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Found 18 results

  1. Unless bugs are identified this will be the final release of Heist. This release fixes a number of small bugs and implements a few additional features such as Bezerk style directional shooting (selectable via the Left Difficulty Switch). This release also makes (3) lives standard. Single life games are still selectable as games 4-6. I hope you enjoy. - Tim Gameplay Capture the money while avoiding the police and laser defenses. Once the money is in your possession a door will open. You still need to make it out of the bank to clear the level. All of this must be done before time runs out. Some levels are easier than others and the time is adjusted accordingly. Note that the police will not notice you until you are in their general proximity or you have taken the money. Once you capture the money all police become aware of your presence and they move with an increased sense of urgency (i.e., faster). There is a total of 20 levels using 10 playfields. Each playfield is displayed twice. The second time through you are given less time and the police move faster. If you complete all twenty levels you will flip the game and have the chance to play through them again. This time, however, the police will move faster and you will be limited to (4) bullets. Controls Movement: Use the left joystick to move left, right, up, down and on diagonals. Pause: Set the COLOR/BW switch to BW to pause the game. The playfield walls will turn lite gray and the player will face left to indicate that the game is paused. Set the switch back to COLOR to continue gameplay. Shooting: Behavior dependent upon position of Left Difficulty Switch. In either mode, the bullet travels in the direction that the player is presently moving. Mode A (Left Difficulty Switch A): If player is standing still then the bullet moves in the direction that the player last moved. This is similar to the behavior implemented in Berzerk released by Stern Electronics, Inc. in 1982. Mode B (Left Difficulty Switch B): If player is standing still then the bullet moves horizontally to the left when the player is facing left. Similarly, the bullet moves horizontally to the right when player is facing right. Game Variants Use Game Select switch while on Title Screen to cycle through game variants Game 1 – (3) Lives, Limited Time, Limited Bullets (Normal Game) Game 2 – (3) Lives, Unlimited Time, Unlimited Bullets Game 3 – (3) Lives, Unlimited Time, No Bullets Game 4 – Single Life, Limited Time, Limited Bullets Game 5 – Single Life, Unlimited Time, Unlimited Bullets Game 6 – Single Life, Unlimited Time, No Bullets Scoring $1000 for each money bag stolen. On games where you have more than one life you will lose the money if you are caught/die before clearing the level by making it through the exit door. Hints It may help your overall strategy to get the police to chase you. You can get their attention by moving close to them. This works even if you are protected behind a wall. Level Timers (Games 1 & 4) Level Time 1 30 seconds 2 24 seconds 3 30 seconds 4 24 seconds 5 20 seconds 6 16 seconds 7 28 seconds 8 24 seconds 9 14 seconds 10 12 seconds 11 20 seconds 12 16 seconds 13 20 seconds 14 16 seconds 15 36 seconds 16 32 seconds 17 20 seconds 18 16 seconds 19 24 seconds 20 20 seconds HEIST.bin HEIST Game Manual.pdf HEIST.bas I'm including the source code as it may help someone. I'm sure there are plenty of areas where the code could have been written better. Sometimes the 'hack' is actually a means of doing something without using additional variables. Other times what looks like a hack is truly a hack. It can be a little intimidating showing how the sausage is made... and there is no claim that anything performed by the code is the best way to do it.
  2. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has the lost to be believe, final OSS supercart of the highest developed BASIC for the Atari, the OSS BASIC XE in version 4.2 (compare with yours) and this time with the source code together! We are very happy about that, because now, just the source code of TurboBasic XL is missing (we are working on that, too), so we can make a final BASIC for the Atari, let's call it: Ultimate BASIC, else Final BASIC? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. Further, please take into account the source code for the Atari Calculator, wich is now in PD, too for the floating point routines plus the ones from Altirra BASIC and BASIC++. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=Basic%20XE https://archive.org/details/ColleenCalculator https://archive.org/details/ColleenFloatingPointRoutines http://www.virtualdub.org/altirra.html http://www.xl-project.com/downloads.html Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and guess what, we can continue in part 2! Not kidding. Check back in here again. :-) The BIN-file just run in Altirra with OSS '043M' ; who can create a '034M'-version? :-) Basic_XE_v4.2_(1986-02-09)(OSS)(US).bin BASIC_XE_4.2-1_master_with_DOS_2.0D.atr BASIC_XE_4.2-2_slave_with_DOS_2.0D.atr BASIC_XE_4.2-3_fp_with_DOS_2.5.atr
  3. The original Atari 400/800 6502 assembly code for the classic game Fort Apocalypse is out! heyigor/FortApocalypse · GitHub https://github.com/heyigor/FortApocalypse # Fort Apocalypse The original Atari 400/800 6502 assembly code for the classic game Fort Apocalypse. This is mainly being released for historical reasons. This requires a copy of SynAssembler to assemble. Well, what about a plugin for Eclipse? Steve really deserves that! Thank you sooooooooo much Steve Hales, we owe you so much! Endless thank you!
  4. I have placed the source code for Excalibur on my website for free downloading. The zipped file contains all the source code, in both .TXT and .ATR form. You can find it here: http://www.erasmatazz.com/library/source-code.html Enjoy!
  5. Hi together! Mike Silva, author of Synapse SynCalc has given the program and the source code into public domain. https://atariwiki.org/wiki/Wiki.jsp?page=Synapse%20SynCalc SynCalc from Synapse and programmed by Mike Silva is the(!) spreadsheet for the Atari 8 bit. No program of that kind reaches the performance SynCalc does. Mr. Silva, the Atari community is forever in your debt! Thank you so much, we really appreciate your help. You are now in the hall of fame: Because the source code listing as well as the disk files are lost, it would be cool, if someone out there is in the possession of that, if you can share it with the community. Many thanks in advance. :-) Call for help to the community: a) If you have a bug-list of the 1983 version, please let us know. Your help is very much appreciated in this case. b) 1985 version (SynCalc 128K): This version uses extended RAM. The goal should be, to create an atr-image for all Ataris (Classic, XL, XE) free of bugs and just limited to the installed RAM. Further, to get rid of the 90 KB data storage limit. c) If you have the source code or listing of SynCalc, well, you will be in the hall of, too. That is for sure. d) Up to now, we do not have an atr-image which runs correct. There are already some RAM-problems, please see the url above. On AtariWiki, there are the raw-files of the latest diskette version. Once in RAM, the master disk is no more needed. Maybe someone out there can make a RAM-shot and compare why? JAC! aready did a great investigating job so far, please see his findings in the url above. Would be cool to have an outstanding 'Excel'-version... Kevin, again, ultra-thanks for helping in this case again. Without your work, the community would be much poorer...
  6. Hi together! Another source code is added: https://atariwiki.org/wiki/Wiki.jsp?page=Atari%20DOS%202.5%20Source%20Code Prove:
  7. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has a never seen before Integer BASIC from OSS and this time with the source code together! We are very happy about that, because now, just the source code of TurboBasic XL is missing (we are working on that, too), so we can make a final BASIC for the Atari, let's call it: Ultimate BASIC, else Final BASIC? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. Further, please take into account the source code for the Atari Calculator, wich is now in PD, too for the floating point routines plus the ones from Altirra BASIC and BASIC++. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=OSS%20Integer%20Basic https://atariwiki.org/wiki/Wiki.jsp?page=ACTION%20source%20code https://atariwiki.org/wiki/Wiki.jsp?page=Basic%20XE https://archive.org/details/ColleenCalculator https://archive.org/details/ColleenFloatingPointRoutines http://www.virtualdub.org/altirra.html http://www.xl-project.com/downloads.html Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and now we are waiting for more… Call for help: who can create a cart out of the source code? Thank you very much in advance. :-) Integer_BASIC_1.00_with_DOS_2.5_MD.atr int-basic-master-03oct86.atr int-basic-slave-03oct86.atr
  8. If anyone is interested in doing a conversion of this new, original 5200 game for the 8-bit computers, the author has provided the source code and his blessing. Thread here: Ratcatcher 5200
  9. Hi together, After years of investigations following every possible trace and paying government fees in a 3 digits amount, AtariWiki can disclose, that we finally found the author of TURBO-BASIC XL, Frank Ostrowski. Sadly, he has left us in 2011 at age 50 due to a severe disease. What a loss. He belonged to the so called: „irreplaceables“ and will be widely missed, not only by his family. As we know from Galaxy Quest, we never surrender and we never give up. Therefore, I found his brother, his sister, his colleagues and so on, but none of them has the listing nor the diskettes with the source code of his marvelous program. So, we have to accept, that his source code is lost in time, like tears in rain. But it gets even more worse. The enhanced version from Thorsten Karwoth is lost too, because of a water damage in Thorsten's home, which destroyed all listings and diskettes. That is a very sad status, but there is still hope. If someone out there in the galaxy can rebuild the source code out of this marvelous program from the original object code, like Lorenz did with Star Raiders: https://atariwiki.org/wiki/Wiki.jsp?page=Star%20Raiders%20source%20code%20by%20Lorenz%20Wiest , we can rebuild it, we have the capability to build the world’s best Basic for Atari ever, faster, stronger, better. We call the six million dollar Basic just simple Ultimate Basic. With all the source codes now in PD: https://atariwiki.org/wiki/Wiki.jsp?page=Articles#section-Articles-ProgrammingLanguages it should be possible. Any help or assistance in this is very welcome at any time. With this, I would like to say thank you all, who helped us, especially the donators for the fees, who would prefer to stay in the dark. Everything we could preserve from TURBO-BASIC XL can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=TURBO-BASIC%20XL Frank, wherever you are, you really did a man's job, so outstanding and far ahead of your time. Germany is deep in your debt and so is the worldwide Atari community. We will never forgot your work and your contribution to the world. You belong to those, who are not replaceable and will never be forgotten. May god bless you, wherever you maybe are now. All the best.
  10. Hi together! Again, the 'Atari strike force' did a major hit: https://atariwiki.org/wiki/Wiki.jsp?page=WSFN Therefore, we greatly thank Harry B. Stewart for given the program and the source code into PD, we thank Kevin Savetz for doing that job, contacting Harry and interviewing him, we thank Atari_Ace for typing in the source code, verify it and making a rom and a cart image of it and last, but not least, Allan Bushman for preserving the APX version of Extended WSFN including the manual. Wow, what a time. It proves again, how much can be done, if we all work together! :-))) So, as of 2017, just the APX cas version is missing to make it complete. Any hints about it are very welcome at any time. A giant leap further for the 100 % digitizing project. :-)))
  11. A post was recently made to the Commodore 8-bit forum regarding the game Icebox Plus. It's a slightly different take on Pengo with even easier controls (Joystick only in game). Nonetheless, it is a lot of fun including a nicely managed difficulty ramp. Reason for posting to this forum is the author has made available the entire 6502 assembly language source code for that port which I thought may be of interest to someone.
  12. For those unaware, Warren Robinett has been beavering away on a book about his masterpiece for the Atari 2600, the game simply titled Adventure. According to his website the e-book should be released this year. Last September I sent him an e-mail to have my name placed on the mailing list for the eventual announcement of the book's completion, and I couldn't resist adding some "fan mail" stuff to the message. Mr. Robinett was kind enough to send me a reply, some of which I will now share as I (and hopefully many other Adventure fans) eagerly await his first-hand account of the genesis of one of the most popular video games ever made. I hope these excerpts will serve as a sort of preview of the book (or perhaps a mini-interview). I gather he is putting the book together on the side as he stays busy with professional engineering work, so patience with the process has been my way of looking at it. ************************ EBM: "Dear Mr. Robinett, I anxiously await your e-book The Annotated Adventure. I like your idea of having the C and assembly versions run parallel on the pages, for comparison's sake. Most important to me is your commentary: I have enjoyed your various writings and lectures concerning the game and I'm eager to learn more. One of my favorite aspects of the game is the translational symmetry of two rooms in the grey dungeon (including the dot room), contrasted with the reflectional symmetry of the majority of rooms in the kingdom. An interesting choice... I wonder if there was a reason behind it. I also enjoy exploring the way the rooms align for all the non-player objects as they travel unhindered by walls. It is fun to discover how these paths devolve into loops, and to map these paths using different methods: graphical, symbolic, numerical, etc. Starting in any given room, and determining which rooms lie along a path of travel in one compass direction, reveals many interesting aspects of the kingdom's layout. As of course you are aware of, some paths of travel are revealed to go from screen to screen in a "circular" pattern i.e. 01-02-03-01-02-03, whereas other paths follow an initially linear pattern that falls into a subordinate "circular" pattern i.e. 01-02-03-04-05-03-04-05. Some paths are lengthy, while others (originating in the gold castle room and the number room [game select screen]) are abbreviated greatly. What I am most eager to learn from you and your e-book is how you made decisions regarding the manner in which the rooms communicate in an architectural sense (ignoring the walls, of course). Some of the reasoning seems easy for me to suss out, but some of it eludes me. Limiting access to the castle rooms is sensible for gameplay reasons. The horizontal loop of the main hallway directly south of the gold castle seems intuitive. Many areas of the kingdom constitute somewhat self-contained realms like this, lending a sense of place to a potentially bewildering layout. But there are some long routes, like moving south from the black castle through the blue labyrinth which ultimately results in a small "circular" route that doesn't revisit most of the screens that preceded it. Was every path like these strategically planned, or are there any "accidental" results that follow from other layout decisions in a natural way?" WR: "One thing I can tell you is that you have analyzed this topic more deeply than I did when making the game. I did make the castle gates the only way in and out of the castle interior regions. And I did try to make regions like the Blue Maze mostly link to themselves (but there had to be at least 2 exits from the Blue Maze, since it stood between the Yellow Castle and the Black Castle). Beyond that, every room had to have 4 links that went somewhere, because a Dragon or the Bat was going to sooner or later cross every edge of every room. If there was an apparent problem, I fixed it. But beyond the foregoing stuff, the precise topology of the game world just sort of evolved, as I added new regions during development. Regarding the 2 rooms that did not have reflectional symmetry in the Catacombs (dark maze) inside the Black Castle, I had an attribute bit in my room-list data structure that controlled which Playfield symmetry was used. I had never used anything but reflectional symmetry up to the point I added this attribute bit to the data structure. I didn't really need the one you call "translational symmetry". But the Atari VCS platform didn't give you much to work with. I was trying everything I could think of to make the game more interesting. It was really quite pitifully boring in its earliest stages. So I added the alternate symmetry in a dark maze so that it would not be instantly obvious that I had the broken the symmetry — it would slowly dawn on the player that those two rooms were different. So my reason was not all that deep. I was just grabbing some low-hanging fruit to add just another little piece of variety to the game." ************************ I believe the forthcoming book has been discussed elsewhere in the forums, but I am writing this to remind everyone about the book and to encourage those who are interested to sign up to Mr. Robinett's mailing list and confirm interest in the project. As I said, it's not like it can be rushed (nor would I want it to be) but making it known that interest is there will no doubt help the work see the light of day in good time.
  13. One more thing... Charles W. Marslett has released the source code for MyDOS: https://atariwiki.org/wiki/Wiki.jsp?page=MyDOS Charles, for all your contributions, Giga-thanks from the community! You will stay in our hearts forever! :) :)
  14. Hello together! Charles W. Marslett has released his A65 Assembler source code: https://atariwiki.org/wiki/Wiki.jsp?page=A65%20Assembler Charles, again(!) Giga-thanks from the community once more! :-))) ;-) ;-) @all others: AtariWiki is now on a new server with higher speed! :-) We already have the attached files, but are missing: A65 Files Vol1.atr A65 Files Vol2.atr If anyone, who is reading this, is in the possession of these 2 files, please be so kind and upload them. Thank you very much in advance. :-) A65 Files Vol3.atr A65 Files Vol4.atr A65 Files Vol5.atr A65 with docs and examples.atr A65_with_DOS_2.5.atr A65_12.ZIP
  15. Hi! I've recently 'discovered' the Coleco ADAM and I've found a fascinating machine I'm now trying to collect as much technical info as I can, but I cannot find anywhere the source code files (I understand that binaries are the ones used by MESS) of the ROMs of the various 6801 processor used by the ADAM. I've found the PDF with the same code, but having source files would be very handy. I've already searched the forum, but the link to the archive with these files (http://drushel.cwru.edu/6801/6801_src.zip) does not work. Can anyone send it to me in a PM, or give a working link? Thanks in advance for any help.
  16. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has the lost to be believe, final OSS supercart of the highest developed macro assembler for the Atari, the OSS MAC/65, MAC XL and MAC XE in various versions and this time with the source code together! Did I mention the additional commands like PHX, PHY and so on? We are very happy about that, because now, we can make a final macro assembler for the Atari, let's call it: Ultimate MAC/65? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=Mac65 Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and guess what, we can continue in part 3! Not kidding. Check back in here again. :-) Call for help, up to now, we have some problems with assembling, just 4 errors are remaining: Who can help us to get them lost? The BIN-files just run in Altirra with OSS '043M' ; who can create a '034M'-version? :-) MAC_XE_v3.4i_(1986-02-11)(Lawrow,_Stephen)(US).bin MAC-65_v3.6_(1988-01-07)(Lawrow,_Stephen)(US).bin
  17. Hi together! Charles W. Marslett has released the FastChip source code, the rewritten ATARI Floating Point ROM routines!!! I am speechless and so lucky, that a pictues says more than thounds words: Charles, in the name of the community, thank you so much for your work, your contribution, your help and so much more. We are really deep in your obligation! More from Charles: https://atariwiki.org/wiki/Wiki.jsp?page=Articles#section-Articles-OperatingSystemsOS https://atariwiki.org/wiki/Wiki.jsp?page=MyDOS https://atariwiki.org/wiki/Wiki.jsp?page=A65%20Assembler FastChipAsm.zip
  18. COMING SOON Monkey Labs is proud to partner with incredibly talented AtariAge artist Brian O to release an exclusive, first-run print HALO 2600 poster. This beautiful 24" x 36" poster is printed on ultra-quality gloss 28lb movie poster print for a phenomenal product that's durable and is sure to turn anyone's eye upon entering your man-cave / game room / collection library. Brian O has utilized the source code from Ed Fries to create a sprite of Master Chief -- as the picture shows, the code is clearly visible thanks to the ultra-high-quality printing provided. You & your friends will all be amazed at the intricate detail and painstaking work Brian O has gone to to create such an awesome piece of art! Stay tuned in TWO WEEKS for an official pre-order thread. We will be doing a LIMITED EDITION FIRST-RUN PRE-ORDER in two weeks! This will be the only chance for collectors to get the first-run artwork with this detail. Price on the pre-order will be $20 PLUS SHIPPING, individually calculated for each pre-order. We will only be having a limited window open for pre-orders, so keep your eyes out for your chance to complement this great game, great AtariAge cart, box, and manual, and your HALO or 2600 collection overall! Monkey Labs & Brian O are currently not taking pre-orders; this thread is to generate interest prior to pre-order info release. I will be updating this thread with additional details and creating a pre-order thread upon the beginning of the pre-order window. Again, stay tuned! We have all aspects of production and fulfillment on standby and should have a very quick window for order fulfillment and shipping once the pre-order window closes.
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