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Forums > C64 Coding > Coding on a PC for the 64?
2016-01-11 05:53
Stablizer

Registered: Jan 2016
Posts: 19
Coding on a PC for the 64?

I've seen various editors out there, currently starting to use the C64Studio for this, but it seems like getting charsets, graphics, music, etc, is a bit problematic when going at it this way, isn't it?

Would love to get some pointers to reading material on the subject (have done some searches already, but haven't come up with anything notable really).

Thanks!
-Stab
 
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2016-01-24 14:20
Oswald

Registered: Apr 2002
Posts: 5094
jesus christ, even soiled legacy (2001) was fully done on a c128d. I was living in the stone ages :) it never occured me my 1200 could be useful to this. I was too hardcore anyway to do it that way. I did most of plastic kiss linking in 2004 on pc but only with savestates in emulator :) and my parts for desert dream (2007) were STILL done in emulator + tasm. omg :D
2016-01-24 17:32
ChristopherJam

Registered: Aug 2004
Posts: 1409
Must admit, around 91-92 (actually, for my entire first decade, so mid 80s to mid 90s) all my 6502 asm coding was in FASSEM, which was an assembler someone had implemented as a BASIC extension, so I'm really in no position to complain about bloated assemblers. (oh god, having flash backs to FOR loops wrapped around asm fragments now..)

I remember being pretty disappointed to hear that some of my favourite games had been cross assembled; at the time I considered that to be cheating!
2016-01-24 17:55
chatGPZ

Registered: Dec 2001
Posts: 11386
hehe

i remember when i started with c64 stuff again in '95 i started with using some obscure crossassembler (written by "the uncle" of the dreams i believe).... and then graham told me at mekka that everyone who is doing that is a lamer, because reusing "libraries". *grins*
2016-01-24 19:40
Oswald

Registered: Apr 2002
Posts: 5094
for loops was a luxury, I remember typing out span filler speedcode in tasm, then running out of lines, but surviving with keeping blank lines low :) edit: here Noxious Visions its the last effect. :P
2016-01-24 21:13
chatGPZ

Registered: Dec 2001
Posts: 11386
tass-macro can do loops fine though :o)
2016-01-24 23:38
JackAsser

Registered: Jun 2002
Posts: 2014
I used to use the macros in the assembler for various code generation but not any more. It's a nice feature to get things running, but when you want to conserve disk space and decrease loading times you seriously wanna let the 6502 generate all that code for you. A simple template system for generating code native on the c64 and replacing variables while emitting code chunks into memory is dead simple to write anyway.
2016-01-25 09:27
Mr. SID

Registered: Jan 2003
Posts: 424
On the topic of cross assemblers, the one used by the guys at Lucasfilm games has been released now:
http://www.pagetable.com/?p=848
2016-01-25 09:32
oziphantom

Registered: Oct 2014
Posts: 490
64Tass + Relaunced + BDD6502 + Char Pad + Sprite Pad + custom editors and tools as needed in c#

Would love a Static Analyser for the 6502 though.
2016-01-25 13:02
chatGPZ

Registered: Dec 2001
Posts: 11386
MrSID: look at post #112 =)
2016-01-25 17:17
Mr. SID

Registered: Jan 2003
Posts: 424
Pfff, I don't have the time to read everything...
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