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Forums > C64 Coding > Linking wizardry
2014-10-31 14:41
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
 
... 57 posts hidden. Click here to view all posts....
 
2014-11-02 11:36
chatGPZ

Registered: Dec 2001
Posts: 11386
kindof of funny how every development related discussion at some point ends up in:

- writing a build system
- writing a file system
- writing an operating system

=)
2014-11-02 11:36
Pantaloon

Registered: Aug 2003
Posts: 124
i did write my own script instead of using make. not sure why i did it really but im pretty happy with how little i have to do to get things done now. I have a few different functions like:

addSourceFile <filename> <dependencies> <nameondisk> <safetyMargin>

addBinaryFile <filename> <dependencies> <nameondisk> <safetyMargin>

I also have the option to produce makefiles and visual studio solutions directly from this file.

Example:


    startupFile     = "Source/Fx/Intro/Startup.s"
    d64image        = "Image\RGB (A).d64"    
    d64diskname     = "      R-G-B     "
    d64diskid       = " (F) "	
    interleave      = 5

    addSourceFile "Source/DemoSystem.s", "",  "", -1

    addSourceFile "Source/Fx/Intro/Startup.s", "Source/DemoSystem.s", "00", -1

    addSourceFile "Source/Fx/Intro/FadeOutChars.s", "Source/DemoSystem.s", "FC", -1
    addSourceFile "Source/Fx/Intro/BasicScreenFade.s", "Source/DemoSystem.s", "BF", -1

    addSourceFile "Source/Fx/Intro/X2014.s", "Source/DemoSystem.s", "X2", -1

    addSourceFile "Source/Fx/Intro/Metaballs.s", "Source/DemoSystem.s", "MB", -1
    addSourceFile "Source/Fx/Intro/MetaballsScreens.s", "Source/DemoSystem.s", "MS", -1
    addSourceFile "Source/Fx/Intro/Rgb.s", "Source/DemoSystem.s", "RG", -1

    addSourceFile "Source/Fx/Ext/Lars/Trees/Trees1.s", "Source/Fx/Ext/Lars/Trees/Trees.s", "L1", -1
    addSourceFile "Source/Fx/Ext/Lars/Trees/Trees2.s", "Source/Fx/Ext/Lars/Trees/Trees.s", "L2", -1 
    addSourceFile "Source/Fx/Ext/Lars/Trees/Trees3.s", "Source/Fx/Ext/Lars/Trees/Trees.s", "L3", -1
    addSourceFile "Source/Fx/Ext/Lars/Trees/Trees4.s", "Source/Fx/Ext/Lars/Trees/Trees.s", "L4", 64

2014-11-02 13:43
MagerValp

Registered: Dec 2001
Posts: 1078
Quote: you could file a feature request for custom floppy RPM in VICE.... :)

And simulating random read errors would also be useful, though it would be good to have a genuine unreliable drive to model it after.
2014-11-02 13:50
MagerValp

Registered: Dec 2001
Posts: 1078
As for build systems, declarative is the only sane approach. Makefile syntax is kind of crappy and annoying, but this paper taught me a lot about writing Makefiles for larger projects: Recursive Make Considered Harmful
2014-11-02 14:42
Perplex

Registered: Feb 2009
Posts: 255
Quoting radiantx
I definitely think the future of build scripting lies in an imperative approach. Waiting for someone to do it right! :-)


Ruby + Rake => Bliss.
2014-11-02 14:48
Stone

Registered: Oct 2006
Posts: 172
Quote: Quoting Stein
I'm using coroutines myself (with macros)


Sounds awesome, please share!


I shared the source files here (ca65):

https://dl.dropboxusercontent.com/u/59267720/c64/asm/task.s
https://dl.dropboxusercontent.com/u/59267720/c64/asm/task.inc

Initialize task system with:
jsr task_init

Run all tasks for 1 tick, typically from your irq handler:
jsr task_handler

Example usage (Save Truckstop Alaska "game over" screen):

https://www.youtube.com/watch?v=jGAsiHY1VCs#t=975

.include "gameoverscreen.inc"
.include "screen.inc"
.include "task.inc"
.include "mymacros.s"
.include "globals.inc"

line1_y = 10
line2_y = line1_y + 2
line3_y = line1_y + 4
line4_y = line1_y + 6

jumpman_sprite=global_bank+$2000
jumpman_dead = 56

gameoverscreen_run:
	jsr screen_clear
	lda #0
	jsr screen_fillcolorram
	
	ldx #line1_y
	ldy #0
	jsr screen_set_cursor_pos
	ldax #gameover1
	jsr screen_print_centered
	
	ldx #line2_y
	ldy #0
	jsr screen_set_cursor_pos
	ldax #gameover2
	jsr screen_print_centered
	
	ldx #line3_y
	ldy #0
	jsr screen_set_cursor_pos
	ldax #gameover3
	jsr screen_print_centered
	
	ldx #line4_y
	ldy #0
	jsr screen_set_cursor_pos
	ldax #gameover4
	jsr screen_print_centered

	TASK_ADD gameoverscreen_task, #0, #$80
	TASK_WAITFOR gameoverscreen_task
	rts

gameoverscreen_task:
	ldx #156
	ldy #180
	stx $d000
	sty $d001
	lda #$02
	sta $d025
	lda #$04
	sta $d026
	lda #1
	sta $d027
	lda #0
	sta $d01b
	sta $d010
	lda #1
	sta $d015
	sta $d017
	sta $d01c
	sta $d01d
	lda #(jumpman_sprite&$3fff/64)+jumpman_dead
	sta global_screen+$03f8
	
	lda #((global_screen&$3fff)>>6)|((global_font&$3fff)>>10)
	sta $d018
	lda #((global_bank>>14)^3)
	sta $dd00
	lda #$c8
	sta $d016
	lda #$1b
	sta $d011
	
	TASK_ADD sprite_task, #0, #0
	
	TASK_ADD flashline_task, #line1_y, #80
	TASK_SLEEP #100

	TASK_ADD flashline_task, #line2_y, #80
	TASK_SLEEP #100
	
	TASK_ADD flashline_task, #line3_y, #80
	TASK_SLEEP #100

	TASK_ADD flashline_task, #line4_y, #80
	TASK_SLEEP #200
	
	lda #6
	jsr global_tune_setfade
	TASK_SLEEP #200
		
	TASK_KILLTASK sprite_task

	lda #0
	sta $d015
	sta $d017
	sta $d01d
	lda #$0b
	sta $d011
	rts

sprite_task:
@loop:
	TASK_SLEEP #4
	lda global_screen+$03f8
	eor #1
	sta global_screen+$03f8
	jmp @loop
		
flashline_task:
@loop:
	tax
	lda flashcolors,y
	bmi @done
	iny
	sty @y
	sta @val
	lda screen_lo,x
	sta @col+0
	lda screen_hi,x
	and #3
	ora #$d8
	sta @col+1
	ldy #$27
:
@val=*+1
	lda #0
@col=*+1
	sta $dead,y
	dey
	bpl :-	
@y=*+1
	ldy #0
	txa
	TASK_SLEEP #7
	jmp @loop
@done:
	rts
	
gameover1:
	.byte "THE TRUCKSTOP ALASKA IS IN RUINS", 0
gameover2:
	.byte "DATASTORM WILL BE NO MORE",0
gameover3:
	.byte "WE WILL CHERISH THE MEMORIES", 0
gameover4:
	.byte "GAME OVER",0
	
flashcolors:
	.byte $00, $0b, $0c, $0f
	.repeat 16
	.byte $01
	.endrepeat
	.byte $0f, $0c, $0b, $00
	.byte $ff		
2014-11-02 18:22
Pex Mahoney Tufvesson

Registered: Sep 2003
Posts: 52
I end my parts with:
pla
pla
rts
...adjust the numer of pla's with how deep in subroutine trouble you are...! ;)
---
Have a noise night!
http://mahoney.c64.org
2014-11-02 18:23
Radiant

Registered: Sep 2004
Posts: 639
Quoting MagerValp
As for build systems, declarative is the only sane approach. Makefile syntax is kind of crappy and annoying, but this paper taught me a lot about writing Makefiles for larger projects: Recursive Make Considered Harmful

I disagree that declarative is the only sane approach; I think it is a sane approach, but that attacking the problem from the other end could be quite viable as well. (Of course a solution with its own set of drawbacks.)

Nice article! I hadn't read it before, but I recognize a lot of the problems with a recursive build. I've solved most of the issues by minimizing dependency overlap between components, which I do think has its own merits, but I'll definitely consider switching to single Makefile builds in the future.
2014-11-03 07:28
Peacemaker

Registered: Sep 2004
Posts: 275
my idea was to take the music routine to handle the synch. talked about it with groepaz for the next demo, if it ever will come =) . having another channel / pattern in the music player (goatracker has the stereo player which would be a good way to use it) with commands that will flag "next part". or trigger small effects that needs synch with the music, without testing to get the right time position by frame :)
2014-11-03 08:26
Mr. SID

Registered: Jan 2003
Posts: 424
As far as build systems go, I've used SCons on large projects in the past, and I have plans to move my C64 projects over to that as well.
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