Search found 13 matches

by 8bit-Dude
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.
by 8bit-Dude
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 ...
by 8bit-Dude
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!!!
by 8bit-Dude
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 ...
by 8bit-Dude
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 ...
by 8bit-Dude
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...

Code: Select all

playMusic:
		; set address 
		sta initSID+1
		stx initSID+2
initSID:
		; init code (Dummy address)
		jsr $0000
by 8bit-Dude
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!
by 8bit-Dude
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 ...
by 8bit-Dude
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!!
by 8bit-Dude
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 ...
by 8bit-Dude
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?
by 8bit-Dude
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 ...
by 8bit-Dude
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 ...