilities of the Atari’s T.T / Falcon 030 (Resolution, Palette, etc.) Thank you, and please respond!
  22. Hi... I just purchased an "Atari ST 520" off of ebay for the first time "Ever"; I never really owned one before so I am a first time of one of these machines. I was wondering has anyone ever programmed Mode 7 style graphics on the Atari ST? I've posted picture of a demo of mode 7 on a Sega Genesis and wonder if anyone ever tried to pull it off on the ST yet? It sounds like a neat little project for somebody.
  23. Hi, I am working on updating some of the sprite graphics for the 2600 hack Dig Dug Arcade. One of the more significant changes that I have made is to the shape of the rocks that Dig Dug can drop on the enemies. The new rocks look more natural and have a shape closer to the arcade once Dig Dug loosens them and they fall, but they are still perfect squares when stationary because they are playfield graphics instead of sprites. Is there a way to alter the shape of the playfield rocks to match the first frame of the new sprite rock that I made? My thanks in advance to anyone who can help.
  24. I'm a pixel artist and would love to get into making pixel art for the Atari 7800. I have found utilities available for making graphics on the 2600 and the Atari 8-bit computers, but I can't seem to find one out there for the 7800. I've read some on the Atari 7800 Programming site and forum posts here explaining how the 7800 and its MARIA chip handles graphics, and I do have some understanding to an extent, but a specified program would definitely make the process a ton easier. If there isn't some kind of program available, I can definitely try to just replicate the limitations myself in some kind of paint program or other software that wasn't specifically for the Atari 7800. If anyone knows of a pixel art tool that allows for non-square pixels, like those on the 7800, that would be very helpful as well. Thanks
  25. Is there such a thing? There is a game whose sprites I'd like to have a go at editing, but unfortunately I don't know where to begin. Thanks.
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