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Forums > C64 Coding > Kick Assembler Thread 2
2009-07-21 17:20
Slammer

Registered: Feb 2004
Posts: 416
Kick Assembler Thread 2

The previous thread took a little long to load, so this is a new fresh one..
 
... 592 posts hidden. Click here to view all posts....
 
2010-11-17 07:25
Mace

Registered: May 2002
Posts: 1799
Exactly! \o/
Thanks, I knew it was possible, but those floor and mod always seem to slip my mind...
2010-11-24 13:14
Lobogris
Account closed

Registered: Oct 2010
Posts: 22
Hi! I am coding a nice (double Y) text scroller. It repeats infinitely starting from the start, over an over again.
Lately I had implemented a SID file (from the HSVC) with the Loadsid function of Kickass, and it works cool... but when the SID comes to silence, it doesn't repeat again.

I'll put a "jsr music.init" as soon as someone tells me how to detect that a song has ended playing. Thanks a lot.

2010-11-24 13:28
Mace

Registered: May 2002
Posts: 1799
Do some SID hacking, find the register that shows the song has ended.
Or find the editor in which the SID is made and change the end into a loop.
Of use a SID that loops.
2010-11-24 13:32
Lobogris
Account closed

Registered: Oct 2010
Posts: 22
thanks mace, I was asking here to avoid doing things like that, wondering if kickass has an easier or comfortable way to know the end of the sid.
2010-11-24 15:40
Slammer

Registered: Feb 2004
Posts: 416
Guess there is a little misunderstanding. KickAssebler just helps you read the sid file format. Inside is the musicdata and a player, so when you do jsr music.init / jsr music.play you call the init routine and player thats stored in that particular sidfile.

KickAssembler has nothing to do with how the player works, so if you do some SidHacking, you have to do it each time you change sid.


2010-11-24 17:15
Frantic

Registered: Mar 2003
Posts: 1635
The brute force no-brain way would be to just increase a counter each time the player is called, and then find out which value that actually corresponds to the end of the song, without looking inside the tune at all... Not necessarily that much of a hassle, and may not have take more time than peeking into the player flow anyway.
2010-11-24 17:21
Lobogris
Account closed

Registered: Oct 2010
Posts: 22
@Slammer: much clearer. I thought so. Just wondering what if there was something that escaped me in this regard.

an excellent idea, Frantic. I was thinking about a timer too.
I'll try it.
2010-11-24 21:05
Slammer

Registered: Feb 2004
Posts: 416
Frantic: With Warpmode your approach might be the fastest way.
2011-01-15 09:51
Lobogris
Account closed

Registered: Oct 2010
Posts: 22
hi!
strings are not working with .import directive...

I am trying to do:

.var workpath="c:\kickass\Retroinvaders\"
.import source workpath+"include\macroslib.asm"
.import source workpath+"include\16bitcmds.asm"
.import source workpath+"include\graphics.asm"

and I have the following error:

Error: Unknown symbol 'workpath'

It will be cool if this little detail is corrected as a little improvement to kickass. Or maybe, I am doing something wrong? Thanks in advance!
2011-01-15 13:06
Slammer

Registered: Feb 2004
Posts: 416
Hi Lobogris,

It not an error. The import directive is executed in a preparse so functions, macros and pseudo commands are imported and ready to use anywhere in your sourcecode.
Try using the -libdir parameter instead. Something like:
java -jar KickAss.jar -libdir "c:\kickass\Retroinvaders\" source.asm

You can have as many libdir's as you like. Now, everytime you import stuff, the assembler will look in the libdirs if it cant find the file in the current dir. So now you just do:
.import source "include\macroslib.asm"
.import source "include\16bitcmds.asm"
.import source "include\graphics.asm"
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