Jan. 24th, 2015

7800basic

Jan. 24th, 2015 08:17 pm
owsf2000: (default)
As a follow up to the last post, I'm actually working on stuff! :P

Last year I tried to do a screen builder on the 7800 using assembly. I almost got it working. But not quite. I don't know if the issue was with something I did or if it was just the emulator not doing things perfectly. Either way, this time around I'm going to try to use the 7800basic compiler developed by RevEng on Atari Age.

Since the 19th, I've more or less got a good idea of the style the game will take and started a list of the various usable items you can find in the game. So from here, before I got any further I started tinkering with 7800basic itself.

The installer .bat file, which really doesn't do anything beyond set up the path to the program itself, failed to run on my comp. Apparently need Vista or later for some functionality it has. But no problem! The readme file explains how to set them manually for the older folks. Once I got that done, I tested it by trying to compile some of the sample programs. Works!

Also, while it's still a ways off yet before I'll need this, I downloaded and installed the Tiled program, which is used for making 2d tile maps for games. It's not 7800-specific, in fact it's intended more for PC games in general. So long as the maps made keep to the limitations of the 7800, I can make maps with it and import them into the game rom at compile time. It'll open and read the file for me and set stuff up then I can just use it as needed.

Either way, the installation worked. And I can run the program - I had to check that in particular because there are some programs I use to use on older computers that instantly reboot this computer. X_X

Anyway, Tiled works. 7800basic works. Project looks like it's off to a good start, but I still have to learn the syntax of 7800basic - it's similar to regular Basic but it's obviously not the same. It has it's own limitations, special commands for working configuring the game parameters (rom size, pcb configuration/assumptions (does it have onboard ram, etc)).

Some of what I'm reading is very promising and looks like it might be extremely useful. And while I want to avoid it if at all possible, you can add inline assembly code in the games as well. There are routines for handling the pause button, software collision detection, saving/restoring/clearing the screen, and several methods of interacting with the sound. Either using the TIA sounds in the console itself or making use of a pokey chip on the cartridge. I hope this gets expanded support whenever the XM module is released since that will have a pokey plus another chip - a YM2151 or something similar.

I am on the preorder for a XM module. So I have no problems with trying to write this game to work on that. But we'll see.

A couple of things I need to get my hands on however will include a ram cartridge so I can test roms on real hardware instead of relying on emulators, and perhaps a new 7800. My 7800 is a bit beat up, but I'd like to get a later model - one of those without the expansion port.

Trying to save up cash either way, so I'll see about getting at least a ram cart by the summer. The second 7800 is more optional.

I also have an AtariVox unit that can be used for this. It's basically a game save module for the Atari 2600, but it works just fine in the 7800. Could use that for save games, as I think 7800basic supports it.

Either way, I'm already working past my Feb 1st deadline. Moving on to getting comfy using 7800basic, and attempting to modify the sample programs to see how things change, I'll probably try to make my own graphics file and get that to compile with one of the samples.

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