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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
 
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2016-01-20 21:43
chatGPZ

Registered: Dec 2001
Posts: 11386
is that "how to save 3 lines and make the code unreadable 101" now? :=)
2016-01-20 21:45
soci

Registered: Sep 2003
Posts: 480
Groepaz: It's a shame, but it's not at the level of perl yet in this regard ;)
2016-01-20 22:10
Oswald

Registered: Apr 2002
Posts: 5094
groppie, it could be useful for tables and testing out speedcodes imho. very compact and understandable.

tend to like soci's more because I've never really worked with modern languages (nor programmed for a living, I'm an amateur) so the c64 basic and tasm like simple notation is for me.
2016-01-20 22:39
chatGPZ

Registered: Dec 2001
Posts: 11386
dunno really, i find regular traditional FOR loops much more readable than this fancy notation :)
2016-01-21 08:47
Slammer

Registered: Feb 2004
Posts: 416
Oswald: Just to demystify the .fill directive its really not that complicated. Its a directive that output bytes and it takes two arguments: a size, which tells the number of bytes to output, and an expression which is evalutated for each byte to output. Before each evaluation the variable 'i' is set to the byte number. So:
   .fill 5,0       // Gives .byte 0,0,0,0,0
   .fill 3,i       // Gives .byte 0,1,2
   .fill 5,10-2*i  // Gives .byte 10,8,6,4,2
2016-01-21 09:43
Bitbreaker

Registered: Oct 2002
Posts: 508
Nice to see you playing with little toys, sinus waves and simple code snippets, but how will you do complex code generation that spits out for e.g. the optimal solution depending on the input? Think for e.g. of fading out a koala in independent 40 columns?
What's next? Will you also implement your packers into your .asm source or still use external tools for that?
I really don't get this mixture of tool code and .asm source in one file. What's so complex about having a makesinus.c/.py/.pl/whatever? Some years ago, a few lines of basic were enough to poke your desired sinus into ram, which was then saved out to disk with the monitor. Nowadays you do, as if this is rocket science :-D

P.S. Yes, with having the stuff separated, the generation does not need to happen on every build, but only if there's changes. And this makes pretty much of a difference on demo projects of a certain size. (comaland builds in ~8s on my i7 her after a make clean, but in rebuilds in zero time if just some changes are made)
2016-01-21 11:03
Peacemaker

Registered: Sep 2004
Posts: 275
Slammer: any chance to get a tool that does .prg to kickass-source? i lost some of my sources -.- just have kickass generated .prg (final prg with code, gfx, char, data etc) left.
2016-01-21 11:19
The Gothicman
Account closed

Registered: Aug 2011
Posts: 40
Quote: 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?

Quoting Groepaz:

pimmel.bin

You made my day!!! :)
2016-01-21 11:28
The Gothicman
Account closed

Registered: Aug 2011
Posts: 40
@Peacemaker:
Ask Willi/DUKE/TLC.

He has a .prg to Kickass-Disassembler.
2016-01-21 13:34
Peacemaker

Registered: Sep 2004
Posts: 275
Quote: @Peacemaker:
Ask Willi/DUKE/TLC.

He has a .prg to Kickass-Disassembler.


where can i reach him?
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