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After a long struggle with hardware, codecs, and recording & editing software, I finally managed to have a system setup where recording videos is as easy as I always wanted to have it. So I decided to finally start the tutorial series on Programming the Atari XL/XE that I had always planned.
This tutorial series complements the general tutorial on using WUDSN IDE with the Atari XL/XE computer knowledge. The purpose of the tutorial is to show interested people how easy it is to control the text screen, character set, colors, graphics screen, and sound with just a few lines of code. Starting is very easy.
The tutorial series consists of short (5-10 minute) videos. In each video, I develop and explain the code live to show you the evolution of the source and the immediate result on the Atari. Seven videos of the about 12 planned videos are now available. You can ask questions and post feedback via this thread on AtariAge, youtube comments, or e-mail. Once I finish the basic stuff, I'll create individual videos for the topics you ask for.
The following videos are now available on the youtube playlist:
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Canan Hastik of the MEGA Museum of Electronics Games and Art released an excellent article on the analysis and classification of demos. It contains the example analysis of the VCS demos Stella Lives! and Beam Racer. It yielded, for example, that BeamRacer ".. shows a massive presence of so-called "coder colors", meaning the programmer of the demo probably chose the colour scheme and visuals himself instead of relying on a graphics artist. This often results in very colourful screens using the whole RGB spectrum." And as the coder, I can confirm that this is true :-) You can read the full article on Widescreen.
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My brand new demo RebbStars, created with Premium from Paradise and Rebb from TRSI, was released in the Oldschool Demo competition at the Revision 2014 demo party in Saarbrücken. It is a port of the Old Cranky Style Amiga intro by Genesis Projects. On the left, you can see the port; on the right, you can see the original. I also created a little 1k compo filler named Boom!k for the Oldschool 4k Intro competition at the party because SvOlli was afraid there wouldn't be enough entries. It is based on some unreleased code hanging around on my drive since 1991 due to missing an idea of what to do with it. You can find the downloads and the sources for both releases on the Atari page.
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After four weeks of hard work, the site is now running on Joomla. With a new and better content structure, faster loading, mobile-compatible UI, and built-in search, I hope you will finally find your way to retro-coding in a visually appealing and understandable way. Thanks to Sven from the ABBUC for convincing me that a CMS is the best way to go and to Steffen for helping me get this up and running technically. All previous content, including all news from the beginning, has been transferred. So if you find anything missing or broken links, please get in touch with me.
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This pack contains a disk image in MyDos format with all Atari 8-bit releases of SillyVenture 2k13. I felt this is a good idea, and SillyVenture deserves a good presentation, esp. the graphics and music releases for which no art pack/music disk exists. This is an updated version with a proper results viewer, which also acts as a menu from where you can directly start all releases and read the readmes. The menu remains memory resident, so you don't have to load it again every time. This makes watching the graphics entries and listening to the music entries much more fun, esp. on a real machine. These are the controls for the menu:
- Pressing any key while loading the menu takes you to the DOS shell.
- Pressing RESET in the menu performs a cold start.
- Pressing RESET while a release is running returns to the menu, if possible.
- Further controls are displayed in the menu itself.