RE: Introduction & Question

From: Jess Askey <jess_at_askey.org>
Date: Mon May 21 2012 - 00:25:10 EDT

I built a custom version of TASM called TASMx (xtended), which supports
all the old Atari Macros that they used in the original source code... I
did this because of my Major Havoc source code compilation project...

http://gamearchive.askey.org/Video_Games/Stuff/programs/tasmx/

It is sort of antique at this point, but if you have original Atari 6502
Assembler files or just want to compile some 6502 code, it may have a
little more functionality than TASM.

Most of the Atari source out there is from a disassembly so it doesn't
really help in those situations.

BTW... who has all the Atari source at this point? Scott E.? Just
wondering if it is out there somewhere or locked away.

jess

-----Original Message-----
From: owner-vectorlist@vectorlist.org
[mailto:owner-vectorlist@vectorlist.org] On Behalf Of Tom Hudson
Sent: Sunday, May 20, 2012 12:43 PM
To: vectorlist@vectorlist.org
Subject: Re: VECTOR: Introduction & Question

Thanks Clay -- always nice to meet someone who remembers the ANALOG
stuff! You'll be happy to know I still have a working Supra 20+30MB
drive set on my Mega ST. And I'm still in touch with Dave Small on a
fairly regular basis -- what a great, creative guy.

As for Buried Buck$, you may not believe it but Lee Pappas found the
6502 source code disks for that a couple of years ago when we were
getting started on our "Star Rangers"
iPhone project, and I recovered all of it and then ported it to C++ and
OpenGL (I coded up a Graphics 7 handler for it) and it actually runs on
my iPod Touch! It's hell on wheels to play without a classic joystick
(accelerometer interface) but when the time comes, it's ready to go for
whatever platform we want to put it on.

There's nothing more fun than taking old software and hardware like the
Atari vector arcade games and making them do more. Haven't heard back
from Jeff Hendrix yet, but if I don't hear back from him soon I'll just
fire up the ol' disassembler and go to work on the ROMs. There is a
Tempest Code Project online that seems to have petered out back in 2004
but they have their disassembled source code online with a lot of the
critical stuff outlined, and I'm guessing that the Space Duel
architecture is probably fairly similar.
(Fingers crossed)

My goals would be to (1) figure out the vector drawing stuff, then (2)
write up some code that successfully runs and displays what I want. Once
I'm at that stage, it's all game core code from there on. I'll probably
use the old Mac/65 assembler (on the PC as ATASM) for development, and
create a bunch of handy macros that people can use to streamline other
project development. I used it for the upgrade of the ANALOG game
"Planetary Defense" to "Planetary Defense 2012", and it is fast and
flexible.

-Tom

On 5/20/2012 3:14 AM, Clay Cowgill wrote:
>> Thomas Hudson
>> http://klanky.com -- Animation Projects
> *squeee!* (That's my best "excited school girl sound".)
>
> I recognize that address! I'm not one to get star-struck, but I'll
make an
> exception for Mr. Hudson. Let's just say Fill 'er Up was the first
program
> I typed in back in the day and still wish there was something like
CAD-3D
> for Windows since that's the last 3D app I really felt comfortable
with. :-)
>
> (In later years on I worked with Dan Moore and David Small while at
Supra
> Corp. in the early 90's.)
>
> Welcome to the list!
>
> -Clay
>
> (P.S. On my "cool idea" list is to port Buried Bucks to the Atari
Lynx. ;-)
>
>
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-- 
Thomas Hudson
http://portev.org -- Electric Vehicles, Solar Power&  More
http://klanky.com -- Animation Projects
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Received on Mon May 21 00:29:37 2012

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