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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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2008-06-10 11:02
Conrad

Registered: Nov 2006
Posts: 849
The most PRECIOUS OUTSTANDING Monitor version:
.> 1000 a2 27    ldx #$27
.> 1002 bd 00 20 lda $2000,x
.> 1005 9d 00 04 sta $0400,x
.> 1008 ca       dex
.> 1009 10 f7    bpl 
.> 100b 60       rts

.m 2000
.: 2000 19 0f 15 20 13 15 03 0b ... ....
.: 2008 20 02 01 0c 0c 13 20 21  ..... !
.: 2010 20 20 20 20 20 13 09 07      ...
.: 2018 0e 05 04 2c 20 03 2d 36 ..., .-6
.: 2020 34 20 13 03 05 0e 05 2e 4 ......



and now the decent x-assembly version:
Screen = $0400

*=$1000
  ldx #$27
loop
  lda Text,x
  sta Screen,x
  dex
  bpl loop
  rts

*=$2000
Text
  !scr "you suck balls!     signed, c-64 scene."


Now tell me dear, which do you think is the most maintainable?
2008-06-10 11:09
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: The most PRECIOUS OUTSTANDING Monitor version:
.> 1000 a2 27    ldx #$27
.> 1002 bd 00 20 lda $2000,x
.> 1005 9d 00 04 sta $0400,x
.> 1008 ca       dex
.> 1009 10 f7    bpl 
.> 100b 60       rts

.m 2000
.: 2000 19 0f 15 20 13 15 03 0b ... ....
.: 2008 20 02 01 0c 0c 13 20 21  ..... !
.: 2010 20 20 20 20 20 13 09 07      ...
.: 2018 0e 05 04 2c 20 03 2d 36 ..., .-6
.: 2020 34 20 13 03 05 0e 05 2e 4 ......



and now the decent x-assembly version:
Screen = $0400

*=$1000
  ldx #$27
loop
  lda Text,x
  sta Screen,x
  dex
  bpl loop
  rts

*=$2000
Text
  !scr "you suck balls!     signed, c-64 scene."


Now tell me dear, which do you think is the most maintainable?


As I see it I would not write the monitor program using that commmands I`m a bit lost with what you have written. What does the monitor program you wrote supposed to do?
2008-06-10 11:12
omega120
Account closed

Registered: Sep 2005
Posts: 204
Any way does the assembly program it self when loaded in the Commodore 64 not take up memory that you could use on something else not like if I used a ACTION REPLAY monitor which takes up no memory.
2008-06-10 11:21
Conrad

Registered: Nov 2006
Posts: 849
Okay, time for lecture...

The MONITOR version was written IN ACTION REPLAY MONITOR !

As for the assembler version... NO! It does NOT take up more memory. I'll give you a hint:

"Text", "Screen", "Screen = $0400", "*=$1000", "*=$2000", "!scr"... these are NOT put into memory when compiled, they are directives of where code is stored in a program. Ever heard of a COMPILER before? Compilers create object files (or in this case, .prg files!) You don't actually load up the SOURCE file into memory.
2008-06-10 11:34
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: Okay, time for lecture...

The MONITOR version was written IN ACTION REPLAY MONITOR !

As for the assembler version... NO! It does NOT take up more memory. I'll give you a hint:

"Text", "Screen", "Screen = $0400", "*=$1000", "*=$2000", "!scr"... these are NOT put into memory when compiled, they are directives of where code is stored in a program. Ever heard of a COMPILER before? Compilers create object files (or in this case, .prg files!) You don't actually load up the SOURCE file into memory.


According to your monitor listing you say you wrote it in a Action Replay dont think so as ACTION REPLAY always uses cap letters not small letter for its monitor commands e.g. LDA#$00 ,about the assembler must take up memory otherwards it wont be in the computer dah!
2008-06-10 11:40
Conrad

Registered: Nov 2006
Posts: 849

Is that better? :P
2008-06-10 11:47
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote:
Is that better? :P


Ok so you did the listing in `AR` my mistake but you have still not replied correctly to what I said about the assembler taking up memory in the C64 computer.What addresses that the assembler take up especially I may want to use if its was not for the assembler.
2008-06-10 12:04
ptoing

Registered: Sep 2005
Posts: 271
I am no coder, but even I know that an assembler does not take up any memory in the runtime of the program you write with it. The code you write with the assembler gets compiled and then it does look like something you would write in the monitor, I guess. Also, stop trolling and get a life.
2008-06-10 12:34
Britelite

Registered: Dec 2001
Posts: 51
I think he's suggesting that the assembler itself eats up some memory, which is true. Although this can be avoided by for example using either a cross-assembler or soundemons Turbo Action Rom on a RR-cart.
2008-06-10 13:33
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: I think he's suggesting that the assembler itself eats up some memory, which is true. Although this can be avoided by for example using either a cross-assembler or soundemons Turbo Action Rom on a RR-cart.

So I would no bother get a an assembler on a C64 cartridge?
If I can get a assembler on C64 cartridge then I mite just look into coding using an assembler if I can make anything out of it.
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