| |
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 |
|
... 179 posts hidden. Click here to view all posts.... |
| |
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 |
| |
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! |
| |
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* |
| |
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 |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
tass-macro can do loops fine though :o) |
| |
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. |
| |
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 |
| |
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. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
MrSID: look at post #112 =) |
| |
Mr. SID
Registered: Jan 2003 Posts: 424 |
Pfff, I don't have the time to read everything... |
Previous - 1 | ... | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 - Next |