Search found 13 matches
- Thu Jan 03, 2019 10:45 am
- Forum: General Discussions
- Topic: Announcing 8bit-Unity: Cross-platform SDK for 8bit games
- Replies: 2
- Views: 853
Re: Announcing 8bit-Unity: Cross-platform SDK for 8bit games
Indeed. After initial release, my next two targets will be the Oric Atmos and the Acorn Beebs/Elk.
- Thu Jan 03, 2019 9:10 am
- Forum: General Discussions
- Topic: Announcing 8bit-Unity: Cross-platform SDK for 8bit games
- Replies: 2
- Views: 853
Announcing 8bit-Unity: Cross-platform SDK for 8bit games
Hey guyz,
Last month I released 8bit-Slicks for the C64, Atari XL and Apple//e. It is the first cross-platform online game for 8bit era computers.
While developping the game, I organized my project into a "game" part, and a "SDK" part, for future re-use. It then occured to me that other people ...
Last month I released 8bit-Slicks for the C64, Atari XL and Apple//e. It is the first cross-platform online game for 8bit era computers.
While developping the game, I organized my project into a "game" part, and a "SDK" part, for future re-use. It then occured to me that other people ...
- Thu Dec 20, 2018 10:39 pm
- Forum: General Discussions
- Topic: Game Release: 8bit-Slicks Online Racer for Apple, Atari, C64
- Replies: 5
- Views: 2849
Re: Game Release: 8bit-Slicks Online Racer for Apple, Atari,
I might add a lap timer in a future version. But game already uses much of the memory, because of the TCP/IP stack.
Looking foward to what you will come up with map-wise!!!
Looking foward to what you will come up with map-wise!!!
- Tue Dec 18, 2018 1:32 pm
- Forum: General Discussions
- Topic: Game Release: 8bit-Slicks Online Racer for Apple, Atari, C64
- Replies: 5
- Views: 2849
Re: Game Release: 8bit-Slicks Online Racer for Apple, Atari,
That's awesome! I'll have to check that out. I own all three systems. Would be cool to see them racing each other!
That's impressive collection you have then! Do you own ethernet cart/card for each of them??
BTW, that's some impressive graphics for the Apple IIe.
Standing on the shoulders of ...
That's impressive collection you have then! Do you own ethernet cart/card for each of them??
BTW, that's some impressive graphics for the Apple IIe.
Standing on the shoulders of ...
- Mon Dec 17, 2018 3:18 pm
- Forum: General Discussions
- Topic: Game Release: 8bit-Slicks Online Racer for Apple, Atari, C64
- Replies: 5
- Views: 2849
Game Release: 8bit-Slicks Online Racer for Apple, Atari, C64
It was 18 months in the making... but finally I am pleased to announce the release of 8bit-Slicks for the Apple//e, Atari XL, and C64 , just in time for the Xmas holiday!
The game supports up-to 4 players, local or online (using the Uthernet, DragonCart or RR-Net).
13 games servers are available ...
The game supports up-to 4 players, local or online (using the Uthernet, DragonCart or RR-Net).
13 games servers are available ...
- Sat Dec 15, 2018 2:43 pm
- Forum: Programming
- Topic: JSR Indirect Address
- Replies: 41
- Views: 12132
Re: JSR Indirect Address
Not sure if it is helpful, but to change JSR addresses I just edit the address bytes.
This is an example used to dynamically specify the JSR address of a SID file...
This is an example used to dynamically specify the JSR address of a SID file...
Code: Select all
playMusic:
; set address
sta initSID+1
stx initSID+2
initSID:
; init code (Dummy address)
jsr $0000
- Thu Oct 05, 2017 12:45 pm
- Forum: Programming
- Topic: Keeping CC65 interrupts alive when calling MADS library
- Replies: 2
- Views: 977
Re: Keeping CC65 interrupts alive when calling MADS library
Thx for the extra info Jeremy!
I also saw the reply on Atariage, this community is great for supporting new devs!
I also saw the reply on Atariage, this community is great for supporting new devs!
- Wed Oct 04, 2017 1:32 pm
- Forum: Programming
- Topic: Looking for the MCP+ assembly code
- Replies: 0
- Views: 5239
Looking for the MCP+ assembly code
Hey Guys,
In Atari Gaphics Studio, there is a cool video mode called MCP+ (see attached xex).
I can export MCP+ images from AGS as xex files, and they run superb on my actual 130XE.
However, I cannot find the ASM code anywhere (and AGS refuses to export ASM code for that format).
Would anyone ...
In Atari Gaphics Studio, there is a cool video mode called MCP+ (see attached xex).
I can export MCP+ images from AGS as xex files, and they run superb on my actual 130XE.
However, I cannot find the ASM code anywhere (and AGS refuses to export ASM code for that format).
Would anyone ...
- Wed Oct 04, 2017 12:50 pm
- Forum: Programming
- Topic: Using fopen() in cc65
- Replies: 9
- Views: 2236
Re: Using fopen() in cc65
SUP, I got the same idea working with "atadim.exe"!
If you may have a little extra time, could you please look into my next problem here: viewtopic.php?f=2&t=4933
Thank you in advance!!
If you may have a little extra time, could you please look into my next problem here: viewtopic.php?f=2&t=4933
Thank you in advance!!
- Wed Oct 04, 2017 12:50 pm
- Forum: Programming
- Topic: Keeping CC65 interrupts alive when calling MADS library
- Replies: 2
- Views: 977
Keeping CC65 interrupts alive when calling MADS library
Hey Guyz, I have another problem for which I need a bit of advice:
(1) I compiled with MADS a routine to display interlaced graphics for ATARI (multiplegraphicsmode).
(2) I then merged the MADS binaries with my main CC65 compiled program (using merge-xex.exe).
(3) The CC65 program autoruns ...
(1) I compiled with MADS a routine to display interlaced graphics for ATARI (multiplegraphicsmode).
(2) I then merged the MADS binaries with my main CC65 compiled program (using merge-xex.exe).
(3) The CC65 program autoruns ...
- Wed Oct 04, 2017 11:56 am
- Forum: Programming
- Topic: Using fopen() in cc65
- Replies: 9
- Views: 2236
Re: Using fopen() in cc65
Ed, that's a fantastic reply, thank you so much!
Could you kindly tell me how I can compile such disk myself?
Did you use mkatr, or some other program?
Could you kindly tell me how I can compile such disk myself?
Did you use mkatr, or some other program?
- Wed Oct 04, 2017 10:58 am
- Forum: Programming
- Topic: Using fopen() in cc65
- Replies: 9
- Views: 2236
Re: Using fopen() in cc65
Thanks for the replies guys!
Here is a sample of my code:
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <conio.h>
#include <unistd.h>
void LoadBitmap(char *filename)
{
FILE* fp;
// Open Map File
fp = fopen(filename, "rb");
if (fp>0) {
printf("Loading...\n ...
Here is a sample of my code:
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <conio.h>
#include <unistd.h>
void LoadBitmap(char *filename)
{
FILE* fp;
// Open Map File
fp = fopen(filename, "rb");
if (fp>0) {
printf("Loading...\n ...
- Tue Oct 03, 2017 12:41 pm
- Forum: Programming
- Topic: Using fopen() in cc65
- Replies: 9
- Views: 2236
Using fopen() in cc65
Hey guyz,
I am coding a game for Atari 8bit, and want to use fopen() in cc65 to read some game related data.
I used mkatr.exe to create a bootable ATR, containing only my prog and data file.
However, I cannot seem open the file (I tried both upper and lower case filename).
fopen("myfile.dat ...
I am coding a game for Atari 8bit, and want to use fopen() in cc65 to read some game related data.
I used mkatr.exe to create a bootable ATR, containing only my prog and data file.
However, I cannot seem open the file (I tried both upper and lower case filename).
fopen("myfile.dat ...