<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_07_03_1838250</id>
	<title>Source Code of Several Atari 7800 Games Released</title>
	<author>ScuttleMonkey</author>
	<datestamp>1246616520000</datestamp>
	<htmltext><a href="http://www.programmerfish.com/" rel="nofollow">jadoon88</a> writes to share a series of old Atari 7800 games that have been <a href="http://www.programmerfish.com/source-code-of-several-7800-games-released/">unofficially open sourced</a>.  <i>"Remember <em>Dig Dug</em> or <em>Centipede</em> or <em>Robotron</em>? They used to be favorites when Atari's 7800 series was still around. Since the era of those consoles is over, and a different world of interactive reality gaming has taken over, Atari has unofficially released source code of over 15 games for the coders and enthusiasts to admire the state-of-the-art (because this is what it was back then). During those times, nobody would have imagined in their wildest dreams the games that Atari's developers floated into the gaming thirsty market and instantly swept across continental boundaries. But things changed soon after that and a company once regarded as one of the most successful gaming console manufacturers and developers faded away in the pages of our technology's hall-of-fame."</i></htmltext>
<tokenext>jadoon88 writes to share a series of old Atari 7800 games that have been unofficially open sourced .
" Remember Dig Dug or Centipede or Robotron ?
They used to be favorites when Atari 's 7800 series was still around .
Since the era of those consoles is over , and a different world of interactive reality gaming has taken over , Atari has unofficially released source code of over 15 games for the coders and enthusiasts to admire the state-of-the-art ( because this is what it was back then ) .
During those times , nobody would have imagined in their wildest dreams the games that Atari 's developers floated into the gaming thirsty market and instantly swept across continental boundaries .
But things changed soon after that and a company once regarded as one of the most successful gaming console manufacturers and developers faded away in the pages of our technology 's hall-of-fame .
"</tokentext>
<sentencetext>jadoon88 writes to share a series of old Atari 7800 games that have been unofficially open sourced.
"Remember Dig Dug or Centipede or Robotron?
They used to be favorites when Atari's 7800 series was still around.
Since the era of those consoles is over, and a different world of interactive reality gaming has taken over, Atari has unofficially released source code of over 15 games for the coders and enthusiasts to admire the state-of-the-art (because this is what it was back then).
During those times, nobody would have imagined in their wildest dreams the games that Atari's developers floated into the gaming thirsty market and instantly swept across continental boundaries.
But things changed soon after that and a company once regarded as one of the most successful gaming console manufacturers and developers faded away in the pages of our technology's hall-of-fame.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28581589</id>
	<title>I'd like to see the original Robotron source</title>
	<author>Mad-Bassist</author>
	<datestamp>1246734600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>...as well as the source to the Firepower pinball machine and the tools used to create those unforgettable classic Williams sound effects!</p><p>Say what you may about Eddie Van Halen and Jimi Hendrix... Jarvis was always god to me!</p></htmltext>
<tokenext>...as well as the source to the Firepower pinball machine and the tools used to create those unforgettable classic Williams sound effects ! Say what you may about Eddie Van Halen and Jimi Hendrix... Jarvis was always god to me !</tokentext>
<sentencetext>...as well as the source to the Firepower pinball machine and the tools used to create those unforgettable classic Williams sound effects!Say what you may about Eddie Van Halen and Jimi Hendrix... Jarvis was always god to me!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575879</id>
	<title>I can get the source code for JOUST!! WOOHOO!!!</title>
	<author>haruchai</author>
	<datestamp>1246621980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>As a video-addicted teen, so many years ago, with too much time on his hands, I never imagined I would ever be able<br>to get my hands on this</p></htmltext>
<tokenext>As a video-addicted teen , so many years ago , with too much time on his hands , I never imagined I would ever be ableto get my hands on this</tokentext>
<sentencetext>As a video-addicted teen, so many years ago, with too much time on his hands, I never imagined I would ever be ableto get my hands on this</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576419</id>
	<title>More in the well of Atari nostalgia</title>
	<author>alnicodon</author>
	<datestamp>1246627080000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>I quite like the way this <a href="http://www.dadhacker.com/" title="dadhacker.com" rel="nofollow">blog</a> [dadhacker.com] by an old time Atari employee recalls the when and how of Atari developement. Something (<a href="http://www.dadhacker.com/blog/?p=987" title="dadhacker.com" rel="nofollow">Donkey Kong port</a> [dadhacker.com] on Atari consoles) that read</p><p><div class="quote"><p>I should explain how Atari's Arcade conversions group worked. Basically, Atari's marketing folks would negotiate a license to ship GameCorp's "Foobar Blaster" on a cartridge for the Atari Home Computer System. That was it. That was the entirety of the deal.</p></div><p>made it clearer with<nobr> <wbr></nobr>:</p><p><div class="quote"><p>We got ZERO help from the original developers of the games. No listings, no talking to the engineers, no design documents, nothing.</p></div><p>but, wait... there was even less:</p><p><div class="quote"><p>In fact, we had to buy our own copy of the arcade machine and simply get good at the game (which was why I was playing it at the hotel  our copy of the game hadn't even been delivered yet).</p></div><p>was for me a sure way to a plentiful of nostalgiaholic reading.</p><p>Al.</p></div>
	</htmltext>
<tokenext>I quite like the way this blog [ dadhacker.com ] by an old time Atari employee recalls the when and how of Atari developement .
Something ( Donkey Kong port [ dadhacker.com ] on Atari consoles ) that readI should explain how Atari 's Arcade conversions group worked .
Basically , Atari 's marketing folks would negotiate a license to ship GameCorp 's " Foobar Blaster " on a cartridge for the Atari Home Computer System .
That was it .
That was the entirety of the deal.made it clearer with : We got ZERO help from the original developers of the games .
No listings , no talking to the engineers , no design documents , nothing.but , wait... there was even less : In fact , we had to buy our own copy of the arcade machine and simply get good at the game ( which was why I was playing it at the hotel our copy of the game had n't even been delivered yet ) .was for me a sure way to a plentiful of nostalgiaholic reading.Al .</tokentext>
<sentencetext>I quite like the way this blog [dadhacker.com] by an old time Atari employee recalls the when and how of Atari developement.
Something (Donkey Kong port [dadhacker.com] on Atari consoles) that readI should explain how Atari's Arcade conversions group worked.
Basically, Atari's marketing folks would negotiate a license to ship GameCorp's "Foobar Blaster" on a cartridge for the Atari Home Computer System.
That was it.
That was the entirety of the deal.made it clearer with :We got ZERO help from the original developers of the games.
No listings, no talking to the engineers, no design documents, nothing.but, wait... there was even less:In fact, we had to buy our own copy of the arcade machine and simply get good at the game (which was why I was playing it at the hotel  our copy of the game hadn't even been delivered yet).was for me a sure way to a plentiful of nostalgiaholic reading.Al.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575751</id>
	<title>hmmm</title>
	<author>Idiomatick</author>
	<datestamp>1246620720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Anyone else read this something like.<br> <br>
1) Successful gaming console manfacturer posting record profit<br>
2) . .<nobr> <wbr></nobr>.<br>
3) Bankruptcy!</htmltext>
<tokenext>Anyone else read this something like .
1 ) Successful gaming console manfacturer posting record profit 2 ) .
. .
3 ) Bankruptcy !</tokentext>
<sentencetext>Anyone else read this something like.
1) Successful gaming console manfacturer posting record profit
2) .
. .
3) Bankruptcy!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576209</id>
	<title>Ms. PacMan</title>
	<author>Anonymous</author>
	<datestamp>1246624920000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><tt>look, it's Ms Pacman<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;MS RIGHT, HALF OPEN<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; DB&nbsp; &nbsp; &nbsp; $08,$00,$0A,$50,$A5,$54,$25,$D5,$17,$55,$15,$50<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; DB&nbsp; &nbsp; &nbsp; $15,$00,$15,$50,$15,$55,$05,$54,$01,$50,$00,$00<br><br>All the pixelfonts are in there too offcourse. If you're into remaking arcade classics, there's a lot of picture and sound data there just waiting to be recycled.</tt></htmltext>
<tokenext>look , it 's Ms Pacman           ; MS RIGHT , HALF OPEN           DB       $ 08 , $ 00 , $ 0A , $ 50 , $ A5 , $ 54 , $ 25 , $ D5 , $ 17 , $ 55 , $ 15 , $ 50           DB       $ 15 , $ 00 , $ 15 , $ 50 , $ 15 , $ 55 , $ 05 , $ 54 , $ 01 , $ 50 , $ 00 , $ 00All the pixelfonts are in there too offcourse .
If you 're into remaking arcade classics , there 's a lot of picture and sound data there just waiting to be recycled .</tokentext>
<sentencetext>look, it's Ms Pacman          ;MS RIGHT, HALF OPEN          DB      $08,$00,$0A,$50,$A5,$54,$25,$D5,$17,$55,$15,$50          DB      $15,$00,$15,$50,$15,$55,$05,$54,$01,$50,$00,$00All the pixelfonts are in there too offcourse.
If you're into remaking arcade classics, there's a lot of picture and sound data there just waiting to be recycled.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575855</id>
	<title>Anyone notice...</title>
	<author>Anonymous</author>
	<datestamp>1246621800000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>1</modscore>
	<htmltext>Anyone else notice "ENCRYPTION CRAPOLA -- GO INTO MARIA"
comment in main loop of centipede.  Love it!</htmltext>
<tokenext>Anyone else notice " ENCRYPTION CRAPOLA -- GO INTO MARIA " comment in main loop of centipede .
Love it !</tokentext>
<sentencetext>Anyone else notice "ENCRYPTION CRAPOLA -- GO INTO MARIA"
comment in main loop of centipede.
Love it!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576871</id>
	<title>Re:Unofficial?</title>
	<author>evilviper</author>
	<datestamp>1246631520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>What does unofficially open sourced mean?</p></div></blockquote><p>Means somebody found the source code while dumpster diving.</p></div>
	</htmltext>
<tokenext>What does unofficially open sourced mean ? Means somebody found the source code while dumpster diving .</tokentext>
<sentencetext>What does unofficially open sourced mean?Means somebody found the source code while dumpster diving.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575825</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575945</id>
	<title>Re:Great!</title>
	<author>Anonymous</author>
	<datestamp>1246622580000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext>It's unofficial because it wasn't released by Atari, as the post suggests, but by the <a href="http://www.atarimuseum.com/videogames/consoles/7800/games/" title="atarimuseum.com">Atari Historical Society</a> [atarimuseum.com], copied from source disks recovered from Atari's trash.</htmltext>
<tokenext>It 's unofficial because it was n't released by Atari , as the post suggests , but by the Atari Historical Society [ atarimuseum.com ] , copied from source disks recovered from Atari 's trash .</tokentext>
<sentencetext>It's unofficial because it wasn't released by Atari, as the post suggests, but by the Atari Historical Society [atarimuseum.com], copied from source disks recovered from Atari's trash.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575721</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28582787</id>
	<title>This reminds me...</title>
	<author>John Pfeiffer</author>
	<datestamp>1246704420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Somewhere in a box under my desk, I have an old book about programming arcade-style games on the C64.  It includes all sorts of code examples<nobr> <wbr></nobr>:D</p></htmltext>
<tokenext>Somewhere in a box under my desk , I have an old book about programming arcade-style games on the C64 .
It includes all sorts of code examples : D</tokentext>
<sentencetext>Somewhere in a box under my desk, I have an old book about programming arcade-style games on the C64.
It includes all sorts of code examples :D</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577693</id>
	<title>Re:Some fun stuff...</title>
	<author>PCM2</author>
	<datestamp>1246641960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>It looks like Hattrick is written mostly in Forth btw. I personally didn't know they wrote games in that language!</p></div><p>There aren't many, but the poster children are <a href="http://www.geocities.com/timessquare/maze/4979/starflight.html" title="geocities.com">Starflight and Starflight II</a> [geocities.com] -- great games, btw.</p></div>
	</htmltext>
<tokenext>It looks like Hattrick is written mostly in Forth btw .
I personally did n't know they wrote games in that language ! There are n't many , but the poster children are Starflight and Starflight II [ geocities.com ] -- great games , btw .</tokentext>
<sentencetext>It looks like Hattrick is written mostly in Forth btw.
I personally didn't know they wrote games in that language!There aren't many, but the poster children are Starflight and Starflight II [geocities.com] -- great games, btw.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576011</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575747</id>
	<title>Phone numbers?</title>
	<author>Anonymous</author>
	<datestamp>1246620660000</datestamp>
	<modclass>Funny</modclass>
	<modscore>1</modscore>
	<htmltext><p>Un-redacted phone numbers for the programmers in readme.doc files? They probably don't want to be getting calls about these games 21 years later from the internet at large.</p><p>-Lee</p></htmltext>
<tokenext>Un-redacted phone numbers for the programmers in readme.doc files ?
They probably do n't want to be getting calls about these games 21 years later from the internet at large.-Lee</tokentext>
<sentencetext>Un-redacted phone numbers for the programmers in readme.doc files?
They probably don't want to be getting calls about these games 21 years later from the internet at large.-Lee</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28581773</id>
	<title>Re:Let's give credit where credit is due</title>
	<author>Anonymous</author>
	<datestamp>1246736460000</datestamp>
	<modclass>Troll</modclass>
	<modscore>-1</modscore>
	<htmltext><p>he's just some filthy dumpster diver whos using someone elses material to promote his little site</p></htmltext>
<tokenext>he 's just some filthy dumpster diver whos using someone elses material to promote his little site</tokentext>
<sentencetext>he's just some filthy dumpster diver whos using someone elses material to promote his little site</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576093</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576707</id>
	<title>Re:Is there a cross assembler?</title>
	<author>drfreak</author>
	<datestamp>1246629780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I just downloaded all the stuff. It looks like their development platform was the Atari ST, which has good emulators out there. They not only included the games, they included the development tools for the ST, as well as NTSC and PAL 7800 OS ROMs!</p></htmltext>
<tokenext>I just downloaded all the stuff .
It looks like their development platform was the Atari ST , which has good emulators out there .
They not only included the games , they included the development tools for the ST , as well as NTSC and PAL 7800 OS ROMs !</tokentext>
<sentencetext>I just downloaded all the stuff.
It looks like their development platform was the Atari ST, which has good emulators out there.
They not only included the games, they included the development tools for the ST, as well as NTSC and PAL 7800 OS ROMs!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575729</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578151</id>
	<title>Re:Do it the hard way!</title>
	<author>Anonymous</author>
	<datestamp>1246648020000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>1</modscore>
	<htmltext>I would say 99\% of Amiga games were 100\% assembler and only later they began using C for multiplatform titles (Lucas adventures and whatnot). You cannot get the most out of the Amiga hardware with C. Most games didn't even use the OS at all but banged the hardware directly, so using C would have been moot anyway.</htmltext>
<tokenext>I would say 99 \ % of Amiga games were 100 \ % assembler and only later they began using C for multiplatform titles ( Lucas adventures and whatnot ) .
You can not get the most out of the Amiga hardware with C. Most games did n't even use the OS at all but banged the hardware directly , so using C would have been moot anyway .</tokentext>
<sentencetext>I would say 99\% of Amiga games were 100\% assembler and only later they began using C for multiplatform titles (Lucas adventures and whatnot).
You cannot get the most out of the Amiga hardware with C. Most games didn't even use the OS at all but banged the hardware directly, so using C would have been moot anyway.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575927</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576011</id>
	<title>Some fun stuff...</title>
	<author>Sprite\_tm</author>
	<datestamp>1246623180000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><tt>* From the devkit readmes:<br><br>2600/7800 DEVELOPMENT KIT&lt;br&gt;<br>CARE AND FEEDING INSTRUCTIONS&lt;br&gt;<br>[...]<br>Feel free to telephone John Feagans at Atari (U.S.) at area&nbsp; code<br>(408)&nbsp; 745-xxxx&nbsp; any&nbsp; time you have a question&nbsp; about&nbsp; using&nbsp; the<br>software.&nbsp; &nbsp;He&nbsp; wrote the download program and the&nbsp; transfer&nbsp; rom<br>code.&nbsp; &nbsp;He's the one who did not write any support&nbsp; documentation<br>to go with his software.<br><br>* From the base sw:<br>CPX&nbsp; &nbsp; &nbsp;#1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;HACK: WE STOP AT 1<br>BEQ&nbsp; &nbsp; &nbsp;SELRTS<br>INX&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;BIGGER HACK: PUSH X INTO RANGE.<br>LDA&nbsp; &nbsp; &nbsp;ZHACKMOD+2,X&nbsp; &nbsp; &nbsp;;BIGGEST HACK: TABLE LOOKUP NEXT MODE.<br><br>* Ofcourse, we have explicit words:<br>CMP&nbsp; &nbsp; &nbsp;#$FF&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;SEE IF ANY INPUT<br>BEQ&nbsp; &nbsp; &nbsp;FUCKYOU<br>JMP&nbsp; &nbsp; &nbsp;GOTOSEL&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;GO TO SELECT MODE<br>FUCKYOU&nbsp; &nbsp;BIT&nbsp; &nbsp; &nbsp;INPT4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;LOOK AT FIRE BUTTON INPUT<br>BMI&nbsp; &nbsp; &nbsp;ATIT4<br><br>LDA&nbsp; &nbsp; &nbsp;#0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;ENOUGH TIME HAS ELAPSED TO ALLOW CAPS<br>STA&nbsp; &nbsp; &nbsp;$1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;TO DISCHARGE SO CONTINUE FUCKING WITH<br>LDA&nbsp; &nbsp; &nbsp;#$14&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;IO HARDWARE<br><br>STA&nbsp; &nbsp; &nbsp;AUDC0,X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;GO POUND SAND IN YOUR ASS<br><br>* Citizen Kane anyone?<br>LDA&nbsp; &nbsp; &nbsp;INPT0,Y&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;THESE FOUR LINES MUST BE INCLUDED IN<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;;THE FINAL VERSION<br>AND&nbsp; &nbsp; &nbsp;INPT1,Y&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;REMEMBER<br>BMI&nbsp; &nbsp; &nbsp;FUCKBAR&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<nobr> <wbr></nobr>;REMEMBER,. .<nobr> <wbr></nobr>., ROSEBUD<br><br>* In Galaga, at 'a boss hit':<br>JSR&nbsp; &nbsp; ABOSSHIT&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; HOW YOU PRONOUNCE IT IS YOUR OWN<br>&nbsp; &nbsp; &nbsp; &nbsp;;BUSINESS<br><br>* Liek wtf?<br>* GROUND TARGET SECRET CODES (SSHHHH!)<br>*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;0&nbsp; &nbsp; &nbsp; &nbsp;regular dome&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;logram<br>*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; &nbsp;regular pyramid&nbsp; &nbsp; &nbsp; &nbsp; barra<br>*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2&nbsp; &nbsp; &nbsp; &nbsp;detector dome&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; zolbak (and your mama, too)<br><br>*And finally, an original comment which couldn't be more to the point in 2009:<br>*PROGRAMMERS BEWARE: THIS CODE IS OLD AND VERY UGLY! TAMPER AT YOUR OWN RISK<br><br>It looks like Hattrick is written mostly in Forth btw. I personally didn't know they wrote games in that language!<br></tt></htmltext>
<tokenext>* From the devkit readmes : 2600/7800 DEVELOPMENT KITCARE AND FEEDING INSTRUCTIONS [ ... ] Feel free to telephone John Feagans at Atari ( U.S. ) at area   code ( 408 )   745-xxxx   any   time you have a question   about   using   thesoftware.     He   wrote the download program and the   transfer   romcode.     He 's the one who did not write any support   documentationto go with his software .
* From the base sw : CPX       # 1                 ; HACK : WE STOP AT 1BEQ       SELRTSINX                       ; BIGGER HACK : PUSH X INTO RANGE.LDA       ZHACKMOD + 2,X       ; BIGGEST HACK : TABLE LOOKUP NEXT MODE .
* Ofcourse , we have explicit words : CMP       # $ FF                     ; SEE IF ANY INPUTBEQ       FUCKYOUJMP       GOTOSEL                 ; GO TO SELECT MODEFUCKYOU     BIT       INPT4                   ; LOOK AT FIRE BUTTON INPUTBMI       ATIT4LDA       # 0                       ; ENOUGH TIME HAS ELAPSED TO ALLOW CAPSSTA       $ 1                       ; TO DISCHARGE SO CONTINUE FUCKING WITHLDA       # $ 14                     ; IO HARDWARESTA       AUDC0,X           ; GO POUND SAND IN YOUR ASS * Citizen Kane anyone ? LDA       INPT0,Y                 ; THESE FOUR LINES MUST BE INCLUDED IN                                           ; THE FINAL VERSIONAND       INPT1,Y                 ; REMEMBERBMI       FUCKBAR                 ; REMEMBER, .
. . , ROSEBUD * In Galaga , at 'a boss hit ' : JSR     ABOSSHIT                 ; HOW YOU PRONOUNCE IT IS YOUR OWN         ; BUSINESS * Liek wtf ?
* GROUND TARGET SECRET CODES ( SSHHHH !
) *           0         regular dome             logram *           1         regular pyramid         barra *           2         detector dome           zolbak ( and your mama , too ) * And finally , an original comment which could n't be more to the point in 2009 : * PROGRAMMERS BEWARE : THIS CODE IS OLD AND VERY UGLY !
TAMPER AT YOUR OWN RISKIt looks like Hattrick is written mostly in Forth btw .
I personally did n't know they wrote games in that language !</tokentext>
<sentencetext>* From the devkit readmes:2600/7800 DEVELOPMENT KITCARE AND FEEDING INSTRUCTIONS[...]Feel free to telephone John Feagans at Atari (U.S.) at area  code(408)  745-xxxx  any  time you have a question  about  using  thesoftware.   He  wrote the download program and the  transfer  romcode.   He's the one who did not write any support  documentationto go with his software.
* From the base sw:CPX     #1               ;HACK: WE STOP AT 1BEQ     SELRTSINX                     ;BIGGER HACK: PUSH X INTO RANGE.LDA     ZHACKMOD+2,X     ;BIGGEST HACK: TABLE LOOKUP NEXT MODE.
* Ofcourse, we have explicit words:CMP     #$FF                   ;SEE IF ANY INPUTBEQ     FUCKYOUJMP     GOTOSEL                ;GO TO SELECT MODEFUCKYOU   BIT     INPT4                  ;LOOK AT FIRE BUTTON INPUTBMI     ATIT4LDA     #0                     ;ENOUGH TIME HAS ELAPSED TO ALLOW CAPSSTA     $1                     ;TO DISCHARGE SO CONTINUE FUCKING WITHLDA     #$14                   ;IO HARDWARESTA     AUDC0,X         ;GO POUND SAND IN YOUR ASS* Citizen Kane anyone?LDA     INPT0,Y                ;THESE FOUR LINES MUST BE INCLUDED IN                                         ;THE FINAL VERSIONAND     INPT1,Y                ;REMEMBERBMI     FUCKBAR                ;REMEMBER,.
. ., ROSEBUD* In Galaga, at 'a boss hit':JSR    ABOSSHIT               ; HOW YOU PRONOUNCE IT IS YOUR OWN       ;BUSINESS* Liek wtf?
* GROUND TARGET SECRET CODES (SSHHHH!
)*         0       regular dome           logram*         1       regular pyramid        barra*         2       detector dome          zolbak (and your mama, too)*And finally, an original comment which couldn't be more to the point in 2009:*PROGRAMMERS BEWARE: THIS CODE IS OLD AND VERY UGLY!
TAMPER AT YOUR OWN RISKIt looks like Hattrick is written mostly in Forth btw.
I personally didn't know they wrote games in that language!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576057</id>
	<title>Re:Great!</title>
	<author>Anonymous</author>
	<datestamp>1246623480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Surely Atari have release the source of every 7800 game ever written? All 7800 &amp; 2600 games were written in assembly. Just disassemble the ROMs.</htmltext>
<tokenext>Surely Atari have release the source of every 7800 game ever written ?
All 7800 &amp; 2600 games were written in assembly .
Just disassemble the ROMs .</tokentext>
<sentencetext>Surely Atari have release the source of every 7800 game ever written?
All 7800 &amp; 2600 games were written in assembly.
Just disassemble the ROMs.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575721</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576093</id>
	<title>Let's give credit where credit is due</title>
	<author>silverspell</author>
	<datestamp>1246623780000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext>Apparently Curt Vendel and <a href="http://www.atarimuseum.com/videogames/consoles/7800/games/" title="atarimuseum.com" rel="nofollow">Atarimuseum.com</a> [atarimuseum.com] <a href="http://www.atariage.com/forums/index.php?showtopic=146634&amp;st=0&amp;#entry1785411" title="atariage.com" rel="nofollow">deserve the real credit</a> [atariage.com] for this release.</htmltext>
<tokenext>Apparently Curt Vendel and Atarimuseum.com [ atarimuseum.com ] deserve the real credit [ atariage.com ] for this release .</tokentext>
<sentencetext>Apparently Curt Vendel and Atarimuseum.com [atarimuseum.com] deserve the real credit [atariage.com] for this release.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576351</id>
	<title>Re:Do it the hard way!</title>
	<author>dmomo</author>
	<datestamp>1246626420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Looked decently documented to me.  Assuming you are familiar with the op codes.</p></htmltext>
<tokenext>Looked decently documented to me .
Assuming you are familiar with the op codes .</tokentext>
<sentencetext>Looked decently documented to me.
Assuming you are familiar with the op codes.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28584911</id>
	<title>Re:More in the well of Atari nostalgia</title>
	<author>PhysicalEd</author>
	<datestamp>1246824240000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>yes, this is true.  I was the lead on the port of Robotron to the 7800 at GCC, and all we had to go with was the arcade machine.  So first of all we had to become expert players, at all difficulty levels.  At GCC we started videotaping gameplay with a camera over the shoulder so we could study movement and derive rules for the "AI", and even just to know how many critters of the various kinds appeared on the different levels.

Needless to say, becoming an expert Robotron player payed off over the years...</htmltext>
<tokenext>yes , this is true .
I was the lead on the port of Robotron to the 7800 at GCC , and all we had to go with was the arcade machine .
So first of all we had to become expert players , at all difficulty levels .
At GCC we started videotaping gameplay with a camera over the shoulder so we could study movement and derive rules for the " AI " , and even just to know how many critters of the various kinds appeared on the different levels .
Needless to say , becoming an expert Robotron player payed off over the years.. .</tokentext>
<sentencetext>yes, this is true.
I was the lead on the port of Robotron to the 7800 at GCC, and all we had to go with was the arcade machine.
So first of all we had to become expert players, at all difficulty levels.
At GCC we started videotaping gameplay with a camera over the shoulder so we could study movement and derive rules for the "AI", and even just to know how many critters of the various kinds appeared on the different levels.
Needless to say, becoming an expert Robotron player payed off over the years...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576419</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577143</id>
	<title>Re:Do it the hard way!</title>
	<author>Anonymous</author>
	<datestamp>1246635420000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Not all of the C=64 games were in assembly, Sid Meier's Pirates! was in BASIC (a lot of it)..</p></htmltext>
<tokenext>Not all of the C = 64 games were in assembly , Sid Meier 's Pirates !
was in BASIC ( a lot of it ) . .</tokentext>
<sentencetext>Not all of the C=64 games were in assembly, Sid Meier's Pirates!
was in BASIC (a lot of it)..</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575927</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576785</id>
	<title>The year was actually 2005</title>
	<author>El\_Oscuro</author>
	<datestamp>1246630680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>My hardcore gaming rig runs <a href="http://www.pc2jamma.org/" title="pc2jamma.org">Lincade</a> [pc2jamma.org].  We are talking serious commercial grade stuff here, HAPPS controls, Tornado spinners, and a 30" <a href="http://www.happcontrols.com/monitors/monitors\_wg.htm" title="happcontrols.com">Wells/Gardner</a> [happcontrols.com] monitor in a SlickStik cabinet.  If you are setting an arcade cabinet, make sure you get Lincade.  There is no better gaming experience!</htmltext>
<tokenext>My hardcore gaming rig runs Lincade [ pc2jamma.org ] .
We are talking serious commercial grade stuff here , HAPPS controls , Tornado spinners , and a 30 " Wells/Gardner [ happcontrols.com ] monitor in a SlickStik cabinet .
If you are setting an arcade cabinet , make sure you get Lincade .
There is no better gaming experience !</tokentext>
<sentencetext>My hardcore gaming rig runs Lincade [pc2jamma.org].
We are talking serious commercial grade stuff here, HAPPS controls, Tornado spinners, and a 30" Wells/Gardner [happcontrols.com] monitor in a SlickStik cabinet.
If you are setting an arcade cabinet, make sure you get Lincade.
There is no better gaming experience!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575895</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28581339</id>
	<title>Re:This is great</title>
	<author>sp332</author>
	<datestamp>1246732680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Virtual Apple has all kinds of Apple ][ games. <a href="http://www.virtualapple.org/oregontraildisk.html" title="virtualapple.org" rel="nofollow">http://www.virtualapple.org/oregontraildisk.html</a> [virtualapple.org]  (requires Java)</htmltext>
<tokenext>Virtual Apple has all kinds of Apple ] [ games .
http : //www.virtualapple.org/oregontraildisk.html [ virtualapple.org ] ( requires Java )</tokentext>
<sentencetext>Virtual Apple has all kinds of Apple ][ games.
http://www.virtualapple.org/oregontraildisk.html [virtualapple.org]  (requires Java)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576139</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577933</id>
	<title>score tables</title>
	<author>An ominous Cow art</author>
	<datestamp>1246645200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Robotron is one of my favorite games, so I've been looking at the source to it.  One odd thing I've seen is the table of points scored for each enemy.  They stored the 150 value for (for example) an Enforcer as:</p><p><div class="quote"><p>DB  $01, $50</p></div><p>.</p><p>For those who aren't aware, the '$' prefix denoted a hex number in Motorola assembly.  It's strange that the score values are stored in this weird BCD-ish way.  Maybe it was more efficient to do BCD math than to convert the binary to decimal every time the score changed (which meant a screen update).</p></div>
	</htmltext>
<tokenext>Robotron is one of my favorite games , so I 've been looking at the source to it .
One odd thing I 've seen is the table of points scored for each enemy .
They stored the 150 value for ( for example ) an Enforcer as : DB $ 01 , $ 50.For those who are n't aware , the ' $ ' prefix denoted a hex number in Motorola assembly .
It 's strange that the score values are stored in this weird BCD-ish way .
Maybe it was more efficient to do BCD math than to convert the binary to decimal every time the score changed ( which meant a screen update ) .</tokentext>
<sentencetext>Robotron is one of my favorite games, so I've been looking at the source to it.
One odd thing I've seen is the table of points scored for each enemy.
They stored the 150 value for (for example) an Enforcer as:DB  $01, $50.For those who aren't aware, the '$' prefix denoted a hex number in Motorola assembly.
It's strange that the score values are stored in this weird BCD-ish way.
Maybe it was more efficient to do BCD math than to convert the binary to decimal every time the score changed (which meant a screen update).
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578197</id>
	<title>Re:This is great</title>
	<author>Anonymous</author>
	<datestamp>1246648680000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Actually, at least one Electronic Arts game for the Apple II--Legacy of the Ancients--was encrypted by XORing each byte with 0xEA!  So, it's possible you were actually seeing a bunch of encrypted 0x00 bytes!</p></htmltext>
<tokenext>Actually , at least one Electronic Arts game for the Apple II--Legacy of the Ancients--was encrypted by XORing each byte with 0xEA !
So , it 's possible you were actually seeing a bunch of encrypted 0x00 bytes !</tokentext>
<sentencetext>Actually, at least one Electronic Arts game for the Apple II--Legacy of the Ancients--was encrypted by XORing each byte with 0xEA!
So, it's possible you were actually seeing a bunch of encrypted 0x00 bytes!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576555</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575721</id>
	<title>Great!</title>
	<author>ae1294</author>
	<datestamp>1246620480000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>Well this is really great and I thank them for finally releasing code from like 40 years ago but what does 'unofficially released source code' mean exactly???</p></htmltext>
<tokenext>Well this is really great and I thank them for finally releasing code from like 40 years ago but what does 'unofficially released source code ' mean exactly ? ?
?</tokentext>
<sentencetext>Well this is really great and I thank them for finally releasing code from like 40 years ago but what does 'unofficially released source code' mean exactly??
?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576155</id>
	<title>Hmmm...</title>
	<author>Citizen of Earth</author>
	<datestamp>1246624440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>CMP     #$FF<nobr> <wbr></nobr>;SEE IF ANY INPUT
<br>          BEQ     FUCKYOU
<br>          JMP     GOTOSEL<nobr> <wbr></nobr>;GO TO SELECT MODE
<br>FUCKYOU   BIT     INPT4<nobr> <wbr></nobr>;LOOK AT FIRE BUTTON INPUT
<br>          BMI     ATIT4
<br>          JMP     GOTORES
<br>ATIT4     LDA     #0
<br>          STA     FLAP<nobr> <wbr></nobr>;PREVENT FLAPPING IN LOADER
<br>          JMP     TITLOOP
</p><p>Hmmm...</p></htmltext>
<tokenext>CMP # $ FF ; SEE IF ANY INPUT BEQ FUCKYOU JMP GOTOSEL ; GO TO SELECT MODE FUCKYOU BIT INPT4 ; LOOK AT FIRE BUTTON INPUT BMI ATIT4 JMP GOTORES ATIT4 LDA # 0 STA FLAP ; PREVENT FLAPPING IN LOADER JMP TITLOOP Hmmm.. .</tokentext>
<sentencetext>CMP     #$FF ;SEE IF ANY INPUT
          BEQ     FUCKYOU
          JMP     GOTOSEL ;GO TO SELECT MODE
FUCKYOU   BIT     INPT4 ;LOOK AT FIRE BUTTON INPUT
          BMI     ATIT4
          JMP     GOTORES
ATIT4     LDA     #0
          STA     FLAP ;PREVENT FLAPPING IN LOADER
          JMP     TITLOOP
Hmmm...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28581485</id>
	<title>Atari 2600 ?</title>
	<author>lbalbalba</author>
	<datestamp>1246733820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Whaddayamean, 7800 ? I remember playing these games on the Atatri 2600 console as a kid, released in 1977, although the 7800 was almost fully backward-compatible with the 2600.</htmltext>
<tokenext>Whaddayamean , 7800 ?
I remember playing these games on the Atatri 2600 console as a kid , released in 1977 , although the 7800 was almost fully backward-compatible with the 2600 .</tokentext>
<sentencetext>Whaddayamean, 7800 ?
I remember playing these games on the Atatri 2600 console as a kid, released in 1977, although the 7800 was almost fully backward-compatible with the 2600.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575909</id>
	<title>Correct link for Sphinx</title>
	<author>haruchai</author>
	<datestamp>1246622280000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>Should end in SPHINX.zip not Sphinx.zip. Beware the 404</p></htmltext>
<tokenext>Should end in SPHINX.zip not Sphinx.zip .
Beware the 404</tokentext>
<sentencetext>Should end in SPHINX.zip not Sphinx.zip.
Beware the 404</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575977</id>
	<title>Re:Phone numbers?</title>
	<author>Anonymous</author>
	<datestamp>1246622940000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>After 21 years, how many of them do you think are still alive, let alone living at the same house with the same phone number?</p></htmltext>
<tokenext>After 21 years , how many of them do you think are still alive , let alone living at the same house with the same phone number ?</tokentext>
<sentencetext>After 21 years, how many of them do you think are still alive, let alone living at the same house with the same phone number?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575747</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576299</id>
	<title>Re:Great!</title>
	<author>KasperMeerts</author>
	<datestamp>1246625940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Those are completely without comments and most importantly, variable names.</p><p>
MOV HEALTH, AX</p><p>
is more understandable than</p><p>
MOV BYTE 0xFF43, AX</p></htmltext>
<tokenext>Those are completely without comments and most importantly , variable names .
MOV HEALTH , AX is more understandable than MOV BYTE 0xFF43 , AX</tokentext>
<sentencetext>Those are completely without comments and most importantly, variable names.
MOV HEALTH, AX
is more understandable than
MOV BYTE 0xFF43, AX</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576057</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576275</id>
	<title>Re:Is there a cross assembler?</title>
	<author>Anonymous</author>
	<datestamp>1246625700000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Is there some particular reason you feel the need to trumpet your own ignorance on Slashdot?</p></htmltext>
<tokenext>Is there some particular reason you feel the need to trumpet your own ignorance on Slashdot ?</tokentext>
<sentencetext>Is there some particular reason you feel the need to trumpet your own ignorance on Slashdot?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575729</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579227</id>
	<title>Re:Great!</title>
	<author>Hal\_Porter</author>
	<datestamp>1246711080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm more concerned what Bush, Reagan, Nancy and Caspar mean here</p><blockquote><div><p> <tt> LDA GAMETYPE<br>
&nbsp; CMP #2<br>
&nbsp; BCS REAGAN<br>
&nbsp; <br>
&nbsp; BIT GLADRAG<br>
&nbsp; BVC NOBONUS<br>
&nbsp; LDA LIVES<br>
&nbsp; BMI PLAY1<br>
&nbsp; LDA #$00<br>
&nbsp; LDY #$30<br>
&nbsp; TAX<br>
&nbsp; JSR ADDSCORE<br>
&nbsp; <br>PLAY1 LDA GAMETYPE<br>
&nbsp; LSR A<br>
&nbsp; BCC NOBONUS<br>
&nbsp; LDA LIVES+1<br>
&nbsp; BMI NOBONUS<br>
&nbsp; LDA #$00<br>;  LDY #$30<nobr> <wbr></nobr>;Y SHOULD STILL BE 30<br>
&nbsp; LDX #1<br>
&nbsp; JSR ADDSCORE<br>
&nbsp; <br>NOBONUS<br>
&nbsp; LDY RACKNUM<br>
&nbsp; INY<br>
&nbsp; CPY #27<br>
&nbsp; BNE STRCK<br>
&nbsp; LDY #19<br>STRCK STY RACKNUM<br>
&nbsp; TYA<br>
&nbsp; AND #3<br>
&nbsp; CMP #2<br>
&nbsp; BNE BUSH<br>
&nbsp; LDA GLADRAG<br>
&nbsp; ORA #$80<br>
&nbsp; BMI NANCY<br>BUSH CMP #1<br>
&nbsp; BNE CASPAR<br>
&nbsp; LDA GLADRAG<br>
&nbsp; ORA #$40<br>
&nbsp; BNE NANCY<br>
&nbsp; <br>CASPAR  LDA #0<br>NANCY STA GLADRAG<br>REAGAN<br>
&nbsp; LDY CFIGINDX<br>
&nbsp; INY<br>
&nbsp; CPY #15<br>
&nbsp; BNE STCFIG<br>
&nbsp; LDY #3<br>STCFIG  STY CFIGINDX</tt></p></div> </blockquote></div>
	</htmltext>
<tokenext>I 'm more concerned what Bush , Reagan , Nancy and Caspar mean here LDA GAMETYPE   CMP # 2   BCS REAGAN     BIT GLADRAG   BVC NOBONUS   LDA LIVES   BMI PLAY1   LDA # $ 00   LDY # $ 30   TAX   JSR ADDSCORE   PLAY1 LDA GAMETYPE   LSR A   BCC NOBONUS   LDA LIVES + 1   BMI NOBONUS   LDA # $ 00 ; LDY # $ 30 ; Y SHOULD STILL BE 30   LDX # 1   JSR ADDSCORE   NOBONUS   LDY RACKNUM   INY   CPY # 27   BNE STRCK   LDY # 19STRCK STY RACKNUM   TYA   AND # 3   CMP # 2   BNE BUSH   LDA GLADRAG   ORA # $ 80   BMI NANCYBUSH CMP # 1   BNE CASPAR   LDA GLADRAG   ORA # $ 40   BNE NANCY   CASPAR LDA # 0NANCY STA GLADRAGREAGAN   LDY CFIGINDX   INY   CPY # 15   BNE STCFIG   LDY # 3STCFIG STY CFIGINDX</tokentext>
<sentencetext>I'm more concerned what Bush, Reagan, Nancy and Caspar mean here  LDA GAMETYPE
  CMP #2
  BCS REAGAN
  
  BIT GLADRAG
  BVC NOBONUS
  LDA LIVES
  BMI PLAY1
  LDA #$00
  LDY #$30
  TAX
  JSR ADDSCORE
  PLAY1 LDA GAMETYPE
  LSR A
  BCC NOBONUS
  LDA LIVES+1
  BMI NOBONUS
  LDA #$00;  LDY #$30 ;Y SHOULD STILL BE 30
  LDX #1
  JSR ADDSCORE
  NOBONUS
  LDY RACKNUM
  INY
  CPY #27
  BNE STRCK
  LDY #19STRCK STY RACKNUM
  TYA
  AND #3
  CMP #2
  BNE BUSH
  LDA GLADRAG
  ORA #$80
  BMI NANCYBUSH CMP #1
  BNE CASPAR
  LDA GLADRAG
  ORA #$40
  BNE NANCY
  CASPAR  LDA #0NANCY STA GLADRAGREAGAN
  LDY CFIGINDX
  INY
  CPY #15
  BNE STCFIG
  LDY #3STCFIG  STY CFIGINDX 
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575721</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576031</id>
	<title>Re:Do it the hard way!</title>
	<author>willoughby</author>
	<datestamp>1246623300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Wheee! Poorly commented 6502 assembly with no other docs.</p></div><p>Hey! That's just like I used to write (with a little help from Lance Leventhal).</p></div>
	</htmltext>
<tokenext>Wheee !
Poorly commented 6502 assembly with no other docs.Hey !
That 's just like I used to write ( with a little help from Lance Leventhal ) .</tokentext>
<sentencetext>Wheee!
Poorly commented 6502 assembly with no other docs.Hey!
That's just like I used to write (with a little help from Lance Leventhal).
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575927</id>
	<title>Re:Do it the hard way!</title>
	<author>Anonymous</author>
	<datestamp>1246622400000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>You can be sure that the original arcade versions were written in assembly language not that different from what you see here.  As a rule, nobody wrote video games in C until the mid 1980s.  Assembly language was king.</p><p>I worked at a game software developer in the late 1980s, and all of the 2600 games, all of the 7800 games, all of the C-64 games, all of the Atari 800 games we developed or ported during the period were written in native assembly language.  Only the Amiga, Atari ST, Macintosh, and the later PC games were written in C.  NES and SuperNES games were written in assembly as well.</p></htmltext>
<tokenext>You can be sure that the original arcade versions were written in assembly language not that different from what you see here .
As a rule , nobody wrote video games in C until the mid 1980s .
Assembly language was king.I worked at a game software developer in the late 1980s , and all of the 2600 games , all of the 7800 games , all of the C-64 games , all of the Atari 800 games we developed or ported during the period were written in native assembly language .
Only the Amiga , Atari ST , Macintosh , and the later PC games were written in C. NES and SuperNES games were written in assembly as well .</tokentext>
<sentencetext>You can be sure that the original arcade versions were written in assembly language not that different from what you see here.
As a rule, nobody wrote video games in C until the mid 1980s.
Assembly language was king.I worked at a game software developer in the late 1980s, and all of the 2600 games, all of the 7800 games, all of the C-64 games, all of the Atari 800 games we developed or ported during the period were written in native assembly language.
Only the Amiga, Atari ST, Macintosh, and the later PC games were written in C.  NES and SuperNES games were written in assembly as well.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578289</id>
	<title>Re:This is great</title>
	<author>westlake</author>
	<datestamp>1246650540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>(find yourself a Way-Back Machine if you aren't familiar with those games).</p><p>You'll find that Oregon Trail remains a steady seller on Amazon.com - and that older versions are easy to find through sites like The Underdogs.</p></htmltext>
<tokenext>( find yourself a Way-Back Machine if you are n't familiar with those games ) .You 'll find that Oregon Trail remains a steady seller on Amazon.com - and that older versions are easy to find through sites like The Underdogs .</tokentext>
<sentencetext>(find yourself a Way-Back Machine if you aren't familiar with those games).You'll find that Oregon Trail remains a steady seller on Amazon.com - and that older versions are easy to find through sites like The Underdogs.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576139</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575903</id>
	<title>WOHOO!</title>
	<author>Anonymous</author>
	<datestamp>1246622280000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>So like in only 40 years from now linux will become a gaming platform!</p></htmltext>
<tokenext>So like in only 40 years from now linux will become a gaming platform !</tokentext>
<sentencetext>So like in only 40 years from now linux will become a gaming platform!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577547</id>
	<title>Re:Some fun stuff...</title>
	<author>wakingrufus</author>
	<datestamp>1246640280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>i liked this from galaga (GDAC1.S):
<p>
          LDA     BULLSHT                SEE IF IN BULLSHIT MODE
</p><p>
what is bullshit mode? apparently all these caps trigger the lameness filter</p></htmltext>
<tokenext>i liked this from galaga ( GDAC1.S ) : LDA BULLSHT SEE IF IN BULLSHIT MODE what is bullshit mode ?
apparently all these caps trigger the lameness filter</tokentext>
<sentencetext>i liked this from galaga (GDAC1.S):

          LDA     BULLSHT                SEE IF IN BULLSHIT MODE

what is bullshit mode?
apparently all these caps trigger the lameness filter</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576011</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578901</id>
	<title>Re:Ms. PacMan</title>
	<author>TheRaven64</author>
	<datestamp>1246704240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Unfortunately, it seems that the legality of these is somewhat dubious.  Copying the font data is likely to be illegal.  Atari probably won't care, but it will stop your game being in most open source operating system repositories (see what happened to Blob Wars when they discovered that the author didn't have the rights to distribute the artwork).  Note that, in the USA, you can't copyright a font, just a representation of a font (e.g. a font file or a set of bitmaps), so there's nothing stopping you from creating something that looks the same without directly copying it.</htmltext>
<tokenext>Unfortunately , it seems that the legality of these is somewhat dubious .
Copying the font data is likely to be illegal .
Atari probably wo n't care , but it will stop your game being in most open source operating system repositories ( see what happened to Blob Wars when they discovered that the author did n't have the rights to distribute the artwork ) .
Note that , in the USA , you ca n't copyright a font , just a representation of a font ( e.g .
a font file or a set of bitmaps ) , so there 's nothing stopping you from creating something that looks the same without directly copying it .</tokentext>
<sentencetext>Unfortunately, it seems that the legality of these is somewhat dubious.
Copying the font data is likely to be illegal.
Atari probably won't care, but it will stop your game being in most open source operating system repositories (see what happened to Blob Wars when they discovered that the author didn't have the rights to distribute the artwork).
Note that, in the USA, you can't copyright a font, just a representation of a font (e.g.
a font file or a set of bitmaps), so there's nothing stopping you from creating something that looks the same without directly copying it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576209</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28583353</id>
	<title>Re:Great!</title>
	<author>retrorogue</author>
	<datestamp>1246712160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>"Officially unofficially" means this guy jadoon88 stole the source code material from Curt Vendel's atarimuseum.com site, and presented it as his own - including posting said announcement here.  Curt, who has a working relationship with the current Atari, has the original mainframe tapes these were archived off of and put them up as an educational resource for 7800 homebrewers.  They have not been released to the public domain in any capacity.</htmltext>
<tokenext>" Officially unofficially " means this guy jadoon88 stole the source code material from Curt Vendel 's atarimuseum.com site , and presented it as his own - including posting said announcement here .
Curt , who has a working relationship with the current Atari , has the original mainframe tapes these were archived off of and put them up as an educational resource for 7800 homebrewers .
They have not been released to the public domain in any capacity .</tokentext>
<sentencetext>"Officially unofficially" means this guy jadoon88 stole the source code material from Curt Vendel's atarimuseum.com site, and presented it as his own - including posting said announcement here.
Curt, who has a working relationship with the current Atari, has the original mainframe tapes these were archived off of and put them up as an educational resource for 7800 homebrewers.
They have not been released to the public domain in any capacity.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575721</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576969</id>
	<title>Re:Great!</title>
	<author>skeeto</author>
	<datestamp>1246633080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Yup, which makes this !opensource, unlike the incorrect statement in the summary that further dilutes the meaning.</htmltext>
<tokenext>Yup , which makes this ! opensource , unlike the incorrect statement in the summary that further dilutes the meaning .</tokentext>
<sentencetext>Yup, which makes this !opensource, unlike the incorrect statement in the summary that further dilutes the meaning.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575945</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578209</id>
	<title>Re:Great!</title>
	<author>IntlHarvester</author>
	<datestamp>1246648860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Someone might have dug this code out of the trash, but the RTFA implies there is an official press release from Atari where they allow this code to be distributed. (No link? Unfortuantely Atari's corporate site is only in French.)</p><p>BTW, when the original Sunnyvale CA Atari folded, loads of amazing classic gaming crap was dug out of the garbage or found in abandon warehouses and so on.</p></htmltext>
<tokenext>Someone might have dug this code out of the trash , but the RTFA implies there is an official press release from Atari where they allow this code to be distributed .
( No link ?
Unfortuantely Atari 's corporate site is only in French .
) BTW , when the original Sunnyvale CA Atari folded , loads of amazing classic gaming crap was dug out of the garbage or found in abandon warehouses and so on .</tokentext>
<sentencetext>Someone might have dug this code out of the trash, but the RTFA implies there is an official press release from Atari where they allow this code to be distributed.
(No link?
Unfortuantely Atari's corporate site is only in French.
)BTW, when the original Sunnyvale CA Atari folded, loads of amazing classic gaming crap was dug out of the garbage or found in abandon warehouses and so on.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575945</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575729</id>
	<title>Is there a cross assembler?</title>
	<author>Anonymous</author>
	<datestamp>1246620540000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>1</modscore>
	<htmltext><p>Whatever the ATARI used for a processor, I don't recognize this<nobr> <wbr></nobr>....</p><p>main:<br>;<br>;    initialize hardware<br>;<br>
&nbsp; &nbsp; &nbsp; &nbsp; lda    #$7<nobr> <wbr></nobr>;lock in 7800 mode<br>
&nbsp; &nbsp; &nbsp; &nbsp; sta    PTCTRL</p><p>
&nbsp; &nbsp; &nbsp; &nbsp; sei<nobr> <wbr></nobr>;block interrupts<br>
&nbsp; &nbsp; &nbsp; &nbsp; cld<nobr> <wbr></nobr>;clear decimal mode</p><p>
&nbsp; &nbsp; &nbsp; &nbsp; lda    #0<br>
&nbsp; &nbsp; &nbsp; &nbsp; sta    OFFSET<nobr> <wbr></nobr>;future expansion<br>
&nbsp; &nbsp; &nbsp; &nbsp; sta    PTCTRL<nobr> <wbr></nobr>;avoid joystick freeze</p><p>
&nbsp; &nbsp; &nbsp; &nbsp; ldx    #$FF<nobr> <wbr></nobr>;init stack<br>
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; txs<br>;<br>;    init high score<br>;<br>
&nbsp; &nbsp; &nbsp; &nbsp; jsr    initscore<nobr> <wbr></nobr>;clear score to zero<br>
&nbsp; &nbsp; &nbsp; &nbsp; jsr    newhiscore<nobr> <wbr></nobr>;clear hi sc</p></htmltext>
<tokenext>Whatever the ATARI used for a processor , I do n't recognize this ....main : ; ; initialize hardware ;         lda # $ 7 ; lock in 7800 mode         sta PTCTRL         sei ; block interrupts         cld ; clear decimal mode         lda # 0         sta OFFSET ; future expansion         sta PTCTRL ; avoid joystick freeze         ldx # $ FF ; init stack           txs ; ; init high score ;         jsr initscore ; clear score to zero         jsr newhiscore ; clear hi sc</tokentext>
<sentencetext>Whatever the ATARI used for a processor, I don't recognize this ....main:;;    initialize hardware;
        lda    #$7 ;lock in 7800 mode
        sta    PTCTRL
        sei ;block interrupts
        cld ;clear decimal mode
        lda    #0
        sta    OFFSET ;future expansion
        sta    PTCTRL ;avoid joystick freeze
        ldx    #$FF ;init stack
          txs;;    init high score;
        jsr    initscore ;clear score to zero
        jsr    newhiscore ;clear hi sc</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576511</id>
	<title>All 15 games+devkit in a single rar</title>
	<author>Anonymous</author>
	<datestamp>1246627740000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>for those who where getting 404s<br>all code for 15 games plus the devkit (needs Atari ST/STE/STFM or Stella emulator for developing)</p><p><a href="http://www.zshare.net/download/621984116ad0266d/" title="zshare.net" rel="nofollow">http://www.zshare.net/download/621984116ad0266d/</a> [zshare.net]</p></htmltext>
<tokenext>for those who where getting 404sall code for 15 games plus the devkit ( needs Atari ST/STE/STFM or Stella emulator for developing ) http : //www.zshare.net/download/621984116ad0266d/ [ zshare.net ]</tokentext>
<sentencetext>for those who where getting 404sall code for 15 games plus the devkit (needs Atari ST/STE/STFM or Stella emulator for developing)http://www.zshare.net/download/621984116ad0266d/ [zshare.net]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576445</id>
	<title>Re:Phone numbers?</title>
	<author>Sulphur</author>
	<datestamp>1246627260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>They live at the same house with the same phone number?

--
Is there a dead sprite in the back yard?</htmltext>
<tokenext>They live at the same house with the same phone number ?
-- Is there a dead sprite in the back yard ?</tokentext>
<sentencetext>They live at the same house with the same phone number?
--
Is there a dead sprite in the back yard?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575977</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577063</id>
	<title>Re:Some fun stuff...</title>
	<author>Adm.Wiggin</author>
	<datestamp>1246634400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><nobr> <wbr></nobr></p><div class="quote"><p>...over 15 games...</p></div><p>Is it really that hard to just say 17?</p></div>
	</htmltext>
<tokenext>...over 15 games...Is it really that hard to just say 17 ?</tokentext>
<sentencetext> ...over 15 games...Is it really that hard to just say 17?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576011</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576139</id>
	<title>This is great</title>
	<author>somenickname</author>
	<datestamp>1246624200000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>Seeing how it was done old-school is always refreshing.  No C++, Java, C#, just hardcore assembly.</p><p>As an anecdote, I have a friend who used to work at MECC and worked on games for the Apple II like Oregon Trail and Odell Lake (find yourself a Way-Back Machine if you aren't familiar with those games).  If memory serves me right, before leaving MECC, he wrote something akin to the following in one of those two programs:</p><p>[code]<br>; Important.  Do NOT remove this.  -- username<br>nop<br>nop<br>nop<br>; Proceed<br>[/code]</p><p>Years later it was apparently still in the code and he'd met up with an old colleague who asked, "What was up with the three nops?  We didn't remove them because we didn't know what would happen".  The response being, "Nothing, I just thought it would be funny to have this conversation a few years later".</p></htmltext>
<tokenext>Seeing how it was done old-school is always refreshing .
No C + + , Java , C # , just hardcore assembly.As an anecdote , I have a friend who used to work at MECC and worked on games for the Apple II like Oregon Trail and Odell Lake ( find yourself a Way-Back Machine if you are n't familiar with those games ) .
If memory serves me right , before leaving MECC , he wrote something akin to the following in one of those two programs : [ code ] ; Important .
Do NOT remove this .
-- usernamenopnopnop ; Proceed [ /code ] Years later it was apparently still in the code and he 'd met up with an old colleague who asked , " What was up with the three nops ?
We did n't remove them because we did n't know what would happen " .
The response being , " Nothing , I just thought it would be funny to have this conversation a few years later " .</tokentext>
<sentencetext>Seeing how it was done old-school is always refreshing.
No C++, Java, C#, just hardcore assembly.As an anecdote, I have a friend who used to work at MECC and worked on games for the Apple II like Oregon Trail and Odell Lake (find yourself a Way-Back Machine if you aren't familiar with those games).
If memory serves me right, before leaving MECC, he wrote something akin to the following in one of those two programs:[code]; Important.
Do NOT remove this.
-- usernamenopnopnop; Proceed[/code]Years later it was apparently still in the code and he'd met up with an old colleague who asked, "What was up with the three nops?
We didn't remove them because we didn't know what would happen".
The response being, "Nothing, I just thought it would be funny to have this conversation a few years later".</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575895</id>
	<title>The Year of the Linux Gaming Platform?</title>
	<author>Anonymous</author>
	<datestamp>1246622100000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>This unofficial open source release signals that this will finally be the year of the cutting edge linux gaming platform.</htmltext>
<tokenext>This unofficial open source release signals that this will finally be the year of the cutting edge linux gaming platform .</tokentext>
<sentencetext>This unofficial open source release signals that this will finally be the year of the cutting edge linux gaming platform.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28589503</id>
	<title>Re:This is great</title>
	<author>FloydTheDroid</author>
	<datestamp>1246798080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That brings me back. I remember that adjusting some apple II games' code to include three nops (xxxx:ea ea ea) was a typical cheat code to get around code branches checking for collisions and such.</p><p>On a related note, cheating thusly, I was very sad to find that <a href="http://en.wikipedia.org/wiki/Spy's\_Demise" title="wikipedia.org" rel="nofollow">Spy's Demise never ended.</a> [wikipedia.org]</p></htmltext>
<tokenext>That brings me back .
I remember that adjusting some apple II games ' code to include three nops ( xxxx : ea ea ea ) was a typical cheat code to get around code branches checking for collisions and such.On a related note , cheating thusly , I was very sad to find that Spy 's Demise never ended .
[ wikipedia.org ]</tokentext>
<sentencetext>That brings me back.
I remember that adjusting some apple II games' code to include three nops (xxxx:ea ea ea) was a typical cheat code to get around code branches checking for collisions and such.On a related note, cheating thusly, I was very sad to find that Spy's Demise never ended.
[wikipedia.org]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576139</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575731</id>
	<title>Crystal Castles</title>
	<author>Berzelius</author>
	<datestamp>1246620540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>For people that played these games it must be pretty sentimental. I didn't play these games, but the hours I spent playing Crystal Castle on my Atari 520ST are still very alive. Thanks to whoever wrote it and please consider open sourcing this game. It has been away way too long.</htmltext>
<tokenext>For people that played these games it must be pretty sentimental .
I did n't play these games , but the hours I spent playing Crystal Castle on my Atari 520ST are still very alive .
Thanks to whoever wrote it and please consider open sourcing this game .
It has been away way too long .</tokentext>
<sentencetext>For people that played these games it must be pretty sentimental.
I didn't play these games, but the hours I spent playing Crystal Castle on my Atari 520ST are still very alive.
Thanks to whoever wrote it and please consider open sourcing this game.
It has been away way too long.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</id>
	<title>Do it the hard way!</title>
	<author>Anonymous</author>
	<datestamp>1246621260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Wheee! Poorly commented 6502 assembly with no other docs.<br>Mildy interesting in a retro way, but I don't see any great insight being taken from this. Most of these classic games are just ports anyhow. How about Joust source for the original Williams platform?</p></htmltext>
<tokenext>Wheee !
Poorly commented 6502 assembly with no other docs.Mildy interesting in a retro way , but I do n't see any great insight being taken from this .
Most of these classic games are just ports anyhow .
How about Joust source for the original Williams platform ?</tokentext>
<sentencetext>Wheee!
Poorly commented 6502 assembly with no other docs.Mildy interesting in a retro way, but I don't see any great insight being taken from this.
Most of these classic games are just ports anyhow.
How about Joust source for the original Williams platform?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579153</id>
	<title>Re:Do it the hard way!</title>
	<author>dzfoo</author>
	<datestamp>1246709280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I bet you that the original Joust from Williams was written in poorly commented M6809 assembly.  And so was Defender and Robotron.</p><p>Gosh, how I loved Joust.  Damn you! Now I have to spend the 4th of July setting up and playing MAME.</p><p>
&nbsp; &nbsp; &nbsp; &nbsp; -dZ.</p></htmltext>
<tokenext>I bet you that the original Joust from Williams was written in poorly commented M6809 assembly .
And so was Defender and Robotron.Gosh , how I loved Joust .
Damn you !
Now I have to spend the 4th of July setting up and playing MAME .
        -dZ .</tokentext>
<sentencetext>I bet you that the original Joust from Williams was written in poorly commented M6809 assembly.
And so was Defender and Robotron.Gosh, how I loved Joust.
Damn you!
Now I have to spend the 4th of July setting up and playing MAME.
        -dZ.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576717</id>
	<title>Re:Do it the hard way!</title>
	<author>inotocracy</author>
	<datestamp>1246629900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The MsPacMan source is actually pretty well documented, buddy.</htmltext>
<tokenext>The MsPacMan source is actually pretty well documented , buddy .</tokentext>
<sentencetext>The MsPacMan source is actually pretty well documented, buddy.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575825</id>
	<title>Unofficial?</title>
	<author>TheRaven64</author>
	<datestamp>1246621500000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext>What does unofficially open sourced mean?  Sounds like an official release, since it came with an accompanying press release..<p>
Anyway, source code is a bit of a misnomer here.  All of these games were written in assembly, not any high level language.  They are very well commented though, and it's more readable that most Python code I've seen...</p></htmltext>
<tokenext>What does unofficially open sourced mean ?
Sounds like an official release , since it came with an accompanying press release. . Anyway , source code is a bit of a misnomer here .
All of these games were written in assembly , not any high level language .
They are very well commented though , and it 's more readable that most Python code I 've seen.. .</tokentext>
<sentencetext>What does unofficially open sourced mean?
Sounds like an official release, since it came with an accompanying press release..
Anyway, source code is a bit of a misnomer here.
All of these games were written in assembly, not any high level language.
They are very well commented though, and it's more readable that most Python code I've seen...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28580265</id>
	<title>Re:score tables</title>
	<author>An ominous Cow art</author>
	<datestamp>1246723740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That makes sense.  I'm pretty certain the 6505/etc didn't have BCD opcodes, but I do vaguely remember now why BCD was used.</p></htmltext>
<tokenext>That makes sense .
I 'm pretty certain the 6505/etc did n't have BCD opcodes , but I do vaguely remember now why BCD was used .</tokentext>
<sentencetext>That makes sense.
I'm pretty certain the 6505/etc didn't have BCD opcodes, but I do vaguely remember now why BCD was used.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577933</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575861</id>
	<title>15 minutes later ...</title>
	<author>Knowbuddy</author>
	<datestamp>1246621800000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext><p>... we see our first CERT advisory for a buffer overflow exploit in Dig Dug, leading to a remote execution vulnerability in your 'net-enabled MAME console.</p></htmltext>
<tokenext>... we see our first CERT advisory for a buffer overflow exploit in Dig Dug , leading to a remote execution vulnerability in your 'net-enabled MAME console .</tokentext>
<sentencetext>... we see our first CERT advisory for a buffer overflow exploit in Dig Dug, leading to a remote execution vulnerability in your 'net-enabled MAME console.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575727</id>
	<title>Emulators?</title>
	<author>Anonymous</author>
	<datestamp>1246620540000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Is there a point to this besides just ooh-and-aahing over it? It looks like there are several 7800 emulators out there; could these projects build off the code and use it to design their own games? That would be a really cool model for other manufacturers to follow (ahem, Nintendo)...</htmltext>
<tokenext>Is there a point to this besides just ooh-and-aahing over it ?
It looks like there are several 7800 emulators out there ; could these projects build off the code and use it to design their own games ?
That would be a really cool model for other manufacturers to follow ( ahem , Nintendo ) .. .</tokentext>
<sentencetext>Is there a point to this besides just ooh-and-aahing over it?
It looks like there are several 7800 emulators out there; could these projects build off the code and use it to design their own games?
That would be a really cool model for other manufacturers to follow (ahem, Nintendo)...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579369</id>
	<title>My memories of assembly on 6800</title>
	<author>jimwelch</author>
	<datestamp>1246714020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>One of my tasks at work, around 1980 was to redo the source code to a gas chromatograph used in oil refinery control. The original development machine was a Unix that was limited on the number of variables, the size of the names and the size of files. Much of the code was hard coded to start at a location for each subroutine and the program used hard coded address for variables and data. It was so spaghetti, that They could no longer make any changes safely. So I took TWO years to re-do and test to a "modern" assembler. I had to use hardware manuals for the chips and schematics of the custom board to develop a hardware address table, and EQU statements for hardware commands. I would compile, then do a binary compare against the last know good prom image. Repeat until it all matched. Then I took out all of the hard coded subroutine addresses and hard coded variables. Test all of functionality. Then I had to do the same thing for each of the plug-in boards for serial communication. Back in those days, 90\% of our programmers where EEs, that had had taken more than normal (FORTRAN) programming.</p><p>One of our programmers, got in BIG trouble. He had inserted a message to come up on the operators terminal (2 x 40 display) when an "impossible" condition occurred: "BANG YOUR DEAD". Murphy's law said that it would show up at the worst possible time. The President of an very BIG oil company called our President about how UNPROFESSIONAL this was, and safety was not a joke in a refinery.</p></htmltext>
<tokenext>One of my tasks at work , around 1980 was to redo the source code to a gas chromatograph used in oil refinery control .
The original development machine was a Unix that was limited on the number of variables , the size of the names and the size of files .
Much of the code was hard coded to start at a location for each subroutine and the program used hard coded address for variables and data .
It was so spaghetti , that They could no longer make any changes safely .
So I took TWO years to re-do and test to a " modern " assembler .
I had to use hardware manuals for the chips and schematics of the custom board to develop a hardware address table , and EQU statements for hardware commands .
I would compile , then do a binary compare against the last know good prom image .
Repeat until it all matched .
Then I took out all of the hard coded subroutine addresses and hard coded variables .
Test all of functionality .
Then I had to do the same thing for each of the plug-in boards for serial communication .
Back in those days , 90 \ % of our programmers where EEs , that had had taken more than normal ( FORTRAN ) programming.One of our programmers , got in BIG trouble .
He had inserted a message to come up on the operators terminal ( 2 x 40 display ) when an " impossible " condition occurred : " BANG YOUR DEAD " .
Murphy 's law said that it would show up at the worst possible time .
The President of an very BIG oil company called our President about how UNPROFESSIONAL this was , and safety was not a joke in a refinery .</tokentext>
<sentencetext>One of my tasks at work, around 1980 was to redo the source code to a gas chromatograph used in oil refinery control.
The original development machine was a Unix that was limited on the number of variables, the size of the names and the size of files.
Much of the code was hard coded to start at a location for each subroutine and the program used hard coded address for variables and data.
It was so spaghetti, that They could no longer make any changes safely.
So I took TWO years to re-do and test to a "modern" assembler.
I had to use hardware manuals for the chips and schematics of the custom board to develop a hardware address table, and EQU statements for hardware commands.
I would compile, then do a binary compare against the last know good prom image.
Repeat until it all matched.
Then I took out all of the hard coded subroutine addresses and hard coded variables.
Test all of functionality.
Then I had to do the same thing for each of the plug-in boards for serial communication.
Back in those days, 90\% of our programmers where EEs, that had had taken more than normal (FORTRAN) programming.One of our programmers, got in BIG trouble.
He had inserted a message to come up on the operators terminal (2 x 40 display) when an "impossible" condition occurred: "BANG YOUR DEAD".
Murphy's law said that it would show up at the worst possible time.
The President of an very BIG oil company called our President about how UNPROFESSIONAL this was, and safety was not a joke in a refinery.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576555</id>
	<title>Re:This is great</title>
	<author>noidentity</author>
	<datestamp>1246628100000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>Heh, reminds me when I used to break into the built-in monitor while a disk program was loading on the Apple II (which also uses a 6502 processor) and always saw a bunch of $EA bytes. I thought it was because it was an Electronic Arts game, that they used that hex value as some kind of signature. Only later did I learn that was the opcode for NOP. It's odd as on most other 8-bit processors $00 is NOP.</htmltext>
<tokenext>Heh , reminds me when I used to break into the built-in monitor while a disk program was loading on the Apple II ( which also uses a 6502 processor ) and always saw a bunch of $ EA bytes .
I thought it was because it was an Electronic Arts game , that they used that hex value as some kind of signature .
Only later did I learn that was the opcode for NOP .
It 's odd as on most other 8-bit processors $ 00 is NOP .</tokentext>
<sentencetext>Heh, reminds me when I used to break into the built-in monitor while a disk program was loading on the Apple II (which also uses a 6502 processor) and always saw a bunch of $EA bytes.
I thought it was because it was an Electronic Arts game, that they used that hex value as some kind of signature.
Only later did I learn that was the opcode for NOP.
It's odd as on most other 8-bit processors $00 is NOP.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576139</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578169</id>
	<title>Re:Is there a cross assembler?</title>
	<author>SpacePunk</author>
	<datestamp>1246648260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Here  <a href="http://www.6502.org/tutorials/6502opcodes.html" title="6502.org">http://www.6502.org/tutorials/6502opcodes.html</a> [6502.org]</p><p>the long hand stuff are just remarks</p></htmltext>
<tokenext>Here http : //www.6502.org/tutorials/6502opcodes.html [ 6502.org ] the long hand stuff are just remarks</tokentext>
<sentencetext>Here  http://www.6502.org/tutorials/6502opcodes.html [6502.org]the long hand stuff are just remarks</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575729</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579149</id>
	<title>Re:score tables</title>
	<author>clickclickdrone</author>
	<datestamp>1246709280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Back in the day, most if not all 6502 programmers books started out with tutorials on BCD maths - it was the best way as RAM was so limited.</htmltext>
<tokenext>Back in the day , most if not all 6502 programmers books started out with tutorials on BCD maths - it was the best way as RAM was so limited .</tokentext>
<sentencetext>Back in the day, most if not all 6502 programmers books started out with tutorials on BCD maths - it was the best way as RAM was so limited.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577933</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578609</id>
	<title>not all games</title>
	<author>Anonymous</author>
	<datestamp>1246698600000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><blockquote><div><p>all of the C-64 games<nobr> <wbr></nobr>... during the period were written in native assembly language</p></div></blockquote><p>That might be true for most of the games but some were written in Commodore Basic and others were written with a combination of assembler and Basic. Also a very few were written using some of the higher language compilers of that day, e.g. Pascal and some Basic dialects.</p></div>
	</htmltext>
<tokenext>all of the C-64 games ... during the period were written in native assembly languageThat might be true for most of the games but some were written in Commodore Basic and others were written with a combination of assembler and Basic .
Also a very few were written using some of the higher language compilers of that day , e.g .
Pascal and some Basic dialects .</tokentext>
<sentencetext>all of the C-64 games ... during the period were written in native assembly languageThat might be true for most of the games but some were written in Commodore Basic and others were written with a combination of assembler and Basic.
Also a very few were written using some of the higher language compilers of that day, e.g.
Pascal and some Basic dialects.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575927</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576531</id>
	<title>Why The 7800?</title>
	<author>tunapez</author>
	<datestamp>1246627920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Didn't this console flop b/c nobody made new games for it? Who hasn't played all these titles on their MAME? I'd like to see some release code/remakes of the games that had some depth, how about Star Raiders or Countermeasure? Starflight for the Genesis was pretty wicked fun until you lost your map of the universe.</p><p>On that note, I'm off to find the magic dot and slay some dragons.</p></htmltext>
<tokenext>Did n't this console flop b/c nobody made new games for it ?
Who has n't played all these titles on their MAME ?
I 'd like to see some release code/remakes of the games that had some depth , how about Star Raiders or Countermeasure ?
Starflight for the Genesis was pretty wicked fun until you lost your map of the universe.On that note , I 'm off to find the magic dot and slay some dragons .</tokentext>
<sentencetext>Didn't this console flop b/c nobody made new games for it?
Who hasn't played all these titles on their MAME?
I'd like to see some release code/remakes of the games that had some depth, how about Star Raiders or Countermeasure?
Starflight for the Genesis was pretty wicked fun until you lost your map of the universe.On that note, I'm off to find the magic dot and slay some dragons.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575857</id>
	<title>Great news!</title>
	<author>bergeron76</author>
	<datestamp>1246621800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>This is great news!  I've almost finished building my MAME cabinet.  I wonder how this will allow the Roms of those games to be released freely.</p><p>Kudos to Atari license holders for releasing this.</p></htmltext>
<tokenext>This is great news !
I 've almost finished building my MAME cabinet .
I wonder how this will allow the Roms of those games to be released freely.Kudos to Atari license holders for releasing this .</tokentext>
<sentencetext>This is great news!
I've almost finished building my MAME cabinet.
I wonder how this will allow the Roms of those games to be released freely.Kudos to Atari license holders for releasing this.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578909</id>
	<title>Re:Just source code for proprietary software.</title>
	<author>TheRaven64</author>
	<datestamp>1246704420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I still prefer Hippyware.  It's far less ambiguous than either term.</htmltext>
<tokenext>I still prefer Hippyware .
It 's far less ambiguous than either term .</tokentext>
<sentencetext>I still prefer Hippyware.
It's far less ambiguous than either term.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577475</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579085</id>
	<title>Re:Some fun stuff...</title>
	<author>cthulhuology</author>
	<datestamp>1246708080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Some of us still write games in Forth... get over it.</htmltext>
<tokenext>Some of us still write games in Forth... get over it .</tokentext>
<sentencetext>Some of us still write games in Forth... get over it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576011</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28577475</id>
	<title>Just source code for proprietary software.</title>
	<author>Anonymous</author>
	<datestamp>1246639200000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><blockquote><div><p>jadoon88 writes to share a series of old Atari 7800 games that have been unofficially open sourced.</p></div></blockquote><p>No, but whomever wrote that headline is making a common mistake.  The use of the term "open source" tells us that "open source" is apparently no more clear to people than what that movement tried to supplant&mdash;free software.  While "free software" has an ambiguity problem, that problem is easily resolved by saying the "free" refers to freedoms to run, share, and modify the software, not a reference to price.  <a href="http://www.gnu.org/philosophy/free-software-for-freedom.html" title="gnu.org">"Open source" is also widely misunderstood</a> [gnu.org]:</p><blockquote><div><p>The official definition of "open source software," as published by the Open Source Initiative, is very close to our definition of free software; however, it is a little looser in some respects, and they have accepted a few licenses that we consider unacceptably restrictive of the users. However, the obvious meaning for the expression "open source software" is "You can look at the source code." This is a much weaker criterion than free software; it includes free software, but also includes semi-free programs such as Xv, and even some proprietary programs, including Qt under its original license (before the QPL).</p><p>That obvious meaning for "open source" is not the meaning that its advocates intend. The result is that most people misunderstand what those advocates are advocating.</p></div> </blockquote><p>but not easily cleared up.  As that essay points out, "the explanation for "free software" is simple--a person who has grasped the idea of "free speech, not free beer" will not get it wrong again. There is no such succinct way to explain the official meaning of "open source" and show clearly why the natural definition is the wrong one.".</p><p>From what I can tell, there's no permission given to share any of these programs, no permission to modify any of these programs, and no permission to distribute these programs commercially.</p><p>The blog poster claims "In an official release, Atari has quoted that the purpose of the release is to give potential developers insight into the Atari's gaming platform so they may possibly build upon the 7800 series." but there is no link to the official release from the copyright holder.  Therefore the provenance of this source code is unclear.  I would consider these programs to be neither open source nor free software.  This looks like an offer to download source code for proprietary software then make the mistake of distributing unauthorized derivative works based on these programs.  It might be fun to program new Atari 7800 games, but copyright lasts a very long time and there's too little information to verify what the blogger claims.</p></div>
	</htmltext>
<tokenext>jadoon88 writes to share a series of old Atari 7800 games that have been unofficially open sourced.No , but whomever wrote that headline is making a common mistake .
The use of the term " open source " tells us that " open source " is apparently no more clear to people than what that movement tried to supplant    free software .
While " free software " has an ambiguity problem , that problem is easily resolved by saying the " free " refers to freedoms to run , share , and modify the software , not a reference to price .
" Open source " is also widely misunderstood [ gnu.org ] : The official definition of " open source software , " as published by the Open Source Initiative , is very close to our definition of free software ; however , it is a little looser in some respects , and they have accepted a few licenses that we consider unacceptably restrictive of the users .
However , the obvious meaning for the expression " open source software " is " You can look at the source code .
" This is a much weaker criterion than free software ; it includes free software , but also includes semi-free programs such as Xv , and even some proprietary programs , including Qt under its original license ( before the QPL ) .That obvious meaning for " open source " is not the meaning that its advocates intend .
The result is that most people misunderstand what those advocates are advocating .
but not easily cleared up .
As that essay points out , " the explanation for " free software " is simple--a person who has grasped the idea of " free speech , not free beer " will not get it wrong again .
There is no such succinct way to explain the official meaning of " open source " and show clearly why the natural definition is the wrong one .
" .From what I can tell , there 's no permission given to share any of these programs , no permission to modify any of these programs , and no permission to distribute these programs commercially.The blog poster claims " In an official release , Atari has quoted that the purpose of the release is to give potential developers insight into the Atari 's gaming platform so they may possibly build upon the 7800 series .
" but there is no link to the official release from the copyright holder .
Therefore the provenance of this source code is unclear .
I would consider these programs to be neither open source nor free software .
This looks like an offer to download source code for proprietary software then make the mistake of distributing unauthorized derivative works based on these programs .
It might be fun to program new Atari 7800 games , but copyright lasts a very long time and there 's too little information to verify what the blogger claims .</tokentext>
<sentencetext>jadoon88 writes to share a series of old Atari 7800 games that have been unofficially open sourced.No, but whomever wrote that headline is making a common mistake.
The use of the term "open source" tells us that "open source" is apparently no more clear to people than what that movement tried to supplant—free software.
While "free software" has an ambiguity problem, that problem is easily resolved by saying the "free" refers to freedoms to run, share, and modify the software, not a reference to price.
"Open source" is also widely misunderstood [gnu.org]:The official definition of "open source software," as published by the Open Source Initiative, is very close to our definition of free software; however, it is a little looser in some respects, and they have accepted a few licenses that we consider unacceptably restrictive of the users.
However, the obvious meaning for the expression "open source software" is "You can look at the source code.
" This is a much weaker criterion than free software; it includes free software, but also includes semi-free programs such as Xv, and even some proprietary programs, including Qt under its original license (before the QPL).That obvious meaning for "open source" is not the meaning that its advocates intend.
The result is that most people misunderstand what those advocates are advocating.
but not easily cleared up.
As that essay points out, "the explanation for "free software" is simple--a person who has grasped the idea of "free speech, not free beer" will not get it wrong again.
There is no such succinct way to explain the official meaning of "open source" and show clearly why the natural definition is the wrong one.
".From what I can tell, there's no permission given to share any of these programs, no permission to modify any of these programs, and no permission to distribute these programs commercially.The blog poster claims "In an official release, Atari has quoted that the purpose of the release is to give potential developers insight into the Atari's gaming platform so they may possibly build upon the 7800 series.
" but there is no link to the official release from the copyright holder.
Therefore the provenance of this source code is unclear.
I would consider these programs to be neither open source nor free software.
This looks like an offer to download source code for proprietary software then make the mistake of distributing unauthorized derivative works based on these programs.
It might be fun to program new Atari 7800 games, but copyright lasts a very long time and there's too little information to verify what the blogger claims.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579197</id>
	<title>Re:Let's give credit where credit is due</title>
	<author>dzfoo</author>
	<datestamp>1246710360000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>His site says this at the bottom:</p><blockquote><div><p>Note: If you are going to Mirror these sources or place them onto your own site, please have the respect and courtesy to include with them -  Source: www.atarimuseum.com as these wouldn't exist if I hadn't of climbed into a filthy dumpster at 3am in the morning behind the old Atari building in Sunnyvale and salvaged them and restored them from their diskettes.</p></div></blockquote><p>I didn't see any mention of AtariMuseum.com in the ProgrammerFish article.  Bastards!</p><p>So here it is, on behalf of us grateful slashdotters:  <b>THANK YOU CURT VENDEL!</b></p><p>
&nbsp; &nbsp; &nbsp; &nbsp; -dZ.</p></div>
	</htmltext>
<tokenext>His site says this at the bottom : Note : If you are going to Mirror these sources or place them onto your own site , please have the respect and courtesy to include with them - Source : www.atarimuseum.com as these would n't exist if I had n't of climbed into a filthy dumpster at 3am in the morning behind the old Atari building in Sunnyvale and salvaged them and restored them from their diskettes.I did n't see any mention of AtariMuseum.com in the ProgrammerFish article .
Bastards ! So here it is , on behalf of us grateful slashdotters : THANK YOU CURT VENDEL !
        -dZ .</tokentext>
<sentencetext>His site says this at the bottom:Note: If you are going to Mirror these sources or place them onto your own site, please have the respect and courtesy to include with them -  Source: www.atarimuseum.com as these wouldn't exist if I hadn't of climbed into a filthy dumpster at 3am in the morning behind the old Atari building in Sunnyvale and salvaged them and restored them from their diskettes.I didn't see any mention of AtariMuseum.com in the ProgrammerFish article.
Bastards!So here it is, on behalf of us grateful slashdotters:  THANK YOU CURT VENDEL!
        -dZ.
	</sentencetext>
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-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576057
--http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576299
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28579227
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28575945
--http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576969
--http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28578209
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28583353
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--http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_03_1838250.28576445
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