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Six
Registered: Apr 2002 Posts: 289 |
Are you a Crossdev-er???
I post this message mostly because I have just finished coding a crossdev util (PC C64 Bitmap Editor), but just as much because I'm wondering how many other cross-development
fans there are out there. Below follows a list of "you might be an American lamer if" stuff....
If you love developing stuff for the C64, but love to do it on another machine, then stand and be counted, eh... If cadaver's your hero, speak up. If you've ever spent a weeks pay on a new PC to run VICE and goattracker, let's hear about it. If you spend more time in VICE than in Windows, or think that the last twenty years of development in the field of computer technology served the sole purpose of giving you a hard drive on which to organize your SID music, then shout out, eh...
I can't be the only one who sees the value of a PC as a slave terminal for a C64 setup, useful only in terms of how it services your C64 rig, so let's prove it!
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Stryyker
Registered: Dec 2001 Posts: 468 |
I cross develop but trying to create music on PC is nowhere near good enough so real C64 only for that. PC's power is in speed and memory so a good text editor and command line assembler is rather useful :) |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Yess, i'm a crossdresse... oh. cross developer? Erm...
Well, i'm one of those an' all... =-) i write code in Notepad and assemble with C64Asm, do the odd music conversion with GoatTracker and graphics are (as they have been for several years for me) done on a battered Amiga 1200 (i've tried Grafx2 but it's just so choppy on the PCs we have running here).
Two reasons, one is the fact that it's just a lot *easier* to develop that way. The original "Reaxion" was written native and took three separate source files for titles, main game and completion and in order to assemble it, i had to save the object code to disk from one machine and load it into another as a testbed (there was a transfer cable between the two machines later on). "Reaxion Extended" had one source file and could be betatested within about 30 seconds.
The other reason for cross developing is that i don't have the physical space for my C128D here - it's a small room and with three PCs and the A1200 running we're "full". For now, that situation is one we're working on... =-) |
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hollowman
Registered: Dec 2001 Posts: 474 |
i use deluxe paint on my amiga, the gfx usually looks better on the c64, when it gets all nice and blurry on the tvset. i used a crossassembler on pc made by some taboo member when i coded some of the parts for the dwangi demo. i got tired of stuff like 'label overflow' in turbo asm but i do prefer coding on the c64, but for some stuff the pc is better. for a crappy effect demo like that it was perfect having some small pc program generate tables and speedcode, then assemble and link and test it in vice. konv1 by poison is another tool i use frequently.
i also have some own tools made on pc like my own bmp to char or sprites converter. i think most people do some crossdeving, if not...well, they are the ones who suffer from it. |
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Cupid
Registered: Jan 2002 Posts: 83 |
I am doing some smaller bits and bobs in the emulator, but I pixel on C-64 only, and that is the only transfers I do (finsihed amica paint to pc) as my connection times out a lot.
Then again, I hardly do any coding.
The sickest I have ever done are some c/g things in vice on the laptop while I was in SF :)
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CreaMD
Registered: Dec 2001 Posts: 3047 |
Just a credit correction.
Konv1 is by Soci/Singular. Quite quiet and decent dude coding a lot of decent things for IDE64 lately. It can also convert wavs to samples.
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hollowman
Registered: Dec 2001 Posts: 474 |
ahyes...soci it is. damn, i should have sent him a postcard also, since it is cardware |
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WVL
Registered: Mar 2002 Posts: 895 |
Well, we coded our last demo Arcanum entirely on CCS64... (and our next demo as well :) musics and gfx were ofcourse done on a real 64.. BTW, now I've got a question to ask :
Does anybody know of a good assembler/dev.kit on pc for the c64? this is what I need
- Turbo Ass compatible
- compiles NOT (well, not only) single files, but a snapshot of the 64-mem, INCLUDING REU CONTENTS
- allows me to link binaries to the ass. file, like
*=$000000 (REU) .file ="pinball table.prg"
or sth..
- should be compatible with VICE1.9 if possible (or with the latest windows version of CCS64)
this way I can code in one window, compile, switch to vice and with the press of a button load the snapshot file and everything will start immediately
offcourse, it would only have to change an existing snapshot I made earlier.. for example, If I make a snapshot of a freshly reset 64, the dev.kit would only have to change the memory-contents where I put my code/data...
ANY IDEAS? PLEASE HELP, I REALLY *NEEED* THIS FOR PINBALL DREAMS!
WVL
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raven Account closed
Registered: Jan 2002 Posts: 137 |
Coding demos on CCS?
Blasphemy i say! ;)
100% pure C64 here, using the TurboAsm.
On my desk there's a 128D, under the desk there's a dos-oriented 486 with the sole purpose of being an HD for the 64.
Xdevelopment sux, emus suck even more
Raven/64Ever |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
[Spit] i never liked Turbo Assembler - even before i swapped to C64Asm (which, incidentally, is pretty close to source compatible with Turbo) i used Zeus 64 in preference... =-)
And my version of Zeus supported transfer of data through a cable, so it was sort of cross development anyway. =-) |
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Stryyker
Registered: Dec 2001 Posts: 468 |
either KM or MMS of Taboo made a DOS version of Turbo Assembler although I think it has some issues. I never used Turbo Assembler because I had docs for 6510+ first and learned its ways. Also, after using Turbo Assembler to try some stuff, I found some things were too messy. |
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