Re: Introduction & Question

From: Tom Hudson <tomhudson_at_execpc.com>
Date: Mon May 21 2012 - 00:51:53 EDT

Thanks for the link, Jess. The Atari vector macro file looks ultra-handy! I'm really
itching to get in there and get some results.

-Tom

On 5/20/2012 11:25 PM, Jess Askey wrote:
> 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 00:52:25 2012

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