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Forums > C64 Coding > Games created with Action Replay monitor
2008-06-08 08:57
omega120
Account closed

Registered: Sep 2005
Posts: 204
Games created with Action Replay monitor

I created this topic since my `omega120 games` topic has been closed for some reason, If any you coders out there codes with a `Action Replay` monitor I would like you to contribute to this thread of the amount of coding you may have done with the cartridge, I myself as many of you may be aware I created and wrote `Manky` with `Action Replay` monitor and very soon you can expect from my website update6 `Manky` a very playable I am sure version of the game with a few surprises in store for you all.
 
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2008-06-08 20:50
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: I think that kind of action is not practical for my kind of use anyway what I read from the manual you have to use labels etc. does that kind of commands not use up bytes that you may want.

No, labels don't get assembled into the code; they're just convenient names for memory addresses. Try reading the manual properly.

loop inc $d020
jmp loop

...will assemble to...

$2000 inc $d020
$2003 jmp loop

...or wherever it is in RAM.
2008-06-08 21:23
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: No, labels don't get assembled into the code; they're just convenient names for memory addresses. Try reading the manual properly.

loop inc $d020
jmp loop

...will assemble to...

$2000 inc $d020
$2003 jmp loop

...or wherever it is in RAM.


So how do you know what address a label is using and how do you expect to run a program if you dont know the start address?
2008-06-08 21:23
Hein

Registered: Apr 2004
Posts: 954
memory = $c001
*=$1337
ldx #0
loop
lda text,x
sta memory,x
inx
jmp loop

text
.text "TMR, have you kept the assembled error in there for bonus confusion points?"


Considering you don't waste any C64 memory when using an assembler on PC, it's almost as cool as coding in monitor on C64, only a bit less Spartan (or do you like SM?).
2008-06-08 21:28
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Ah... oops, should've been jmp $2000 and not jmp loop... look, i've had a busy day and i'm tired okay?! =-)
2008-06-08 21:37
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: So how do you know what address a label is using and how do you expect to run a program if you dont know the start address?

What I have read in the kick assembler manual I think there is a lot of palava, too much for me to do I still think `Action Replay` monitor is much simpler to use especially for assembly or disassembly or evem moving bytes about in memory, yes I will still use Action Replay monitor better than any assembeler what ever nothing will change my mind as I can see.
2008-06-08 21:49
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Using an assembler is more palava than constantly having to move code around memory manually to make room for new opcodes?! What colour is the sky on your planet, it's blue here...?
2008-06-08 21:50
Richard

Registered: Dec 2001
Posts: 621
Quote: I think that kind of action is not practical for my kind of use anyway what I read from the manual you have to use labels etc. does that kind of commands not use up bytes that you may want.

No. It does not use up bytes if you are using label commands using a cross assembler. Assemblers these days are used to optimize code rather than spend long hours fiddling around with a machine code monitor, just to expand it or improve the routuines. Plus cross-assembly saves memory too :)

The good thing about cross assemblers on PC is that you can *link* your own .prg data files, i.e. graphics, music, sprites, scroll text, etc and then merge it all together using a command. For example I use the ACME cross assembler, which I say has to be the most easiest cross assemblers of them all. Not only can you type in programs, but you can also link your binary/prg files to the assembled source.

If filesize is too big to load, then that's where the Exomizer comes in handy :)
2008-06-08 21:57
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: Using an assembler is more palava than constantly having to move code around memory manually to make room for new opcodes?! What colour is the sky on your planet, it's blue here...?

What wrong with moving bytes about in memory with a `AR` monitor nothing gives me more satisfaction when I do move memory about in fact its one of the reasons I enjoy C64 coding, by the way my sky at the moment is black full of stars!
2008-06-08 22:01
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: No. It does not use up bytes if you are using label commands using a cross assembler. Assemblers these days are used to optimize code rather than spend long hours fiddling around with a machine code monitor, just to expand it or improve the routuines. Plus cross-assembly saves memory too :)

The good thing about cross assemblers on PC is that you can *link* your own .prg data files, i.e. graphics, music, sprites, scroll text, etc and then merge it all together using a command. For example I use the ACME cross assembler, which I say has to be the most easiest cross assemblers of them all. Not only can you type in programs, but you can also link your binary/prg files to the assembled source.

If filesize is too big to load, then that's where the Exomizer comes in handy :)


I still think an assembler whether cross or what ever is a lot of palava of doing extra work that I could do without.
2008-06-08 22:09
chatGPZ

Registered: Dec 2001
Posts: 11386
yeah thats exactly why everyone uses assemblers these days, because they don't have enough work already and need some extra work. you got it!
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