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Blogs

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  • The Mario Blog
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  • Horst's Blog
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  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
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  • A Wandering Shadow's Travels
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  • Zero One
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  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • ¡Viva Atari!
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  • people to fix atari Blog
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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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  • Keith Makes Games
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  • bow830
  • Gernots A500 game reviews
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  • My blog of stuff and things
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  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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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. Sorry for making another thread, I've been having a hard time learning programming. Long story short, I've tried Pico-8 with little success (made two shitty prototypes) in the past, but I also have a hard time retaining and remember that knowledge. I would love to learn a language that I can remember and translate, such as BASIC and C for instance, but again, I've had issues trying to retain information because I've got other unrelated projects as well. So, what is the best way to learn quickly and retain for more than a week's worth of time?
  3. 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:
  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. Ok, folks here's the thing: my son -who was discussing programming and graphics library on a dicussion group- had the thought to search about PONG and how to program it, considering issues related to graphics libraries needed and such. Fact is that as soon as he started searching "howto code PONG game in C++", he was flooded of search results in the likes of "first off, download Unity or OpenGL". I couldn't do less than start laughing, and I told him I'd have to post here the fact. May you help me commenting properly the issue? Thank you! 🙂
  6. The final battle of the XB Combat Competition will be posted this afternoon. You can view the previous 2 semi-final battles here:
  7. 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/
  8. 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
  9. #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.
  10. Hey, I'm looking for the list of I/O ports mentioned below: https://www.idealine.info/portfolio/pfnews/pf8.txt I have published a listing of IN/OUT ports for Portfolio. It is free of charge try: (it is on one isseu of Portfolio News bulletine) http://rzserv2.fh-lueneburg.de:8080/Portfolio in order to get the listing and more info about Portfolio. Till now I have following list: Key: 8000 Tone Generator: 8020 Video Data: 8010 8011 LCD: 8060 Centronics: 8078 8079 807A Clock: 8040 Battery: 9302
  11. [edited: link to PDF added] Hot news: the book Atari 2600 Programming for Newbies - Revised Edition by Andrew Davie is now available on Lulu.com for only $4.69. Order your copy here: http://www.lulu.com/shop/andrew-davie/atari-2600-programming-for-newbies-revised-edition/paperback/product-23644281.html Basically this book is the printed version of the Atari 2600 programming tutorials by Andrew Davie that he originally posted on these forums between 2003 and 2004 (and one extra session posted in 2012). Editing and formatting was done by yours truly. Note that in 2011 someone already bundled these tutorials into a book and published it on Lulu.com, but IMO there are a lot of issues with that version (e.g. no page numbers, missing session no. 25, images cut off on the end of the page, outlining issues, code samples hard to read because of wrapping). That's why I decided to call my version the "Revised Edition" ? I formatted all code samples to make them readable in print-format, fixed a few spelling errors and also did some editing where the original text was clearly assuming the reader is reading the text online. Note that I'm not making a single dollar-cent on this; you only pay for the printing of the booklet. The consequence is that Andrew Davie is also not making any money from this, but knowing that in 2011 he was OK with the other published book on Lulu.com, I hope he's also OK with this new "Revised Edition". The binding and printing of this book is really nice. The pages are black & white, but the cover is full color (see attached images). I also added Andrew's avatar on the back of the book ? And Lulu.com regularly has these promotions where they offer free shipping, making this a real bargain! Here is a link to the PDF for your convenience: Atari_2600_Programming_for_Newbies_Revised_Edition.pdf You might also like these other 2600-related books on Lulu: Stella Programmer's Guide 6502 Instruction Set Guide Cheers, Dion
  12. Dear All! This is our "Atari 8-bit Programming" Discord server. It is a twin Discord server to the Fujinet Discord. Here is an invitation: https://discord.gg/GTapZjCsgp Best, Peter Kaczorowski
  13. 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
  14. Does anyone know how the iris screen wipe/reveal between levels in Lode Runner is done? I'd like to do something similar on the Sega Genesis using SecondBasic. My 6502 assembly is beyond rusty at this point so diving into the source code wouldn't help me much. An Applesoft example would be great (even if it's slow as molasses) or even a good explanation as to what is going on would be appreciated. I feel like I'm missing something simple since the wipe works at a pretty decent clip on a relatively slow machine. It seems to me that it is drawing a ring at ever increasing steps until the screen is filled as opposed to redrawing an ever increasing filled circle. I just haven't been able to wrap my head around the mechanics of how it is accomplished. Any help would be greatly appreciated.
  15. 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
  16. 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
  17. I've been thinking about isometric games, especially the ones on platforms like the Speccy, that were high-res and monochromatic. I really think the 7800 could excel at games in this isometric (or 3/4) view. The 7800 didn't get many isometric games (Desert Falcon, the last Congo bongo demo I saw... anything else?) so I am taking that into consideration as a new development option. I've never programmed an isometric game and I'm wondering about the approach. I've seen the bitmapping demos that have been posted on here before and feel most comfortable plotting graphics in a bitmapped format (I grew up on a Commodore VIC-20) but I also think a tiled approach could work. But, I'm thinking mathematically about the whole thing and thinking that bitmapped with projection makes more sense, especially because character and NPC movements would have to take the view into consideration. Any thoughts or suggestions from anyone (I know, like anyone has free time... ha ha ha)? I would hope that something could be developed that could be reused to create other games after this as well.
  18. Instead of working on the dozen or so projects that I have started, I decided the other day to delve into SecondBASIC programming for the Genesis. For those that don't know SecondBASIC http://www.sbasic.net/ is a BASIC language developed by Second Dimension. It is in active development and appears to be fairly robust. My biggest gripe is that there are virtually no programming examples for it. Commands are documented and a few code snippets come with the development environment but that's about it. I decided to help rectify this situation by writing a simple Snake game and commenting the hell out of it. The game uses the text functions only (i.e. no shape tiles) and has two very simple sounds. I've tested it with the Fusion 3.64 emulator and everything appears to work as intended. I can't seem to find my flash cart so if someone could test it on real hardware that would be much appreciated. While coding the game I did run into a couple of things. First, I did not see any mention of multi-dimensional arrays on the SecondBASIC site although they are supported. I did only test with 2 dimensional arrays, however. Second, I had to use another program to fix the checksum on the binary. Otherwise, fusion would throw up a checksum error whenever I tested the binary. I ended up using Fix Checksum https://www.romhacking.net/utilities/342/ to correct it. Third, at one point during coding I tried to do an animated spinner using the string: "\|/-" to no avail. Older guys will recognize this as a cursor used by many on the Apple II and C64. Not that big of a deal that it didn't work but I did find it a little odd. I believe the "\" is used by SecondBASIC to denote something, possibly "\n" for newline, etc. Even when I tried to build the string using chr$, it failed to work. Fourth, the ASCII codes don't quite lineup with the text screen that I'm using. I tried using codes: 016,017,030,031 (4 arrows) to do the spinner and one of them kept displaying as a heart. At that point I decided the hell with it and didn't look any further into it. Lastly, the binary generated by SecondBASIC is always named sbasic.bin no matter what your project file is named. You have to manually go to the work folder and rename it if you want to keep a copy. Otherwise, it will be overwritten at the next compile. Attached is the rom file and the basic listing. I'm sure there are things that can be improved along with using actual shape tiles for the visuals. This is just a simple example to hopefully encourage others to take a look at this programming option for the Sega Genesis. Feel free to tinker around with it and see what you can do. Controls are simple (up, down, left, right). Skill level can be chosen at the title screen by pressing left or right. It's a basic Snake game, eat the dot and avoid hitting the walls or yourself. Once you reach 100 points, obstacles will appear in the playfield to make things tougher. Have fun. Snake.bas snake.bin
  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. I just discovered this tool, and it's another free cross-platform one. https://defold.com/
  21. 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
  22. 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
  23. Is there a way to perform signed divisions of powers of two in IntyBASIC? Actually, what I'm looking for is to induce a "SAR" (Shift Arithmetic Right) instruction. I know the manual says that Division and Modulo operators treat numbers as unsigned but then, how do you scale a value down while preserving its sign? -dZ.
  24. I had a need to build a velocity vector table to translate disc directions into the X and Y velocity components, so I built a simple Perl script to generate it for me. I am posting it here in case anybody else can make use of it. For an example of how such a table can be used, check out @intvnut's excellent example program "accel.bas" illustrating how to implement sub-pixel movement with basic acceleration physics. You can find the "accel.bas" program in the "contrib" folder within the IntyBASIC distribution package, or in the "Contributions" folder of the IntyBASIC SDK. The script takes three arguments: -m (--max): The maximum speed, in pixels per second. This argument supports fractional speeds and defaults to 1.00 p/s. -s (--scale): The binary fixed-point scale of the vector -- that is, the total number of significant bits. The default is 16 bits. -p (--precision): The binary fixed-point precision of the vector -- that is, the number of fractional bits. The default is 8 bits. When run without any arguments, the script will use the default of 1.00 pixel/second maximum speed and generate a table of Q8.8 signed values. A "Q8.8" value means a 16-bit value in which the upper 8 bits represent the integer portion, and the lower 8 bits represent the fractional portion. So, a value of 1.00 (one pixel per second) would appear in the table as $0100 (binary: &000000100000000), and a value of 1.50 (one and 1/2 pixels per second) would show up in the table as $0180 (binary: &0000000110000000). Here's an illustration of what this means: Integer Part Fractional Part .___________________________. .___________________________. / \ / \ +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | . | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | = &0000000110000000 : $0180 +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ ^ | Binary Fixed-Point The script will saved the output to a file named "vector-data.bas". To generate a similar table to the one used in the "accel.bas" example program*, use the following arguments: compute_vectors.pl -m 1.99 -s 8 -p6 That will create a table using a maximum speed of 1.99 and values in Q2.6 notation -- that is, 2 integer bits and 6 fractional bits. This allows it to fit in a single 8-bit variable. The output table will look like this: '' ---------------------------------------------- '' Table of velocity vectors computed using the '' following configuration: '' Maximum Speed (pix/sec): 1.99 '' Fixed-Point Precision: Q2.6 '' ---------------------------------------------- ObjectVelocityTable: ' X Y Dir Velocity ' ----- ----- ------ ------------ Data $0000, $FF81 ' 0: (+0.00, -1.99) Data $0030, $FF8B ' 1: (+0.76, -1.84) Data $005A, $FFA6 ' 2: (+1.41, -1.41) Data $0075, $FFD0 ' 3: (+1.84, -0.76) Data $007F, $0000 ' 4: (+1.99, +0.00) Data $0075, $0030 ' 5: (+1.84, +0.76) Data $005A, $005A ' 6: (+1.41, +1.41) Data $0030, $0075 ' 7: (+0.76, +1.84) Data $0000, $007F ' 8: (+0.00, +1.99) Data $FFD0, $0075 ' 9: (-0.76, +1.84) Data $FFA6, $005A ' 10: (-1.41, +1.41) Data $FF8B, $0030 ' 11: (-1.84, +0.76) Data $FF81, $0000 ' 12: (-1.99, +0.00) Data $FF8B, $FFD0 ' 13: (-1.84, -0.76) Data $FFA6, $FFA6 ' 14: (-1.41, -1.41) Data $FFD0, $FF8B ' 15: (-0.76, -1.84) * Note that some of the values may not match exactly @intvnut's original table due to rounding errors. Attached find the script and a sample output file with the above table. -dZ. compute_vectors.pl vector-data.bas
  25. Not to long ago I came across a topic talking about how difficult it was to program for the Commodore Vic 20. I've heard this before, not just on this forum, but on other sites, So, wanting an answer to this myself, (I also wanted to program game for the system) I decided to start this topic, so I, was well as others could learn how to properly code their own homebrew games for the Vic-20 from more experienced programmers/developers, But before you unleash your curiosity, you should first know a few things if you want to get into programming for this machine; Operating System(s): Commodore Kernel-Commodore Basic 2.0 Graphics/Sound: handled by the VIC (Video Interface Chip) aka MOS Technology 6560 Memory: 20 kb ROM, 5 kb RAM, (default) (NOTE: Both the graphics and RAM were changed in some way by the Super Expander Cartridge, like increasing the graphics from 178x184 to 160x160, and increasing the RAM from 5kb to 15kb. though it was the nly cartridge to do this for the Vic 20,) if any of this info above is incorrect, please let me know, I would be happy to change it to be correct. But anyway, we will discuss things like: How to View/edit sprites How to create/edit Music/SFX for Vic 20 How to properly compile the code for your program/game What is the best programming language fore the Vic 20? and many more! Now, let's begin!
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