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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.
 
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2008-06-10 00:33
omega120
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Registered: Sep 2005
Posts: 204
Quote: wasnt one of your arguments against assemblers that they "waste memory" ? :o)

Did I say asemblers waste memory maybe they do but in a monitor I can always move any routine up or down the memory if need to not that I will do it like if I can get away with it.
2008-06-10 00:34
T.M.R
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Registered: Dec 2001
Posts: 749
Quote: Did I say asemblers waste memory maybe they do but in a monitor I can always move any routine up or down the memory if need to not that I will do it like if I can get away with it.

Assemblers are more efficient than monitors.
2008-06-10 00:34
Conrad

Registered: Nov 2006
Posts: 849
Besides that, what happens when you transfer code like something like: .T 2059 2700 2000 ?

That would mean you would need to manually modify every solitary absolute addressing statements within that code, which would take a long time and that you would need to re-write your memorised memory locations on paper, etc etc etc.
2008-06-10 00:37
omega120
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Registered: Sep 2005
Posts: 204
Quote: 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.


Usually I do leave a ceartain amount of bytes at the end of a routine just in case I may later put in a JSR command to add a further routine.
2008-06-10 00:37
chatGPZ

Registered: Dec 2001
Posts: 11386
dont remind me of the pain involved in that please. god was i glad when tass surfaced =P
2008-06-10 00:38
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Usually I do leave a ceartain amount of bytes at the end of a routine just in case I may later put in a JSR command to add a further routine.

i don't. The only dead space in my code is NOPs there for timing because i can add or subtract at will from anywhere in the source and the assembled code will expand or contract accordingly.
2008-06-10 00:38
omega120
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Registered: Sep 2005
Posts: 204
Quote: Assemblers are more efficient than monitors.

You can say what you like about assemblers like everyone else but a monitor is what I use and always will.
2008-06-10 00:40
omega120
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Registered: Sep 2005
Posts: 204
Quote: dont remind me of the pain involved in that please. god was i glad when tass surfaced =P

No pain involved in writing with a monitor more pleasure if you ask me!
2008-06-10 00:42
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: i don't. The only dead space in my code is NOPs there for timing because i can add or subtract at will from anywhere in the source and the assembled code will expand or contract accordingly.

I dont use nops for timing anyway can you use nops for timing?
2008-06-10 00:48
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: No pain involved in writing with a monitor more pleasure if you ask me!

Then you're an idiot.

20 line scroll (no colour), player sprite movement, bullet movement and object handling and all running in... under two hours? Come on, plenty of time to show how painless the monitor is!
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