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ABBUC Hardware Contest 2010

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Wettbewerb 2007 SW Ergebnisse



Ergebnisse / Results
Hier die Ergebnisse des Software Wettbewerbs 2007.

Fragen?: software[at]abbuc[punkt]de

Here are the results of the software competition 2007

Questions?: software[at]abbuc[dot]de

Platz / Place Programm/Program Name Punkte/Points
1 Yoomp! M. Zukowski, L. Sychowicz, B. Wasiel, P. Fusik 421 500 Euro
2 Crownland P. Wisniewski, A. Powroznik, M. Wisniewski 400 250 Euro
3 Mule Wars M. Caillahuz 366 125 Euro
4 Speed up!! Gold Edition R. Sterba 363 75 Euro
5 Eckn Ch. Krüger 334 50 Euro
6 _Game__Harry_ W. Fiedler 264
7 Sprite Engine - ABBUC version B. Gorisek 238
8 Chareditor to move in Font W. Fiedler 227

 

_Game__Harry_

Klassisches Jump&Run-Spiel mit 10 Leveln.
Gespielt wird mit Joy. Ziel ist es 6 Diamanten pro Bild einzusammeln. Goste bewachen die Diamanten, lassen sich aber mit schießen nach rechts oder links killen. In einigen Bildern fliegen Vögel, die lassen sich nicht killen. Springen geht nur wenn der Spieler nach oben sieht. Mit Aufnahme eines Fingers ist ein höherer Sprung möglich, allerdings nur kurze Zeit. Sind 6 Diamanten gesammelt erscheint eine Kiste, mit der man die Mine vor dem Schlüssel entschärfen kann. Mit Aufnahme des Schlüssels ist der Level geschafft. Rohre lassen sich mit Joy nach oben in eine Richtung benutzen. Bei Türen mit dem Joy nach oben dann nach unten ziehen - beamt in die andere Tür. Im Game OPTION -> Exit. START -> Spiel von vorne. Viel Spaß WF




Chareditor to move in Font

Edichar dient zum editieren von Zeichen, die im eigenen Zeichensatz bewegt werden. Es sind insgesamt 9 Zeichen. Das linke Fenster im Editor zeigt in s/w, das rechte im Farbmodus für Gr. 12/ Antikmodus 4. Die Mitte als Data. Editieren mit Joy und Trigger. Die Menüpunkte erklären sich selbst. In den Anzeigemodus zurück mit ESC. Zeichenauswahl mit Cursor re/li. Der blinkende Strich unten zeigt auf das Zeichen zum editieren. Die Zeichen werden im 4er- Step bewegt, sodass es 9 mal 8 mal 4 = 288 Zeichen ergibt.
Adressen:
BASIC siehe DEMO.TUR - MC Run $8821 - aus $8828.
Viel Spaß wf 2007

Speed up!! Gold Edition

"Speed up!!" is racing game for 1 up to 4 players, each of which is playing on own computer connected to the network using the Multilink interface (or using a simple cross-cable for two players only). For single player mode there isn't no additional hardware needed, but then you can attempt to achieve the best race time only.

››Requirements:›* Atari XE/XL computer with 128KB RAM (130XE) for master computer (or for standalone computer without the network game).›* Joystick›For network game:›* Atari XE/XL computers with 64KB RAM (800XE/XL) + joystick for each slave computer connected to the network via Multilink interface. (Or second computer only connected via SIO cross-cable.)››When the game is loaded to the master computer, a message indicates that you can boot other computers. So, now it's time to connect all the computers to the network via Multilink interfaces or cross-cable. Then we can turn on the particular computers in sequence and wait every time until the game will be uploaded to a computer. When the game is successfuly uploaded to all computers, press the reset key on the master computer.››Now we can set the race parameters:›* Keys up/down = track (1 of 4 tracks)›* Keys left/right = number of laps›* Space = start race››After the game starts, a racing course is displayed with varicoloured cars on the starting line. Horizontal positions are random. Each player sees their own screen and car (car will be blinking for a short time). In the lower right corner there is a semaphore. When green color turns on, the race begins.››Car control - by joystick:›* Left/right = wheel›* Fire = acceleration› (Fire released = brake)›* Up/down = gear up/down› There are 3 gears. 1st up to 20mph, 2nd up to 40mph, 3rd up to 60mph.››Racers can push each other - their collisions will cause slow down. Also riding out of the road will cause speed decrease. If a car bumps into some object, there is a 2 second penalty and the car is moved back to the road. Damaged car will be showed to the others with gray color and collisions will be ignored for a short time.››When some car finishes the race, automatic camera is showing other cars on player's screen (a car that is the closest to the finish line is automatically shown). After all the players finish the race, final results are shown. If some player scratches the race by pressing ESC key (or by some of the console keys START/SELECT/OPTION), he/she will be listed without rank and there will be 'X' mark beside his/her time statement.

››Important note:›Don't press Reset or make any changes in Atari network during the race. Connecting or disconecting as well as turning on/off or pressing Reset on any computer will cause deadlock of a whole network! If this happens, you have to press the Reset key on all the computers and then the master computer can start a new race.››If you need to add another computer to network, you can press the Start + Reset on the master computer. When boot is finished, press the Reset key to return to the main menu. Pressing Option+Reset key combination will completely erase the game from the computer (reboot).››Enjoy the game! :-)››Helping cheat:›If someone has too much trouble with gear shifting, it is possible to activate automatic transmission by pressing the "G" key any time during the race. It's indicated by green box around the "G" character in "GEAR" legend in the panel.›


Um zu viert zu spielen benötigt man:
1 x XL/XE mit mindestens 128kB als Server
3 x weitere Rechner mit 64k
4 Netzwerkkarten mit 3 BNC-Verbindungsleitungen

Zuerst wird das Spiel im Server-Atari (128k) gelanden. Ist alles im Speicher folgt RESET mit gehaltener START-Taste. Anschließend wird jeder weitere Rechner einzeln hochgefahren. Dabei bootet er über das Netzwerk
vom Server das Spiel. Ist alles fertig kann losgelegt werden. Zum Spiel selbst es macht unheimlich Spaß seinen Gegner in die Barrikaden zu schicken. Als MultiGame ist es hervorragend.
Man kann mehrere Rennstrecken auswählen, so wird es nicht langweilig falls man eine schon zu gut kennt.

Mule Wars

After 25 years, planet Irata has run out of resources. Everyone of the races start to be in conflict for the dominance of territories. Only one can win the absolute control of Irata. Machine Mules are the most important thing to take the control, and have been modified for war purposes.

How to begin
------------
Init the disk into a Atari 800XL or 130XE. Minimum requirement is 64KB and one joystick control. After the animations of the starting intro, the game will ask for the number of human players with his own race. There is a maximum of 7 players that could play, cpu will take control of ramining races.
After loading the game, you can see 3 sections:
- MAP : the scenario of the game
- MESSAGE LINE : at the middle a scrolling line will notify what happens and what to do.
- STATUS PLAYERS : This shows the status of different values:
- 1st line: shows the number of cities per player
- 2nd line: shows the number of total mules per player
- 3rd line: shows the mules in reserve (to be used when cities require)
- ATACK LINE: In attack mode show the results of fighting.

The turns
---------
The game is based in turns. Once time is your turn the only thing you can think is what city you will attack. Use the pointer first to select your city, and second the enemy city to be attacked.
Every number inside in the city shows how much mules have. Each mule have a range of attacking from 1 to 6 hit points. To get the control of the enemy city you have to obtain more points in the attack move.
If you win the attack move, your city save only one mule and take the new city with the remaining mules. For example if you attack with a city with 4 mules and win the attack move, then your city take 1 mule and 3 mules pass to the new ocuppied city.
If you lose the attack move, your city it will be reduced at only one survivor mule. You can only attack enemy cities, and only can use cities with at least 2 mules (at least 1 mule should take the new city).

End of turn
-----------
Once your time is exhausted, you finish your turn and will be rewarded with mules. So many mules as cities in neighborhood you have. These extra mules will reforced your cities. There is a maximum of 8 mules that a city can contain. If you have no space in your cities for some of the new gained mules, then these will pass to the reserve. Reserve can manage a maximun of 32 mules, aditional Mules will be losed.

How to win the game
-------------------
The game ends when 2 players remaing in the map. Player with more cities win.

Surrender
---------
You have on each turn a possibility to surrender, only do a click on the flag icon. Surrender players, remains the cities, but won't increase the number of defending mules.

About Irata
-----------
Irata have 4 continents, ramdomly you have the opportunity of testing one of these places.

Enjoy!

Es ist ein Strategiespiel ähnlich Risiko. Wir habe es mit mehreren Spielern mit einem Joystick gezockt. Jeder Spieler ist hintereinander an der Reihe. Ziel ist es so viele Länder wie möglich zu besetzen mit den höchstmöglichen Armeen. Man kann ein gegnerisches Nachbarland nur dann angreifen wenn die eigene Armeezahl im Land gleich oder größer der anderen ist. Erfolgt ein Angriff so würfelt der Rechner die Zahlen für das eigene und gegnerische Land untem im Bildabschnitt. Die Zahl im eigenen Land entspricht die Anzahl der eingesetzten Würfel. Wer mehr Augen bekommt hat gewonnen - falls es der Angreifende war bekommt dieser das angegriffene Feld und die Armeen wandern mit minus Eins hinüber- gewinnt der Angegriffene behält er seine ganzen Armeen und sein Land, die gegnerische Armee wird auf seinem Land auf 1 zurückgesetzt. Im Hintergrund läuft immer eine Zeitsskala mit. Solange man einen Zug macht wird diese immer wieder aufgefüllt. Bleibt man stehen und läuft die Zeit ab, errechnet der Computer den Spielstand neu und vergibt zusätzliche Armeen. Zum Schluss bleiben immer zwei übrig. Das Spiel ist dann vorbei, der Atari rechnet die Anzahl der Armeen und Länder aus und ermittelt anschließend den Sieger.


Yoomp!

Short manual
In the main menu you can use joystick or OPTION/SELECT to change various options. In the beginning you can only access one level. More levels become available as you reach them (there are 21 levels in total).
Fire, SHIFT or START starts the game.
The game is controlled with a joystick or a keyboard (A/Z or +/* and a SHIFT for fire). During the game, pressing fire (or SHIFT) causes a long ball jump. Different tiles cause different actions - they are described in the main menu. SPACE pauses the game. ESC exits the game.
At any time you can press N/M and D/F to adjust music and effects volume.
Have fun and prepare to Yoomp!

Yoomp ist ein Spiel mit extrem hohen Suchtfaktor. Die Spielidee ist es einen Ball in einem Tunnel zu leiten und immer Kontakt mit den Wänden zu halten. Drückt man den Trigger am Joystick sind auch größere Sprünge möglich.
Die Schwierigkeit liegt in der Geschwindigkeit um koordiniert immer Bodenkontakt zu bekommen. Es hört sich leichter an als es ist.


Sprite Engine

Functions of the program

Key combination Operation
Select or Tab Option menu selection
Space bar Draw the player continously without the need of pressing trigger every time. Pressing Space bar again invokes normal operation, drawing with pressing trigger again.
R Rotate player in all four directions
D Save selected player image data to data statements source code for several programming languages
Control - R Rotate player in all four directions and save the data in BASIC listed format with filename ROTATE.LST on default D: drive.
P Next player
Control - P Previous player
W Width of the selected player
Control - W Width of the selected player (reversed way)
B Clear player
F Fill player
M Mirror player vertically
Control - M Mirror player horizontally
I Inverse player image
H Move player horizontally in right direction
Control - H Move player horizontally in left direction
V Move player vertically in right direction
Control - V Move player vertically in left direction
L Load image data for selected player
Control - L Load image data for selected player from the file
S Save image data for selected player
Control - S Save image data for selected player to specific file
C Set new color for selected player
E Choose character from the Atari character set as player image data
T Temporarily save image data of selected player for copying to another player
Control - T Copy/paste temporarily saved image data to selected player
N Move selected player around the screen with joystick to determine new x and y coordinates
Control - N Move selected player to its original position
U Put all players together to form one multicolor player
Control - U Move the players to their original positions
Help or Q Invokes help screen
Control - E Exit the program

Usage

Most commands are activated by pressing highlighted key indicated. To exit the option, press "Esc" key or joystick trigger in some cases.

Loading / Saving selected player ("L". "S" key, "Control+L", "Control+S" key combination)

You can load your own player by pressing Control - L key combination. You can omit disk drive identification, because Drive 1 is default drive automatically searched by the program. Saving procedure is similar, pressing Control-S combination. If you load or save player image with "L" / "S" keys, filenames accordingly to the selected player (SPRITE0.PMG, SPRITE1.PMG, SPRITE2.PMG, SPRITE3.PMG) are used. Player image data file format consist of color, luminance and actual data in byte-s.

Data statement source code output ("D" key)

Data statements source code generation improved thanks to Philsan from Atari Age, who suggested me some improvements. This option has its own dedicated text screen for selecting various programming languages to select from. With Select you go through the list and by pressing Space bar you select the language. Pressing Start invokes procedure of generating data statements. If BASIC is chosen, first starting line has to be entered. Next, you can choose device number and filename by which data will be saved to disk. You don't have to enter suffix, because it is added automatically. If no device number and filename is entered, default PMGDAT name is used, with D1: as device number. Image data for all four players is grouped together in one file for selected language.

By pressing "D" key, you can save selected player image data to source code output for several programming languages, such as Atari BASIC / Turbo BASIC XL, Action!, Pascal, Assembler and C (similar syntax for several variations, plus CC65), ValForth (and similar), volksForth and Quick.

Rotation in all four diretions ("R" key, "Control+R" key combination)

By pressing "R" you are able to rotate current player in all four directions. The only restriction is you have to locate your player starting at top in the player drawing grid, so that matrix 8x8 in x and y directions is accomodated. By pressing "Control" and "R" together rotation in all four directions is followed by saving data statements in BASIC listed format with filename ROTATE.LST on D1: as default disk drive.

Multicolor player ("U" key)

You can make one multicolor player by putting together all four players to the same location. To reposition players to their original positions you should press Control and U at the same time. Some future release will hopefully enable you to mix also missiles and making multicolor players by using display list interrupts. Possible but currently not planned is making special kernel engines with different uses of players and missiles.

Atari character as player image ("E" key)

By selecting this option you are able to set one of Atari characters as player image which you can then edit even further. By moving joystick left or right you scan through Atari character set by one at a time for the character of your choice. Similar operation is possible by moving joystick up or down, but in step by 10.

Change the position of the player ("N" key)

By selecting this option you are able to move selected player around the screen. Text below indicates the original coordinates of the player. To see new coordinates, press "Esc". When new screen appears, press "Esc" again to exit this operation.

Eckn

Make as many points as possible in given time limit by turning over areas with identically colored corners. Move the cursor by using the joystick or the keyboard arrow keys. Select corner by pressing the trigger or space bar. You can remove this marker by pressing the key or button again. Now you can select the opposite corner of the rectangular area. After selecting this corner the area will be shuffled and your score will be calculated.

3 Hints:

1. It doesn't matter which of the four corners you select first.

2. You can move the cursor across the boundaries of the playfield to speed up the selection.

3. Try to enclose the biggest areas. The score is size dependent! For a 2x2 area you get only 8 points but 1000 points for turning around the complete field... so size matters!

Good luck!

Versuche so viele Punkte wie möglich zu machen, indem du im Zeitlimit Gebiete mit gleich gefärbten Ecken umdrehst. Bewege den Cursor mit dem Joystick oder mit den Pfeiltasten der Tastatur. Wähle die Ecke mit dem Feuerknopf des Joysticks oder mit der SPACE-Taste aus. Du kannst die Markierung wieder entfernen indem du noch mal drückst. Nun musst du die gegenüberliegende Seite des Rechtecks markieren. Nach der Markierung werden alle Steine des Rechtecks umgedreht und erhalten eine neue Farbe. Die Punktzahl wird errechnet.

3 Hinweise:

1. Es ist egal, welche der vier Ecken du zuerst auswählst.

2. Verlasse das Spielfeld um die Auswahl zu beschleunigen.

3. Versuche möglichst große Gebiete zu umschließen. Je größer das Rechteck, desto größer die Punktzahl. Für ein 2x2 Steine großes Rechteck erhältst du nur 8 Punkte, jedoch 1000 Punkte, wenn man das gesamte Spielfeld umdreht... die Größe zählt!

Viel Glück!


Crownland

Jump&Run-Spiel mit vielen Farben.
Das Crownland preview, dass 2006 erschien und ein spielbares Level enthielt, hatte sehr viel Aufsehen erregt. Die fertige Vollversion erscheint jetzt beim ABBUC und nimmt am Software-Wettbewerb teil.


Regeln für den ABBUC-Software-Wettbewerb 2007

Rules for the ABBUC-Software-Contest 2007






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