Create New Atari 2600 Games With BASIC
2600fan writes "Fred Quimby, a game developer for the Stella Atari 2600 emulator, has released a new BASIC compiler that can be used to create games to run on Stella and potentially on the 2600 itself. The compiler generates efficient assembly-language code in DASM syntax, then uses DASM to make a binary. A bitmapped playfield and easy-to-use scrolling routines are included, and programmers can also add inline assembly language and directly access TIA registers if they please."
That takes all the fun out of programming for the 2600. http://www.oreillynet.com/lpt/a/4849
ResidntGeek
Would they also run on one of those "10-in-1" joysticks that emulate 2600 games?
If so, that would be excellent!
I wonder how hard would it be to license the hardware for one of these little buggers.
This could become a new outlet for homebrewed games to enter the retail market.
I guess theres also the other possibility of someone just hacking one of those joysticks to take a memory card or something for some personal gaming...
DEAD DEAD DEAD DELETE ME
The Atari 2600 was made from off-the-shelf parts, so there are no ROM licensing issues (on the platform itself). This is why Mattel was able to make a 2600 add-on for the Intellivision.
Seems crazy now -- Imagine having a hardware add-on for the Gamecube that played PS2 games!
Wait, why BASIC? Why not a language that doesn't suck?
The point was to make the Atari 2600 easy to program, not to produce the ultimate programming language. BASIC is a good choice for this as it corresponds closely to the underlying machine instructions, but is much easier to comprehend.
This is also why BASIC was bundled with most 8-bit home micros. Furthermore, as the resulting programs can be no larger than 4KB (not MB!) in size, and 1MHz in speed, any OO mechanisms would impose far too much overhead.
The 2600 has an active and friendly homebrewing scene. However, there is a steep learning curve for anyone wanting to start. This tool will be very useful for beginners who want to try their hand at 2600 programming, before learning the full details of 6507 and TIA programming. Also it will be useful as a prototyping tool for experienced developers who want to try out a game concept before investing a lot of effort in designing a custom display kernel.
You are spot on where learning curve is concerned.
I took this and wrote the little breakout clone in a few hours. Prior to that, working in assembly got me a few blocks on the screen...
Assembly takes a lot of time. (Something I don't have.) This doesn't and was a lot of fun.
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