Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


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
 
... 179 posts hidden. Click here to view all posts....
 
2016-01-12 22:22
Oswald

Registered: Apr 2002
Posts: 5094
doesnt need to be in the same source, its your implication :) I think it might be better than writing your own converter for yet another special demo gfx format. fex I still dont have a tool for command line sprite conversion, anyone know one good ? :)

but wait even if its in the same source, there's not much difference (except if convert takes a long time) compared to binary include... source changes, source gets compiled right ?
2016-01-12 23:22
soci

Registered: Sep 2003
Posts: 480
"its all compact in the [asm] source", at least that's how I understood.

There's not much difference if you have a fast machine, the conversion is simple or you're patient. But there was a reason why I optimized the start-up time of VICE many years ago. (e.g. lazy calculation of SID filter parameters)

Those sprite and bitmap conversions I hand craft usually. It's always different because of the arrangement, so I didn't bother to write a general tool for that.

For hires sprites there's a silly trick to create a 24x21 1bit binary pbm image which becames a 63 byte sprite by applying "tail -n +4" on it.

By the way I forgot to recommend "netpbm" for those who like the limitless combination possibilities of small utilities.

It's a collection of command line image conversion and manipulation tools. Using them in the right combination can split out and convert those 1 bit sprite sized pbm images from a bigger image file. With the right parameters, some piping, shell scripting and a bit of creativity of course ;)

The binary pnm format is also very easy to parse in conversion utilities.
2016-01-12 23:39
soci

Registered: Sep 2003
Posts: 480
Quote: I dont understand that make tut.

# our implicit build rule
%.prg: %.s
java -jar /usr/share/java/KickAss.jar $< -o $@

# default build target
all: intro.prg


so how does make know that intro.prg should be fed into the implicit rule? how does it even know its an implicit rule ?


The name is matching the %.prg pattern, and the rule is translated to:
intro.prg: intro.s

It's easier to write and understand explicit rules.
2016-01-12 23:47
chatGPZ

Registered: Dec 2001
Posts: 11386
moving the silly inline conversion shit done in kickass to external tools speeded up build times for artphosis by at least a factor of 10.... huge difference. getting rid of kickass and using something non java again boosted the speed by atleast a factor of 5 for crowdpleaser. (and this isnt on a slow pc at all)

as for custom used-once demo-specific formats... i'll just knock up a small c program. because speed. because make. and because chances are its not so custom afterall :)

and at the end of the day, its what axis said - thats also why i dont like kickass or anything else closed source when it comes to tools.
2016-01-13 00:02
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
It's easier to write and understand explicit rules.

also more useful for C64 stuff, IMHO. YMMV :)
2016-01-13 05:58
Oswald

Registered: Apr 2002
Posts: 5094
"its all compact in the [asm] source",

point there.
2016-01-13 07:18
Bitbreaker

Registered: Oct 2002
Posts: 508
Quote: "its all compact in the [asm] source",

point there.


resulting in zero portability ;_;
2016-01-13 07:37
Oswald

Registered: Apr 2002
Posts: 5094
zero portabiity of what? in the first hand nothing is unportable, just the invested effort changes.
2016-01-13 08:30
iAN CooG

Registered: May 2002
Posts: 3194
ok please make a port of half life to c64, source is out there. Urgent.
2016-01-13 10:41
Snabel

Registered: Aug 2015
Posts: 24
Quote: ok please make a port of half life to c64, source is out there. Urgent.

...will definitely need REU :)
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ... | 19 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
MWR/Visdom
Alakran_64
Durandal
Quetzal/Chrome
Guests online: 98
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Logo Graphicians
1 t0m3000  (10)
2 Sander  (9.8)
3 Mermaid  (9.5)
4 Facet  (9.4)
5 Shine  (9.4)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.055 sec.