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Below are the Atari 7800 games
and demos I've written to date,
along with bookmarks to a few
tutorials I wrote at the bottom
of this page. I provided
download links to the binary
files for emulators for
convenience, but each game has
it's own section with additional
downloads and screenshots.
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Games and Source Code (a78) |
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Description |
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Adventure Demo |
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Multi-room Adventure
demo featuring the original map from the NES
classic. |
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Smashteroids Demo |
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A space shoot'em'up
game inspired by the Intellivision game Astrosmash |
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Touchdown
Challenge 7800 |
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A football game
inspired by the iOS game Kickoff. |
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Boom! |
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A game inspired by the
2600 version of Activision's Kaboom. |
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DungeonStalker_(version 1.232) |
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An arcade style game
inspired by the original Intellivision game Night
Stalker (updated 7/8/15) |
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Legend of
Silverpeak |
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An expansive RPG,
fully playable but incomplete. |
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Death
Merchant |
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A remake of the
classic DOS game DopeWars. Playable but
incomplete. |
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7800basic is a programming
environment created by Mike "RevEng"
Saarna, it is based on
Fred Quimby's batariBasic. 7800basic
is a BASIC-like language for creating original Atari
7800 games. It is a compiled language and the
compiler runs on a computer, but it creates a binary
file that can be run on an Atari 7800 emulator or
used to make a cartridge that will operate on a real
Atari 7800. It runs under Windows, Mac OSX or Linux.
Mike is also part of the team
that updates Mame and A7800.
I highly recommend you use A7800
for playing 7800 games in
emulation. It is the most
current and accurate 7800
emulator in 2020. |
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7800 Emulation |
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Description |
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A7800 |
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You'll need an
emulator to play your 7800basic games on a computer.
Download the latest version of A7800. |
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This is an expansive and fully
functional and playable 512KB
RPG game for your 7800!
While the game is playable and
beatable, I never fully finished
everything I wanted to do to it.
First,
Here's the story...
You are Azémar Rehn, a simple
woodsman from Mountain Home
Grove, a beautiful patch of
forest just east of the Silver
Mountains. You set out from your
homeland to reunite with your
Uncle after your father's death.
Unfortunately, upon your
arrival, your Uncle is no where
to be found. A short note is
left in the Cabin, but it's not
as helpful as you'd like it to
be.
You'd heard of the war, and how
all the most virtuous crystals
that were revered by the people
of Midlothia were captured and
scattered into the deepest
dungeons. They are fiercely
guarded by powerful men who are
determined to crush the will and
spirit of the people. Without
their beloved symbols of virtue,
the entire realm had been taken
over by mercenaries and theives,
bent on taking whatever they can
for their own selfish gain. No
power or virtue of man could
ever have deserved that, what
has been fated should not have
taken place. Feelings of
hopelessness and misery abound,
and no one has risen to the
challenge of ridding the land of
these thieves.
No one with good intent, that
is. One powerful warrior, who
calls himself Nonnag, who's mere
prescences strikes fear in the
hearts of men, has spread his
evil throughout the realm. He
created the the Crystal of
Wrath, which serves as a beacon
for those who serve his evil
purposes. It must be captured
and destroyed in order to bring
peace, light, and life back to
Midlothia. The common people are
waiting for a hero to emerge.
Once who can vanquish the evil,
recapture the crystals, and
restore the rod of life. Only
this man is worthy of being
crowned the next King of
Midlothia. Great crisis produce
great men and great deeds of
courage.
The Midlothian army has long
disbanded. With their tragic
losses and lack of leadership,
hope was lost. Soldiers are
citizens of death's grey land,
drawing no dividend from time's
tomorrows. It is now up to
Azémar to restore order, to
agree to the ultimate sacrifice
for the sake of his homeland. As
soon as sacrifice becomes a duty
and necessity to mankind, there
is no limit to the horizon which
opens before him. It's time to
fulfill your destiny.
Next, Here's what I never
finished:
1)
When you enter and complete each
dungeon the crystal is not
guarded. It was my original
intention to add a boss fight in
each dungeon, right now when you
get to each last dungeon screen
you can simply pick up the
crystal with no fight.
2) Loading and saving to the
AtariVox is not currently
functional. You can use save
states in emulation on A7800/Mame/Mess,
however.
3) There is a slight screen
flash when you switch rooms that
very briefly shows unintended
graphics on the screen. This is
likely due to me overrunning the
capabilities of the MARIA
graphics chip in screen
transitions and I have not yet
addressed that.
4) In the graveyard area you
will be randomly attacked live
by skeletons rather than the
typical turn based attack. I did
notice some strange character
movement issues during this
attack sequence, in some cases
you may not be able to move in
areas that you otherwise should
be able to.
5) I have a defined level
progression in place, but
because of the long amount of
time it takes to actually play
the game it's not well tested
for game play balance. Same goes
for the progression of how
quickly you can earn gold with
monster fights vs. How much it
costs to continue to purchase
health potions and other items,
it's not well tested for balance
as you progress in the game.
6) Some items you can buy in the
marketplace have no actual
function in the game.
7) There are no sound effects
and there is no music, right now
this game is completely devoid
of audio.
One file to rule them
all! :)
The zip file includes
all of source code and
all of the files needed
for compiling Legend of
Silverpeak. Note that
there are lots of
spoilers here... If you
dig into the source code
you'll find all the info
on the storyline, game
events, and exactly how
to beat the game, and I
have complete game maps
of the overworld and the
dungeons included in the
image files. All I ask
is that if you not rip
off the graphics and
re-use them in your own
game, other than that
the source code itself
is fair game if anyone
wants to try their hand
at creating an RPG with
7800basic. Hundreds and
Hundreds of hours of
work have already been
poured into this.
The source code contains
lots of extended ASCII
characters and I use
Microsoft's free Visual
Studio Code as my
editor. It all lines up
and looks great in VSC,
your mileage may vary
with how it looks in
other editors. Also, I
didn't completely clean
up all of the graphics
files, there are more
included than I actually
used in the game, many
are simply older
versions that were later
revised and given a
different file name. The
overworld/dungeon maps I
created are slightly
outdated. Overall room
connections are the
same, but some images
were altered.
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Death Merchant is a remake of
the classic DOS Game DopeWars.
This game is playable but
incomplete, and has a few bugs
here and there.
Special Thanks to David Exton
for creating the amazing
artwork. There was (still
is!) a planned release of this
game on cartridge at the
AtariAge store, I simply need to
address the bugs and complete
the game.
Welcome to the Apocalypse.
Death Merchant is a new 7800
game that was inspired by an old
favorite of mine, Dopewars,
which can be downloaded here.
Dopewars is a DOS based
text-only drug dealing
simulation game and I used it's
gameplay in this re-imagining of
the original, along with some
graphics and gameplay additions
to give it a bit more of an
RPG-like feel. It’s a 48K game
written almost entirely in
7800basic, there are some
assembly subroutines for the
24-bit math calculations. For
the curious, I also wrote a
Win9x version of Dopewars back
in the 1990's, it was closer to
a clone of the original. It
won't run well (if at all) on
Windows 7+, but fee free to
check it out and download it on
my home page here.
The game is set in a
post-apocalyptic world, and the
object of the game is to survive
for 31 days and earn as much
money as you can in the process
by buying and selling survival
gear. You set out with a $5000
loan for a month in the abyss,
looking to earn as much money as
you can while surviving your
journey. You’ll have to deal
with random events that occur
when travelling that can help or
hinder your progress. When the
game starts, you’re presented
with a main menu of options at
the bottom of the screen: Buy,
Sell, Bank, Stats, Travel,
Doctor, Train, Fight, Lender,
and Rest. On the top half of the
screen you’ll see your current
stats, your cash, and your
current location on the left
side, and on the right side
you’ll see all of the items
available for trade, the current
prices, and the quantity of each
that you currently own.
Progressing in the game requires
that you travel, that's what
triggers the start of the next
day. Certain options are only
available in certain cities so
you'll need to travel to
specific destinations based on
your current needs in the game.
While the game has been tested
and seems to work fine, this is
not likely to be the final
release and there may still be
some undiscovered bugs. I may
make revisions and post updates
in the coming weeks (months?) as
I make tweaks to the game.
Certain stats may be adjusted as
I play more to try and improve
the balance of the game. There’s
a lot going on, and I’m still
working on making sure the game
isn’t too easy or too difficult.
Feedback about game play balance
or any other suggestions would
be appreciated. Major changes
would be impossible at this
point as the ROM is 99.9% full -
notable changes would require
removing existing features or
functionality. It is possible to
roll your score if you exceed
$999,999, although I did attempt
to make it impossible (or very
difficult) to actually do that.
This game does not feature any
AtariVox speech nor does it
offer high score saving, and I’m
aware that in-game sounds are
somewhat limited. In that regard
this game stays true to the
spirit of the original. I’m
limiting myself to 48k with this
game (mostly because I’d need
almost a complete re-write at
this point to use bankswitching),
and adding those features isn’t
possible due to space
constraints.
Below is a description of all
the player stats and menu
options to get you started. For
emulation I highly recommend
Mame over ProSystem, the colors
look bad in ProSystem with this
game. Mame is much more
accurate. I haven't taken the
time to test this on real
hardware yet, but I am providing
the .bin for anyone who'd like
to try it out that way. Enjoy,
and let me know what you think!
Statistics and Consumable Items
Knives
Knives are needed when you get
attacked when travelling or when
you start a fight. If you don’t
have any knives, you will not be
able to continue fighting or
initiate a fight. Knives can be
acquired by purchasing them from
the Merchant or by randomly
finding them when you travel.
You may break or drop a knife
when fighting. You start the
game with 25 and and carry up to
99.
Health (HP)
Your health, or hit points, must
remain positive or the game will
end. You can lose health in two
ways: by travelling when your
Stamina has reached zero (-2 per
day), or when you are attacked
and hit by an enemy (-1 per
hit). The only method to
increase your health is to visit
the Doctor in the city of New
Vegas. You will be charged a
random fee for your visit. You
start the game with 99 health
points, and the max value is 99.
Backpack
Your backpack is an extremely
important item in the game,
managing the amount of space you
have is critical to success. You
start out with a small backpack
with enough space to hold 50
tradeable items. Your knives and
food have their own inventory
limitations and do not affect
the amount of backpack space you
have. When travelling, you may
have an encounter with the
Merchant, who will sell you a
larger backpack that increases
your usable space from 50 to 99.
You may only buy the larger
backpack one time per game, 99
is the maximum number of items
you’ll ever be able to carry at
once. As the ability to store
items is key to success in this
game, it’s recommended to
upgrade your backpack at the
first opportunity.
Food
Food is necessary to maintain
your Stamina level. Food can be
acquired by either Resting at
the safe house in Bedford,
purchasing it from the Merchant
(who appears randomly when
you’re travelling), or by
randomly receiving rations when
travelling. If your food supply
falls to zero, you have an
additional daily stamina drop of
-1 in addition to the normal
drop of -3.
Stamina
Stamina reflects your overall
energy level. It affects your
ability to fight, and also your
health when it reaches zero. You
cannot start or continue to
fight if it reaches zero. You
will lose 2 stamina for every
day that you travel. The only
way to replenish your Stamina is
to rest in the safe house for
one day, which is located in the
city of Bedford.
Charisma
Charisma has two main effects in
the game. Making purchases from
the Merchant is what increases
your Charisma. Once your
Charisma reaches a certain
level, you will receive more and
more free items from the
Merchant with every purchase you
make from him. Higher Charisma
levels will also start reducing
the interest payments you make
on your debt.
Dexterity
The higher your dexterity, the
more likely you are to win a
fight. You start out with a
Dexterity value of 10, and will
earn 1 bonus point for every
criminal gang you defeat, and 5
bonus points every time you
purchase professional training.
Menu Options
Fight
Fighting is random or manually
chosen. You may be attacked when
you’re travelling to a new city,
or you can manually start a
fight from the main menu at any
time and in any city that you’re
currently in.
When entering a fight, you will
encounter a random number of
criminals in a gang. During the
fight, additional criminals may
enter the fight, prolonging the
battle, and in some cases you
may not be able to escape and
must complete the fight until
you’ve exhausted your Stamina or
knives, your Health is depleted,
or you kill all of the gang
members. Hits and misses are
determined randomly, however the
more often you fight the more
likely you are to win (as your
Dexterity stat increases). When
you defeat an entire gang of
criminals, you will gain a
dexterity bonus as well as some
cash and extra knives.
Travel
Travelling is a requirement in
the game in order to progress.
Travelling to a new city offers
fluctuations in the price of
goods, allowing you to make some
big profits if you’re lucky. It
will also result in many
different random events
occurring. Random price events
may occur on some goods,
resulting in dramatic price
increases or price drops, you
may find some money, food or
knives, you may be attacked by a
gang, or you may be stopped by
the Merchant.
Lender
The Lender is the antagonist of
the game, you start off owing
him the amount of money that you
start the game with. You Start
with $5000 in debt and
immediately have that much
available to you. It’s a one
time loan, you cannot borrow any
more money during the game, you
can only pay him off. Interest
is charged daily, but the amount
of interest he charges is
modified by your Charisma and
the number of days remaining in
the game. Once Debt is paid down
to zero, no additional interest
is accrued and you are done with
the lender for the remainder of
the game.
Bank
Money can be deposited to
prevent it being taken from you
in a robbery when travelling,
and also to accrue interest. Any
deposits into the bank will
result in a $500 per day
interest payment, which
increases to $1000 a day once
you have more than $10,000 in
your account. You cannot spend
money that's in the bank, it
must be withdrawn first and you
may only visit the bank when in
the city of Lost Angeles. There
is no fee for Bank transactions.
Rest
Resting in the safe house in the
city of Bedford is the only way
to replenish your Stamina, and
is also a way to increase the
amount your food rations.
Resting is free, but it does
cost you one day of game time.
Train
Training is offered in the city
of New Salem. For a fee, an
expert will instruct you in the
ways of knife fighting, which
results in a +5 Dexterity bonus
every time you train. Training
costs a random amount of
credits. You can train as many
times as you want up to your
Dexterity limit, at which point
the trainer is no longer
available.
Stats
The stats screen is
informational and does not
affect the outcome of the game.
It will display some additional
in-game statistics: the number
of times you've trained, your
total Dexterity bonus, your
total Charisma Bonus, the number
of gangs you’ve killed, the
number of days you’ve rested,
and the number of bank
transactions you’ve completed.
You can freely go back and forth
from this screen with no
penalty, and it can be accessed
when in any city. The stats
screen is also the "Game Over"
screen when you die or run out
of days, which you can use to
track your scores and stats to
try and do better the next time
around.
Doctor
The doctor can only be visited
in the city of New Vegas and is
the only way you can replenish
your health. The doctor charges
a random fee, and will restore
your health to the full amount
(99).
The doctor is only available if
your health is below 99 and you
have enough credits to pay him.
Buy/Sell
You can select items to buy or
sell only one item at a time.
Move the joystick up and down to
select the item you’re interest
in, then move the joystick left
and right to change the quantity
of the item you’d like to buy or
sell. You will not be allowed to
buy more of an item than you can
afford, and you will not be able
to sell more of an item than you
posess. The space available in
your backpack is also verified,
you will not be able to purchase
more items than you can carry.
After an item has been bought or
sold, you are taken back to the
main screen. The Buy and Sell
screens can of course be
accessed from any city in the
game.
Merchant
The Merchant randomly appears
throughout the game, generally
around 0-3 times, but it's
random. The items he offers are
the same every time, and the
prices are static throughout the
game.
The Merchant is the only way to
purchase a bigger backpack, and
the only way to purchase Knives
and food. You gain Charisma with
every purchase you make from the
merchant. As your Charisma
increases, the Merchant will
give you more free items with
every purchase. As your Charisma
increases, the amount of
interest you pay on your debt to
the Lender decreases.

Here are the known bugs, noted
in November 2018, playing with
ProSystem Emulator, which I
don't actually recommend. Use
A7800 or Mame! These are
just some random notes I made
while playing.
When the death merchant gives
you free items, and your
backpack is still 50, it will
allow you to go over 50.
If your backpack is still at 50,
the max value to buy should also
say 50.
One time, went to the bank for a
withdrawl, and the number
started auto counting down from
999,999. Left and came back and
it was back to normal.
Death Merchant screen issue
again. Just bought the
expansion, then started buying
canteens. The left number would
count down by threes, and I
could...
seemingly buy as many as I
wanted without regard to the
size of my backpack. I had
$130,000 to spend. I ended up
owning hundreds of items.
Again - another death merchant
screen, and I could buy as many
knives as I wanted, backpack
space didn't matter, it just
stuck at zero but I could
keep buying knives and my total
cash would keep dropping. Not
sure if knives are even set up
to use backpack space, or should
be? Need to check.
12 days remaining and I had
$780,000. I think it's still too
easy to make that much money -
maybe being too generous with
the handouts from the merchant.
With 12 days remaining I had yet
to have a single enemy
encounter. First random
encounter with 7 days remaining.
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Dungeon Stalker is an arcade
style game written as an homage
to Intellivision's Night
Stalker. Many gameplay
elements were taken from Night
Stalker but there are key
differences that I think improve
the game. It was written
along with RevEng from AA, I
couldn't have done it without
his help.
This game uses the
much lesser used 320A mode which
allows for a much higher
resolution at the expense of
single color sprites. I chose
it because I thought it was a
perfect fit for a game designed
to look and play similar to
Night Stalker. It also supports
the 7800 high score cart and AtariVox
saving and speech, there are
three
dozen unique speech phrases in
the game. There are plans
for artwork and an instruction
manual, neither of which are
completed yet.
I
higly recommend downloading the PDF
version of the manual, as it
describes key features of the
game that you'd otherwise miss.
The boxed release of the game
will include a brand new manual
designed by David Exton.
It's complete! Version
1.245 is the final version of
the game that will be released
on Cartridge (and a box &
manual) for the first time at
the
Portland Retro Gaming Expo
on October 17th, 2015. Shortly
after the show it will be
available as a general release
in the
AtariAge store.
Here is a video demonstration of the gampelay for Dungeon Stalker
(v1.232, not the final release),
created by AtariAge user Trebor:
https://www.youtube.com/watch?v=sj4_JzNFqBc
Note that the
screenshots below are
not from the final
version, although they
are very similar.
There were a few changes
to the maze and sprites
in the final release.
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The basic gameplay of Boom! is
similar to Activision's Kaboom.
There are 5 levels that get
progressively faster, once
you're on level 5 the speed
doesn't change. There is no
paddle support, use your
joystick to move the bucket(s)
back and forth. Your bucket will
wrap to the other side of the
screen when you reach the edge,
it makes it a bit easier to get
to bombs on both edges of the
screen. You start with three
buckets, if you miss a bomb you
will lose one. You get 10 points
per bomb caught. Once you've
lost all 3 buckets you will go
back to the title screen and
your current score will be
displayed.
You can view the original
development thread on the
AtariAge forums
here.
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The object of Touchdown
challenge is to run to the top
of the field to score touchdowns
while avoiding being tackled by
the other team. The
patterns of the opposing team
will change, and some levels
have a single player on the
other team that will
relentlessly chase you down.
You can view the original
development thread on the
AtariAge forums
here.
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Smasteroids was written in an
afternoon as an homage to the
original Intellivision
Astrosmash game. It is
just a demo and no further
development is going to take
place. It is included as a
sample game in the 7800 basic
distribution.
You can view the original
development thread on the
AtariAge forums
here.
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This demo is a large open world
adventure map that you can roam
around, and the demo
uses graphics similar to Nintendo's classic. I've fairly
accurately replicated the
original graphics and map,
although it is modified a bit
due to the 7800's lower 160A
mode resolution. It is
a map you can walk around, it
isn't a playable game.
Before the Nintendo lawyers
start scrambling to send me a
C&D letter, I'm never going to
actually release a playable game
with any of Nintendo's
intellectual property included
and I'm not going to publicly
post any graphics that would
allow someone else to compile my
demo or any future releases with
(binary only) that lets only you
explore the original map as I
thought many would have fun with that.
3/18/2015 Update: The
links below have been updated
with the actual completed Map
Demo. This demo accurately
replicates the original map from
Zelda. This is only a map demo
and there's nothing to do but
walk around the overworld and
look around. There are no
enemies, no dungeons, no
weapons, nothing else. You can
press the fire button to see a
sample inventory/status screen.
As I mentioned back in June, due
to Nintendo's copyrights I won't
be releasing an actual game with
Zelda graphics and I won't be
posting the code, graphics, or
screen maps for this version.
This is just a binary release to
show what "could" be done.
Recreating this map was a huge
undertaking. There are a
few map screens with incorrect
colors and may also be bugs I
never found.
You can view the original
development thread on the
AtariAge forums
here.
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Here are the steps on how to
create a tiled background image
for use with 7800basic,
specifically for a map that will
work with the 160A display mode
along with 'set doublewide on'
in your code. It works great and
is a big time saver.
Before you start you'll of
course need all of your graphics
images completed. If you make
any changes to your tileset
graphics in the future, the
changes will automatically be
reflected in the map. Tiled does
not create an image file, it
creates an XML file that maps
out and links to the different
graphics images that you have.
If you dramatically change your
graphics images you will have to
update your map file (or files).
Normally the width of one
character in 160A mode is
4 pixels wide, but adding
"doublewide" changes that to 8
pixels wide. This is why I used
"8" for the "tile width" in
Tiled.
If you wanted to adjust this
tutorial for another mode, you
can just lookup the width of one
character in that mode in the
table I linked to, and adjust
for "set doublewide on" if you
use it. That will be your value
for "tile width". The "tile
height" will be your zone
height, and you can adjust the
map size as you prefer.
First, download the
Tiled app.
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Once you've installed it, select File | New Map. |
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Make sure you select the correct options for your
new map. Select an orthogonal orientation, XML
format, 20x12 map size, and 8x16 tile size. |
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Now your ready to load up your tileset graphics. You
can load multiple sets. |
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Click on browse to select your tileset. Make sure
you set your options as seen in the screenshot. |
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Your first tileset is now loaded. I generally
increase the size to 400% to make it easier to see. |
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You can now left click on a tile to use on the map,
or hold down the CTRL button and select multiple
tiles at a time. |
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You can now draw on the map screen. If you hold the
left button mouse down you can drag the background
tile to fill the map screen. |
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You can load multiple tilesets, each one will get
their own tab. I generally increase the map size to
200% to make it easier to see. |
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Once you're happy with your map design you can save
it as a tmx file and use it in your 7800basic
program. |
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I spent a great deal of time
trying to figure out how to
create 7800basic compatible
graphics with my first game, so
I thought I'd share the steps I
took to make it work. Using Gimp
is the easiest way to get
started, you can download it
here.
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First, open the 7800basic palette file, which you
can download
here.
a closer to
accurate layout of the 256 color Atari (NTSC)
palette here:
ATARI256_26.7x6LG.PNG
Here is the *.act file which can be imported:
Atari256_267NTSCx6.zip
Or a more 'brillance neutral' palette here:
ATARI256_26.7x0LG.PNG
Here is the corresponding *.act file:
Atari256_267NTSCx0.zip
They are both set with a 26.7 degrees phase shift
and not manually hand-picked, that better matches
the documented as well as 'real hardware' results of
the systems. |
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Next, click on Windows | Dockable Dialogs |
Palettes, we need the Palettes dialog box to be
open. |
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Next, right click on the palettes dialog box and
click Import Palette. |
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Once the window is open, click on Image, Palette
name (rename to Atari7800), and click on Import. |
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Click on Image | Mode | Indexed. |
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Click on Generate Optimized Palette and change the
number to 13, then click on convert. |
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Change setting back to RGB, just so we can go back
and change it to Indexed again to make one more
modification... |
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Click on Image | Mode | Indexed again to make one
more change. |
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Click on Use custom palette, then the button next to
it. |
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Click on the 7800palette that was just added, then
convert. |
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Click on open image, and open the tileset_rocks
image from one of RevEng's samples in the
distribution. |
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Click on View | Zoom | 800% so you can actually see
the image on the screen. |
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Resize the window so you can see the entire image. |
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Click on Windows | Dockable Dialogs | Brushes, we
need the brushes dialog box open. |
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Change brush size to 1.0. Go to Windows Menu |
Toolbox or press CTRL+B to open the Toolbox Tool
Options if you don't see it on screen. |
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Click on color picker tool and choose one of the
four colors to modify the image. The colors in this
image don't matter yet, as they are changeable with
the PxCx command in the code. One of the colors is
transparent and will take the background color. |
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Click on the brush tool to change the image. |
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Use the brush tool to modify a 16x16 area, there are
three side by side in the samples from RevEng, each
is 16 pixels across. Don't worry about the colors,
as they are set with the PxCx commands in software.
You can use the same colors in the sample images. |
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When you're done, click on File | Export As to save |
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Export the image as a PNG file and you're ready to
go. |
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These are original, commented
source code files from the
original Atari 7800 developers.
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