One of these days, I swear, I'm going to fire Action! up again and write
some more games. I feel like I've learned a lot more as a programmer
(esp. when it comes to debugging), so I'll probably be a LOT more
comfortable with it than I was 10-11 years ago, when I wrote GemDrop. ;)
I'd love to whip together a silly little educational game for my toddler.
(My idea involves controlling a garbage truck. Difficulty could scale up,
starting with basic "drive the truck and collect cans" all the way to
where you have to start matching colors and/or shapes/numbers/letters.)
What I really need is:
(1) A proper place to set up an Atari 8-bit. (Right now, my 800XL lives
in the bottom drawer of the TV stand, meaning it's not exactly ergonomic
sitting, and typing is almost out of the question. :) Find for playing
most games, though.)
(2) Free time. ;)
--
-bill!
Sent from my computer
you can download a tool that mims the Action language
http://gury.atari8.info/effectus/
I am about to get an Action! cartridge and wonder if you know where I
can get a scan of the Action! manual
thanks
Hrm. Windows only? :( (I can't tell, only guessing from the screenshots.
Plus, I don't really hear much about Pascal use on Linux these days ;) )
> I am about to get an Action! cartridge and wonder if you know where I
> can get a scan of the Action! manual
I'd expect to see it here, if it were available:
Wikipedia says:
"In January 1988, ICD and OSS merged. Later, Fine Tooned Engineering
owned all of ICD 8-bit products."
and, assuming that's accurate, that means FTe owns the rights to Action!
and the manuals.
Oh, and in the meantime, I totally forgot about this!
http://joyfulcoder.net/atari/action/?tab=language
Enjoy! :)
(More links at the bottom of the Wikipedia article on Action!:
http://en.wikipedia.org/wiki/Action_programming_language )
The manual sucks. I had to take a night class in C programming and use a
disassembler on the code produced by the cartridge before I even 'got'
what Action! was about. While it isn't a requirement I would say that
assembly language programming helps and prior experience with structured
languages like C or Pascal puts you a mile ahead on the learning curve.
The manual does have some things like how to use the editor that are
helpful but errors, less then helpful examples, and omission of the
basic ethos of structured programming and parameter passing makes it a
tough read.
Rick
I can't recommend them, don't know if they are any good. They
are .ATRs.
This might help.
http://www.mixinc.net/atari/proginfo.htm
Ralph
> If I muck about with Atari 8bit programming again, it'll be with Atari
> BASIC and a compiler, or with Action!.
>
> I have an Action cartridge, it's a recent flash cart. I have looked
> for the manual online and tried to bribe a buddy (now in another
> state) for his, no luck. It would be terrific if someone scanned a
> manual and uploaded it. I think it would be perfectly honest to do so
> and it would benefit the community, not to mention the Action!
> product.
>
> Velcro_SP
>
I may have a spare manual and/or could scan a copy and make it available.
Just got my wife a fancy multifunction unit that scans stuff fast and good,
so I might as well put it to good use. I'm guessing an OCRed version would
be better than straight image PDF...
--
James
http://www.e-host-direct.com
Reliable web hosting from $12/year.
What's funny is: Pascal (on Apple II in high school) and Action! (shortly
thereafter) helped me comprehend C when I took it in college. :)
Of course, now, looking back at the Action! manual, the first half of it
seems pretty nice and thorough... then towards the end (sadly, as they
got into more complex topics), they kind of brushed past everything. :)
So as I read it, I say to myself: "oh, NOW I get it" (after years and years
of C and PHP experience).
> The manual does have some things like how to use the editor that are
> helpful but errors, less then helpful examples, and omission of the
> basic ethos of structured programming and parameter passing makes it a
> tough read.
I think I lost track of the Action! Toolkit, which might be handy.
I've found this site has been useful:
http://atariwiki.strotmann.de/xwiki/bin/view/Code/ACTION
(Follow the other random links on the right, too!)
(And yeah, I can't sleep this morning.)
You are a professional in all things computer now right?
How hard is the simultaneous handling of multiple connection in things
like web pages handled? Is it possible to have ~200 users at once? Would
can it be done as a bot?
Set the WAY BACK MACHINE to the year 1985 A.D.
Compucat BBS had a text on online adventure that they converted to a
graphical adventure similar to Rainbird's Knight Orc. The usual EWNS
with pictures loading at various spots. They did the graphical version
for the ST and I wrote a terminal program for the 8 bit that was
~equivalent for a R: input BASIC. I just used an escape sequence that
you wouldn't normally see in text like #G to turn control over to the
modem language interpreter.
So now we have something like 8 million knuckleheads playing WoW every
night and MMPOG have been out for 12 years.
So what we<I have a mouse in my pocket :)> need is a bot or web page
that will echo what one user does to 200 others if the situation calls
for it. That is it has to be smart enough to know that if your character
is on level 9, mine on level 8 will not see what he does. Maybe a multi
player Rogue style game.
I figure we should do it before the C64 crowd!
Rick
Hahah.
> How hard is the simultaneous handling of multiple connection in things
> like web pages handled? Is it possible to have ~200 users at once? Would
> can it be done as a bot?
In the past I put together a very basic multi-user web-based chat system
using a CGI. It involved plaintext files for the user database and
the current chat, and lockfiles which _attempted_ to keep it from all
getting clobbered at once.
<snip>
> So what we<I have a mouse in my pocket :)> need is a bot or web page
> that will echo what one user does to 200 others if the situation calls
> for it. That is it has to be smart enough to know that if your character
> is on level 9, mine on level 8 will not see what he does. Maybe a multi
> player Rogue style game.
These days, I'd do it using shared memory on the webserver, or if it's
pretty low-speed, a basic database (like MySQL) should be sufficient.
(It handles all the caching, shared memory, etc. behind the scenes, anyway.)
That reminds me...[*]
> I figure we should do it before the C64 crowd!
Indeed! They get all the cool toys, these days! :^P
(Well, my SIO2SD is pretty frickin' cool.)
--
-bill!
Sent from my computer
[*] I keep meaning to rewrite the "XL Search" service as a MySQL app.
I started one day, but never finished. And I've learned a LOT more about
SQL since those days. The current XL Search is all plain-text-file driven.
- Trevor
- Trevor
Well the scoop is I have 10 megs of web space on earthlink and I am in
favor of going the path of least resistance. I got in trouble for
running bots on my old netmagic account but it wasn't my fault. I'm not
sure about earthlink's policy.
So does MySQL called off a web page or does it need its own environment?
It's the e commerce thing right? I want to keep it small and simple so
an app that needs 500 megs of space is a no go. I'd settle for a script!
I'd really like to keep it as simple as something that lets people join,
just echos moves from one player to the others in the game. Figure do
everything client side for the first go around.
Something like:
Rick starts game, level is generated on Rick's 8 bit.
Trevor joins game
Rick gets notice of Trevor wanting to join
Rick's level layout gets sent to Trevor
Rick's sends notice of Rick to Trevor
Bill joins game
Rick gets notice of Bill wanting to join
Rick's level layout gets sent to Bill
Rick's sends notice of Rick to Bill
Rick sends notice of Trevor to Bill
From there program would just echo
Bill moves north one step
Rick gets told Bill moved
Trevor gets told Bill moved
*BUT* with everything tokenized on the client side.
i.e. Character Bill is 1 and move direction is encoded in a single byte
i.e. ~first 2 bits is direction and next six is number of tiles. So data
stream would look like $01$41 that would mean Bill moved one tile north.
I mean I see web pages with info like "There are 3 registered users
online and 2 vistors" or "Look up posts by ricortes" et cetera. Just
want to do something simliar for the first go around.
If there is any interest we could do data storage and result calculation
server side but I really don't anticipate interest getting that high.
Couple of jokers showing it works then we all walk away.
Rick
I've got a webserver (virtual private server, these days) that hosts
tuxpaint.org and billsgames.com. Full root access, MySQL installed,
practically limitless space and bandwidth. (Esp. for Atari 8-bit needs :) )
> I'd really like to keep it as simple as something that lets people join,
> just echos moves from one player to the others in the game. Figure do
> everything client side for the first go around.
> Something like:
> Rick starts game, level is generated on Rick's 8 bit.
Seems more flexible to have the level generated on the server.
<snip>
> *BUT* with everything tokenized on the client side.
> i.e. Character Bill is 1 and move direction is encoded in a single byte
> i.e. ~first 2 bits is direction and next six is number of tiles. So data
> stream would look like $01$41 that would mean Bill moved one tile north.
> I mean I see web pages with info like "There are 3 registered users
> online and 2 vistors" or "Look up posts by ricortes" et cetera. Just
> want to do something simliar for the first go around.
So in other words, we could do "web-based" multiplayer game, for
typical PC users with browsers capable of rendering HTML and GIF/JPG/PNG
images, and then a binary-encoded version for Atari users.
> If there is any interest we could do data storage and result calculation
> server side but I really don't anticipate interest getting that high.
> Couple of jokers showing it works then we all walk away.
Yep. :)
Sadly, I don't have any internet connectivity on my Atari 8-bit.
(This is where a gadget like that ethernet gadget C=64 users have would
come in handy! :) )
I've done a _little_ bit of R: programming on the Atari, years and years
ago. But no modem these days. I suppose I could do the web backend and
test it via Atari800 on my Linux laptop. :)
PS - If you've got a PC that you can install Linux onto, you can easily
install MySQL database, PHP scripting language, Apache or lighttpd webserver,
etc. etc. If the PC's got a serial port, you might be able to null-modem
across to the Atari via an Atari 850. Then set up a terminal on the
serial port that the Atari could 'dial into', which just acts as a front-end
to the webserver. Got a Pentium 133 handy? :)
That's one way of doing it, but if the game is slow enough (i.e., move-based
versus realtime), than having each Atari (or whatever) occasionally poll
for game state and report their users' moves via the webserver, then you
can let your Apache webserver and MySQL database worry about the networking
and keeping state.
AND (as I just mentioned), you can make a 'real' web front-end for PC users
to play the game over the web. (And throw in crazy JavaScript, DHTML, etc.
to make it more interactive.)
-bill!
Raph Koster, lead designer for Ultima Online, said something like 'The
client is in the hands of the enemy!' They had to move all the stuff
like action delays to the server to keep people from doing things like
600 attacks a second.
Not a real problem I guess: Just server side layouts. I mean everyones
favorite games from Pac Man to AR used fixed layouts.
But the best would be matching layouts to squeeze more out of the
bandwidth and server. That way you could store the same layout locally
and not have to send it every time someone joins. Wouldn't use a lot of
processor ticks to calculate a random level either.
>
> <snip>
>> *BUT* with everything tokenized on the client side.
>> i.e. Character Bill is 1 and move direction is encoded in a single byte
>> i.e. ~first 2 bits is direction and next six is number of tiles. So data
>> stream would look like $01$41 that would mean Bill moved one tile north.
>
>> I mean I see web pages with info like "There are 3 registered users
>> online and 2 vistors" or "Look up posts by ricortes" et cetera. Just
>> want to do something simliar for the first go around.
>
> So in other words, we could do "web-based" multiplayer game, for
> typical PC users with browsers capable of rendering HTML and GIF/JPG/PNG
> images, and then a binary-encoded version for Atari users.
The Compucat BBS and I *think* current telnet BBS door games have
problems with multiple users. Too many dead brain cells ago but I seem
to recall something like you have to throw a small fortune at the
problem to get 200 users to connect to a telenet BBS simultaneously. So
web server is good if it can be hooked to an Atari. I don't even have a
shell account anymore so it kind of limits my thinking. I mean it could
be done in Lynx with a text only interface but who has a shell account
anymore, except you probably.
I mean you would have to reduce it down to the printable characters but
it would just shift the tokenizing a bit. i.e. ASCII for !" => 33, 34 =>
could mean Bill fires his BFG 9000 north. Maybe I am making a circular
argument trying to figure out what is easiest.
>
>
>> If there is any interest we could do data storage and result calculation
>> server side but I really don't anticipate interest getting that high.
>> Couple of jokers showing it works then we all walk away.
>
> Yep. :)
>
> Sadly, I don't have any internet connectivity on my Atari 8-bit.
> (This is where a gadget like that ethernet gadget C=64 users have would
> come in handy! :) )
>
> I've done a _little_ bit of R: programming on the Atari, years and years
> ago. But no modem these days. I suppose I could do the web backend and
> test it via Atari800 on my Linux laptop. :)
Been forever since I have had an Atari hooked up. Back to back long term
relationships that think Potpourri will fit where my Atari used to be if
only they throw it down a flight of stairs. *BUT* I went by a surplus
store and found an 130XE with PS for $5.99 so I am back in the real
Atari hardware world. I should know but don't what APE can do. I think
it emulates an 850 serial port but it would be getting to be a little to
much of a hack to hook into it.
>
> PS - If you've got a PC that you can install Linux onto, you can easily
> install MySQL database, PHP scripting language, Apache or lighttpd webserver,
> etc. etc. If the PC's got a serial port, you might be able to null-modem
> across to the Atari via an Atari 850. Then set up a terminal on the
> serial port that the Atari could 'dial into', which just acts as a front-end
> to the webserver. Got a Pentium 133 handy? :)
>
I've got two K6 500 MHz laying around collecting dust. Probably a spare
AMD ~2600 if I look. I haven't worked with C or Linux since the early
90's so it would take me longer to learn the ropes then to program the
Atari. Well, I will get the Atari set up today and see what happens from
there.
Rick
> I mean I see web pages with info like "There are 3 registered users
> online and 2 vistors" or "Look up posts by ricortes" et cetera. Just
> want to do something simliar for the first go around.
That is actually generated on the server side. All the client sees is
html (assuming you're talking about the typical php-based forums; for
stuff like Facebook, the client is using Javascript to continue
communicating with the server after the initial page load).
I'm not sure how you would do this any of this on an Atari 8-bit though.
All the networking stuff that I'm familiar with requires TCP/IP.
- Trevor
Back when I did it for the 8-bit I tried to make it as high level as a
real basic and had most of the commands you would normally see. Commands
like Graphics 15 and POKE 82,0 were included so if need be it could be
just text echoed. Even had a load binary and eXecute at memory address
for doing things like installing character sets and running small
assembly language programs.
I would say let Windows or a Linux box handle the TCP/IP stuff and just
echo what's left. Hook the Atari to Intel box via it's serial port. I
know new ones don't have serial ports so there is a short window here. A
Mozzilla add on would be nice. It does sound like too much work though.
Rick
Let's see. My Linux laptop, my Linux webserver, the Linux webserver
at work, and my ISP shell account (where I run Mutt to check my email
and Tin to read Usenet). That's it, these days. ;)
> I mean you would have to reduce it down to the printable characters but
> it would just shift the tokenizing a bit. i.e. ASCII for !" => 33, 34 =>
> could mean Bill fires his BFG 9000 north. Maybe I am making a circular
> argument trying to figure out what is easiest.
Tired, so losing it, but remember that a webserver can echo binary
data (GIFs, JPEGs, PNGs, MP3s, MPEGs, etc. etc.)
A tool like 'curl' or 'links' or 'lynx' can easily dump the raw binary
data out to the terminal.
<snip>
> Been forever since I have had an Atari hooked up. Back to back long term
> relationships that think Potpourri will fit where my Atari used to be if
> only they throw it down a flight of stairs.
Ooh... That's depressing. The situation I'm in is a very small house
we're renting, with a 2.5yr toddler roaming around. So my 800XL is stuck
in a drawer under the TV. He can't open the drawer yet, so it's safe
there. _And_ hooked up! :)
Once I get my/a 1200XL back from Bob Woolley, I may need to find somewhere
to set up a Man Cave so I can sit and code a little, now and then. :)
<snip>
> I've got two K6 500 MHz laying around collecting dust. Probably a spare
> AMD ~2600 if I look. I haven't worked with C or Linux since the early
> 90's so it would take me longer to learn the ropes then to program the
> Atari. Well, I will get the Atari set up today and see what happens from
> there.
Heh. Hopefully it doesn't fly down stairs. :)
Again, the idea here is to use a modern server (e.g. a Linux box with
a webserver and maybe a database) to run the bulk of the game, and the
Ataris act as clients. They could do it over modem or serial->PC.
Apple would not allow this on iPhone. ;)
(Sorry, I had just read an article about a mighty fine looking C=64 emulator
for iPhone that Apple won't accept since it 'runs executable code.'
Despite a NUMBER of other emulator-based games being available.
Apple's being annoying and inconsistent.)
> I would say let Windows or a Linux box handle the TCP/IP stuff and just
> echo what's left. Hook the Atari to Intel box via it's serial port. I
> know new ones don't have serial ports so there is a short window here. A
> Mozzilla add on would be nice. It does sound like too much work though.
Yeah, I have no idea what a Windows users would use, to actually
make the Atari talk to the Internet. (I don't know, offhand, what
a Linux user would use, but I'm sure all the tools are there and
readily installable.)
> Yeah, I have no idea what a Windows users would use, to actually
> make the Atari talk to the Internet. (I don't know, offhand, what
> a Linux user would use, but I'm sure all the tools are there and
> readily installable.)
If it can be done in Linux, it can be done in Windows. ;)
Actually, this reminds me of the project I encountered recently (but
haven't yet tried) which enables you to play MULE with 4 players through
the Internet, through one of the emulators available on Windows. But of
course that would be different than what you have in mind.
- Trevor
> If it can be done in Linux, it can be done in Windows. ;)
Sure, only slower, more bloated, buggy, etc, etc,...
Hehehehe....
--
Welcome To DarkForce! www.darkforce.org "The Fuji Lives.!"
An Atari SW/HW based BBS - Telnet:darkforce-bbs.dyndns.org
Sorry I can't find the link now but a long while back there was a guy
who wanted to make a small web server. He got a Atmel AVR 8 pin micro
and dead bug hooked it up to an Intel box. At the time he was really
secretive about it. It was back in the days when speculation about
commercial prospects of the internet were running rampant. People were
talking about toasters with net connectivity so they could target market
Toaster Popups to people who used their toasters every morning.
Similar and probably something to keep Bill happy.
This guy used Linux with Slip to hook up a different micro controller.
On that page he instructions how he did it and has links to a few other
hackers. It looks like he got it down to one chip in the final schematic
with a voltage regulator.
But yeah. If it can be done with Linux it can be done with Windows.
Thing is my recollection of Linux and BSD were that they were inherently
set up for multi users. Simple as pressing <alt> and a number key to add
another user/process.
He handled everything in ~1000 bytes of code but I don't want to go to
that level. Specifically the Atari hooked up as a simple console via the
serial ports may work. Get my drift? If you have an Atari hooked up to a
Linux box then you can run Lynx<or any of the other text based web
server software> on the Linux box to connect the Atari to any where/any
place on the web. Of course it would be better to have the same console
running from Windows because of the availability but I don't know if it
has the ability to do things like Lynx or use the serial port for a
console. Seems like it should since you can hang things like keyboards
off the USB port.
From what I understand SIO2PC with the Rverter drivers works fine as a
serial port device. If that level of sophistication is too much, you can
also run ~300 baud connection a with joystick hack and the MPP modem
drivers.
I'd like to keep it as simple as possible. More of a demonstration
project then anything else. I live in the boon docks so I'm still on
dialup => means I will have to purchase a Linux CD if I don't want to
download for 2 weeks.<grin>
Rick
So when do we get a stand-alone SIO2Ethernet or SIO2WiFi device?
> I'd like to keep it as simple as possible. More of a demonstration
> project then anything else. I live in the boon docks so I'm still on
> dialup => means I will have to purchase a Linux CD if I don't want to
> download for 2 weeks.<grin>
Canonical might send you an Ubuntu disc for free, if you ask them.
> I am about to get an Action! cartridge and wonder if you know where I
> can get a scan of the Action! manual
OK I just finished scanning an PDFing the Action Manual. I did this
for my personal use. However I am willing to share if any one wants it.
BUT. before I do...
I seem to remember some one buying the FTE rights a year or two ago?
and I also remember some one selling new Action! carts. I have googled
and not got any valid hits, so perhaps this in not available any more.
Has any one got any objections to me posting the PDF manual here?
(about 11 Meg).
What is the total file size of your PDFs?
I have been working on entering the ACTION! manual for my ACTION web
site but I won't be putting any copy online if the owners object.
I have recently put a copy of Larry Serflaten's 21-part ACTION!
tutorial on my site.
http://joyfulcoder.net/atari/action/
Thanks,
Eric
On Jul 5, 8:39 am, David Hopcroft <David.Hopcr...@gmx.net> wrote:
> Hello David,
>
> What is the total file size of your PDFs?
> I have been working on entering the ACTION! manual for my ACTION web
> site but I won't be putting any copy online if the owners object.
>
> I have recently put a copy of Larry Serflaten's 21-part ACTION!
> tutorial on my site.
> http://joyfulcoder.net/atari/action/
about 11MB
The scans I originally took were TIFF, I cut the file size down to half
by converting them to PNGs. I used the PNGs for make the PDF.
BTW Using JPEGS did no help file size, for clear quality they were
bigger than the TIFFs:(
> BTW Using JPEGS did no help file size, for clear quality they were
> bigger than the TIFFs:(
That's because JPG is design for photos not scans of pages. You'd be better off
converting to GIF and reducing the colour count.