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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
2016-01-11 06:34
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.
2016-01-11 06:56
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.
2016-01-11 08:09
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
2016-01-11 08:26
Burglar

Registered: Dec 2004
Posts: 1101
http://codebase64.org/doku.php?id=base:crossdev
2016-01-11 14:06
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
Charset, gfx and music are handled as binary please.

this
2016-01-11 18:44
Oswald

Registered: Apr 2002
Posts: 5094
kickass can import quite transparantly without having to fuck with binary bullshit. (saying this as a 64tass guy)
2016-01-11 23:46
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
2016-01-12 03:10
Stablizer

Registered: Jan 2016
Posts: 19
I agree with Ryk, I'd rather have the memory management be explicit.
2016-01-12 03:13
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.
2016-01-12 04:53
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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