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JAC
Registered: Aug 2002 Posts: 57 |
WUDSN IDE: The free integrated 6502 development plugin for Eclipse
Hello,
I start a new thread here because now the first "C64 ready" version 1.6.1 of WUDSN IDE which supports KickAss is out and available for you. I will link this thread as the C64 feeback thread on my site where you can also for all existing manuals, details and FAQ. I will also not copy all news and features here today, you can find them on www.wudsn.com.
For those who don't know the IDE yet, I recommend the video tutorials in youtube.
Have fun, Peter/JAC!
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Angel of Death
Registered: Apr 2008 Posts: 211 |
Love this product. Even so much that I want to try it! :)
However. On the Eclipse.org site I am not really able to find the nice bare-bones version of Eclipse you mention in the tutorials. I can find only packages.
Am I just looking in the wrong place? |
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JAC
Registered: Aug 2002 Posts: 57 |
Yes, I know, they are almost impossible to find. Please check the installation instruction on www.wudsn.com / WUDSN IDE / Installation / Installing Eclipse. There is have the direct link to the correct download page.
Note: I found the causes for all the bugs John mentioned. I'll try and fix them next week.
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JAC
Registered: Aug 2002 Posts: 57 |
I've played around a bit with the help system to learn how it works. The result are embedded offline documents for C64 and Atari 8-bit chips. Thanks to Graham^Oxyron for the permission to include them.
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Angel of Death
Registered: Apr 2008 Posts: 211 |
Finally got around to trying your link. Found was I was looking for. Now just find the time to try your great work.
Got any links where I can find some? (or a Tardis) :) |
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JAC
Registered: Aug 2002 Posts: 57 |
Now sure what you refer to. The links to the Eclise barbone runtime were broken as 3.6.2 is no longer in maintenance.
I have updated the links to point to 3.7.2:
http://download.eclipse.org/eclipse/downloads/drops/R-3.7.2-201.. |
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Angel of Death
Registered: Apr 2008 Posts: 211 |
:)
You pointed me in the right direction so it took just a few clicks to get into the archives and find what I need. |
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PopMilo
Registered: Mar 2004 Posts: 146 |
Quote: I've played around a bit with the help system to learn how it works. The result are embedded offline documents for C64 and Atari 8-bit chips. Thanks to Graham^Oxyron for the permission to include them.
Niceeeeeee ! :)
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
JAC maybe you have told me the trick some time ago but at the moment I am moving all A8 game development to c64 (due to sprite hardware ;)) and my source codes are obviously in MADS.
how can I setup MADS to generate c64 compliant code?
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JAC
Registered: Aug 2002 Posts: 57 |
Hi Heaven,
this should wors out of the box.
; MADS Example for for C64
; @com.wudsn.ide.asm.hardware=C64
;
opt h-f+ ;Disable ATARI headers, enable fill mode (no memory gaps)
org $800-2
.word load ;BASIC load address
;BASIC Tokens for "10 SYS 2062"
load .byte $00,$0c,$08,$0a,$00,$9e,$32,$30,$36,$34,$00,$00,$00,$00,$00,$00
start inc $d021 ;start = $810 = 2064
dec $d020
jmp start
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Quoting JACthis should wors out of the box.
While it works, setting the load address to $0800 makes it fail if loaded without ,1, and there's no reason to start at $0810 instead of $080d. So I'd suggest:
; MADS Example for for C64
; @com.wudsn.ide.asm.hardware=C64
;
opt h-f+ ;Disable ATARI headers, enable fill mode (no memory gaps)
org $0801-2
.word load ;BASIC load address
;BASIC Tokens for "10 SYS2061"
.word nextline
.word 10
.byte $9e, "2061", 0
nextline
.word 0
start inc $d021 ;start = $080d = 2061
dec $d020
jmp start
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