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 > Games created with Action Replay monitor
2008-06-08 08:57
omega120
Account closed

Registered: Sep 2005
Posts: 204
Games created with Action Replay monitor

I created this topic since my `omega120 games` topic has been closed for some reason, If any you coders out there codes with a `Action Replay` monitor I would like you to contribute to this thread of the amount of coding you may have done with the cartridge, I myself as many of you may be aware I created and wrote `Manky` with `Action Replay` monitor and very soon you can expect from my website update6 `Manky` a very playable I am sure version of the game with a few surprises in store for you all.
 
... 209 posts hidden. Click here to view all posts....
 
2008-06-09 23:56
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: That statement was just a explainment of what I prefer it was not intended to be agressive in any way.

And all the others? Boundary checks fixed and added the bullet firing and movement now...
2008-06-10 00:01
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: And all the others? Boundary checks fixed and added the bullet firing and movement now...

So you can write a game in 5mins whats the use of that man I like to create and write as I go along it may take a half hour to do something then it may take days or even weeks to finish a creation or even a year!
2008-06-10 00:05
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: So you can write a game in 5mins whats the use of that man I like to create and write as I go along it may take a half hour to do something then it may take days or even weeks to finish a creation or even a year!

And usually i'd take a few months over my games too, but that isn't the point is it; you blathered on about how good the AR monitor was for coding, made all these statements about it being superior and you're being blown out of the water by someone who has been awake for over 24 hours and is only still going now due to lots of caffeine and having to stay away for the tumble drier. The words "hideously embarassing" don't really do it justice.

It's even easier if you can call in routines from a large source library, rely on tried and tested solutions for uncompressing tiles and so forth or cut and paste from previous source listings in a matter of seconds... but i didn't this time. Stopped to draw a few test sprites, by the way. =-)
2008-06-10 00:14
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: And usually i'd take a few months over my games too, but that isn't the point is it; you blathered on about how good the AR monitor was for coding, made all these statements about it being superior and you're being blown out of the water by someone who has been awake for over 24 hours and is only still going now due to lots of caffeine and having to stay away for the tumble drier. The words "hideously embarassing" don't really do it justice.

It's even easier if you can call in routines from a large source library, rely on tried and tested solutions for uncompressing tiles and so forth or cut and paste from previous source listings in a matter of seconds... but i didn't this time. Stopped to draw a few test sprites, by the way. =-)


Did I mention the word superior for a ACTION REPLAY monitor I dont think so I just said I think a monitor is more convenient than assembler in my point of view for writing anyway how do you manage to remove a bug out of your creations?
2008-06-10 00:18
omega120
Account closed

Registered: Sep 2005
Posts: 204
With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted?
2008-06-10 00:21
Conrad

Registered: Nov 2006
Posts: 849
Quote: With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted?

True, but with an assembler you can simply "comment out" the code, rather than blank it out with NOPs and waste rastertime ;)
2008-06-10 00:23
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted?

Find line, add a semicolon at the start to make it a comment (and therefore not assembled) and then press ctrl and 1 to build the target code; approximate build time of under a second.
2008-06-10 00:25
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: True, but with an assembler you can simply "comment out" the code, rather than blank it out with NOPs and waste rastertime ;)

If I do have to put in nops as you say, I can always use e.g. f 2000 20A0 EA which is quite quick if you ask me
2008-06-10 00:29
chatGPZ

Registered: Dec 2001
Posts: 11386
wasnt one of your arguments against assemblers that they "waste memory" ? :o)
2008-06-10 00:30
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: If I do have to put in nops as you say, I can always use e.g. f 2000 20A0 EA which is quite quick if you ask me

Not as quick as highlighting an area and pressing delete. And when the code next assembles, it won't have a gap there, the commands will be removed rather than just plastered over which makes the object code shorter and more efficient.

Do you do that thing that most monitor coders do, leave large gaps around the place in case a routine needs to grow? Not needed with an assembler.

Sprites are in, just working on the buffer routines for the scroll.
Previous - 1 | ... | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | ... | 22 - 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
kbs/Pht/Lxt
algorithm
radius75
Sychamis
Peacemaker/CENSOR/Hi..
Guests online: 97
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 The Demo Coder  (9.6)
6 Edge of Disgrace  (9.6)
7 What Is The Matrix 2  (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 X-Mas Demo 2024  (9.5)
7 Dawnfall V1.1  (9.5)
8 Rainbow Connection  (9.5)
9 Onscreen 5k  (9.5)
10 Morph  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Censor Design  (9.3)
5 Triad  (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: 0.049 sec.