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

3

(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/

5

(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.

7

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

Here's a WIP video :)

8

(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

---

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/

12

(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/

13

(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

Hello all,

I am writing here because I am asking for some help improving the N: handler.

Specifically, there are a couple of things missing from it:

* Burst mode transfers
* Binary Loader for MyDOS and SpartaDOS

The first, is important because currently the N: device only transfers data to the FujiNet at 127 bytes a time (relying on minus flag).

The N: device passes data directly to the FujiNet over SIO, and can accept transfers up to 65535 bytes in length, at a time. This should be carried over into the N: handler to make things as fast as possible.

The second, is that the N: handler doesn't implement CIO calls 39 and 40, which are used by SpartaDOS and MyDOS to load binary files, and it prevents these operating systems from loading programs directly over the N: device.

I know there are some in the ranks of ABBUC who could really help here, and it would make the N: device all that more usable if somebody could take a look at it and improve it, I literally put together just enough to work under most operating systems and language environments. There is great potential in the N: device, and I want to see everyone use it to bring the Atari into the 21st century.

---

A bit about the N: handler:

It is a CIO device that adds support for the FujiNet network device. It allows any program that can use CIO devices, to read and write data to and from the network via a set of protocol adapters which create a clean and simple I/O channel between the Atari and the network beyond.

Some of the network adapters:

* TCP
* UDP
* TELNET
* FTP
* HTTP/HTTPS
* SSH
* SMB (windows file share)
* TNFS (the standard FujiNet file server protocol)

The N: device maps to SIO devices $71 through $74 as N1: to N4: with N: being N1:

And the commands that are implemented, are specified here:
https://github.com/FujiNetWIFI/fujinet- … 1-to-%2478

The source code to the N: handler is here, it's written in mads assembler:
https://github.com/FujiNetWIFI/fujinet- … er/handler

This handler is also placed on every single DOS disk that is in the DOS folder on apps.irata.online in Atari_8-bit.

Again, if anyone can help, it would greatly improve the usability of this handler. I can also help anyone understand what is possible with this handler.

-Thom

25

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

Użytkownicy #Atari8bit! Dołącz do nas 4 lipca, aby przetestować lobby gier #FujiNet #retrocomputing #retrogaming

Details in image.