Tag - STOS

Games Coding Competition 2020

Games Coding Competition 2020

Welcome to the STOS Coders Games Coding Competition 2020!  This year we have decided to challenge all you clever people in three different categories of games. Enter as many games as you like, in as many different categories as you like. Just remember, each entry can only qualify for one of the categories. Make sure you are familiar with the categories and the rules which are listed below. So, choose your category, and get coding!

One Liner

Can you write a game in just one line of code? Yes, you heard it, one line of code!  It’s been done before with some great results – let’s see if it can be done again.

Ten Liner

Ten times the lines, ten times the gaming fun? Let’s find out if it means just that. Write a complete game in ten lines of code.

One of Everything

The one of everything category means just that! You can have an unlimited amount of code, BUT your .BAS file is limited to one of each resource at program load. So you could for example have:

  • 1 sprite
  • 1 bob
  • 1 joey
  • 1 PI1/PC1 file
  • 1 NEO file
  • 1 Tile
  • 1 Map file
  • 1 Tracker file
  • 1 Chip Music file
  • 1 Sample sound
  • 1 Sound effect

But that is it!  It doesn’t matter how many memory banks you use – one massive one or lots of little ones – you can only have one of each type of asset in your game, not matter where it is stored! If you want to generate new resources whilst your game is starting up or during gameplay, no problem, go ahead, but your game must be up & running and ready to play within 30 seconds (when compiled) of running the file. The loading of asset files does not count towards your 30 seconds.

Guest Judge

This year we are pleased to welcome Francois Lionet as our very special guest judge. As many of you know, Francois is the creator of STOS and therefore is perfectly placed to select his winner from all the entries. He will be judging them on sound, graphics, originality and most importantly ingenuity and playability.


There are some cool prizes up for grabs for the winners of each category. We also will be creating a compilation disk of all the entries once the winners have been chosen. Keep watching the website and Facebook as we reveal more details in the weeks ahead.


You must submit your entry to STOS Coders by 31st October 2020. E-mail your submissions to games@stoscoders.com including the following information:

  • Your name
  • The category which you want to enter
  • Your game attached as an uncompiled .BAS file
  • List of extensions used, along with their file extensions (if you have changed them) – even better if you can include a zipped copy of your STOS folder!
  • Anything else you think is relevant to your submission

All entries must be received before 23:59 (UK time) on 31st October 2020 to qualify.

The Rules

  1. You may enter as many different games as you like.
  2. You must tell us which category you are entering your game in. All games outside of the stated parameters for your chosen category will be disqualified. The adjudicators decision is final.
  3. Each game can only qualify for 1 category.
  4. All games must be “compilable”.
  5. Use as many data banks as you like, there are no restrictions, so long as the memory usage of the game sticks to the rules.
  6. No databanks can existing in your source code, you must load them from disk at runtime.
  7. Use whatever extensions you like, heck if you need to write a new extension for you game, even better! Tell us which extensions you are using though, and what file extension you are using so that we can create the correct environment to run them in.
  8. You can’t have an extension that just does everything. For example “10 runmygame” is not allowed.
  9. Everything has to be written using 100% STOS and extension commands.
  10. No assembler helper routines can be used.
  11. Your game must run on a 1Mb (or below) Atari ST or STE machine running at the standard 8Mhz.
  12. You give permission for STOS Coders to publish videos of your game on social media platforms (such as the STOS Coders Facebook Page), STOS Coders Websites and STOS Coders YouTube channels.
  13. You give permission for STOS Coders to distribute the source code of your game and any extension via social media platforms (such as the STOS Coders Facebook Page), STOS Coders Websites and STOS Coders YouTube channels as a standalone application, or part of a compilation.
  14. All entries must be received by October 31st 2020.
  15. The judges decision is final.
  16. Winners will be announced during November 2020.

Happy STOSing!

Bit Plane – O – Mania

By Neil Halliday

Bit Plane – O – Mania was an unfinished demo screen that I created in October of 1993 for a STOS Mega Demo that GBP were writing called “Hellbender”. I recently rediscovered the majority of the source code on one of my many floppy disks I have stored in the attic, but there were some elements missing. I’ve spent my spare time over the last week finishing off the screen so that I can make it available for download on the site. The code is by no means perfect, and I’m sure it can be optimised more, but it works.

The screen features:

  • Single plane 32×47 horizontal scroll text
  • Single plane vertical real-time sine waver scroller
  • 4 single plane sine wave sprites
  • 2 single plane moving logos
  • Lots of rasters (approx 256 colours on screen)
  • SNDH Music by Jochen Hippel (aka Mad Max)

Included in the zip file is the main BPOM.BAS file, which is the demo and some sub directories containing the source assets and utility programs for creating the data files in the correct format.

I’d love to hear your feedback on this demo screen, so please comment below!


How Many Can You See?

By Bruno Azzara (GBP) & Neil Halliday (GBP/Storm/TYG)

The unfinished “How Many Can You See?” screen from the abandoned Hellbender demo that we were writing together in ’92/’93.  This is a “4 in 1” demo screen that features four mini demos in each corner of the display.

Top Left = Multi colour pixel perfect horizontal sine wave scroller

Top Right = Multi colour sine wave logos (this should have had single plane “GBP” sprites bouncing around too, but never got added)

Bottom Left = Traveling landscape (this should have had 3D balls bouncing around on it)

Bottom Right = Multi colour & multi line sine wave text


DOWNLOAD the full source code.

Using the Douglas Little 3D Routines

I thought it would be a good idea to include this additional information I posted up to the STOS Coders FB page. It’s to help those who want to make new models for DML’s 3D extension. A JPG screenshot has been included, showing a possible workflow in action.

I’d advise not using The Pixel Twin’s Utility Disk version that’s floating around in Floppyshop PDL (ie. UTL-3242.zip). It seems to be an earlier 1991 version and somewhat incomplete, so please use the later 1992 version included within this archive (which Doug posted to Atari Forum in 2014). You can modify the code within DML’s newer example file, STOS3D3.BAS much more easily to view/use your own models now too.

So, I have come up with a workflow that works well so far. I’m keeping my fingers crossed that we can eventually do more than just view a newly created model!

1) Model a low poly model in Blender 3D (https://www.blender.org/)

2) Export as a Wavefront *.OBJ file (you can probably try other formats too, I just used this one because I figured it would work fine and it did)

3) Load the *.OBJ file into 3D Object Converter v7.0 (http://3doc.i3dconverter.com/index.html) (799 3D object file formats supported!)

4) Save as *.3D2 format (Cyber Studio CAD-3D)

5) Load the *.3D2 model file into DML’s “CADCONV.PRG”

6) See DML’s own original doc for further info and get ready to be patient with all of this!
Use the arrow keys to navigate around the model, Z & X keys to cycle through each triangle. Clean up each surface by deleting the first triangle (with “DEL FACE”), then expand the 2nd triangle to make all surfaces appear like your original Blender 3D model. You will have to click on “EXP FACE” a couple of times, sometimes more. Then “EXP DONE” when finished. Recolour all surfaces to your liking. Only use the first 16 colours. If you mess up, reload the *.3D2 file and start again.

7) Click on the floppy disk icon “O” with the arrow pointing towards it, ie. 4th one in. Export a new object file set (*.X, *.Y, *.Z, *.OBJ) to a blank floppy disk image in drive A (not your HDD partition, as I don’t think it can save to HDD). The doc says it saves off a *.S file somewhere, it doesn’t, it’s an *.OBJ file (so remember to keep your original Wavefront *.OBJ files within a seperate folder from your output here, to avoid overwriting!). You just type in the name you want for the whole file set, but no extension required as it saves out 4 new files at once.

8) Modify the example file listing (STOS3D3.BAS), so you can load in your new model and view it. In line 10 you can modify the palette, I think this may need experimenting with to get the colours to match up correctly.

Then on line 46, you can change each filename similar to what I have done here:

46 I(X_LIST)=start(6) : I(Y_LIST)=start(7) : I(Z_LIST)=start(8) : I(S_LIST)=start(9) : I(FIL_PATS)=start(10) : bload “objects\cybercar.x”,start(6) : bload “objects\cybercar.y”,start(7) : bload “objects\cybercar.z”,start(8) : bload “objects\cybercar.obj”,start(9)

It should now display your new model, at least I hope so. Elon Musk won’t be hiring me for my new car design, that’s for sure!

Mike K

ps. Many thanks to Neil Halliday for tracking down The Pixel Twin’s Utility Disk! We were able to include the docs from that disk, with the later version posted to AF which I found later.


For reference, here is an image of the workflow