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#atari8bit

4 posts4 participants0 posts today

If #Atari8bit people can help get clean disassemblies that can produce good binaries for games to be #HighScoreEnabled for #FujiNet, that would be great.

Here's a list of games that we can pull from e.g. HomeSoft and other places to get clean disassemblies:

* Atlantis
* Buck Rogers
* Crystal Castles
* Deluxe Invaders (Roklan)
* Donkey Kong Jr.
* Embargo
* Food Fight
* Galaxian
* Joust
* Jungle Hunt
* Mario Bros.
* Millipede
* Montezuma's Revenge
* Moon Patrol
* Mr. Do!
* Popeye
* Q*Bert
* Robotron: 2084
* Sinistar
* Spy Hunter
* Star Wars: Death Star Battle
* Star Wars: The Arcade Game
* Super Cobra
* Super PAC-MAN
* Tapper
* Tutankham
* Up'n Down
* Vanguard
* Wizard of Wor

Let's get some more #Atari8bit games #FujiNet #HighScoreEnabled. (thread)

There are more than 4 dozen High Score enabled games, can some of you help to port some more?

There is a repo for these games:
github.com/FujiNetWIFI/fujinet

One of the games that has been fully disassembled, and builds a working executable, and is ready to have a high score table transplanted into it, is Berzerk.

github.com/FujiNetWIFI/fujinet

It needs a high score table patched in after game over.

---

One can be grabbed from any of the other games in atari-game-ports, such as Donkey Kong:

github.com/FujiNetWIFI/fujinet

It implements a high score routine that saves to sectors 719 and 720 on the disk, so it can be used and tested locally.

It uses the display list to cut a hole in the screen, for the mode 6 display of the scores. It then loads the scores in from disk. Checks them looking for an eligible slot, and if one is found, grabs the user input and writes to disk. If one isn't found, it simply jumps right to a pause, before tidying up and exiting.

The Makefiles in both dkong and berzerk assemble the code, build the bootable ATR disk, build write-high-score and high-score-enable, and use those two tools to both insert the high score sectors, and to alter the first 16 bytes of the ATR file to indicate that it is high score enabled.

---

Let's start getting more of these games patched and ported, and we'll host them for High Score Enabled sharing of scores!

-Thom

So just for yucks I thought I'd Google's Gemma model to plot a sine wave in #atari8bit #basic

It certainly wasn't perfect. It thought that:

  • Comments were started with '
  • Comments could be on the same line as code
  • It didn't know about the GRAPHICS statement to switch modes
  • It chose a wildly wrong graphics mode :) (Mode 2 which doesn't have enough resolution for the x/y coords it was calculating)

BUT when I fixed those things, I did get a working SINE.BAS:

--
5 REM Set graphics mode 2 (hires)
10 GRAPHICS 8
15 REM Set foreground color to bright blue, background to dark blue
20 COLOR 14, 11
25 REM Adjust this value for wave height. Higher values make a taller wave.
30 AMPLITUDE = 60
35 REM Adjust this value to shift the sine wave vertically
40 OFFSET = 100

50 FOR X = 0 TO 319
55 REM Calculate y coordinate, scale x for smoother curve
60 Y = AMPLITUDE * SIN(X / 100) + OFFSET
70 PLOT X, Y
80 NEXT X

90 END