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Bitbreaker
Registered: Oct 2002 Posts: 508 |
Linking wizardry
You wanted to have some linking wizardry, so here's how things were done in Comaland:
The central part:
-----------------
In $demofolder/link there's a Makefile. The example shows the process for doing one side. More imageX.d64 can of course be generated to build more sides, but i shortened things here to give at least a minimal chance to keep the overview. Some additional shellscript with sed wizardry was used to autogenerate a .bat for the windows whiners :-P
Targets like image1.d64 or vice1 can be used to build and fire up only a single side for standalone testing. Still, Alt-W is your best friend ;-)
export PATH := tools:../../link/tools/:$(PATH)
SHELL = /bin/bash
BITNAX = bitnax
D64WRITE = d64write
X64 = x64
MAKE_FLAGS = RELEASE=1
.PHONY: all toolchain vice vice1
all: toolchain image1.d64
toolchain:
$(MAKE) -C ../../../tool/c6510
$(MAKE) -C ../../../tool/acme/src
$(MAKE) -C ../../../tool/dasm
$(MAKE) -C ../../../tool/bitfire
$(MAKE) -C ../../../tool/bitnax
$(MAKE) -C ../../../tool/dreamass
cp ../../../tool/c6510/c6510 tools/
cp ../../../tool/acme/src/acme tools/
cp ../../../tool/dasm/dasm tools/
cp ../../../tool/dreamass/dreamass tools/
cp ../../../tool/bitfire/d64write tools/
cp ../../../tool/bitnax/bitnax tools/
vice: all
$(X64) -pal -autostart "image1.d64:*" -truedrive -model c64c
vice1: toolchain image1.d64
$(X64) -pal -autostart "image1.d64:*" -truedrive -model c64c
###############################################################
image1.d64: comaland.prg bootside1.prg tune1.prg rasterrot.prg explode.prg bitmap.prg bitmap_fadeout2.prg shadowscroll.prg shadow_fadeout.prg plotballs_fadein.prg plotballs.prg plotballs_fadeout.prg comalanddef.prg escos.prg note.prg
$(D64WRITE) -c $@ --side 1 -a 49 ../bitbreaker/dirart/side1.prg \
--boot comaland.prg \
-b bootside1.prg \
-b rasterrot.prg \
-b tune1.prg \
-b explode.prg \
-b bitmap1.prg \
-b bitmap2.prg \
-b bitmap3.prg \
-b bitmap4.prg \
-b bitmap5.prg \
-b bitmap_fadeout2.prg \
-b comalanddef1.prg \
-b comalanddef2.prg \
-b plotballs_fadein.prg \
-b plotballs.prg \
-b plotballs_fadeout.prg \
-b shadowscroll1.prg \
-b shadowscroll2.prg \
-b shadowscroll3.prg \
-b shadow_fadeout.prg \
-b escos1.prg \
-b escos2.prg \
-b escos3.prg \
-s "erotic note"
##################### SIDE 1 ##################################
note.prg: force_look
cd ../Axis/note/; $(MAKE) $(MAKE_FLAGS)
$(BITNAX) --bitfire --sfx 0x4000 -o "erotic note" ../Axis/note/note
comaland.prg: force_look
cd ../bootloader/stage1/; $(MAKE) $(MAKE_FLAGS) link_exit=0x0100 SIDE=1
$(BITNAX) --sfx 0x0900 -o $@ ../bootloader/stage1/stage1
bootside1.prg: force_look
cd ../bootloader/stage2/; $(MAKE) $(MAKE_FLAGS) link_exit=0x2000 SIDE=1
$(BITNAX) --bitfire -o $@ ../bootloader/stage2/stage2
tune1.prg: ../../Music/dEViLOCk/tune_side10x900.prg
$(BITNAX) --bitfire -o $@ --load-addr 0xe000 $^
rasterrot.prg: force_look
cd ../Axis/RasterRotate/; $(MAKE) $(MAKE_FLAGS) link_exit=8192
$(BITNAX) --bitfire -o $@ ../Axis/RasterRotate/rasterrot
explode.prg: force_look
cd ../Mirage/FontExplodeMultiplex; $(MAKE) $(MAKE_FLAGS) link_exit=0x300c
$(BITNAX) --bitfire -o $@ ../Mirage/FontExplodeMultiplex/explode
bitmap.prg: force_look
cd ../Lavazza/bitmapscroller/; $(MAKE) $(MAKE_FLAGS) link_exit=0x0400
$(BITNAX) --bitfire -o $(basename $@)1.prg --cut-input-addr 0x3000 0xffff ../Lavazza/bitmapscroller/bitmap
$(BITNAX) --bitfire -o $(basename $@)2.prg ../Lavazza/bitmapscroller/part2.prg
$(BITNAX) --bitfire -o $(basename $@)3.prg ../Lavazza/bitmapscroller/part3.prg
$(BITNAX) --bitfire -o $(basename $@)4.prg ../Lavazza/bitmapscroller/part4.prg
$(BITNAX) --bitfire -o $(basename $@)5.prg ../Lavazza/bitmapscroller/part5.prg
bitmap_fadeout2.prg: force_look
cd ../CRT/bitmap_fadeout2/; $(MAKE) $(MAKE_FLAGS) link_exit=0x6400
$(BITNAX) --bitfire -o $@ ../CRT/bitmap_fadeout2/bitmap_fadeout2
comalanddef.prg: force_look
cd ../Bob/bob_yazoo/; $(MAKE) $(MAKE_FLAGS) link_exit=0xf000;
$(BITNAX) --bitfire -o $(basename $@)1.prg --cut-input-addr 0xbff8 0xffff --load-addr 0xe400 ../Bob/bob_yazoo/comalanddef
$(BITNAX) --bitfire -o $(basename $@)2.prg --cut-input-addr 0x2000 0xbff8 ../Bob/bob_yazoo/comalanddef
plotballs_fadein.prg: force_look
cd ../bitbreaker/plotball_fadein/; $(MAKE) $(MAKE_FLAGS) link_exit=0x4000;
$(BITNAX) --bitfire -o $@ --load-addr 0x9b00 ../bitbreaker/plotball_fadein/plotball_fadein
plotballs.prg: force_look
cd ../bitbreaker/plotballs/; $(MAKE) $(MAKE_FLAGS) link_exit=0x0400;
$(BITNAX) --bitfire -o $@ ../bitbreaker/plotballs/plotballs
plotballs_fadeout.prg: force_look
cd ../bitbreaker/plotball_fadeout/; $(MAKE) $(MAKE_FLAGS) link_exit=0x2000;
$(BITNAX) --bitfire -o $@ ../bitbreaker/plotball_fadeout/plotball_fadeout
shadowscroll.prg: force_look
cd ../CRT/shadowscroll; $(MAKE) $(MAKE_FLAGS) link_exit=0x0400
$(BITNAX) --bitfire -o $(basename $@)1.prg --cut-input-addr 0xcff0 0xffff ../CRT/shadowscroll/shadowscroll
$(BITNAX) --bitfire -o $(basename $@)2.prg --cut-input-addr 0x2000 0xbff8 ../CRT/shadowscroll/shadowscroll
$(BITNAX) --bitfire -o $(basename $@)3.prg --cut-input-addr 0xbff8 0xcff0 ../CRT/shadowscroll/shadowscroll
shadow_fadeout.prg: force_look
cd ../CRT/shadow_fadeout/; $(MAKE) $(MAKE_FLAGS) link_exit=0x2000
$(BITNAX) --bitfire -o $@ ../CRT/shadow_fadeout/shadow_fadeout
escos.prg: force_look
cd ../Swallow/escos_scroll; $(MAKE) $(MAKE_FLAGS) link_exit=0x0100
$(BITNAX) --bitfire -o $(basename $@)1.prg --cut-input-addr 0xbff0 0xffff --load-addr 0xe400 ../Swallow/escos_scroll/escos
$(BITNAX) --bitfire -o $(basename $@)2.prg --cut-input-addr 0x2000 0xbff0 ../Swallow/escos_scroll/escos
cp ../Swallow/escos_scroll/low.prg $(basename $@)3.prg
###############################################################
clean:
-rm *.prg *.d64
-rm ../Axis/note/note
-rm ../bootloader/stage1/stage1
-rm ../bootloader/stage2/stage2
#side1
-rm ../Axis/RasterRotate/rasterrot
-rm ../Lavazza/bitmapscroller/bitmap
-rm ../CRT/bitmap_fadeout2/bitmap_fadeout2
-rm ../CRT/shadowscroll/shadowscroll
-rm ../CRT/shadow_fadeout/shadow_fadeout
-rm ../bitbreaker/plotball_fadein/plotball_fadein
-rm ../bitbreaker/plotballs/plotballs
-rm ../bitbreaker/plotball_fadeout/plotball_fadeout
-rm ../Mirage/FontExplodeMultiplex/explode
-rm ../Swallow/escos_scroll/escos
-rm ../Bob/bob_yazoo/comalanddef
-rm "erotic note"
#$(MAKE) -C ../../../tool/c6510 clean
#$(MAKE) -C ../../../tool/acme/src clean
#$(MAKE) -C ../../../tool/dasm clean
#$(MAKE) -C ../../../tool/bitfire clean
#$(MAKE) -C ../../../tool/bitnax clean
#$(MAKE) -C ../../../tool/dreamass clean
force_look:
@true
This is the main file to build the demo, there are blocks per side to be built. The part that writes all parts on disk builds up the dependencies to all the other targets.
Each part is build in a saparate subtarget in a separate dir with separate Makefile (tiny and can be copied over and adopted easily) also each part contains the entry point for the next upcoming part (link_exit). The compiled parts are split up and packed with bitnax. The chunks are choosen wisely so that they fit in during loading and not destroy/overwrite any code/data that is still in use. That is the nifty part about linking, stuffing as much as possible data into mem while still showing cool things on the screen. Also parts should split up wisely in size, so that they won't reach or go over the end of mem. If needed, the chunks can also be loaded to different locations by changing their load-address on packing.
The bootloader:
---------------
There's some code fragments for a stage1 and stage2 for the bootloader.
$demofolder/bootloader/stage1/main.asm
- contains code for installing the loader and code for loading stage 2
- contains persistent code that gives exit points for parts to be able to load things without own code (as it might be overwritten)
- contains music call and base irq that can take over the music while no part running. Also it keeps counting up the frame counter to be able to sync things.
- thus each side gets an installer/bootloader for safety reasons for free as well
$demofolder/bootloader/stage2/boot.asm
best placed @ $0100, but set the stackpointer to $ff before doing so.
The side specific stuff is happening here, like loading the music and starting it at the same frame for every try to keep teh demo in sync. Here it is also a good idea to set the music calls to different addresses if the music locations differes from side to side.
Synching:
---------
A sync point needs to be installed everywhere, where loading is not covered by a effect, as it is the only part that is not deterministic (still, longer depack times and such can also shift the sync). Also take care that the sync point waits a reasonable amount of frames longer than loading takes, to respect slower loading floppys. To find out the minimum time, you can freeze the machine after loading with a !byte $02 and read out the frame counter. It is usually a good idea to give about one second extra time.
Also, the demo is not synched to the music, but the music synched to the demo in the final step, or an recurring process. Why not offload some of the pain to the musicians :-P
The Parts:
----------
Each part has a own folder, like:
$demofolder/$codername/$partname
Each of those folders also contains a Makefile like:
ACME = acme
ACMEOPT = -v1 -f cbm
.PHONY: clean
all: bumble
bumble: afli.asm bumble_pic.prg
ifdef RELEASE
${ACME} ${ACMEOPT} -DRELEASE=1 -Dlink_exit=$(link_exit) -o $@ $<
else
${ACME} ${ACMEOPT} -o $@.prg $<
../../../../tool/bitnax/bitnax --sfx 0x9000 -o $@.prg $@.prg
endif
clean:
-rm bumble bumble.prg
As you see, the target is build in a different way by using the RELEASE define. Also the parts can then make conditional assembly and either take precautions for a release or standalone version.
All this only works if the assembler accepts external defines. So far c6510, acme, dreamass and dasm do, but some only accept decimal values for that, liek dreamass, so take care on the link_exit define
A part loading another might then look like the following:
!ifdef RELEASE {
;reset frame counter
lda #$00
sta link_frame_count+0
sta link_frame_count+1
;load + depack some part
jsr link_loadnext_uncr
;load some part
jsr link_loadnext_raw
!ifdef WAIT_FRAME_COUNTER {
;sync to frame counter
+wait_frame_count $0200
} else {
;or wait for a trigger from your effect if you are sure it takes longer than loading
trig lda #$00
beq trig
}
;fadeout the effect
jsr fadeout
;unlink irq to resident irq handler
+link_player_irq
;depack last part loaded and start it
+link_uncr_jmp link_exit
}
I'd add more details if that codebase64 would just be enabled for editing again :-) This is the suckless approach i guess, but of course not the most comfortable. Now throw in your bloated frameworks :-P |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: This is the best thread ever.
JackAsser, interesting that you bring up coroutines, I've been thinking about using them lately for a game project. Are you using any macros to pretty it up or is it just straight asm? Would you mind sharing a code snippet?
No macros. I separate threads and co-routines in that my co-routines doesn't support stack-manipulaiton (i.e. JSR,PHA,PLA,TXS inside the co-routine is prohibited), where as my threads can handle a stack properly. The only difference between the two is how the co-operative scheduler works. For co-routines you don't have to split the stack, just save the regs and jump to the PC since the last call to yield. For threads the stack has to be split with some TXS/TSX magic, otherwise they're the same.
Here's my co-operative thread implementation that supports one thread at stack $80. It's easy to extend to support more threads and equally easy to reduce to co-routines by stripping out the stack management:
.proc irq
pha
txa
pha
tya
pha
lda $01
pha
lda #$35
sta $01
dec $d019
jsr $1003
lda active
beq exitIRQ
lda inHandler
bne exitIRQ
inc inHandler
;Save main stack pointer
tsx
stx mainSP
;Set thread stack pointer
ldx threadSP
txs
; Restore thread CPU-state
pla
tay
pla
tax
pla
plp
; Resume handler
rts
.endproc
mainSP: .byte 0
threadSP: .byte $80
handler: .word mainloop-1 ; -1 for RTS-setup
inHandler: .byte 0
active: .byte 0
.proc initThread
tsx
stx :+ +1
; Enter thread stack
ldx threadSP
txs
; Push exit thread handling when the thread perform RTS
lda #>(exitThread-1)
pha
lda #<(exitThread-1)
pha
; Push return addy
lda handler+1
pha
lda handler+0
pha
; Set thread CPU-state
lda #$00
sta inHandler
pha
pha
pha
pha
; Save thread stack
tsx
stx threadSP
; Activate
lda #1
sta active
:ldx #00
txs
rts
.endproc
.proc yield
; Save thread CPU-state
php
pha
txa
pha
tya
pha
; Save thread stack pointer
tsx
stx threadSP
; Restore main stack pointer
ldx mainSP
txs
dec inHandler
.endproc
.proc exitIRQ
pla
sta $01
pla
tay
pla
tax
pla
rti
.endproc
.proc exitThread
; Reset thread stack
lda #$80
sta threadSP
; Terminate
lda #0
sta active
; Restore main stack pointer
ldx mainSP
txs
jmp exitIRQ
.endproc
.proc joinThread
lda active
bne joinThread
rts
.endproc
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Axis/Oxyron Account closed
Registered: Apr 2007 Posts: 91 |
Nice approach with the co-routines jacky. I think some macros would help to generalize this a bit more.
By the way, another nice technique to overcome loading-pauses is streaming. In Coma Light 13 there are some places where image data is not stored as "Koala-file", but in an interleaved reordered custom format. So that the fadein and the loading of the picture that gets faded in can be done in parallel. So the block that gets faded in was just loaded a few frames before. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
i am surprised how little i have to add ... =) maybe one thing: in artphosis we used a small memory resistant subroutine that parts call instead of the music player, that subroutine increments the global counter for timing stuff, and also peeks into the music player to set a "bassdrum" flag for use in parts... that way updating or even changing the music was fairly easy. oh, and i increment that timing counter at the same speed as the music "ticks", ie when music is "speed 5" then the counter would increase every 5th frame - then in parts you sync to counter values dividable by pattern length, and sync points magically fit perfectly on the beat. (also make sure to reset the counter when call music init, of course) |
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HCL
Registered: Feb 2003 Posts: 728 |
That's ossom Jackasser, Axis too. I guess i'm more of a doer when it comes to stuff like that. But Groepaz's music handler i could rip right away! Very useful, and straight forward enough for me to grasp :). |
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Axis/Oxyron Account closed
Registered: Apr 2007 Posts: 91 |
Updating the timer in the same "stepping" as the musicplayer is a very good idea. This will prevent us from that nasty +-1 frame finetuning which can take hours on a big demo. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
yes. and you can start it with appropriate number of frames delay for perfect match in emulamor while developing :) (and 16 bit timer will not wrap around for at least one disk side, which may help too) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: That's ossom Jackasser, Axis too. I guess i'm more of a doer when it comes to stuff like that. But Groepaz's music handler i could rip right away! Very useful, and straight forward enough for me to grasp :).
Doesn't really make me more productive, but it's fun to do some actual computer science every now and then. :) |
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Axis/Oxyron Account closed
Registered: Apr 2007 Posts: 91 |
Hehe, yes. Never thought about that wrapping problem. I like to do fast paced demos. So 21 Minutes should be enough for everyone! ;o) |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Thanks for sharing JackAsser, I have a thread scheduler in my head that I've yet to find any use for, and this is great inspiration. |
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Oswald
Registered: Apr 2002 Posts: 5094 |
I do that music stuff as gpz, except the music tick. suprised its new stuff to some of you :)
also always keep a music player irq resident "tempirq". |
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