Let's get some more #Atari8bit games #FujiNet #HighScoreEnabled. (thread)

There are more than 4 dozen High Score enabled games, can some of you help to port some more?

https://www.atari.org.pl/forum/misc.php?action=pun_attachment&item=13050

There is a repo for these games:
https://github.com/FujiNetWIFI/fujinet-high-scores

One of the games that has been fully disassembled, and builds a working executable, and is ready to have a high score table transplanted into it, is Berzerk.

https://www.atari.org.pl/forum/misc.php?action=pun_attachment&item=13051

https://github.com/FujiNetWIFI/fujinet- … ts/berzerk

It needs a high score table patched in after game over.

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One can be grabbed from any of the other games in atari-game-ports, such as Donkey Kong:

https://github.com/FujiNetWIFI/fujinet- … iscore.asm


https://www.atari.org.pl/forum/misc.php?action=pun_attachment&item=13051

It implements a high score routine that saves to sectors 719 and 720 on the disk, so it can be used and tested locally.

It uses the display list to cut a hole in the screen, for the mode 6 display of the scores. It then loads the scores in from disk. Checks them looking for an eligible slot, and if one is found, grabs the user input and writes to disk. If one isn't found, it simply jumps right to a pause, before tidying up and exiting.

The Makefiles in both dkong and berzerk assemble the code, build the bootable ATR disk, build write-high-score and high-score-enable, and use those two tools to both insert the high score sectors, and to alter the first 16 bytes of the ATR file to indicate that it is high score enabled.

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Let's start getting more of these games patched and ported, and we'll host them for High Score Enabled sharing of scores!

https://www.atari.org.pl/forum/misc.php?action=pun_attachment&item=13053

-Thom

What can you do to help? Read and see.

https://fujinet.online/help-wanted/

Please read:

Anyone who is selling FujiNets for other end users, please provide the necessary USB port so that they can have their firmware upgraded. It also serves specifically to allow the FujiNet flasher debug monitor to be enabled, so that we can try and figure out what may be happening.

If you make your own design, please support your customers. We do not ask for any licensing or compensation, the least that can be done in return is to support the people you sell to, when you deviate from designs that we publicly make for anyone to use, or at the very least, add the requisite hardware from our production design so that debugging can be done, so that we may be able to help.

Thank you,
-Thom

For the first time in more than 40 years, we are able to see the ATARI CAMAC Cross Assembler working in an emulated Data General MV/8000 environment, where we assemble a copy of DIG-DUG on a machine with a faster processor, and much more resources than an ATARI 800.

https://youtu.be/kWTdcRvOkxc

5

(0 odpowiedzi, napisanych Software, Gry - 8bit)

In 2013, Curt Vendel released the source code to a DIG DUG prototype for the #Atari8bit sytems. I show how to build the code and produce a runnable ROM.

https://www.youtube.com/watch?v=rHY8Ib4Sj38

This video is dedicated to Curt Vendel.

#FUJINET app developers: If you are using to access HTTP GET in your program, use open mode 12. If you're just accessing files over HTTP, use mode 4.

More details here:
https://fujinet.online/2025/02/23/devel … e-mode-12/

7

(0 odpowiedzi, napisanych Software, Gry - 8bit)

ATARI FujiNet has the N: handler. It also has the N tools. They serve the same functions, and this video attempts to explain why we need both.

https://fujinet.online/2025/02/21/atari … e-n-tools/

#Atari8Bit #FujiNet users! NLOAD has been added to fnc-tools, so you can run binary files directly from the network, even in DOS 3, as shown here.

https://youtu.be/xwiRLeN8PE4

The latest fnc-tools can be found on apps.irata.online in the /Atari_8-bit folder. The DOS folder is also updated.

9

(5 odpowiedzi, napisanych Software, Gry - 8bit)

Here's a WIP video :)

10

(5 odpowiedzi, napisanych Software, Gry - 8bit)

Atari 8-bit FujiNet Homesoft Launcher starting to work.

It talks to a micro-service written in C, sends it the query, and gets back a dump of screen memory with the results, which just gets bulk-loaded right into screen memory.

I'm really trying to get enough working so I can prove the #@$()@($ point :)

https://www.atari.org.pl/forum/misc.php?action=pun_attachment&item=12662

FujiNet NOS on #atari8bit is implemented as a CIO device handler. Does this mean that you can load a device handler to allow NOS to access DOS 2 disks? Yes!

How about we make some filesystem handlers for DOS 2 and SpartaDOS?

https://youtu.be/NCqXjCONqko

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NOS source code:
https://github.com/FujiNetWIFI/fujinet- … master/nos

OS/A+ 4.10 with ADOS.COM:
https://apps.irata.online/Atari_8-bit/D … 204.10.atr

The FujiNet NOS has XIO 39 and 40, which can load binary files. It's the same loader that's built into the command processor, and can load files from any network endpoint.

How about a front-end is made for a8.fandal.cz or homesoft, that can be searched?

Hello, Atari 8-Bit FujiNet Users: FNCTOOLS-U1MB-ROM.ATR has been updated on apps.irata.online. This disk contains SpartaDOS X ROM images for your Ultimate 1MB, which include the FujiNet tools.

https://fujinet.online/2025/01/28/atari … net-tools/

14

(0 odpowiedzi, napisanych Software, Gry - 8bit)

FujiNet is a WiFi Network Adapter for many #retrocomputing systems, including #Atari8bit. It can allow users to play games against a shared scoreboard.

Article here: https://fujinet.online/2025/01/09/how-f … -together/

15

(2 odpowiedzi, napisanych Software, Gry - 8bit)

A Network Operating System (NOS) is being written, to show how networked files can be used, unencumbered by legacy disk drive constraints.

Article here: https://fujinet.online/2025/01/08/fujin … -only-dos/

Hello all.

I am in the middle of writing the FujiNet User's Guide.

Part 2 of the user's guide is a Programming Guide, showing how to use the FujiNet in multiple programming languages, doing the same examples in each language, as a sort of Rosetta Stone.

I know more than a few of you spend lots of time in MAD Pascal, could you take the examples I have written in the other languages, and write Pascal examples?

The repository for the manual is here:
https://github.com/FujiNetWIFI/fujinet- … tari_users

And the manual is being written in Docbook XML (version 5.1).

-Thom

Yes, with #FujiNet on your #Atari8bit. Using the N: device, you can include code and libraries directly from GitHub, directly in your programs. Shown here is a compile and run example MASTODON client that's part of the upcoming user's manual, but fetching NIO from N: #retrocomputing https://youtu.be/_W49Uxf-UDk

For #Atari8bit #FujiNet users, NOS 0.6.0 has been released. But, what is NOS? Why would you use it? I attempt to give a few small demonstrations of how to load and use it to transparently access information across multiple network protocols. #retrocomputing

https://youtu.be/52PopzZsKUM

Wow that was quick! Centipede for #Atari8bit is now #FujiNet #HighScoreEnabled! You can play it here at apps.irata.online/Atari 8-bit/Games/High Score Enabled/Centipede.atr, and scoreboard is at http://scores.irata.online/centipede.html special thx to @Djaybee. #retrogaming #retrocomputing

-Thom

#Atari8bit #FujiNet Users: #HighScoreEnabled #DonkeyKong is now available via the apps.irata.online TNFS server as /Atari_8-bit/Games/High Score Enabled/Donkey Kong.atr . Hiscores can as always, be seen here: http://scores.irata.online/ #retrogaming #retrocomputing

Hej ludzie,

Dostosowałem PAC-MAN do FujiNet High Score Enabled, dodając tabelę wysokich wyników i dodając flagę włączającą wysokie wyniki do generowanego ATR. Działa to dobrze. Obecnie tabela wysokich wyników jest wywoływana w procedurze zakończenia gry wideo (połączyłem ją przed wywołaniem BLNKON i wywołałem tę procedurę w moim kodzie wysokich wyników).

Szukam jednak miejsca, w którym mógłbym wywołać kod wysokiego wyniku po zakończeniu sekwencji Attract. Okazuje się to nieco trudne i zastanawiam się, czy może świeże spojrzenie mogłoby potencjalnie pomóc w znalezieniu miejsca, w którym mógłbym dodać pojedynczy JSR?

Kod dla PAC-MAN z włączoną funkcją wysokich wyników znajduje się tutaj:
https://github.com/FujiNetWIFI/fujinet- … ts/pac-man

Obecnie wywołuję hiscr: tutaj:
https://github.com/FujiNetWIFI/fujinet- … .ASM#L1028

A HISCR jest oczywiście tutaj:
https://github.com/FujiNetWIFI/fujinet- … ISCORE.ASM

Ktoś ma jakieś pomysły?

-Tom

Opublikowałem przykładowy serwer #FujiNet dla gier dla dwóch graczy na #GitHub. Jest on napisany w języku C i jest przeznaczony do obsługi dokładnie dwóch graczy i został zaprojektowany jako przykład. https://github.com/FujiNetWIFI/servers/ … wo-players #retrocomputing #retrogaming.

-Thom

I am sorry you disagree with my position. I chose the method that would work for both FujiNet, and have no impact on non-FujiNet users, creating no dependencies.

The UNIX philosophy is meant for tools, and is in my opinion not relevant for this particular application, as ATR is a container format, with bytes in the header which were previously reserved for some future use.

-Thom

Ten post jest przypomnieniem, że dodaliśmy możliwość oznaczania sektorów w obrazach dysków jako zapisywalnych, nawet jeśli obraz dysku byłby zamontowany tylko do odczytu. Ma to na celu ułatwienie przechowywania wysokich wyników na obrazie dysku, który może być przeglądany przez innych, zarówno w grze, jak i za pośrednictwem scraperów, które renderują strony HTML do publicznego przeglądania. Dodatkową zaletą jest to, że dodanie takiej funkcjonalności NIE jest zależne od posiadania FujiNet, ponieważ można go używać lokalnie, a także fakt, że można lokalnie wdrożyć skrobaki do wysokich wyników, aby obsługiwać imprezy itp. To wygrana dla wszystkich!

Jest to możliwe dzięki dwóm elementom:

(1) modyfikację nagłówka ATR w celu oznaczenia zakresu sektorów jako legalnie zapisywalnych, więcej informacji tutaj:
https://github.com/FujiNetWIFI/fujinet- … gacy-Games

(2a) zmodyfikowanie gry tak, aby zapisywała tabelę najlepszych wyników, która znajduje się w grze:
https://github.com/FujiNetWIFI/fujinet- … /write.asm lub
(2b) dodanie tabeli najlepszych wyników do gry:
https://github.com/FujiNetWIFI/fujinet- … ISCORE.ASM

Mam nadzieję, że przedstawione tutaj przykłady wystarczą, aby z czasem zainteresować ludzi dodaniem obsługi wysokich wyników do wszystkich naszych ulubionych gier. Do dzieła!

-Thom

I am looking through various games in the Homesoft collection to see if some could have a high score table and save routine added to them.

@miker - Do you keep any notes for games that are adapted?

Looking at various ones in binary editors like Omnivore, it becomes somewhat confusing as to having many different segments. e.g. in Congo Bongo (see attached)

Why so many segments?

-Thom