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Found 123 results

  1. #Atari8bit #FujiNet shown here is an HTTP GET example in BASIC, that uses aux1=12, to be able to do things like get/set headers, in this case, to manually set an HTTP Authorization header, and to get back the requested data. These changes are in master, and will be in the next release. -Thom
  2. An #Atari8bit IRC client in...#BASIC? With #FujiNet, this is possible thanks to the N: device providing an easy interface to the network outside. This IRC program has been in development for roughly a week, and it's amazing!
  3. Can someone recommend a relatively simple, easy to learn & use, yet powerful enough to do what I want, imperative programming language like BASIC or Visual Basic, for making Atari VCS and 8-bit type games for the Windows desktop (or maybe Linux but prefer Windows)? I would mainly be making 2-D games - stuff like Pong or Combat up to 8-bit Atari or Commodore era games, but probably nothing more complex. Maybe remake Pinball Construction Set or classic Ultima. Some features that would help relatively self contained (not 1,000,000 libraries you have to go through) free or not too expensive (this would be just for fun) easy to find lots of sample code for how to do things, and strong active community to ask questions built in IDE (preferably a visual IDE) and most importantly: currently supported and should continue to keep working for some time developed with a backwards-compatible philosophy so your programs will still work after a couple years! I have dabbled in various languages / systems over the years and made some games or partial games: Commodore 64 / BASIC - easy but games ran too slow, compiler helped speed games up, used some simple assembly for speeding up little routines (hard!) Commodore 64 / Gamemaker - easy but too limited (plus I missed being able to type code) Mac Classic / Pascal - limited to black & white graphics, couldn't find any info on making sounds (pre-Web so it was very hard to find docs or examples) Windows / QuickBasic - nice and easy but obsolete & couldn't figure out anything past text graphics and simple beeps Windows / VB6 - I liked the language and IDE but limited graphics support (bitblt, kind of confusing), and I never figured out playing >1 sounds at a time, just playing back WAV files one at a time; eventually VB6 became obsolete so I had to start over Windows / VB.NET 1.1 and some C# - the .NET language kept changing and got too complicated with the enterprise OO features JavaScript / HTML5 - figured out canvas graphics, Javascript syntax is easy but I am not crazy about HTML and CSS, and parts of language were too complicated and ugly (prototype stuff, too many libraries & frameworks, no types, etc.) Python / Pygame - mainly playing around with other people's code from pygame.org, still not comfortable with Python, not crazy about certain things like the indentation, no types, too many libraries / choices, dependencies and things changing too much that can break your code, etc. After all these years and languages I still prefer BASIC or VB6 syntax (JavaScript/C syntax is OK, Pascal is OK) and a visual editor. Mainly I don't have a ton of time to invest in learning stuff and if I get busy (which is often the case!), I might put a project down for months at a time, or even a couple years, and by the time I get back to it, the language I wrote it in has updated/changed or become totally obsolete, and I have to go back and fix my code or start over from scratch. I know computers change and all that but come on So anyway, if anyone has any advice or recommendations that would be grand. And hey, if it doesn't exist, it doesn't exist, but I thought I would ask! PS here are some pages I was looking at, in no particular order - if anyone can share any opinions on these, please: SDLBasic XBASIC BASIC Compiler (Windows, Linux) QB64 (Windows, Mac OS X, Linux), QB64 Just BASIC (Windows) SmallBASIC (Windows, Linux, N770/N800, PalmOS, eBookMan) ThinBasic Basic Interpreter (Windows) ElectronJS How to create a 2D game with Python and the Arcade library | Opensource.com FUZE4: Bringing BASIC to Switch — Wireframe Magazine I am really looking for Windows, but this caught my eye! Construct 2 – The Windows favourite Clickteam Fusion 2.5 – The veteran RPG Maker – The RPG specialist Microsoft Small Basic (wikipedia) Unity (probably not what I am looking for) Microsoft MakeCode Arcade (info) Atari Dev Studio A way to make games for the 2600 using BASIC? Hmm... DarkBasic GLBasic Liberty BASIC PureBasic RapidQ REALbasic (Xojo) XBasic Free BASIC Compilers and Interpreters (thefreecountry.com) https://www.gamedesigning.org/career/software/ https://www.websitetooltester.com/en/blog/best-game-engine/#GameSalad_The_Educators_Choice What is the easiest programming language to make games with? - Quora App Development - Infinite Runner - CodaKid Action! is an Atari-specific programming language written by Clinton Parker and sold by Optimized Systems Software (OSS) in ROM cartridge form starting in August 1983. It is the only language other than BASIC and assembler) that had real popularity on the platform and saw any significant coverage in the Atari press; type-in programs and various technical articles were found in most magazines. In comparison, languages like Forth and Logo saw much less use and almost no press coverage. Processing Tutorial: Building a Simple Game | Toptal Much appreciated
  4. 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- cc65-snapshot-doc- cc65-snapshot-lynx- cc65-snapshot-sources- Tutorials26082016.zip
  5. This may be out there somewhere but if not, here is the TI logotype (c) for TEXT mode (40 columns as opposed to 32 columns). If you have pics like this to share I'd love to see them. TI Logo CHAR data for TEXT mode.pdf
  6. A project I have been working on for the last two years is nearing completion i.e. my next book called 'Programming Games for the Colecovision and Adam in Assembler'. It includes a tutorial section working through the steps of creating a game, with a Z80 assembler primer and information on how to set up a cross development environment (similar but extended from my Let's Make a Retro Game series). It also includes a complete Colecovision BIOS reference guide, covering ALL of the jump table BIOS calls with explanations and examples for using each call. There are extensive memory and port maps, also with explanations etc. It will have a dedicated web site section where you can download the code (for lazy typers :)). The early pre-order link for the Kindle edition is available here. Cover is still a draft. Shortly after I have released the Kindle Edition, there will also be a physical print edition available on Amazon's print to order service, which I used for my last book and has been received well. It does have some colour screen shots and pictures in it, let me know how many people would be interested in a full colour edition, rather than a colour cover with black and white interior. The book is currently 90% complete, with the majority of the content completed, but I have about ten quality read through passes to do and need to tidy-up/check all the source code etc. I am aiming for a 1st August 2020 release date at this stage.
  7. Greetings folks, Just an FYI for anyone looking for reprinted out of print programming books to try Lulu.com I have used Lulu before but this time I found a book I have been desperately looking for years. I have been wanting the Compute! published books Programming the 64 and Programming the Vic by West and was able to find the 64 on Ebay, but the Vic one appears to some rare air to find. I love West's two books for the C64 and Vic and have been wanting them for many years. I even went as far to email libraries in Texas once I found out they had the Vic book to offer them to buy it, however all of them could not sell the book to me.. I visited lulu and it looks like someone just recently uploaded the PDF and Lulu has made Programming the Vic for reproduction. I am just passing this on to anyone who may be looking for this awesome Vic 20 book! The printing is done well and it is the same size of the 64 original one and the binding is excellent. I also bought another copy (I have the original) of the Butterfields Machine Language for the C64, 128 expanded editions. The Butterflied book is printed much smaller but still looks good, I was surprised they went with the small size when it should be the same size of the West book. In any case I am not connected to Lulu and do not make any money or get anything from them.. I just wanted to pass on a place for anyone who was looking for these tough to find books and do not mind a reprint. The books were very reasonable priced. I put a few screenshots here for anyone who might be interested. I hope anyone who is interested in Assembly Commodore programming can find this knowledge useful for them. If anyone here is looking for these
  8. Hey guys, so I've started on a set of bindings for ACTION! and they almost work(tm). https://github.com/FujiNetWIFI/fujinet-apps/tree/master/netcat-action What does not work: * Write doesn't work. * Interrupt routine isn't being called, even though I vector it in, and toggle PACTL's PROCEED interrupt enable. Anybody want to peer at this and give some insight?
  9. Well known to Atari 2600 programmers K65 compiler for 6502 by @KK/Altair Sources: https://github.com/Krzysiek-K/k65 Docs: https://zbyti.github.io/k65-mkdocs/ K65 Language Support for Visual Studio Code Playground: https://github.com/zbyti/a8-k65-playground How to run: $HOME/Programs/k65/bin/k65 @your_program.conf First example: main { { COLPF2=a=VCOUNT WSYNC=a } always } rainbow.k65 rainbow.conf rainbow.xex
  10. @Savetz did a #FujiNet chat program in Turbo BASIC XL using the N: handler. It is in /Networking/fujichat v01 dd.atr.
  11. #FujiNet #Atari8bit I have made a cheat sheet showing how to use the N: device in BASIC to open, close, send, receive, etc. The page is here: https://github.com/FujiNetWIFI/fujinet-platformio/wiki/N%3A-Game-Developer-Cheat-Sheet
  12. #Atari8bit Any assembler coders? Anyone want to help out with #FujiNet's CIO handler? There are three issues that I need help with as I work on the firmware (ESP32) side. Add Binary Load File support https://github.com/FujiNetWIFI/fujinet-nhandler/issues/1 Add NOTE/POINT support https://github.com/FujiNetWIFI/fujinet-nhandler/issues/2 Make code relocatable again. https://github.com/FujiNetWIFI/fujinet-nhandler/issues/3 Add burst mode I/O https://github.com/FujiNetWIFI/fujinet-nhandler/issues/4
  13. I have put a together MAME/MESS emulation package that emulates the MyArc Extended BASIC II & TI P-Card for the Ti99. MyarcXBII: MyArc was a company that made peripherals for the TI-99 line. There most famous peripheral (if you want to call it that) was the Geneve. The Geneve was a complete TMS 9995 computer that fit in the TI-99 PEB as a card. Another peripheral that was lesser known, but just as revolutionary, was the MyArc Extended BASIC II. The MyXBII consisted of the 128k or 512k Memory card, a set of disk and a cartridge. When running the MYXBII had 3 times the memory of TIXB, was up to twice as fast as TIXB and was able to access all the graphic capability of the TI graphics card including the hi-rez. If a MyArc HD disk card was added the software could even boot from the MyArc hard drive. It turned the TI99 into a real power house. Unfortunately because of it's expense and the fact that you needed a PEB to run it, the MyArcXBII never really caught on. Now, though, with emulation it cost nothing so through the power of MAME/MESS the power is being released. Start the MyArcXBII at the TI99 main menu by choosing 3-128k BASIC and this will boot the MyArcXBII from the hard drive. P-Card: The P-Card was a card for the PEB that was, more or less, a complete operating system apart from the TI99. It's a virtual machine processor on a card that ran P-Code. It was written totally in software and was based on Pascal and was able to run on other computers that also conformed to the P-Code specifications. It is nothing like a standard TI-99 and when booted takes over the TI-99 and even has a specially formatted disk it uses. There is a complete suite of software and if you can figure it out, kinda nice. To run the P-Card in MAME/MESS click under OPTIONS-DIP SWITCHES then turn on the P-CARD. Hard reboot the machine and the TI-99 will start in the P-Card mode (after a few seconds of beeping and blank pages). To go back to MyArcXBII just turn the P-CARd switch OFF then hard reset the machine. The MAME/MESS package works with any versions of MAME/MESS past version 222. Just merge your version of MAME/MESS into the MESSxxx directory and point the already created batch file in the root to that directory. Package includes manuals, software, batch files and everything you need except MAME/MESS itself. Enjoy. Download from my https://ti99resources.wordpress.com/software/ At the bottom of the page is MAME package, click on MyArc Extended BASIC II to show download files. I have both a package with and without the P-Card. (a truly nice tripped out Ti-99 from mainbyte.com)
  14. My attempt to System Off in Millfork: java -jar $HOME/Programs/Millfork/millfork.jar -Xr -t a8 your_code.mfk // ================================================ // // antic_nmien = $40 // // %01000000 $40 VBI // %10000000 $80 DLI // %11000000 $c0 VBI + DLI // // ================================================ // // pia_portb = $fe // // PORTB_BASIC_OFF + PORTB_SELFTEST_OFF + %01111100 // // PORTB_SELFTEST_OFF = %10000000; portb bit value to turn Self-Test off // PORTB_BASIC_OFF = %00000010; portb bit value to turn Basic off // PORTB_SYSTEM_ON = %00000001; portb bit value to turn System on // // ================================================ byte nmien = $c0 byte rti @ $15 // default routine for VBI & DLI word vbivec @ $10 // vector for VBI word vdslst @ $16 // vector for DLI // simple display list; LMS = $e000 const array(byte) dl align(32) = [ $70,$70,$70, $42,$00,$e0,2,2,$f0,2,2,2,$f0,2,2,2, $41,@word[dl.addr] ] // init procedure void system_off(){ asm { sei } // turn off IRQ antic_nmien = 0 // turn off NMI pia_portb = $fe // turn off ROM rti = $40 // set RTI opcode vbivec = rti.addr // set address for VBI routine vdslst = rti.addr // set address for DLI routine os_NMIVEC = nmi.addr // set address for custom NMI handler antic_nmien = nmien } // custom NMI handler asm void nmi(){ bit antic_nmist // test nmist bpl .vblclock // if 7-bit not set handle VBI jmp (vdslst) // indirect jump to DLI routine .vblclock: // RTCLOK maintainer inc os_RTCLOK.b2 bne .tickend inc os_RTCLOK.b1 bne .tickend inc os_RTCLOK.b0 .tickend: jmp (vbivec) // indirect jump to VBI routine } // example dli interrupt asm void dli_first(){ pha lda #$2a sta gtia_colpf2 sta antic_wsync lda #<dli_second.addr sta vdslst.lo lda #>dli_second.addr sta vdslst.hi pla rti } // example dli interrupt void dli_second(){ gtia_colpf2 = $de antic_wsync = $de vdslst = dli_first.addr } // wait for VBLANK asm void pause() { lda os_RTCLOK.b2 .rt_check: cmp os_RTCLOK.b2 beq .rt_check rts } // wait 0-255 frames noinline asm void wait(byte register(a) f) { clc adc os_RTCLOK.b2 .rt_check: cmp os_RTCLOK.b2 bne .rt_check rts } // example vbi interrupt void vbi(){ gtia_colpf2 = os_RTCLOK.b2 } // main procedure void main(){ system_off() // turn off OS wait(100) // waint 2 sec on PAL for fun antic_dlist = dl.addr // set custom display list wait(100) // waint 2 sec on PAL for the lulz vbivec = vbi.addr // set custom VBI wait(100) // waint 2 sec on PAL because we can vdslst = dli_first.addr // set custom DLI while(true){ wait(100) nmien ^= %10000000 // toggle DLI antic_nmien = nmien } } systemoff-example.mfk systemoff-example.xex EDIT: My repository with examples https://github.com/zbyti/a8-millfork-playground
  15. #Atari8bit In this video, I show how to write the core logic for a light cycle game. The result is a simple racing against opponent barrier game that is controlled by two joysticks, and will be modified for network in part 2.
  16. CONFIG is currently written in CC65. It is currently reaching the limits of its size, at over 20K. We will not be able to add many more features, unless it is vastly refactored and made smaller. If anyone can help to try and crunch the code down, that would be great. -Thom
  17. #Atari8bit Now that the handler and networking code works well enough for use in making games, we need to try and convert an existing turn based game to play over the #FujiNet. Here, is a potential competitive turn based game based on drilling oil wells.
  18. I'm working on a video showing the process I took to make N: relocatable. Hopefully it will be of use to others. Starting with, the needed mark-down of a listing, to find 3 byte addresses within the handler code to relocate.
  19. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  20. #Atari8bit #FujiNet I have written a preliminary set of documentation for the N: HTTP protocol, here: https://github.com/FujiNetWIFI/fujinet-platformio/wiki/HTTP-Protocol It basically outlines how it's supposed to work. Given that I am actively working on it, this may not yet be the case.
  21. #Atari8bit #FujiNet In MAC/65 making assembler version of netcat ... really don't get why people liked MAC/65 so much, I much preferred AMAC, but.. *shrug*
  22. #Atari8bit Writing #FujiNet bindings for ACTION! Video coming in the next few days. -Thom
  23. The fujinet-platformio wiki has a page describing a simple netcat program in different languages, currently BASIC and C, with more to be added. https://github.com/FujiNetWIFI/fujinet-platformio/wiki/A-Simple-NetCat-Program
  24. I am seeking interest and estimates of value for this unique item I want to offer for sale. I want to measure interest and get an idea of its value. This is a notebook that I assembled to hold a collection of ATARI ST programming manuals that came to me as part of a bit lot purchased on eBay last year. All of the pages are in good shape. Questions: Is this of value to anyone? Estimates of value? Note: it weighs about 6 pounds. I suspect it will cost about $10 USPS Media Mail to ship to the U.S. lower 48. Thanks for your opinions/advice. Located in NC, USA near Charlotte
  25. The very last programming change I made to Adventure II XE brought me great happiness, because it was a bug fix that, although infrequent and minor, had eluded me. Giving up on it over the past years of this project, I concluded that it must be a weird timing issue with the Atari Hardware and VBI timing. Something was perhaps changing registers behind the scenes? Because my code was surely 100% rock solid and correct. This was a bug which plagued me for years of this project. I'm not sure if it exists in the 5200 version (probably), but I don't recall it occurring back then. I spent hours trying to determine why this somewhat infrequent bug would occur. Then I'd forget about it. But with lots of testing of the game over summer 2020, I started to see it again and too frequently. I said to myself, "Self, you should be able to figure this out and fix it". Description of the bug: Sometimes when you stab a dragon and kill it, the "Dragon Killed" success music would fire, but the Dragon didn't die. Literally, it seemed that the DragonState variable didn't get changed to a value of 0. The code decrements the dragon's hit points (health) for every frame that the sword is touching the dragon. But somehow the dragon would get down to 0 hitpoints left, but its DragonState would not be 0. This isn't tricky programming. It all looked fine. I kept blaming "weird Atari hardware timing". So with the game done otherwise, and nothing else to do, I decided to attack the problem systematically. You know, like a real programmer would. I tested using the excellent Altirra emulator, setting WatchBytes on-screen so I could track exactly what was happening as I fought the dragon. I killed the dragon over and over, then hit the Revive key (which revives the dragons too) and fought/killed the dragon again and again. I was able to get the glitch to happen but not consistently. All the memory locations that I tracked were exactly as I'd expected - correct. What's going on??? Then I started to review the code in detail. Some of the labels for subroutines in the code were stupid, the code didn't do what I originally had intended back in 2004. So I changed a few labels to make more sense, to help the analysis. And then I saw it. The code Check_If_Killed_Dragon was executing 100% correctly. As I always assumed. But after it, in the same frame, it was immediately falling into the next routine Check_If_Bit_By_Dragon, which checks if the Dragon bit you, and changes the Dragon's DragonState variable to a "2" - which means to chase the player. So ... if you killed a dragon and the dragon's pixels were touching your player at the same time, it was inadvertently changing the DragonState from 0 (dead) back to 2 (chase player) ! It wasn't "weird Atari VBI timing" at all . It was BAD PROGRAMMMING. Mine! And, I fixed it. Now, after Check_If_Killed_Dragon, it jumps out of that logic. It can check if you were bitten the next frame. This simple addition of a Jump fixed the years-old glitch! And I felt ... quite pleased and happy. The game was 100% finished at that moment. Sorry I blamed you Atari 8-bit computer line! You were just doing what I told you to do.
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