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Blogs

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  • EricBall's Tech Projects (PRIVATE)
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  • 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
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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
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
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  • 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
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  • The 7800 blog
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  • The Wreckening
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  • Robert @ AtariAge
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  • 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
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  • Retail hell (The EB years)
  • Vectrexer's Blog
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  • Retro Gaming Corporation
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  • A Ramblin' Man
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  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
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  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
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  • Chuplayer's Blog
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  • POKEY experiments
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  • Gary Mc's Blog
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  • Nerdbloggers
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  • Brain droppings...
  • Sandra's blog
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  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • Computer Help
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  • an atari story
  • JDRose
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  • The Forth Files
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  • A.L.L.'s Blog
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  • Partyhaus
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  • ¡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
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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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
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  • Prixel Derp
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  • VVHQ
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  • Synthpop Universe
  • Atari 5200 Joystick Controllers
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  • matosimi's Blog
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  • MegaData Manifesto
  • Selling Atari on Ebay.
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  • 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
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  • 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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  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
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  • Zsuttle's gaming adventures
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  • 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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  • Coleco Mini
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  • Atari 2600JS
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  • Arcade Attack - Retro Gaming Blog
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  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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Found 12 results

  1. Hello there o/ STORY Today I want to tell you about a small my project — Altirra Middle Runner (amr). It all started with the fact that looking through a huge number of programs for atari, I had to constantly switch configurations of the Altirra emulator. Some programs required BASIC, others asked to remove the cartridge. The third required a different version of rom - OS-B, the fourth needed more memory than was selected in the default profile. All this tired me out, because the only thing I would like is to click on the icon with the image of a disk or cassette in windows and immediately get a running emulator with the necessary parameters, and not waste precious time figuring out once again why the program freezes or crashes the emulator with error. If anyone does not know, there is such a standard for describing file parameters - TOSEC. You may have seen how the names of the files, along with the name of the program, file has additional information in square brackets, describe the required hardware necessary to run it. For example: Anti-Sub Patrol (1983)(Roklan)(US)[BASIC][OS-B][cr CSS].atr You can read more about the TOSEC specification on the Internet, and we are interested in two parameters here: [BASIC] and [OS-B]. First, the [OS-B] parameter tells us that we need an earlier Atari 800 with "OS-B" firmware. And secondly, the [BASIC] parameter says it is necessary to insert a cartridge with "Atari Basic rev B.rom", since it was inserted separately. Now it is enough for us to specify the arguments when starting the emulator, so that the program we have chosen will be successfully loaded. And here comes my program. What it does? The file name is passed to the amr program as an argument, then it is analyzed and the parameters of the necessary hardware are determined. After that, the launch line with the emulator arguments is already formed and all this is transferred to altirra.exe. To prevent these parameters from overwriting the main settings of the emulator, the "/tempprofile" argument is used. This is a test version of the program and it will be improved in the future, but at the moment it successfully detects and allows you to correctly launch the emulator with the following settings: [BASIC] [OS-A] [OS-B] [XL-OS] [req 8K] [req 16K] [req 24K] [req 48K] [req 52K] [req 64K] [req 128K] [req 256K] [req 320K] [req 320KCOMPY] [req 576K] [req 576KCOMPY] [req 1088K] (PAL) (NTSC) At this stage, this is quite enough to run most programs, but in the future the list will certainly grow. Another thing that haunted me was the automatic loading of "Turbo 2000" cassettes. Altirra does a great job with this task, but I would like to run such files with a single click. Luckily for me, Altirra is able to work with VFS (Virtual File System) and in particular with files inside zip archives. As a result, the idea arose to pack a wav file with an audio recording in the "turbo 2000" format with name "data.wav" into a zip archive, change the file extension to t2k and set associations for the correct launch. The only caveat is that in order to load such cassettes, you must first run the T2000 loader. INSTALL To correctly install amr, just unpack the archive inside the Altirra folder. So that amr64.exe is located next to Altirra64.exe Next, you need to run "make_reg.bat". It will generate an association file for the windows registry - "amr.reg". This file will use icons from the "icons" folder and current path to associate amr64.exe to the following file types: atr atx bas car cas dcm pro rom xex xfd t2k. If necessary, this list can be expanded by adding new file types. Now we doubleclick on the amr.reg file and confirm the changes to the windows registry. At this stage installation is completed. The only thing that needs to be done is to place the file with the firmware "Atari Basic rev B.rom" in the "roms" folder. This file is critical and necessary to run programs requiring "OS-B". RUN If you did everything right, now just click on the atari-file in windows explorer. Since everything is in test mode, a console window will open, which will describe the parameters that could (or not) be determined, as well as the startup arguments line for Altirra. In the future, of course, this window will not be needed and don't show. To run the "Turbo 2000" cassettes, it is also necessary that the loader file "T2000 loader.xex" be located next to amr64.exe. After starting the emulator, the inscription "T2000" will appear on the screen. After play sound signal you must press the "return" (enter) key. After the flickering of black and gray stripes, the name of the program will appear and you must press "return" (enter) again. Your further participation is not required and in a minute you will see the result of the loading. amr64.7z
  2. #FujiNet #Atari8bit I have created a new repository that contains useful tools for OSS DOS XL (and OS/A+) users. These include N and D, which set the default device used by the command processor to N or D respectively. https://github.com/FujiNetWIFI/fujinet-dosxl-tools -Thom
  3. Please don´t hit me, I know, there exists tons of good stuff for RAM expanded ATARI´s up to 512k ?, but can somebody tell me, which Tools, Programs or Demos using the advantage of the 1MB and especially the 2/4MB? Or has anyone of the Antonia owners already programmed something of their own that takes advantage of the 4MB? Thx., andY
  4. ABBUC members receive the magazine on a floppy disk four times a year. Beside "official" texts (protocols, dates etc.) it always contains software of all kind. This software shall preferably be created by ABBUC members, but actually, we sometimes had to search the internet for software to not deliver an empty disc. So this call is for EVERYBODY: If you have created ANY software for the Atari 8 Bit computer, which has not been released yet, please consider having it published on the ABBUC magazine. This can be anything: A game, a demo, an update, an image, a little BASIC program, a WIP of something (demo like)... you name it: anything! It can also be your first BASIC program you´ve created back in the days and never showed off. Why not release it and get some feedback? Please just also send a small text which describes you and the program. If you have anything, that you want to be released with the next magazine, please contact CharlieChaplin, who creates the actual disk images for the magazines, and/or me. If we come to the lucky situation, that the disk is full (we always deliver one disc, two-sided, ED) he will inform me and we decide, which software we release on the current issue, and what we keep for one of the following issues. Keep on coding!
  5. Introduction Atari Jam is a Windows tool for developing Atari 8-bit computer software. The theoretical concept is that it is a PBI device that maps the memory, allowing an external device to monitor and change things in real-time. In practice, this is accomplished by attaching to an external emulator and accessing the RAM. The program gives the user a suite of tools to interactively modify, tweak, test and program software. It is not intended to be a replacement for a development IDE but rather to let the user experiment and rapidly develop small projects or pieces of something larger. It currently compatible with an Atari 800XL with 64K of RAM. Features Live memory viewer/editor Interactive disassembler Assembler Character editor Character map editor Player/missile editor Graphics control (GRACTL, DMACTL, GPRIOR) and color picker Display list editor Experimental video player (AVI) Vector control Notes The video player is very limited in the input it will accept. It uses a dither pattern that will be applied each frame, using the current palette. The user can adjust colors to find the best match. The program monitors GRACTL and PM registers through the addition of an OS patch that removes shadowing for the paddles. This patch slightly reduces the cycles used by the OS during a refresh. Hopefully, this is something people will find useful. I plan to have a version ready to try by March 1st.
  6. Hello folks, After the positive response from the Homebrew group on Facebook, I decided to start creating a tool for drawing out kernel code. This would ease out development of correctly timed drawing code, using a simple drag-and-drop tool. Here attached is a HTML demo of what I've made last 2 days. It is still very preliminary, but it is just to give the feeling. kernelpaint.html see also on Github: https://github.com/Yvar-deGoffau/Kernel-Paint Please send in any feedback, and I hope to find more free time in my week. Of course, all contribution is more than welcome!
  7. Hello! I've been thinking about getting back into retro console repair and modification. I attempted to, a long while back, but then my life got kind of dumped on. NOW that I have the time and money to get back into the hobby, I wanna get back to trying to learn. What would you include in a retro-console repair kit? What sizes of tools? and so on.
  8. Hi, New/old A8 basic coder here (haven't touched it in ~30y). Trying to remember how to use ML strings to redefine character sets... My most immediate problem is that I can't get certain characters on the screen. CHR$(127) does not output the right-facing triangle character. I need to get that in a string to redefine my character set but I'm forgetting how. The screenshot attached shows another person's program that contains said character in a string, but I don't know how it was done. I have access to Atari800MacX, Envision on a windows XP VM, and I'm open to other mac/win/a8 tools if there's an easy-peasy character set generator that outputs what I need. I also don't mind converting the values by hand into ATASCII but I figure there's easier ways My requirements are that the code be self-contained in the basic file and that it be as compact as possible, so I can't use external files to load the charset data, and I figure strings are better than data statements.
  9. Here is something I have worked on the weeking. It's some testfiles for un-crunching BASIC programs. The txt files are the LIST output of those programs, so they are matching exactly the way the BASIC INTERPRETER does the uncrunching of each basic line of the program. (Classic99 was used with LIST "CLIP" to generate those txt files) If you compare that to the available tools (TI99DIR, imagetool,...) you will see that all have some issues in recreating that same syntax. Example: Output from TI99dir of Line 4 of XBCMD1 4 ACCEPTVALIDATE("YN"):R$ Output from TiImageTool of Line 4 of XBCMD1 4 ACCEPT VALIDATE ("YN"):R$ while if you LIST the program in the TI99 you will see: 4 ACCEPT VALIDATE("YN"):R$ XBCMD1 contains examples for XB commands from A-P XBCDM2 contains examples for XB commands from P-Z XBCMD3 contains quote examples XBCMD4 contains all characters within strings from 0 to 255. Here the txt File fails for line 100 because it interprets some control character. The examples for XB commands are mostly taken from the XB Manual and are only extended by me if insufficient. I will create some more testfiles and add them as Unit Tests to Web99, so in case i touch the code, I immediately see if I broke some behavior. Feel free to do the same for your projects or use the files to manually test your tool during development. Btw: The programs can be loaded, but running them makes no sense, their purpose is to find out if your Tool decodes a TiFile into the Basic Source Code the same way the Basic Interpreter does. Please provide feedback if you want to use it, so I can provide you with updates. unittest.dsk XBCMD1.txt XBCMD2.txt XBCMD3.txt XBCMD4.txt
  10. I have noticed on eBay, this Auction: Color Computer EDTASM+ Editor Assembler with ZBUG Radio Shack Tandy 26-3250 coco Would this be something "worthwhile" to purchase for the CoCo 3?? Are there any better recommendations for an Assembler Development Systems for the CoCo 3?? At this point, I have a CoCo 3 with 128K, and no Tape or Disk Interface. I am getting the DriveWire System setup on my computer, so I can work with Virtual Disk Images. The CoCo 3 is New in Box, and I am the Second Owner, the First Owner never plugged it in.. Neither have I, so I probably should.. MarkO
  11. hey guys, works been slow lately so ive been working on a hack, or to be more specific, a hack of a hack. the original hack was based on motocross, but the bike sprites had been replaced pod racers. its on JDD (http://jims_digital_domain.tripod.com/dwnloads.htm) if you want to have a look. Im taking it a step further by modifying all the other sprites (done) and changing the background (also done), but I also want to change the color of the sprites and background. witch is where im at a loss, ive made mods to games that use sprites in the past shure, (EX: chris sawyers locomotion) but in those games the sprite contained the colors used in it. on the Atari however, it seems the colors must be contained somewhere in the games code, and sense both the sprites and and all other code are in binary im having a difficult time finding what determines the color of the sprites. are there common locations in the bin to look for the colors, or are there any tools that can help me find them? I would appreciate any help, thank you.
  12. Hello everyone, I've made a series of 4 YouTube videos describing in detail the conceptual work, and the creation of words to implement an ANTIC disassembler tool in FORTH to compliment the ANTIC assembler that I wrote. This basically demonstrates how FORTH can quickly be used to make useful tools that can be intermingled with the development of programs in FORTH so that you don't have to load entire other programs to get stuff done, but rather just flow from one vocabulary of words to the next. Let me know what you guys, think. -Thom
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