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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 |
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Radiant
Registered: Sep 2004 Posts: 639 |
ca65, make, Vim.
Any conversion or code generation stuff I need to do, I write as separate programs in Python. Its terseness and lack of boilerplate keeps you focused on solving the problem at hand, and it also saves you from the destructive practice of mixing programming languages/domains. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
acme (custom), make, TextMate |
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Compyx
Registered: Jan 2005 Posts: 631 |
I agree with the Unix approach of small tools that do one thing, but do it well. For me this boils down to:
Whatever assembler gets the job done, usually dreamass, or my own. Assemblers written in languages that need an interpreter or a full-blown VM are out, too slow.
Vim with some custom scripts for editing code.
Python scripts for conversion and code/data generation.
On the graphics side, I write my own tools which run on the C64, since I usually have some arcane requirements for the graphics I'm going to use.
Make to glue everything together.
And Doxygen or Sphinx for documentation, so that when looking at my code a year or so later, I can see what the bloody hell I was doing, and why.
All this is sufficiently portable, should I have to work with someone running Windows. |
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Conjuror
Registered: Aug 2004 Posts: 168 |
Kick Assembler, Eclipse with wudsn plugin, exomizer, cc1541, unix utils (win32 ports), DOS batch files, custom JAVA commandline tools for script generation and my KickAssembler demo framework |
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Slammer
Registered: Feb 2004 Posts: 416 |
Hi Guys, If you where to make a quick simple intro featuring your groupname flying around in sprites with a sinus movement. How would you generate the sinus and include it in your code in your favorite setup? Could you post some examples in code. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
$ deltasin pimmel.bin
.include "pimmel.bin" |
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Slammer
Registered: Feb 2004 Posts: 416 |
Where is the code for generating the sinus? Does the $ mean running from command prompt or from inside the assembler? What determines the amplitude of the sinus? |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quoting SlammerHi Guys, If you where to make a quick simple intro featuring your groupname flying around in sprites with a sinus movement. How would you generate the sinus and include it in your code in your favorite setup? Could you post some examples in code.
i just use my own tool CoSinus, it generates cuve data as lines of !byte statements (or other formats since i work with multiple assemblers) that i can cut and paste to the source code. i've been meaning to release it, but there's a few features i need to add before that... |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
Quote:Where is the code for generating the sinus?
in the tool i wrote 15 years ago
Quote:Does the $ mean running from command prompt or from inside the assembler?
commandline, obviously. (you said "quick and dirty", so its not using a makefile)
Quote:What determines the amplitude of the sinus?
its $100 bytes and from 0-$ff - by default (again, quick and dirty. -l <len> -b <bias> -r <range> is of course no problem either if needed. or output .byte statements or C arrays.) |
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Slammer
Registered: Feb 2004 Posts: 416 |
Groepaz: Actually, I think it would have been smart if you could run it from inside the assembler with parameters so you quick and easy could adjust the size. At the same time you could read the amplitude just by looking at your sourcecode.
Other solutions? (I look forward to see lua solution you guys have come up with Bob) |
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