| |
xIII
Registered: Nov 2008 Posts: 210 |
Need a coder
I made two hires pictures for the 'C64 Double Screen Compo 2013'. I need someone to make it into a screenscroller (going left-right)and a sound needs to be added.
The WOW coders are inactive and allthough I got some help from Jox (thx mate) I don't think I can code this myself in time.
Don't expect too much from the pics (Made them in HermIRES but I'm not a good graphician :)).
So if you want to help me out, PM me. |
|
| |
xIII
Registered: Nov 2008 Posts: 210 |
Thx to Hermit I found the routine I needed on codebase64.
this thread can be closed. |
| |
Bitbreaker
Registered: Oct 2002 Posts: 508 |
I added a simple vertical version to codebase64, just in case someone is in need of one.
http://www.codebase64.org/doku.php?id=base:double_screen_vertic.. |
| |
Dr.j
Registered: Feb 2003 Posts: 277 |
10x Bitbreaker for the source
but its on "ACME" and i ain't familiar with this tool so well , can someone please translate it to Kick Assembler ? i believe its not such a big work. (i didn't understand the "For" sentences )
|
| |
Bitbreaker
Registered: Oct 2002 Posts: 508 |
I simplified the code a bit and enriched it with a bunch of comments. The tables at the end are pointers into the bitmaps/screens for different y-offsets. For lazy typers i decided to use the for command which most macro-assemblers should support in some similiar syntax. Of course you can also just write out those tables. |
| |
FATFrost Account closed
Registered: Sep 2003 Posts: 211 |
@Bitbreaker, many thanks for the code but when i compile it says errors on line 129,134,148,150 and 168.
1, value not yet defined
2, garbage data
3, no string given
4, macro not yet defined
5,and so on....
any chance to fix this little problem mate? ;)
Many Thanks,
/FF |
| |
Bitbreaker
Registered: Oct 2002 Posts: 508 |
I am afraid, this little problem can only be fixed on your side. I suspect something got wrong during copy & paste. beq + and + as label are pretty valid, that are the first two errors you get in line 129 and 134. I just did a copy & paste of my code into a new file, and it complies like a charm.
I use the svn-version of acme, but it even works with 0.91, so no idea what you are doing wrong. Compile with: acme -f cbm -o crap.prg source.asm |
| |
Dr.j
Registered: Feb 2003 Posts: 277 |
Thanks very much BitBreaker , i will check it during the day.appreciate |
| |
FATFrost Account closed
Registered: Sep 2003 Posts: 211 |
yeah i got it working, i had old stinky version of acme.... thanks for your help. :) |
| |
FATFrost Account closed
Registered: Sep 2003 Posts: 211 |
Sorry, just one more question... can we make it scroll koala with a quick modification too?? ;) |
| |
Slammer
Registered: Feb 2004 Posts: 416 |
Dr J.:
About converting to Kick Ass. Note that the parameter to align is $100 in KickAss but $ff in Acme (Tricky if you aren't aware of it).
For convenience you can define you own bin command in KickAss like this.
.macro LoadBin(filename, length, startOffset) {
.var file = LoadBinary(filename)
.fill length, file.get(startOffset+i)
}
You use it like:
screens:
//glue together screen data
:LoadBin("pic1.prg",$3e8,$1f42)
:LoadBin("pic2.prg",$3e8,$1f42)
.align $100
bitmaps:
//glue together bitmap data
:LoadBin("pic1.prg",$1f40,2)
:LoadBin("pic2.prg",$1f40,2)
(I saw in another thread that others was missing this feature)
I have a converted version you can have, just pm if you need it. |
... 20 posts hidden. Click here to view all posts.... |
Previous - 1 | 2 | 3 - Next |