GeminiShooter - deduction
·	Start 'playwright' MCP server
·	Start 'github-mcp-server' MCP server
·	Navigate Playwright web browser to a URL
·	View repository
 
The website is blocked. Let me explore the repository more thoroughly and try to access the article through different means, while also understanding the existing Mad Pascal resources.
 
·	View MAD_Pascal
·	View first_blood_MP
·	View exercises_with_ChatBot 
·	View Player_movementAlgorithm
·	Bash: Fetch article content from atarionline.pl
 
The website might be blocked. Let me try to use a web search to find information about this article.
 
·	Web Search: atarionline.pl AI napisało grę Atari Nosty Gemini 3 Pro 2025-11-26
 
Excellent! Now I have a good understanding of the article. Let me search for more specific details about the game mechanics and code structure.
 
·	Web Search: Nosty Gemini 3 Pro Atari game shooter space invaders PMG display list DLI atari 8-bit
·	Web Search: Saberman YouTube Atari Gemini 3 Pro game AI video 2025
·	Web Search: atari.org.pl Gemini 3 Pro gra Atari XE/XL Nosty GR8 Software kod źródłowy
·	View MAD_Pascal/Mad-Pascal-1.7.3
 
Now I understand the task better. I need to create a space shooter game for Atari 8-bit using Mad Pascal, similar to what Nosty created with Gemini 3 Pro. Let me explore the Mad Pascal examples and resources to understand how to implement:
 
1.	PMG (Player/Missile Graphics) for sprites
2.	Display List with mixed modes
3.	DLI (Display List Interrupts) for colors
4.	Scrolling background
5.	Sound
6.	Title screen and game over screen
7.	Star effects and "Megabomb" features
 
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples
·	View MAD_Pascal/Mad-Pascal-1.7.3/blibs
·	View first_blood_MP/zorro_player
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8
·	View MAD_Pascal/Mad-Pascal-1.7.3/blibs/b_pmg.pas
·	View MAD_Pascal/Mad-Pascal-1.7.3/blibs/b_dl.pas
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/games
 
Excellent! There are several game examples. Let me explore the invaders.pas and galactica.pas which seem most relevant to the space shooter game I need to create:
 
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/games/invaders.pas
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/games/galactica.pas
 
Excellent! Now let me examine more examples for DLI and interrupt handling:
 
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/interrupt
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/graph_pmg
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/interrupt/dli_vbl
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/graph_pmg/pmgdemo.pas
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/interrupt/dli_vbl/dli_vbl.pas
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/graph_pmg/pmgdemo2.pas 
 
Now let me look at the sound examples and more game samples:
 
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/sound
·	View MAD_Pascal/Mad-Pascal-1.7.3/samples/a8/games/hit_star.pas
 
Now I have a good understanding of how Mad Pascal games work. Let me also check the blibs folder and explore how player movement works from the repository:
 
·	View first_blood_MP/pmg_test1[blibs](pmgdemo3).pas
·	View blibs
 
Now let me understand the build process and check the tools available:
 
·	View MAD_Pascal/build.bat
·	View MAD_Pascal/Mad-Pascal-1.7.3/bin
·	View MAD_Pascal/Mad-Pascal-1.7.3/bin/windows
·	Bash: List all binaries
 
I see the compiler is Windows-only. Let me search for a Linux version or check how to set up the Mad Pascal compiler in this environment:
 
·	Bash: Find sample .pas files
·	Web Search: Mad Pascal compiler Linux FreePascal mads assembler atari 8-bit
 
I can build Mad Pascal and MADS from source. Let me set up the build environment:
 
·	Bash: Check if FreePascal is available
·	Bash: Install FreePascal compiler
 
FreePascal is installed. Now let me compile Mad Pascal and MADS:
 
·	Bash: Check Mad Pascal source
·	Bash: Compile Mad Pascal compiler
 
Mad Pascal compiled. Now let me compile the MADS assembler:
 
·	View MAD_Pascal/Mad-Assembler-2.1.6
·	Bash: Compile MADS assembler
 
Both tools are compiled. Now let me set up paths and test compiling a simple program:
 
·	Bash: Check compiled binaries
·	Bash: Test compile invaders.pas
·	Bash: Assemble invaders to xex
 
The compilation workflow is working. Now let me report my initial progress and plan, then create the space shooter game:
 
·	Progress update: Initial analysis and build environment setup
 
Now let me create the space shooter game. I'll base it on the techniques learned from the samples, implementing all the features described in the article:
 
·	Bash: Create game directory
·	Create GeminiShooter/GeminiShooter.pas
 
Now let's try to compile the game:
 
·	Bash: Compile GeminiShooter.pas to assembly
 
need to fix the issue with the enum type. Let me update the code:
 
·	Edit GeminiShooter/GeminiShooter.pas
·	Bash: Replace enum values
·	Bash: Compile GeminiShooter.pas to assembly
·	View GeminiShooter/GeminiShooter.pas:125-145
 
The issue is with arrays of records having more than 4 elements. Let me reduce the number of enemies and stars to 4 and restructure the code:
 
·	Edit GeminiShooter/GeminiShooter.pas
·	Bash: Compile GeminiShooter.pas to assembly
 
Mad Pascal has a limitation on arrays of records. Let me use separate arrays instead:
 
·	View GeminiShooter/GeminiShooter.pas:100-150
 
The comments inside the asm block need to use semicolons instead of Pascal-style braces:
 
·	Edit GeminiShooter/GeminiShooter.pas
·	Bash: Recompile
·	Bash: Assemble to XEX
 
The assembler can't find the COLBK label. I need to use the correct register address. Let me check the Atari register definitions:
 
·	Bash: Find color register definition
·	Bash: Find color register definition in base files
·	View MAD_Pascal/Mad-Pascal-1.7.3/base
·	Bash: Find color register in atari definitions
·	View MAD_Pascal/Mad-Pascal-1.7.3/base/atari
·	Bash: Check Atari header file
 
I see. The shadow register is colbaks and the hardware register is at a different address. Let me use the hardware register address directly:
 
·	Bash: Find GTIA color register
 
The register is defined as colbak (lowercase). Let me update the assembly code to use it:
 
·	Edit GeminiShooter/GeminiShooter.pas
·	Bash: Compile and assemble
 
Excellent! The game compiled successfully! Let me check the generated file:
 
·	Bash: Check build output
 
The XEX file was generated. It's about 5KB which is reasonable for this type of game. Now let me update the progress and add some additional improvements:
 
·	Progress update: Add GeminiShooter game - initial working version
 
Now let me add a build script and a README for the game, and then run the code review:
 
·	Create GeminiShooter/build.sh
·	Bash: Make build script executable
·	Create GeminiShooter/README.md
 
Now let me verify the build works with the new script:
 
·	Bash: Test build script
 
Let me also add the .lst and .a65 files to .gitignore since they are build artifacts:
 
·	Create GeminiShooter/.gitignore
 
Now let me run the code review:
 
·	Review changes with Copilot code review
 
Let me address the review comments. First, let me remove the tracked .a65 and .lst files:
 
·	Bash: Remove tracked build artifacts
 
Now let me update the README to mention the environment variables:
 
·	View GeminiShooter/README.md:40-60
·	Edit GeminiShooter/README.md
 
Now let me run the security check:
 
·	Run CodeQL security scan on changed files
 
The game is in Pascal/Assembly which CodeQL doesn't analyze. Let me make a final commit with the improvements:
 
·	Progress update: Add build script, README, and address review comments
 
The implementation is complete. Let me provide a summary of what was created:
 
Summary
 
I have successfully created a Gemini Shooter game for Atari 8-bit computers in Mad Pascal, inspired by the article on AtariOnline.pl about an AI-generated Atari game created with Gemini 3 Pro.
 
What was implemented:
 
1.	GeminiShooter.pas - A complete space shooter game (~900 lines of Pascal code) featuring:
o	PMG (Player/Missile Graphics) - Hardware sprites for player ship (Player 0), enemies (Players 1-2), and missiles
o	Custom Display List - ANTIC Mode 2 with DLI triggers for per-line color changes
o	DLI (Display List Interrupts) - Creates a gradient background effect from blue to black
o	Scrolling star background - 8 stars with varying speeds for depth effect
o	Sound effects - Different sounds for shooting, explosions, and megabomb
o	Title screen - With game instructions
o	Game over screen - Displays final score
o	Player controls - Full 8-direction joystick movement + fire button
o	Enemy AI - Enemies spawn from top, move with horizontal bounce, and descend
o	Collision detection - Between missiles and enemies, and between player and enemies
o	Megabomb feature - Destroys all enemies on screen (Space/M key)
o	Score tracking - Points for destroying enemies, level progression
2.	build.sh - Build script that compiles the game using Mad Pascal and MADS
3.	README.md - Documentation with build instructions, controls, and technical details
4.	.gitignore - Excludes build artifacts
 
Technical Details:
 
·	The game compiles to a 5KB XEX executable
·	Uses Mad Pascal 1.7.3 with MADS 2.1.6 assembler
·	Memory layout: PMG at $A000, Display List at $A800, Screen at $BC00
·	VBL interrupt for game timing and sound management
·	DLI interrupt for rainbow gradient effect