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Blogs

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  • Cheat Blog
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  • Rybags' Blog
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  • grafix's Bit Mouse Playhouse
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  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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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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  • Robert @ AtariAge
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  • edweird13's Blog
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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
  • Hulsie's Blog
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  • Why Are You Even Reading This?
  • Xuel's Blog
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  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • ebot
  • 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
  • defender666's Blog
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  • Chuplayer's Blog
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  • POKEY experiments
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  • ScumSoft's Blog
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  • kgenthe's Blog
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  • Dallas' Blog
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  • Fashion Jewellery's Blog
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  • Nerdbloggers
  • Algus' Blog
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  • Brain droppings...
  • Sandra's blog
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  • polo
  • 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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  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
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  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
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  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
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  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
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  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
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  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
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  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • 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
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
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  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
  • Caféman's Blog
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  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
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  • CyranoJ's ST Ports
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  • Star_Wars_Collector
  • Alp's Art Blog
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  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
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  • Ballblogɀer
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  • Fultonbot's Atari Blog
  • Dmitry's Blog
  • Kaug Neatos Crash Bandicoot Bandwagon
  • lexmar482's Blog
  • vegathechosen's Blog
  • Atari 2600JS
  • Doctor Clu's Dissertations
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  • Atarimuseum.nl
  • Vorticon's Blog
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  • bow830's Blog
  • Arcade Attack - Retro Gaming Blog
  • MrRetroGamer's Blog
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  1. I've been playing around in the sink.. VWBRPG.bin This worked on my SuperCharger through my Gemini and through my modded Vader 2600 but had jitters with the SuperCharger on my Sunnyvale 4-switcher. It also works well on a Harmony Cart. This is just the first screen of a little RPG I'm working on along with all my other projects. Buttons said the character reminds her of a little rabbit.
  2. I've been working with DLI's on the Atari 8-bit/5200 - a fascinating and powerful technology for doing really cool things with the display! I have decided to add them to the next release of Virtual World BASIC for the 2600! Here's a BASIC Display List Interrupt Demo for the Atari 2600, the program listing and the DLI chapter from the manual to discuss. DLI_Demo4.bin Display_List_Interrupt_demo4.txt The BASIC DLI demo is only 20 lines of code, easy to review (I reused code from 9LineBlitz). Note: This DLI code won't compile until the next version of vwB is released (soon, along with other enhancements). Draft of the new chapter on DLI's: Display List Interrupts ------------------------------- Display list interrupts run during the vertical blank and provide the ability to split the screen up into multiple horizontal sections, each of which can contain a vertically, horizontally or diagonally scrolling playfield with free floating or tile-mapped sprites. The DLI demo program (DLI_Demo.txt) demonstrates setting up display lists to scroll the top half of the screen vertically while scrolling the bottom half of the screen horizontally at different speeds. The demo actually uses 4 DLI calls to do this but arranges them to create two contiguous scroll zones. Syntax for calling the DLI is simple: "gosub DLI" two rows (1/5) of the screen will be updated based on the value you store in scrollvirtualworldtoggle (it's reused for DLI's; just don't use zero). Put in an 8, and the bottom two rows of the screen will be updated: 100 scrollvirtualworldtoggle=8:gosub DLI:scrollvirtualworldtoggle=0: rem call DLI, update tile rows 9 and 10. Put in a 1 and rows 2 and 3 will be updated near the top of the screen: 100 scrollvirtualworldtoggle=1:gosub DLI:scrollvirtualworldtoggle=0: rem call DLI, update tile rows 2 and 3. Trick to span three rows (about 1/3 of the screen) - use "3" as a prefix before the start row. Put in a 37 and the bottom three rows of the screen will be updated: 100 scrollvirtualworldtoggle=37:gosub DLI:scrollvirtualworldtoggle=0: rem call DLI, update tile rows 8,9 and 10. Put in a 30 and the top 3 rows will be updated. 100 scrollvirtualworldtoggle=30:gosub DLI:scrollvirtualworldtoggle=0: rem call DLI, update tile rows 1,2 and 3. It's no more complex than setting the x,y coordinates for the playfield camera to pan the view about the virtual world, you're just able to do that independantly for each section of the screen you define with a DLI! You can call a DLI from each gameloop with different camerea settings; each game loop runs on one of the vertical blanks so one of your DLI calls will happen "before" (called from the top blank) the display is drawn and one will happen after the display is drawn, the one called from the bottom blank (gameloop2). DLI Overhead: 3 row DLI's will occuply nearly the entire top blank, and cannot fit in the bottom blank while 2 row DLI's leave plenty of space for your own program code. Just like raising an event to scroll the entire screen, A DLI need be called only as frequently as you need to update it's target section of the screen (pan the camera). Exercises for setting up multiple DLI's and setting their animation rates: 1. Increase the scrolling speed of the top half of the screen to match the bottom, so they are both animated at 30 FPS (every other frame). 2. Change the demo to show three visible scroll zones; try to set up two zones scrolling horizontally in opposite directions or at different speeds, while the third "larger" zone (comprised of two zones) scrolls vertically or diagonally.
  3. As a Tiny BASIC implementation vwB has a somewhat familiar feel to bB but a different object set, most notably the large virtual world and playfield camera. There is no visual IDE, so you have to write programs like the one below in an editor, and the graphics definitions are defined inline using ASCII art (WYSIWYG) much like bB. Here's a sample listing to show some of the things you can do, and a link to the compiler and specs. The programmers on this forum have made a ton of awesome games and demos with bB! I'm looking forward to playing what you build with vwB! 1 rem *** Test program for vwBASIC compiler *** 5 rem --------------------------------------- 7 rem ---init section, runs once: ----------- 8 rem --------------------------------------- 15 COLUP0=$40:COLUP1=100: h=0:g=0:l=0:f=0:u=5:v=5: rem init vars 20 rem draw a box of inverted pixels (gosub 20 to call routine again) 30 for x = 5 to 10:rem outer loop 40 for y = 3 to 8: rem inner loop 50 vwpixel(x,y,flip) 60 next x,y 105 rem end block for init section --------------------- 122 rem ------------------------------------------------ 120 rem ---gameloop subroutine, runs every frame: --- 124 rem ------------------------------------------------ 127 rem vars: x,y player0 virtual world coordinates (for sprite binding) 128 rem vars: g,l,f - frame based counters 129 rem vars: u,v player1 virtual world coordinates (for sprite binding) 130 scrollvirtualworldtoggle=0:f=f+1 131 if g<16 then read i(mazecolours,g):COLUPF=i: rem data/read example 132 if f=7 then g=g+1:l=l+1 133 if g<16 or g>48 then REFP0=1 else REFP0=255 135 if g<32 then loadplayer0(0) else loadplayer0upsidedown(0) 137 if g>64 then g=0:rem reset medium frame counter 138 if l>104 then l=0 139 if f=14 then f=0 else vwpixel(u,v,bindplayer1):vwpixel(x,y,bindplayer0):return 152 rem ---scroll sprite library section containing message 155 loadplayer1(l) 555 if joy0up=1 and y>0 then COLUP1=$40:COLUP0=$90:y=y-1 556 if joy0down=1 and y<18 then COLUP1=$64:COLUP0=$70:y=y+1 557 if joy0left=1 and x>0 then COLUP1=$55:COLUP0=$60:x=x-1 558 if joy0right=1 and x<90 then COLUP1=$84:COLUP0=$80:x=x+1 559 rem ---bind player1 to virtual world game grid at player0's location if button is pressed 560 if joy0fire=1 then u=x+1:v=y:vwpixel(x,y,flip):COLUP0=$E0:MUSICINDEX=MUSICINDEX+1 570 if u=x and v=y then COLUBK=$0E else COLUBK=0:rem virtual collision detection 700 rem ------pan camera horizontally (BITIndex) if player is near the edge of the playfield CAM 705 i=x-BITIndex 710 if i > 15 and BITIndex < 72 then BITIndex=BITIndex+1:scrollvirtualworldtoggle=1 712 if x < BITIndex+3 and BITIndex>0 then BITIndex=BITIndex-1:scrollvirtualworldtoggle=1 720 rem -----pan camera vertically (BYTErowoffset) if player is near the edge of the playfield CAM 725 i = y*12 730 if BYTErowoffset<108 and BYTErowoffset+36<i then BYTErowoffset=BYTErowoffset+12:scrollvirtualworldtoggle=1 735 if i>36 then i=i-36 740 if BYTErowoffset>i then BYTErowoffset=BYTErowoffset-12:scrollvirtualworldtoggle=1 1560 rem end block for game loop ---------------
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