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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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TheRyk
Registered: Mar 2009 Posts: 2244 |
Can't really imagine, why including gfx/music data should be harder on C64studio than in other environments. You create those data with gfx editors or SID trackers and then include them as binaries, *shrug*
But there's a bunch beside the Studio, e.g. I started with Relaunch ages ago and then turned to Notepad++. Both offer syntax highlighting and determining various compilers/emulators.
Guess, it's a matter of taste in the end, same is true for question which crossassembler to use. I've always used ACME, but KickAss is also still popular.
Can't really tell you what to read, just try out and decide what works best for you. |
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Endurion
Registered: Mar 2007 Posts: 73 |
Can you imagine a better way than it currently is in C64 Studio? I'm always looking for ways to improve it.
Maybe the !media pseudo op is what you're looking for? The "old" method would be to manually export from charset/sprite/whatever to a binary file and include that.
With !media you can include the data from the charset/sprite project directly. |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
Charset, gfx and music are handled as binary please. A few exceptions can be made if it is simple stuff like a few single chars or sprites, then one could also think of defining them within the source code via:
* = $2800
mycharset
!byte %01110000
!byte %01001000
!byte %01110000
...
One can then easily include the binaries like:
* = $1000
!bin "mymusic.prg",,2
* = $2000
!bin "mykoala.kla"
,,2 is used, to strip of the load address from the binary
Also, acme + vi + syntax highlighting + make or GTFO :-D |
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Burglar
Registered: Dec 2004 Posts: 1101 |
http://codebase64.org/doku.php?id=base:crossdev |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
Quote:Charset, gfx and music are handled as binary please.
this |
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Oswald
Registered: Apr 2002 Posts: 5094 |
kickass can import quite transparantly without having to fuck with binary bullshit. (saying this as a 64tass guy) |
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TheRyk
Registered: Mar 2009 Posts: 2244 |
using that "binary bullshit" is part of coding 65xx assembler imho as it forces you to learn about memory mapping which you sooner or later want/need anyway, e.g. when you need to split a prefigured gfx file format such as .kla into bitmap/colram/screen data or wanna cut off unneeded charset data |
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Stablizer
Registered: Jan 2016 Posts: 19 |
I agree with Ryk, I'd rather have the memory management be explicit. |
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Stablizer
Registered: Jan 2016 Posts: 19 |
Endurion - is there a manual or help files for C64Studio? Something that shows the opcodes, .byte statements, example stuff? I get lots of compile errors that seem more tool based than source based, which is probably common for folks just starting to use the tool.
It would be great to have the opcodes clearly spelled out in a doc or something. I am sure there's already one out there, but I haven't really gone looking yet. |
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Stablizer
Registered: Jan 2016 Posts: 19 |
Actually I found the following, which was helpful in telling me that my .BYTE and .TEXT statements needed to be !BYTE and !TEXT. Now things are working better.
http://www.programmermind.com/C64Studio.html |
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