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Forums > C64 Coding > Coding on a PC for the 64?
2016-01-11 05:53
Stablizer

Registered: Jan 2016
Posts: 19
Coding on a PC for the 64?

I've seen various editors out there, currently starting to use the C64Studio for this, but it seems like getting charsets, graphics, music, etc, is a bit problematic when going at it this way, isn't it?

Would love to get some pointers to reading material on the subject (have done some searches already, but haven't come up with anything notable really).

Thanks!
-Stab
 
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2016-09-02 04:58
ChristopherJam

Registered: Aug 2004
Posts: 1378
Numpy really does make life easier.
bmpbytes=bmppixels.reshape((25,8,40,4)).swapaxes(1,2).reshape((-1,4))@[64, 16,4,1]
2016-09-02 09:17
Radiant

Registered: Sep 2004
Posts: 639
Run time generators are of course neat; I've used them (the bobs in Faux Visage) but most of the time I've been able to get away with generating the code offline.

I don't get the "I'm lazy so I use KickAssembler" crowd. I'm lazy. What could be more lazy than using the most efficient tools for the task, instead of trying to build an entire house using nothing but a hammer? (Even if it's a MegaHammer 3000 with inline scripting.)
2016-09-02 09:44
Radiant

Registered: Sep 2004
Posts: 639
Anyway, something I'm often coding Python generators for is the kind of analyzed optimal code generation Bitbreaker was describing (Koala fader). A similar example is the classic static tunnel effect (with scrolling texture); it's a pretty easy task to write a Python snippet that keeps track of all the locations on the screen where a specific texel will end up so the render code will end up looking something like:

    lda texel
    sta screen + $0009
    sta screen + $000a
    sta screen + $1234
    lda texel + 1
    sta screen + $000b
    [...]


Doing the same with a run-time generator I would consider non-trivial.
2016-09-02 09:57
Fungus

Registered: Sep 2002
Posts: 616
If the code follows any kind of pattern than can be done in a short algo, it's usually pretty feasable to do? Saves disk space too and is faster than decompression usually.
2016-09-02 10:21
Oswald

Registered: Apr 2002
Posts: 5017
radiant's example.. I'd do it realtime anyway because of disk space and loading time. estimate max possible nr of occurence of the same texel then build lists while scanning UV map once, then generate code. 2 pass, not rocket science.

scanning:

ldx uvmap
lda listselectlo,x
sta 40
lda listselecthi,x
sta 41

inc listcount,x
ldy listcount

txa
sta (40),y

inc uvmapself+1
bne +
inc uvmapfelf+2

;exit check

the whole shouldnt take more than 1-2 secs, depending on resolution.
2016-09-02 10:23
chatGPZ

Registered: Dec 2001
Posts: 11108
generating the tunnel thing in 6502 is certainly doable.... but slowish :)
2016-09-02 10:32
Oswald

Registered: Apr 2002
Posts: 5017
Quote: generating the tunnel thing in 6502 is certainly doable.... but slowish :)

nah.

http://codebase64.org/doku.php?id=base:8bit_atan2_8-bit_angle
http://codebase64.org/doku.php?id=base:fast_sqrt
2016-09-02 10:52
chatGPZ

Registered: Dec 2001
Posts: 11108
still slowish, its quicker to just load it (perhaps even more so with todays loaders). and if you do it like reflex did you get a nice fade effect for free by just loading one effect over the other while it runs :) (not that you should do any of this 4x4 shit anymore, the 90s are over =P)
2016-09-02 16:16
Oswald

Registered: Apr 2002
Posts: 5017
interesting, I always thought they just copy the tunnel over the torus.
2016-10-08 10:07
Maxlide

Registered: Apr 2003
Posts: 29
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