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Forums > C64 Coding > Loading, packing and linking on crossdev
2011-07-17 07:13
Trap

Registered: Jul 2010
Posts: 223
Loading, packing and linking on crossdev

Hi all,

I've spent some time coding some stuff and now I'm at a point where I need to look at putting the whole thing together. Packing, linking, adding a loader for the parts etc.

I'm using KickAss.

How do you manage files in a crossdev environment? Do I need a D64-editor of some sort to put it all together?

What (IRQ-)loaders and packers are you using these days? .... a lot has happened since SledgeHammer, so please bear with me :)

Trap
 
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2011-07-17 17:23
algorithm

Registered: May 2002
Posts: 705
Aaargh Makefiles. Used to just using notepad for C64 or PC asm. Will have a look at it later, although would prefer if there was a stand alone raw file instead of having to install all this stuff etc.
2011-07-17 17:50
Cruzer

Registered: Dec 2001
Posts: 1048
I'm in quite a hurry to get my demo finizhed to LCP, so I gave up on getting Krill's loader to work, since some of the prerequisites weren't available on Mac. So I'm glad I found Dekandence's loader, which is really easy to use and doesn't require anything to be installed. So far I have skipped packing as well. Instead I'm just making sure the code and data are stuffed closely together in the memory without too many holes. I doubt it would be much faster to pack it, since depacking takes time too. For copying files to d64 I'm using c1541, called from a shell script.
2011-07-17 19:06
Oswald

Registered: Apr 2002
Posts: 5094
Quote: I would also recommend learning how to use makefiles to do stuff like this. Then you can just configure your text editor to call the makefile in your working directory and it will work no matter if you code c64 stuff or c coding for PC/Mac or whatever...

In case you start writing your own conversion scripts and stuff like that for special purposes it is also easy just to put it into the makefile just as well, i.e. you can also customize the build process for each particular project in just the right way.


Yeah I'd love if it was as easy as you say, but fact is linking is the hardest, and most scarry part of c64 coding :) Atleast for me :)
2011-07-17 19:25
Trap

Registered: Jul 2010
Posts: 223
Thanks for all the replies. I will look at C1541 and Exomizer.

As for Krill's loader ... it's beyond me. I'm not a C/Java dev, so 90% of the files in the release is nonsense to me. If there was some proper documentation I might have tried it out. Couldn't even find anything using Google :|
Think I'll take a look at Dekadence loader.

Thanks again for taking the time to help me. Appreciate it!

Trap
2011-07-17 20:05
Mr. SID

Registered: Jan 2003
Posts: 424
Quote: I'm in quite a hurry to get my demo finizhed to LCP, so I gave up on getting Krill's loader to work, since some of the prerequisites weren't available on Mac. So I'm glad I found Dekandence's loader, which is really easy to use and doesn't require anything to be installed. So far I have skipped packing as well. Instead I'm just making sure the code and data are stuffed closely together in the memory without too many holes. I doubt it would be much faster to pack it, since depacking takes time too. For copying files to d64 I'm using c1541, called from a shell script.

All of the prerequisites compile out of the box on OS X. Let me know if you need any help with that.
2011-07-17 20:09
WVL

Registered: Mar 2002
Posts: 902
Quote: I'm in quite a hurry to get my demo finizhed to LCP, so I gave up on getting Krill's loader to work, since some of the prerequisites weren't available on Mac. So I'm glad I found Dekandence's loader, which is really easy to use and doesn't require anything to be installed. So far I have skipped packing as well. Instead I'm just making sure the code and data are stuffed closely together in the memory without too many holes. I doubt it would be much faster to pack it, since depacking takes time too. For copying files to d64 I'm using c1541, called from a shell script.

Why not try this packer? :) LZWVL
2011-07-17 21:27
Digger

Registered: Mar 2005
Posts: 437
@Cruzer: Yay! Big up for the demo, good luck with finishing in time.
2011-07-18 07:23
ready.

Registered: Feb 2003
Posts: 441
I have also stepped into the need of packing & linking recently, I hope to release this demo soon :)
I got used with Dream Load some time ago and it is also very easy to use and customizable. Furthermore I have the problem that I often code on different computers so I cannot install stuff.
My tools: 64tass, Notepad++, Exomizer, DreamLoad, 64copy, visual Basic for Excel for making custom lookup tables / sequence of number generation.

About linking, I use VICE monitor a lot to add the needed parts of code assembled with 64tass. Most hard task is when I have to link stuff when source is not available.

I changed DreamLoad source a bit to be able to compile with 64tass and also to be able to run the loader not as a background program, thus loading only when out of irq, but I dedicate a certain amount of processor cylces to DreamLoad, after which the loader exits automatically and re-enters the next time it is triggered. In this way I can load also during demo effects that use the background program.
2011-07-19 10:37
Cruzer

Registered: Dec 2001
Posts: 1048
@Oswald: Same here. Well, maybe not scary, but at least agonizingly tedious, compared to coding effects.
@Mr.SID: Ok, guess I better take a second look at it after LCP.
@WVL: Will take a look at that too when time permits it.
@Digger: Thanx!
@Trap: Good luck with the Bonzai demo, hope we'll finally get to see some of Walt's 10+ year old unreleased parts!
2011-09-05 18:26
Trap

Registered: Jul 2010
Posts: 223
still trying to wrap my head around this.

Would some kind soul be willing to share an example of a makefile for putting together a multipart demo.
I am curious to see how the whole thing is built.

Brings me on to my next question ... how do you guys handle loader code and in general main code for multipart demos? It was easy in the old days: write a routine, wait for keypress, load next part. All parts in one closed file. Today it's different and I would love to hear how people are putting stuff together.
My concerns are around memory management and interrupts. Do you have loader and music in one locked space of memory and then run the entire demo from one main interrupt routine and load the routines and graphics as needed or is there an entirely different clever way to do this?
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