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Forums > C64 Coding > Taming the 6510
2011-04-21 20:33
TDJ

Registered: Dec 2001
Posts: 1879
Taming the 6510

I've been asked to do a 5-minute TED session next month in front of the whole company (~150 people), and I thought I would do it on ways to program ML for the c64 throughout the years.

Starting out with basic (peek & poke), using the cartridge monitor, turbo assembler, cross developing using 2 connected c64s, cross developing using another machine connected to a c64, coding everything on a pc using Vice and finally ending with KickAss (as my firm is very Java oriented that last one will probably take very well).

Now, am I forgetting something? Does anybody know if such a list is already present somewhere? Are there better terms that I could use (somehow I feel I used to know these things by different names)?

Thanks in advance.
 
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2011-04-22 10:37
daison

Registered: May 2005
Posts: 90
Quoting Skate
@TDJ: Don't forget to show $d419-$d41a trick. It's unique y'know. :)

Now I'm curious... what is it?
2011-04-22 11:04
Stryyker

Registered: Dec 2001
Posts: 468
I think the trick is to lick your finger and rub one of the joystick ports.
2011-04-22 14:35
Celtic
Administrator

Registered: Jan 2002
Posts: 807
I hope that the recording will find itself online somewhere for us c64 folks to view.

I hope you also take some time to talk about the amazing developments in graphical formats that the c64 has seen over the years, from hires and multicolour to fli, ifli and well nufli nowadays.

looking forward to it.
2011-04-22 17:47
TDJ

Registered: Dec 2001
Posts: 1879
Quote: I hope that the recording will find itself online somewhere for us c64 folks to view.

I hope you also take some time to talk about the amazing developments in graphical formats that the c64 has seen over the years, from hires and multicolour to fli, ifli and well nufli nowadays.

looking forward to it.


Like I've stated before: I've only got 5 minutes (3.5 actually as I also want to show my audience the result of cross-developing) so there is really no time to dive into other stuff.

Also, I don't really think they care one bit about c64 graphic formats ;)
2011-05-24 19:58
TDJ

Registered: Dec 2001
Posts: 1879
I finished my TED talk about an hour ago, and even with me being a bit under the weather, and being a bit nervous as well (full house, about 80 people there) it was a huge success. It amazed me how many people knew what the 6510 is, and what mnemonics are. Also, the respect *we* as demo creators have amongst technical people is huge.

I couldn't do it in 5 minutes though, so I had it changed to 12. Unfortunately it meant I was the closing act (after 17 other talks) but I think that after finishing with Trans*form (as an example of a c64 program completely made on a pc) the applause was the biggest of the whole evening :)

BTW, it was videotaped, so I'll try to see if I can get ahold of it, and if it's any good, I'll upload it somewhere (TDD) for those interested.
2011-05-24 20:04
CreaMD

Registered: Dec 2001
Posts: 3057
looking forward.
2011-05-24 20:34
WVL

Registered: Mar 2002
Posts: 902
Actually, I was not joking. POKEmon is on the VDC d64 of Risen from Oblivion :)
2011-05-25 00:31
TWW

Registered: Jul 2009
Posts: 545
MOS65XX is da shiz! gratz!
2011-05-25 06:25
HCL

Registered: Feb 2003
Posts: 728
TurboAssembler was the go for a long time, but the problem was the assembler using ~half of the memory and your source code also using up ram. That problem was later solved by size-optimizing the assembler, or using memory extentions for the assembler and source code. I think it was TronMon by Tron/FLT who developed such a system where you could use more or less the whole memory for your demo effects and the rest was kept in ram extention.
2011-05-25 07:20
Slammer

Registered: Feb 2004
Posts: 416
One of the lesser known approaches was the Einstein Assembler. It was a two computer system where you developed your code on Amiga (giving faster assemble times and solving the memory problem) and then transferred it to the C64.

One of the smart features was the monitor switching system. When programming the amiga signal was displayed on the monitor, but when you assembled the code and transferred it to the c64, it automatically switched to the C64 picture so you only needed one monitor.
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