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Forums > C64 Coding > Need a coder
2013-01-27 15:27
xIII

Registered: Nov 2008
Posts: 210
Need a coder

I made two hires pictures for the 'C64 Double Screen Compo 2013'. I need someone to make it into a screenscroller (going left-right)and a sound needs to be added.

The WOW coders are inactive and allthough I got some help from Jox (thx mate) I don't think I can code this myself in time.

Don't expect too much from the pics (Made them in HermIRES but I'm not a good graphician :)).

So if you want to help me out, PM me.
2013-01-28 18:45
xIII

Registered: Nov 2008
Posts: 210
Thx to Hermit I found the routine I needed on codebase64.

this thread can be closed.
2013-01-29 13:43
Bitbreaker

Registered: Oct 2002
Posts: 501
I added a simple vertical version to codebase64, just in case someone is in need of one.
http://www.codebase64.org/doku.php?id=base:double_screen_vertic..
2013-01-29 18:16
Dr.j

Registered: Feb 2003
Posts: 276
10x Bitbreaker for the source
but its on "ACME" and i ain't familiar with this tool so well , can someone please translate it to Kick Assembler ? i believe its not such a big work. (i didn't understand the "For" sentences )


2013-01-29 19:57
Bitbreaker

Registered: Oct 2002
Posts: 501
I simplified the code a bit and enriched it with a bunch of comments. The tables at the end are pointers into the bitmaps/screens for different y-offsets. For lazy typers i decided to use the for command which most macro-assemblers should support in some similiar syntax. Of course you can also just write out those tables.
2013-01-29 22:13
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
@Bitbreaker, many thanks for the code but when i compile it says errors on line 129,134,148,150 and 168.

1, value not yet defined
2, garbage data
3, no string given
4, macro not yet defined
5,and so on....

any chance to fix this little problem mate? ;)

Many Thanks,

/FF
2013-01-30 08:18
Bitbreaker

Registered: Oct 2002
Posts: 501
I am afraid, this little problem can only be fixed on your side. I suspect something got wrong during copy & paste. beq + and + as label are pretty valid, that are the first two errors you get in line 129 and 134. I just did a copy & paste of my code into a new file, and it complies like a charm.
I use the svn-version of acme, but it even works with 0.91, so no idea what you are doing wrong. Compile with: acme -f cbm -o crap.prg source.asm
2013-01-30 08:43
Dr.j

Registered: Feb 2003
Posts: 276
Thanks very much BitBreaker , i will check it during the day.appreciate
2013-01-30 21:20
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
yeah i got it working, i had old stinky version of acme.... thanks for your help. :)
2013-01-30 21:30
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
Sorry, just one more question... can we make it scroll koala with a quick modification too?? ;)
2013-01-30 23:01
Slammer

Registered: Feb 2004
Posts: 416
Dr J.:
About converting to Kick Ass. Note that the parameter to align is $100 in KickAss but $ff in Acme (Tricky if you aren't aware of it).

For convenience you can define you own bin command in KickAss like this.
   .macro LoadBin(filename, length, startOffset) {
	.var file = LoadBinary(filename) 
	.fill length, file.get(startOffset+i)
   }
You use it like:
    screens:
    //glue together screen data
    :LoadBin("pic1.prg",$3e8,$1f42)
    :LoadBin("pic2.prg",$3e8,$1f42)
  
    .align $100
    bitmaps:
    //glue together bitmap data
    :LoadBin("pic1.prg",$1f40,2)
    :LoadBin("pic2.prg",$1f40,2)
(I saw in another thread that others was missing this feature)

I have a converted version you can have, just pm if you need it.
 
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