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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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2016-01-26 08:07
Axis/Oxyron
Account closed

Registered: Apr 2007
Posts: 91
@Oswald: If you want to know the meaning of stone-age. My parts in "Natural Wonders" were done with "Final Cartridge III"-monitor in VICE.

And then Graham started to change the rule-set for the trackmo system every week (Zeropage and memory layout). 3 month of relocating stuff in a monitor is a good cure. ;o)
2016-01-26 14:12
Oswald

Registered: Apr 2002
Posts: 5094
wow :) havent seen a monitor / ar or similar cart until like 95. so i was in soft fastload stone age aswell for a long time. but that also prevented me from picking up the habit of monitor coding. ripped music with resetting the machine with a fork.
2016-01-26 16:41
Frantic

Registered: Mar 2003
Posts: 1648
Back in the days, even before the stone age, I used to code trackmos without keyboard, using only my ass. Those were the days!

ZzzzZZzz...
2016-01-26 16:44
chatGPZ

Registered: Dec 2001
Posts: 11386
i still make graphics that way!
2016-01-26 16:49
Stone

Registered: Oct 2006
Posts: 172
You were lucky. We didn't even have an ass. We used to run a rusty paper clip across the cassette port again and again until the correct bytes were loaded into memory. And we still found the time to get drunk.
2016-01-26 18:47
ChristopherJam

Registered: Aug 2004
Posts: 1409
Haha @Axis, I was going to reply to @Oswald that if he wasn't hand coding in FC:III's monitor and doing all his graphics on graph paper then he was cheating. I knew a guy who wrote an entire platform game in his cart monitor back in the day.

But yes, as JackAsser has pointed out, a code generator at runtime will generally beat a cruncher for size, unless it's something decidedly nontrivial to generate.
2016-01-26 19:06
chatGPZ

Registered: Dec 2001
Posts: 11386
crossbow laughs at you while drawing FLI logos in SMON :=P
2016-01-26 19:07
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Haha @Axis, I was going to reply to @Oswald that if he wasn't hand coding in FC:III's monitor and doing all his graphics on graph paper then he was cheating. I knew a guy who wrote an entire platform game in his cart monitor back in the day.

But yes, as JackAsser has pointed out, a code generator at runtime will generally beat a cruncher for size, unless it's something decidedly nontrivial to generate.


And speed. It's faster to instance some code templates in runtime than depack the same amount of code.
2016-01-26 19:10
Burglar

Registered: Dec 2004
Posts: 1101
Quoting JackAsser
And speed. It's faster to instance some code templates in runtime than depack the same amount of code.

And size and loading time!
2016-01-26 19:15
Burglar

Registered: Dec 2004
Posts: 1101
with the current code I'm working on, using a codegen made the exomized result 25 blocks shorter (from 35 to 10).
also, codegenerators themselves tend to pack pretty great too.
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