actutor1.arc
U. Mich.
Languages/Action/
May 13, 1998
37 KB
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Action! and BBS Express! PRO Tutorial This tutorial is copyright Thomas M. Johnson. Welcome to the Action!/PRO tutorial. In it, I plan to teach you how to write command modules for BBS Express! PRO. But to write these, you must know the Action! programming language. So this is a 2 for the price of 1 tutorial.
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actutor2.arc
U. Mich.
Languages/Action/
May 13, 1998
24 KB
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Action! and BBS Express! PRO Tutorial This tutorial is copyright Thomas M. Johnson. Welcome to the Action!/PRO tutorial. In it, I plan to teach you how to write command modules for BBS Express! PRO. But to write these, you must know the Action! programming language. So this is a 2 for the price of 1 tutorial.
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argslems.arc
U. Mich.
Games/Puzzle/
Apr. 15, 1995
9 KB
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Filename.: argslems.arc Title....: A.R.G.S.-Lemmings Author...: Martin Kugler (grfx+idea), Karl Pelzer (music), Jochen Scharrlach (programming) Date.....: 10/93 Sponser..: ABBUC Regionalgruppe Stuttgart Language.: M/L Category.: Demo (mainly graphics) Breakdown: LEMMINGS.COM General Description: The demo shows up to 28 Lemmings + 3 Blockers. Please, this is a *demo*, there won't be a game!
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atutor.alf
U. Mich.
Languages/Action/
May 13, 1998
37 KB
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Languages/Action/atutor.alf
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BESTUTIL.DCM
Classic Computer Magazine Archive
software/dcms/
Nov. 18, 1997
84 KB
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Best of Antic Magazine book software, side 2 (utilities)
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cardpak1.arc
U. Mich.
Games/Card/
Oct. 6, 1997
10 KB
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I originally wrote these with their publication in a local magazine in mind, so they are in Spanish. OCHOLOCO (Crazy Eights), DOMINO (dominoes), PIRAMIDE ("Tut's Tomb")
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cardpak1.txt
U. Mich.
Games/Card/
Oct. 6, 1997
1 KB
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I originally wrote these with their publication in a local magazine in mind, so they are in Spanish. OCHOLOCO (Crazy Eights), DOMINO (dominoes), PIRAMIDE ("Tut's Tomb")
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cardpak3.arc
U. Mich.
Games/Card/
Sep. 21, 1998
7 KB
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cardpak3: TUTSTOMB: this is the full-joystick-driven version I promised... it also features a 28-card tableau (instead of 21, as in PIRAMIDE)... the rules are the same FREECELL: Here, you have 4 "Free Cells" on the upper left portion of the screen, 4 "Suit Cells" on the upper right, and 8 colums of cards on the lower part. The objective is to build the 4 suits in order on the Suit Cells, beginning with the aces, of course. You can place any card (but only one) on a Free Cell, and you can build descending, alternating colors, on the bottom card of each of the 8 lower columns. Sorry, no automatic arrangement of the cards in this version. GOLF: You have the deck in the upper left corner, 7 columns of 5 cards each to the right, and 3 rows at the bottom where to put the cards. The game begins by flipping the first card of the deck and placing it at the first row below. You can put any other card over it, as long as it is one higher or lower in rank, regardless of suit. But you cannot put any card over a King, a...
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CHEMTUTR.BAS
Classic Computer Magazine Archive
software/89-11a/
Jan. 19, 1993
26 KB
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www.atarimagazines.com/software/89-11a/CHEMTUTR.BAS
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CHEMTUTR.BAS
Classic Computer Magazine Archive
software/89-12a/
Jun. 30, 1994
27 KB
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Chemistry Tutor v1.3 by John Kennedy, 221
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CINDER1.BAS
Classic Computer Magazine Archive
software/84-03/
Mar. 19, 1999
1 KB
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Atari's Cinderella, OS tutorial by Fred Pinho, 18
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CINDER2.BAS
Classic Computer Magazine Archive
software/84-03/
Mar. 19, 1999
2 KB
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Atari's Cinderella, OS tutorial by Fred Pinho, 18
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CINDER3.BAS
Classic Computer Magazine Archive
software/84-03/
Mar. 19, 1999
1 KB
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Atari's Cinderella, OS tutorial by Fred Pinho, 18
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CINDER4.BAS
Classic Computer Magazine Archive
software/84-03/
Mar. 19, 1999
1 KB
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Atari's Cinderella, OS tutorial by Fred Pinho, 18
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EXAMPLE8.BAS
Classic Computer Magazine Archive
software/84-10/
Mar. 19, 1999
3 KB
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Program the Bouncing Ball, player missile graphics tutorial by David Fox and Mitchell Waite, 38
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GR0PM.BAS
Classic Computer Magazine Archive
software/84-04/
Mar. 19, 1999
5 KB
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Creative Programming With Player/Missile Graphics, P/M tutorial by Philip Seyer, 50
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King Tut's Tomb.atr
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
90 KB
|
No description available
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King Tut's Tomb.atr
atari.gmork.gz Atari 8-bit section
Svaca/GAME/K/
Dec. 2, 2011
90 KB
|
No description available
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mae11.arc
U. Mich.
Languages/Assembly/
Jul. 4, 1997
72 KB
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MAE is a 6502/65816 Assembly language development system for the Atari 8-bit. Here are some feature highlights: Excellent full screen editor with key macros, automatic 'JSR' and return to subroutine and data labels, block moves and copies, and multiple undo. Compatible with XEP80 and other 80 column devices. 64 and 80 column high-speed software drivers also included. High level of integration between editor, assembler, and debugger. The editor can take you directly to lines that had assembly errors. The debugger can reference labels in the symbol table and assemble single program lines. True local labels. Full text-substitution assembler macros. Full 65816 and 24-bit support. Uses only 1.25K of main system memory. Most of the code resides in bank select. (Still runs in 64K, but you'll only have 13.75K for source buffer). Still being supported! John Harris jharris@poboxes.com
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mae_95.arc
U. Mich.
Languages/Assembly/
Oct. 6, 1997
49 KB
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MAE_95 is a 6502/65816 Assembly language development system for the Atari 8-bit. Here are some feature highlights: Excellent full screen editor with key macros, automatic 'JSR' and return to subroutine and data labels, block moves and copies, and multiple undo. Compatible with XEP80 and other 80 column devices. 64 and 80 column high-speed software drivers also included. High level of integration between editor, assembler, and debugger. The editor can take you directly to lines that had assembly errors. The debugger can reference labels in the symbol table and assemble single program lines. True local labels. Full text-substitution assembler macros. Full 65816 and 24-bit support. Uses only 1.25K of main system memory. Most of the code resides in bank select. (Still runs in 64K, but you'll only have 13.75K for source buffer). Still being supported! John Harris jharris@poboxes.com
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mae_95.txt
U. Mich.
Languages/Assembly/
Oct. 6, 1997
6 KB
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MAE_95 is a 6502/65816 Assembly language development system for the Atari 8-bit. Here are some feature highlights: Excellent full screen editor with key macros, automatic 'JSR' and return to subroutine and data labels, block moves and copies, and multiple undo. Compatible with XEP80 and other 80 column devices. 64 and 80 column high-speed software drivers also included. High level of integration between editor, assembler, and debugger. The editor can take you directly to lines that had assembly errors. The debugger can reference labels in the symbol table and assemble single program lines. True local labels. Full text-substitution assembler macros. Full 65816 and 24-bit support. Uses only 1.25K of main system memory. Most of the code resides in bank select. (Still runs in 64K, but you'll only have 13.75K for source buffer). Still being supported! John Harris jharris@poboxes.com
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MONITOR.LST
Classic Computer Magazine Archive
software/84-02/
Mar. 19, 1999
1 KB
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The End of Odd Man, programming tutorial by John and Mary Harrison, 19
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ODDMAN2A.LST
Classic Computer Magazine Archive
software/83-12/
Mar. 19, 1999
1 KB
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Odd Man Reforms, programming tutorial by John and Mary Harrison, 36
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ODDMAN2B.LST
Classic Computer Magazine Archive
software/83-12/
Mar. 19, 1999
5 KB
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Odd Man Reforms, programming tutorial by John and Mary Harrison, 36
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ODDMAN3.LST
Classic Computer Magazine Archive
software/84-01/
Mar. 19, 1999
4 KB
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Odd Man At Play, programming tutorial by John and Mary Harrison, 19
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ODDMAN4.LST
Classic Computer Magazine Archive
software/84-02/
Mar. 19, 1999
3 KB
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The End of Odd Man, programming tutorial by John and Mary Harrison, 19
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Playful Professor Math Tutor.xex
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
35 KB
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No description available
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Playful Professor Math Tutor.xex
atari.gmork.gz Atari 8-bit section
Svaca/GAME/P/
Dec. 2, 2011
35 KB
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No description available
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PMDEMO.BAS
Classic Computer Magazine Archive
software/83-09/
Mar. 19, 1999
1 KB
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Player/Missile Tutorial
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ROTATE.ASM
Classic Computer Magazine Archive
software/84-09/
Mar. 19, 1999
1 KB
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Rotate Your Player, assembly language tutorial by Larry Parker, 64
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ROTATE.BAS
Classic Computer Magazine Archive
software/84-09/
Mar. 19, 1999
1 KB
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Rotate Your Player, assembly language tutorial by Larry Parker, 64
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The Institute_disk1.atr
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
90 KB
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No description available
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The Institute_disk1.atr
atari.gmork.gz Atari 8-bit section
Svaca/GAME/T/
Dec. 2, 2011
90 KB
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No description available
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The Institute_DISK2.atr
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
90 KB
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No description available
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The Institute_DISK2.atr
atari.gmork.gz Atari 8-bit section
Svaca/GAME/T/
Dec. 2, 2011
90 KB
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No description available
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Tutankham.xex
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
19 KB
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No description available
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Tutankham.xex
atari.gmork.gz Atari 8-bit section
Svaca/GAME/T/
Dec. 2, 2011
19 KB
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No description available
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Tutankham_DOCS.TXT
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
8 KB
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No description available
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Tutankham_DOCS.TXT
atari.gmork.gz Atari 8-bit section
Svaca/GAME/T/
Dec. 2, 2011
8 KB
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No description available
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TUTOR.BAS
Classic Computer Magazine Archive
software/85-06/
Jun. 1, 2085
8 KB
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Guitar Tutor by Frank Imburgio, 70
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Tutti Frutti -basic.atr
atari.gmork.gz Atari 8-bit section
GAME/
Dec. 2, 2011
90 KB
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No description available
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Tutti Frutti -basic.atr
atari.gmork.gz Atari 8-bit section
Svaca/GAME/T/
Dec. 2, 2011
90 KB
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No description available
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UPDATE.BAS
Classic Computer Magazine Archive
software/84-04/
Mar. 19, 1999
2 KB
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Update Disks With Note and Point, BASIC disk tutorial by Jerry White, 82
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