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peteym5

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  1. Like
    peteym5 got a reaction from RadioPoultry in TEMPEST ELITE for Atari 400/800 XL XE   
    The video of the Earth is from the game running in VBXE mode. SInce the Player/Missile multiplexer program needs to load into RAM because of self modifying code, it can also be replaced with a VBXE routine that simply places sprites at the same screen positions. On start up Tempest Elite detects if VBXE is present, if not, it loads standard atari player/missile and related graphics driver routines into RAM. Lets say the player is intended to go at 40,60, and is single width and 14 pixels tall. The game VBI sets the positions and the index of that "sprite" in a prior frame. All a VBXE routine needs to do is multiply the horizontal position by two to convert the X coordinate. All the player (sprite) images are index. Lets say 1-16 are all the possible shapes for that Red X shape flipper. 1-16 will have the pointers inside the player source data that the multiplexer copies into the pm area at the start of the next VBI cycle. If on a VBXE area, it will have pointers inside a bitmap image source that the blitter will send to the VBXE screen. You can disable VBXE by holding down option when booting the cartridge. 
  2. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    The video of the Earth is from the game running in VBXE mode. SInce the Player/Missile multiplexer program needs to load into RAM because of self modifying code, it can also be replaced with a VBXE routine that simply places sprites at the same screen positions. On start up Tempest Elite detects if VBXE is present, if not, it loads standard atari player/missile and related graphics driver routines into RAM. Lets say the player is intended to go at 40,60, and is single width and 14 pixels tall. The game VBI sets the positions and the index of that "sprite" in a prior frame. All a VBXE routine needs to do is multiply the horizontal position by two to convert the X coordinate. All the player (sprite) images are index. Lets say 1-16 are all the possible shapes for that Red X shape flipper. 1-16 will have the pointers inside the player source data that the multiplexer copies into the pm area at the start of the next VBI cycle. If on a VBXE area, it will have pointers inside a bitmap image source that the blitter will send to the VBXE screen. You can disable VBXE by holding down option when booting the cartridge. 
  3. Like
    peteym5 got a reaction from Lost Dragon in Arcade USA   
    I like the opening for those videos and nice border. However I am really disturbed that my name had been removed from the credits for that 5200 Venture.
  4. Like
    peteym5 got a reaction from Justin in Atari 8-bit ports to 5200 in the works   
    I just got one of the games converted and we will be using it as a template for the other games. Over the last 2 years, I made a series of games that can run on an Atari 8-bit computer with as little as 16K RAM. I am working with someone to port a few others over. I chose Secretum Labyrinth Kings Gold as another possibility because that is a smaller game that was designed to be loaded from disk into RAM, and with a little help with Inflate/Deflate, fit onto a 32K ROM cartridge, and work with that 16K RAM on the 5200. Secretum Labyrinth Kings Gold had about 96 rooms vs The Legend having 256 rooms. This 5200 cartridge could have somewhere between.  How many different screen will become available will depend on how much I can downsize the program and data, but it may be possible to have a larger map.
  5. Like
    peteym5 got a reaction from greenween in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  6. Like
    peteym5 got a reaction from Ballblaɀer in Atari 8-bit ports to 5200 in the works   
    I just got one of the games converted and we will be using it as a template for the other games. Over the last 2 years, I made a series of games that can run on an Atari 8-bit computer with as little as 16K RAM. I am working with someone to port a few others over. I chose Secretum Labyrinth Kings Gold as another possibility because that is a smaller game that was designed to be loaded from disk into RAM, and with a little help with Inflate/Deflate, fit onto a 32K ROM cartridge, and work with that 16K RAM on the 5200. Secretum Labyrinth Kings Gold had about 96 rooms vs The Legend having 256 rooms. This 5200 cartridge could have somewhere between.  How many different screen will become available will depend on how much I can downsize the program and data, but it may be possible to have a larger map.
  7. Like
    peteym5 got a reaction from DegasElite in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  8. Like
    peteym5 got a reaction from Ballblaɀer in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  9. Like
    peteym5 got a reaction from jmjustin6 in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  10. Like
    peteym5 got a reaction from MaximumRD in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  11. Like
    peteym5 got a reaction from Justin in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  12. Like
    peteym5 got a reaction from Rowsdower70 in Mad Pascal   
    http://atariage.com/forums/topic/243658-mad-pascal-examples/
     
    This is a newer programming language that is great for making games and other software on the Atari 8-bit. It compiles to concise machine language and only the module sections that you use. I did a few tests, and the executables run faster than compiled Turbo Basic XL. You can set it up with things like fast graphics, fast math, etc. It runs from PC DOS, compiles down to assembly. Then you use MADS Assembler to build your final binary. You can make an XEX or Cartridge ROM file from there. 
     
  13. Like
    peteym5 got a reaction from Justin in Mad Pascal   
    http://atariage.com/forums/topic/243658-mad-pascal-examples/
     
    This is a newer programming language that is great for making games and other software on the Atari 8-bit. It compiles to concise machine language and only the module sections that you use. I did a few tests, and the executables run faster than compiled Turbo Basic XL. You can set it up with things like fast graphics, fast math, etc. It runs from PC DOS, compiles down to assembly. Then you use MADS Assembler to build your final binary. You can make an XEX or Cartridge ROM file from there. 
     
  14. Like
    peteym5 got a reaction from RickR in Mad Pascal   
    http://atariage.com/forums/topic/243658-mad-pascal-examples/
     
    This is a newer programming language that is great for making games and other software on the Atari 8-bit. It compiles to concise machine language and only the module sections that you use. I did a few tests, and the executables run faster than compiled Turbo Basic XL. You can set it up with things like fast graphics, fast math, etc. It runs from PC DOS, compiles down to assembly. Then you use MADS Assembler to build your final binary. You can make an XEX or Cartridge ROM file from there. 
     
  15. Like
    peteym5 got a reaction from RickR in 5200 Digital Controllers - Post em if you got em   
    That would be awesome if someone in this day and age build a few adapters that can interface an Atari 2600 type joystick into the 5200. Biggest complaint against the 5200 was the controller issues.
  16. Like
    peteym5 got a reaction from Justin in 5200 Digital Controllers - Post em if you got em   
    That would be awesome if someone in this day and age build a few adapters that can interface an Atari 2600 type joystick into the 5200. Biggest complaint against the 5200 was the controller issues.
  17. Like
    peteym5 got a reaction from Willie! in TEMPEST ELITE for Atari 400/800 XL XE   
    Hey everyone, it is Tempest Elite is now available.
     
    http://members.tcq.net/video61/tempestelite.html









  18. Like
    peteym5 got a reaction from MalakZero in Jungle Quest new Platform game Work in Progress for Atari 8-Bit Computers   
    Jungle Quest is a Platform Game for Atari 8-bit computer.  I am working on resurrecting this program that I started ten years ago. I was very far along with the game when I accidentally erased a partition on my hard drive. I had to recover a less complete copy from an old back up disk. It originally started writing the game MAC/65, then I ported it over to Mad Assembler so development can be done on my Windows PC and emulators.
     
    I was originally making this game before I knew Video61 and Kjmann. It started as being a TurboBasic XL game with ML routines, the Turbo Basic  parts got translated to full assembly. It originally was going to be a 130XE/Extended RAM Game. Then this guy Video 61 knew texted me, and asked if I can do this "Battle Squadron" game and see if we can make it on cartridge. I was still doing games with MAC/65 at the time, and barely knew how full executable and cartridge games were put together. Later we dropped Battle Squadron to do Tempest. I was talking about doing the game on AtariAge and some like the ideal of extended memory, but many still want to play on a 64K machine, stated why I don't do the game on these 128k Cartridges. Now I am still figuring out what I did ten years ago and adapt more modern programming techniques into the game like multiplexing, compression, RMT music and sound, etc.
     
    I also made this game more colorful and pushed the Atari to its limits in response to the whole "Commodore 64 vs Atari 8-bit" feud that went on for 464 pages and over 11,000 posts on AtariAge back in 2008 through 2009. Wanted to put something together that can show what our great Atari does over the Commodore 64.



  19. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    Hey everyone, it is Tempest Elite is now available.
     
    http://members.tcq.net/video61/tempestelite.html









  20. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    Hey everyone, it is Tempest Elite is now available.
     
    http://members.tcq.net/video61/tempestelite.html









  21. Like
    peteym5 got a reaction from Atari Today in Jungle Quest new Platform game Work in Progress for Atari 8-Bit Computers   
    Jungle Quest is a Platform Game for Atari 8-bit computer.  I am working on resurrecting this program that I started ten years ago. I was very far along with the game when I accidentally erased a partition on my hard drive. I had to recover a less complete copy from an old back up disk. It originally started writing the game MAC/65, then I ported it over to Mad Assembler so development can be done on my Windows PC and emulators.
     
    I was originally making this game before I knew Video61 and Kjmann. It started as being a TurboBasic XL game with ML routines, the Turbo Basic  parts got translated to full assembly. It originally was going to be a 130XE/Extended RAM Game. Then this guy Video 61 knew texted me, and asked if I can do this "Battle Squadron" game and see if we can make it on cartridge. I was still doing games with MAC/65 at the time, and barely knew how full executable and cartridge games were put together. Later we dropped Battle Squadron to do Tempest. I was talking about doing the game on AtariAge and some like the ideal of extended memory, but many still want to play on a 64K machine, stated why I don't do the game on these 128k Cartridges. Now I am still figuring out what I did ten years ago and adapt more modern programming techniques into the game like multiplexing, compression, RMT music and sound, etc.
     
    I also made this game more colorful and pushed the Atari to its limits in response to the whole "Commodore 64 vs Atari 8-bit" feud that went on for 464 pages and over 11,000 posts on AtariAge back in 2008 through 2009. Wanted to put something together that can show what our great Atari does over the Commodore 64.



  22. Like
    peteym5 got a reaction from TrekMD in Jungle Quest new Platform game Work in Progress for Atari 8-Bit Computers   
    Jungle Quest is a Platform Game for Atari 8-bit computer.  I am working on resurrecting this program that I started ten years ago. I was very far along with the game when I accidentally erased a partition on my hard drive. I had to recover a less complete copy from an old back up disk. It originally started writing the game MAC/65, then I ported it over to Mad Assembler so development can be done on my Windows PC and emulators.
     
    I was originally making this game before I knew Video61 and Kjmann. It started as being a TurboBasic XL game with ML routines, the Turbo Basic  parts got translated to full assembly. It originally was going to be a 130XE/Extended RAM Game. Then this guy Video 61 knew texted me, and asked if I can do this "Battle Squadron" game and see if we can make it on cartridge. I was still doing games with MAC/65 at the time, and barely knew how full executable and cartridge games were put together. Later we dropped Battle Squadron to do Tempest. I was talking about doing the game on AtariAge and some like the ideal of extended memory, but many still want to play on a 64K machine, stated why I don't do the game on these 128k Cartridges. Now I am still figuring out what I did ten years ago and adapt more modern programming techniques into the game like multiplexing, compression, RMT music and sound, etc.
     
    I also made this game more colorful and pushed the Atari to its limits in response to the whole "Commodore 64 vs Atari 8-bit" feud that went on for 464 pages and over 11,000 posts on AtariAge back in 2008 through 2009. Wanted to put something together that can show what our great Atari does over the Commodore 64.



  23. Like
    peteym5 got a reaction from Justin in Jungle Quest new Platform game Work in Progress for Atari 8-Bit Computers   
    Jungle Quest is a Platform Game for Atari 8-bit computer.  I am working on resurrecting this program that I started ten years ago. I was very far along with the game when I accidentally erased a partition on my hard drive. I had to recover a less complete copy from an old back up disk. It originally started writing the game MAC/65, then I ported it over to Mad Assembler so development can be done on my Windows PC and emulators.
     
    I was originally making this game before I knew Video61 and Kjmann. It started as being a TurboBasic XL game with ML routines, the Turbo Basic  parts got translated to full assembly. It originally was going to be a 130XE/Extended RAM Game. Then this guy Video 61 knew texted me, and asked if I can do this "Battle Squadron" game and see if we can make it on cartridge. I was still doing games with MAC/65 at the time, and barely knew how full executable and cartridge games were put together. Later we dropped Battle Squadron to do Tempest. I was talking about doing the game on AtariAge and some like the ideal of extended memory, but many still want to play on a 64K machine, stated why I don't do the game on these 128k Cartridges. Now I am still figuring out what I did ten years ago and adapt more modern programming techniques into the game like multiplexing, compression, RMT music and sound, etc.
     
    I also made this game more colorful and pushed the Atari to its limits in response to the whole "Commodore 64 vs Atari 8-bit" feud that went on for 464 pages and over 11,000 posts on AtariAge back in 2008 through 2009. Wanted to put something together that can show what our great Atari does over the Commodore 64.



  24. Like
    peteym5 got a reaction from Justin in Surround ‘Em for Atari 8-Bit Computers   
    Thankyou for taking interest in Surround'Em.
    I kept the graphics for Surround'Em simple and actually wanted to gave it a retro look. I wanted something like 80x48 pixel mode (graphics 5), but figured it would had run out of room fast, so used 160x96 (graphics 7) that with with double height PM graphics. It runs much faster than Surround. I had to re-work my player/missile multiplexer routine to work with 128 byte high player/missile areas. Instead of doing separate games on a multigame cartridge, Surround'Em can optionally play many different Surround type games like 2600 Surround, VIC-20 Slither, and a Dodge Survival Game. Like 2600 Surround, it  can activate diagonals movement, progressively increase speed during the game, wrap-around mode, and pressing fire can stop the path from being drawn.
     
    There are many options screen when the title splash screen that lets you choose how you want to play the game, including up to 4 multiplayer. Four player mode can be done using an Atari 800 or using the Multijoy8 interface for the XL/XE machines, although it is only a 4 player game. Multijoy8 will only activate if you select it on the title screen, or else it defaults to standard reading PORTA and PORTB. Joysticks are just about the only controller you can play thing type of game with.
     
    This game is Atari 8-bit universal, does not use the RAM under ROM and use OS VBI and DMI immediate vectors. When running on NTSC machines in North America, The game VBI is executed at 50 frames per second so it runs the same speed as PAL/SECAM machines in Europe. The game also looks great on HDTV set ups.
  25. Like
    peteym5 got a reaction from Justin in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    We have two options of aiming and putting the ball. One is place the cross hairs where you want to hit the ball, the ball moves at the cross hairs after you press and release the button. The longer you hold down the button, the more force you hit the ball. Like the power-force meter you see in other golf games. Second option is similar to 2600 Miniature Golf. The Cross hairs is replaced by a square, and press fire, makes the square jump to the ball position and the ball shoots off in the opposite direction. The further the square is from ball, the greater the force the ball is hit at.
     
    It is not easy to get the sounds exact using the Atari 8-bit pokey chip, and probably needs a little more work. This game is a work in progress.
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