Contact me

Hosted by

Portals and forums




Games



Here you can check my project development for Atari 8-bit platform. Work is in continuing progress and highly depends on time I have for this stuff.

Effectus - Atari cross-compiler/parser for Action! language

Effectus

The goal of Effectus project is to make it compatible with Action! programming language as close as possible. Currently available is Win32 version of the program. examples\ folder includes some demonstration programs to show what Effectus currently can do. The runtime library consists of several libraries. Besides runtime.asm there are several others, depending on which routines are used. The implementation of runtime library routines can be changed, but the number and order of parameters must not be changed. This is one of the rules you must follow to successfully compile Effectus program. Also, additional requirement for proper working of Effectus is that config.ini configuration file must be in the same directory as the executable program.

Effectus compiles and produce MADS assembly language source code and binary file. Source code can be further modified with the use of MADS for additional improvements. The restrictions mentioned above comply just to the stage when Effectus source code is compiling. You can set default values for MADS and Effectus source code folder, program starting address, extensions, etc. in config.ini file. In time I will add new extra features. Maintaining the compatibily with Action! will be of HIGH priority, but new core routines and statements will be eventually implemented.

The name Effectus comes from Latin word for "execution".

I have to thank the author of MADS, Tebe, who helped me with many important suggestions to improve the code. Thanks go also to everybody else who help me.

You are welcome to check Effectus forum to discuss its functionality or anything else! You can find site dedicated to Effectus at http://gury.atari8.info/effectus/.


Sprite Engine

With this utility program you can make your own players (sprites) easily by drawing with the of on-screen grid representing a player matrix. You have many options to choose from, for example horizontal and vertical repositioning, mirroring, using Atari character set as a base for your image, changing colors and width, loading and saving your image, saving with source code output for different programming languages, etc. Program will grow with new features later in new releases. You can download it here. You can also check brief documentation.


Sites, dedicated to Action! programming language

Carsten Strotmann site
ACTION! The Best Complete Software Development System

Some Action! routines made by me

Calculating power of the number
Decimal To Binary Conversion
Inverting the original text
Print directly to memory


Slo-Quiz 4k

Slo-Quiz 4k

This is a game, developed by me, contributed in AtariAge forum competition called Atari BASIC 4K challenge competition. The main goal of the competition was to make a game using just pure Atari BASIC in 4K limit in size, with no help of any machine language routine. It wasn't allowed to use any interrupts neither, only basic use of hardware features like player/missiles and sound with use of simple POKE commands.
Game is simple quiz game in which you guess Slovenian word for selected picture. The only help is a picture above the answers and English translation of the word as the hint.


Don't Angry 5K

Don't Angry 5K

Another short game made by me. This time I was cheating a little and broke the limit of 4K, using 5K. It was impossible to put so much game logic in just 4K. In that case I would have to sacrifice some things that I didn't want to remove from working game. For a complete game I would have to use much more RAM which is stock 64K RAM installed in standard Atari, but that would broke the rules of this competition.