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Forums > C64 Coding > want to code
2013-03-09 02:14
PAL

Registered: Mar 2009
Posts: 292
want to code

OK dudes... I need to start coding. I am in the need to get up and running... I am a fool and an idiot but I know a lot about the c64 and I know how to but not in code. I need someone who can guide me to start to be a coder, that said it is not like I want to be feed with links... I want to start coding with you as a guide and my mentor!

My dream: is there someone who can put aside one hour a day or second day with me and that know how to make me understand the basics so that I can expand on my own? I know nothing in commands and such as of start we can assume.

I know it might sound stupid but are there anyone out there who could do this? with me?

I can pay back with logos, graphics, part ideas and such...

pal of offence
2013-03-09 11:13
chatGPZ

Registered: Dec 2001
Posts: 11386
atleast for the first steps i would recommend to find someone who is local to you - it is so much easier to explain certain things on paper than trying to write them out.
2013-03-09 15:29
Mixer

Registered: Apr 2008
Posts: 452
There is a childrens joke that teaches a bit of programming. It goes like this:

How do you put an elephant into a fridge? - Open the door, put elephant in the fridge and close the door.

How do you put a giraffe in to the fridge? - Open the door, get elephant out, put giraffe in and close the door.

The teaching here is that one needs memory and be able to substitute a to b in relation to what is going on in order to program succesfully.

Now just begin substituting A,X,Y,flags and memory with values using commands. Some memory locations change the color of the screen some make sid sing.

There you have it :)
2013-03-09 15:46
chatGPZ

Registered: Dec 2001
Posts: 11386
i like to start with "explain how to make ham and eggs to a complete idiot". the idea there is that you need to break down a complex task into its most basic operations, and leave no room for interpretation. once you got there, try the same with a more abstract task like "sort this list of 3 numbers by value" or "in this phonebook, find the first number that starts with 5 and belongs to a person whose last name starts with S". do a few more things like that, and you will have stumbled over pretty much all basic concepts (arithmetics, conditionals, loops, variables, strings, etc pp) and basically you "only" need to learn an actual programming language (or ml) :)
2013-03-09 16:13
Burglar

Registered: Dec 2004
Posts: 1101
and then you need resilience. be able to concentrate and focus on your code while trying to figure out why something is bugging.
2013-03-09 16:21
Hermit

Registered: May 2008
Posts: 208
I would be happy to help you out, PAL, if you don't have someone near, coz I like teaching what I already know (sometimes telling things to someone gives us a better structure even of our existing knowledge so it's really beneficial for both 'teacher' and 'student' IMO..).
Maybe I can give you a kickstart to become a coder with mailing as I have done for several sceners already I guess... I'm not a qualified coder though, but might be able to summarize the most important aspects of coding for you, and help you to understand'em... so drop me a mail to hermit@upcmail.hu if you'd like to start :)
2013-03-09 18:16
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
Number one is get c64 programmers reference guide.
Then get an action replay rom working in vice and get some example source code from codebase 64 and have a play!!

2013-03-09 18:33
Dr.j

Registered: Feb 2003
Posts: 277
Hey Pal , first of all i really admire your Gfx works . i think you are a great pixeler! .
secondly , if you want to start to code , i very recommend
you to visit this site:
http://tnd64.unikat.sk/
made by Richard Bayliss from TND .
it will clear your some concept from assembly commands.
follow all the examples , it will keep you busy for a good time, after you have followed all the chapters you can start to try to build a small intro and the rest is
up to you. i started to code c64 from this site and it helped me a lot,ofcourse you can always ask veteran ppl from here who will love to help you. good luck my friend!
2013-03-09 19:30
Fungus

Registered: Sep 2002
Posts: 686
<Post edited by moderator on 12/3-2013 00:24>

*§%/(&)"$&=(=!(/$=/=%) !!!!!!!!!!! (flamefest deleted. keep it on topic)

Seriously ignore that crap...

I suggest getting Jim Butterfield's book if you are a complete beginner. It's a much better way to learn assembly from the ground up. After you move on from the monitor stuff you can pick up an assembler and start poking around with your own ideas.

Codebase is also a great repository.

2013-03-10 00:35
algorithm

Registered: May 2002
Posts: 705
One important thing to bear in mind. Use your own learning initiative. This is what makes each coder unique rather than being the same as another. Furthermore you dont want to pick up bad habits if tutored by the wrong person (although ofcourse you can improve on it)

All the IRQ/NMI/Speedcode/Linking stuff you can forget about for now. If you dont have any coding experience whatsover, then remember that its only A,X and Y. Its all about putting values in locations, performing operations on them, comparing them and branching to wherever.

It would help if you had previous programming knowledge, but never too late if you have the motivation and mindset for it
2013-03-10 13:39
QuasaR

Registered: Dec 2001
Posts: 145
Still one of the most complete tutorials about coding: http://codebase64.org/doku.php?id=base:demo_coding_introduction

When I started coding, it was very important to understand and get a feel of the hardware itself, e.g. getting the VIC registers right and the register thingie (A, X and Y). The commands itself are very basic, like Mixer explained (store values at specific times in a certain register...)
2013-03-10 16:08
4mat

Registered: May 2010
Posts: 66
I learnt from TMR's The Hex Files tutorial.
2013-03-10 19:34
MagerValp

Registered: Dec 2001
Posts: 1078
Quoting Fungus
I suggest getting Jim Butterfield's book if you are a complete beginner.

Seconded, Butterfields book is the best to learn from, and once you have the basics down you should read Puterman's articles on demo coding.
2013-03-10 20:56
PAL

Registered: Mar 2009
Posts: 292
thanx for answering. I have started a bit here. I know how to set colors of screen and border, I know how to pint at a mem location and also to display something from there in a sprite or as chars on screen. I know some basics... I do not know but I start to understand some. I think it is so hard to get the concept of a loop and then something else should happen but still continuing in the loop and all but I think with some practice it will come to me.

Made a logo shower today.

http://www.flottaltsaa.no/c64/logo_a.prg
http://www.flottaltsaa.no/c64/logo_b.prg

I will check out different stuff more. Thanx to all that did send me messages and also answered here and my dudes in offence and so on.

I will code a part on the c64!
2013-03-10 21:34
algorithm

Registered: May 2002
Posts: 705
Remember that everyone starts from the beginning. Not a case of someone waking up one day then coding a trackloader immediately etc. Carry on persevering and dont give up
2013-03-10 22:30
Ejner

Registered: Oct 2012
Posts: 43
I'm also in the process of learning how to code and I find the book "The Programmers Reference Guide" very helpful. I'd say it's almost a must-have along with the original c64 Users Guide.

Nice logo showers you coded. However you are assuming the charcolour is light blue. That is not always the case, so you need to change all the characters on the screen to be light blue, colour #$0e, easily done with a small loop:



lda #$0e
ldx #$00
loop sta $d800,x
sta $d900,x
sta $da00,x
sta $dae8,x
inx
bne loop
:-)
2013-03-10 23:14
Ejner

Registered: Oct 2012
Posts: 43
Cruzer will of course tell you that you need to unroll your loop to optimize your code :-)

lda #$0e
sta $d800
sta $d801
sta $d802
...
sta $dbe7

... Or more likely even: code an algorithm that generates the unrolled code, optimizing both speed and file size. :-)
2013-03-11 18:49
MagerValp

Registered: Dec 2001
Posts: 1078
Quoting Martin Piper
There is no need to be so nasty. I've collaborated with RB on a number of projects, I would definitely say he is a coder. He produces a lot of original good stuff and isn't afraid to reuse code written by others when it helps him complete a project. Being able to work with others is a good trait to have for a programmer.

I hate HTML frames for breaking site navigation. The direct link to the programming part of his site is http://tnd64.unikat.sk/assemble_it.html

There's no doubt that Richard is one of the most productive game coders in the C64 scene today, but his old coding tutorials are awful. There's no excuse for confusing misinformation like this:

Quoting Richard Bayliss

BEQ STATEMENT
Similar BNE, BCC and BCS, but a bit different. These are mainly used in loops, to default values of pointers.

SEI
SEI turns off an IRQ interrupt flag, when a loop is inside the program

CLI
Clears registers and allows the programmer to insert additional commands, which they cannot use inside an IRQ loop!

PLA
PHA
RTI
These are special commands.

TAX or TAY
Mainly used to control scrolling types, initialize everything, for example, music!

2013-03-11 18:56
chatGPZ

Registered: Dec 2001
Posts: 11386
or in other words: if you are a beginner, writing a tutorial about something you are just learning to do is a very good idea. however, if you are a beginner, reading a tutorial written by someone who was just learning the subject he is writing about is a quite bad idea - and thats why you pick the butterfield book instead.
2013-03-11 19:09
Burglar

Registered: Dec 2004
Posts: 1101
well said. I borrowed it for quite a while from Rotor and that's when I really started to learn ML.

I got this other book (in dutch) by P.Holmes/D.Busch, but that one sucks ass. Only really used the reference guide from it (which sucked too, but all I had).

I also skimmed through TMR's and Puterman's, both good tutorials. Might be nice to start with Butterfield, but as soon as you want to speed up the process and get some visual/audible result, try their's for a change.
And then, back to Butterfield ;)
2013-03-11 20:40
robozz

Registered: Oct 2003
Posts: 43
Quoting Burglar

I also skimmed through TMR's and Puterman's, both good tutorials.
I also skimmed them, they may be alright, but not without faults:
"Now, there are 318 raster lines on a PAL machine..." (from Introduction to Programming C-64 Demos)
"Since the value we put into $D012 gets cleaned out when the interrupt is triggered..." (from The Hex Files)

Online tutorials is a good option at best, a much better way is reading real books, they contain so much more information. I would suggest Programming The Commodore 64, by Raeto Colin West.
2013-03-11 22:04
Hein

Registered: Apr 2004
Posts: 954
I started with Puterman's tutorials too and had some starters help on a private Focus forum.

Pal, a small forum with a few good coders around will help you more than the cocky bastards at csdb. ;)
2013-03-11 23:19
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
@ Hein ;)
2013-03-11 23:29
chatGPZ

Registered: Dec 2001
Posts: 11386
thats why i suggested finding someone local :) i would even go further and say that a web forum is generally not the ideal medium to learn anything if you are a complete beginner. it can be a great medium once you learned enough to ask specific questions (and filter the answers for what you actually wanted to know) - but to be able to do that you need to know a few basics first, which can be best explained face to face, imho.
2013-03-11 23:34
TWW

Registered: Jul 2009
Posts: 545
Off topic and little constructive (so feel free to delete it Gpz^^);

I atleast learned one thing from Fungus's link (it got modded away though): How to waste 6 bytes more than neccessay when sending a M-E command to the Drive ;-)
2013-03-11 23:49
PAL

Registered: Mar 2009
Posts: 292
Thnx again for all you stating things to what I asked for and I must say that I will code a part... tww thanx for you mails, they are very preciated and you are just such a nice dude... It is ok for personal opinions, but cant it be like I suggest this instead of that, and not go on a personal level all the time? love, not hate!
2013-03-12 02:14
Fungus

Registered: Sep 2002
Posts: 686
PAL: feel free to pm me with any questions you have. I'll be glad to share with you what I know...

and apologies for derailing your thread, it was not my intention at all.
2013-03-12 06:01
Martin Piper

Registered: Nov 2007
Posts: 722
Quoting PAL
Thnx again for all you stating things to what I asked for and I must say that I will code a part... tww thanx for you mails, they are very preciated and you are just such a nice dude... It is ok for personal opinions, but cant it be like I suggest this instead of that, and not go on a personal level all the time? love, not hate!


Many years ago when I started learning machine code there were not that many resources, especially out in the middle of the countryside. I started out with BASIC poking around the VIC and SID but quickly needed to find quicker ways of accomplishing the logic held in my brain, mostly graphics animation ideas at that stage. I tried a BASIC compiler, it was faster but not fast enough. I tried Fourth, it was also faster but still not fast enough. So I decided to take the plunge and go the whole way to machine code.

I started with the C64 Programmer's reference guide because it was the only book the local library had. I didn't have an assembler or freezer cart so I learned the hex values of the opcodes and poked in my own code from memory.

Quickly after that I coded my own assembler, then after that managed to get hold of a decent assembler. Then my coding very quickly exploded and I was writing whole games without needing BASIC at all.

Of course being young I thought I knew it all and would jealously guard my coding secrets. But it was only after starting to work in the games industry and work with other like minded people that I really started to open my eyes to how programming was really done in the grown-up world. Until someone actually works in the games industry they've very little idea about how things are really done.

Luckily you don't have to go through the same kind of pain of having very few resources available to you. You've got a wealth of information at your finger-tips, some good some bad, but most of it useful because you'll need to learn to spot the good from bad anyway. :)

So the best advice I can give is take your time, give yourself small goals to work towards then scale up the ideas (it looks like you're doing this already) and don't be afraid to use code made by other people. Especially when they make it freely available for use. ( code https://github.com/martinpiper/C64 and some documentation http://codebase64.org/doku.php?id=projects:resurrection ) The games industry in general thrived because programmers learned they work best when they work together and share code and ideas. It will help you learn and maybe one day you'll be making your own code available for others to learn from too.

If you have questions then of course I'm pretty easy to find since I use my real name. :)
2013-03-12 07:57
Flavioweb

Registered: Nov 2011
Posts: 463
Thumbs up for Martin!
2013-03-12 14:41
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
What was so cool about the start, was getting my own name on the screen, and animate something.

Set a goal to make a small intro PAL.
PAL moving in sinus, with some good gfx and a scroller.

At least, you need to line out a small setup, and do this.
And stick to the setup.
2013-03-12 16:18
Six

Registered: Apr 2002
Posts: 293
Just to throw my 2c in here - back in the early days, a lot of us learned to code by using a freezer cart. At the very least it lets you stop, change things, and then resume to see the results. I learned a lot back then just by freezing things and following the IRQ chain through to see what it was doing.
2013-03-12 16:23
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
Until someone actually works in the games industry they've very little idea about how things are really done.

until i worked in the games industry, i thought it is full of people who actually knew what they are doing =P

Manfred Trenz gave me the most essential advice back then: if you are confident that you, given enough time, could write the code in question yourself, *then* it is appropriate to look for someone elses code to save yourself the time of writing it. if you have no clue how to do it, then it is either a job for someone else, or you sit down and learn the subject and at least try to come up with your own solution. the latter is what seperates coders from programmers - programmers solve a given task in a given timeframe, and it doesnt matter to them if they understand what they are doing in all detail. coders take the time they need and they want to understand all of it.

however, all this doesnt matter a lot when it comes to the original question. a beginner cant just blindly copy stuff, then he wont learn anything. once he is at the point to choose wether to use a sprite multiplexer coded by someone else, he is most likely not a beginner anymore and has developed his own pet theory on how things work already :=)
2013-03-12 17:37
Hein

Registered: Apr 2004
Posts: 954
Quote:
the latter is what seperates coders from programmers - programmers solve a given task in a given timeframe, and it doesnt matter to them if they understand what they are doing in all detail. coders take the time they need and they want to understand all of it.


I remember Mario van Zeist stating the exact opposite. ;)

Anywho, potatoes, tomatoes.. Manfred's advice sounds sensible, though.
2013-03-12 18:00
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
I remember Mario van Zeist stating the exact opposite. ;)

yes, as said - everyone has his own pet theory =)
2013-03-12 18:05
Martin Piper

Registered: Nov 2007
Posts: 722
Quoting Groepaz

however, all this doesnt matter a lot when it comes to the original question. a beginner cant just blindly copy stuff, then he wont learn anything.


But it's very rarely blindly copying stuff though especially with the C64 scene where we don't have much of a concept of binary libs like a high level language compiler would do. In the C64 scene we mostly work with source modules and that code needs to be integrated into the project somewhat.

The only real exception to this would be things like music players that tend to be tied to the data in one big blob. Or maybe turbo loaders which tend to operate in isolation.

Anyway, integrating source code into a project generally speaking isn't blindly done because there is some visibility of the code and hence learning involved. For example zero page space or memory space needs to be defined. Or data passing to or from the routines needs to be studied because calling conventions for register or stack use tend not to be globally defined.

So that's why I think in general it's better for a beginner to take source code modules, learn to use them with their own glue code, then when their skills increase they can go back study them in more detail, perhaps improve them or write new modules similar from scratch.
2013-03-12 18:14
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
But it's very rarely blindly copying stuff though especially with the C64 scene where we don't have much of a concept of binary libs like a high level language compiler would do.

you obviously completely missed how certain "coders" did (and some still do) work. you can find more than enough examples right here in the forum where certain ppl ask the most weird questions because their copypasted code doesnt really work as they thought.

and "routine disks" with binaries of commonly used things (a raster routine, a scroller, a memory copy, etc blabla - very often ripped from other peoples demos) were common back in the days too. it is what allowed lamers who cant even rip the shit to come up with a "demo" too =P
2013-03-12 18:26
Radiant

Registered: Sep 2004
Posts: 639
Quote:
Until someone actually works in the games industry they've very little idea about how things are really done.

As someone who works in the games industry I would like to add that I find that statement completely ridiculous.
2013-03-12 18:36
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: Quote:
Until someone actually works in the games industry they've very little idea about how things are really done.

As someone who works in the games industry I would like to add that I find that statement completely ridiculous.


Well what I meant was "Until someone actually works in the games industry they've very little idea about how things are really done [in the games industry]".

I mean lots of people outside of the games industry seem to have lots of weird ideas about how people did their work back in the old days.
2013-03-12 18:41
algorithm

Registered: May 2002
Posts: 705
Yes a ridiculous statement that implies that who ever does not work in the games industry does not have a clue. No clue about coding? or no clue about how fragmented things can be working in the industry?:-)
2013-03-12 18:44
algorithm

Registered: May 2002
Posts: 705
Ok. Just read your last post :-)
2013-03-12 18:48
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
I mean lots of people outside of the games industry seem to have lots of weird ideas about how people did their work back in the old days.

it pretty much boils down to "lots of people who were outside of the game industry back in the days..." though. and on top of this, lots of people who made covertape grade games back in the 80s mistake it for the "games industry". (if that counts, i was into the games industry back in the days too - and tons of sceners for that matter)
2013-03-12 18:54
Martin Piper

Registered: Nov 2007
Posts: 722
Quoting algorithm
Ok. Just read your last post :-)


Heh. Actually now I think about it some newbies even those in the industry seem to have weird ideas about how the old days were. Almost like we would have flipped switches or used punch cards or fired electrons from our fingertips.

I think after Imagine went kaput the industry started growing up. Games projects were really starting to be expensive longer projects. We had to have process for our product development else we lost pots of cash.
2013-03-12 19:00
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: Quote:
I mean lots of people outside of the games industry seem to have lots of weird ideas about how people did their work back in the old days.

it pretty much boils down to "lots of people who were outside of the game industry back in the days..." though. and on top of this, lots of people who made covertape grade games back in the 80s mistake it for the "games industry". (if that counts, i was into the games industry back in the days too - and tons of sceners for that matter)


Ahh yes darling old Tusari. It didn't start life as a cover tape game, it got shelved by the publisher along with lots of other games around that time due to the 16 bits. Selling to Zzap was one way to recoup some money.
That was a lesson in contracts and how to demand money up front for development costs. After getting a bit burned it put me in a good position to do things a bit more properly the next time at a larger more secure company.
2013-03-12 19:10
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
It didn't start life as a cover tape game, it got shelved by the publisher along with lots of other games around that time due to the 16 bits.

and i said "cover tape grade" because i am referring to the general quality. (and you cant deny that if it had turrican qualities, there'd be no reason to shelve it because of 16bits)
there are lots and lots of that kind of games, made by people who certainly were not "in the industry" - but rather dreamt of it. hell an entire magazine industry lived from "publishing" that shite made by hobbyists.
Quote:
That was a lesson in contracts and how to demand money up front for development costs.

hehe one other important thing i learned from manfred: "royalties" equal "no money" =) (unless you are VERY lucky)
2013-03-12 19:12
algorithm

Registered: May 2002
Posts: 705
Recognition can be more than the money and manfred sure got the praise for it
2013-03-12 19:25
chatGPZ

Registered: Dec 2001
Posts: 11386
maybe so. i am sure though that right now he would prefer the money (look up what kind of supercrap he had to do recently :/)
2013-03-12 19:26
Martin Piper

Registered: Nov 2007
Posts: 722
Quoting Groepaz
and i said "cover tape grade" because i am referring to the general quality. (and you cant deny that if it had turrican qualities, there'd be no reason to shelve it because of 16bits)


Of course, it wasn't finished or polished. The graphics work by someone else never got done because the money and interest dried up. :) It was left dormant for a long time. When Zzap were interested I did the bare minimum to wipe its bum (hence I did the graphics) and link it together and get some money for the work.
I have an idea to piece together the old code and make it the game it was designed to be, at some point. But not any time soon.

Quote:
hehe one other important thing i learned from manfred: "royalties" equal "no money" =) (unless you are VERY lucky)


Oh yes, during my ten years at Argonaut I worked on many projects but only one of them resulted in royalties for the dev team. But that was regular salary work, not contract.

Now-a-days I code C64 for the love of it, not the money.
2013-03-12 19:31
algorithm

Registered: May 2002
Posts: 705
Not much choice really. No money to be made from the c64 unless its some type of hardware. And even then if money is the motive, better to move to ios or android development.
2013-03-12 19:41
chatGPZ

Registered: Dec 2001
Posts: 11386
if money is the (primary) motive, then my advice is: forget games. making games is really only a good idea if making games is what you want to do, and getting little financial reward for it is an acceptable option.
2013-03-12 19:49
algorithm

Registered: May 2002
Posts: 705
Certainly true. But if in a gaming point of view and wanting to make money from games (eg bedroom programmer) rather than working as part of a 100 team gaming company then the mobile phone market seems to be the one to chase after at least for now.
2013-03-12 19:53
chatGPZ

Registered: Dec 2001
Posts: 11386
unless you do contract work for a big company... i dont see how to "make money" in the mobile market at all :) even if you are working on your own, you'll have a very hard time to break even (or your time is worthless, which i doubt). the "royalties" tip applies here.
2013-03-12 19:57
algorithm

Registered: May 2002
Posts: 705
There has been some success stories. Eg. The author of the papijump series of games. Apparantly made a fortune probably with the help of ad based embedding
2013-03-12 20:06
chatGPZ

Registered: Dec 2001
Posts: 11386
so the tip still applies - no money unless very lucky. :)
2013-03-12 20:11
algorithm

Registered: May 2002
Posts: 705
Yes luck plays a part ofcourse. But people can get away with creating simple but addictive mini games on phones as most users just want to have a quick play here and there. Originality hookability and luck
2013-03-12 20:21
PAL

Registered: Mar 2009
Posts: 292
I am going into coding and I just wonder about something? It is bugging me much.

The default values for d022, d023 and d024 are initialised with 1,2,3 - why not just set them to 0 or all equal? why is it not set to 0 ?
2013-03-12 20:24
chatGPZ

Registered: Dec 2001
Posts: 11386
that is hard to say really. my pet theory is: when developing the c64, it allowed for quick testing with a minimum set of pokes. there is no other good reason for the weird defaults, imho :)
2013-03-12 20:24
algorithm

Registered: May 2002
Posts: 705
Its the same for other io locations such as d027 onwards etc. Just the way they are initialised I guess. Its not stopping you from changing them
2013-03-12 20:27
chatGPZ

Registered: Dec 2001
Posts: 11386
"Just the way they are initialised I guess."
however, the values come from a table in ROM - making most of it 0 (or any other more sane value) would have been no problem.
2013-03-12 20:28
algorithm

Registered: May 2002
Posts: 705
Groepaz. That is still classed as initialisation :-)
2013-03-12 20:35
PAL

Registered: Mar 2009
Posts: 292
I just got back to this in my mind when I try to code here... hmm... made a vsp today, thanx cruizer for the code... trying to grasp it all... maaaan it is hard to start coding at the age of 39!!
2013-03-12 20:42
algorithm

Registered: May 2002
Posts: 705
Noooo. Vsp is evil. Even with the workarounds to skip corrupted areas and to to retransfer bytes back to damaged areas. Although in some cases it can pay off
2013-03-12 20:48
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
Vsp is evil

more or less evil than screeching noise? =)

i agree though that a beginner should first learn how to scroll the "normal" way. and certainly he shouldnt use VSP unless understanding the implications *exactly* =P
2013-03-12 20:55
algorithm

Registered: May 2002
Posts: 705
The implications of vsp are severe and in my opinion vsp should not be used at all unless using the methods of skipping and recovering corrupted bytes in x7 and xf areas. Unless you are scrolling full screen bitmaps fast. Its easy enough to just manually copy shifted gfx to buffer. One good idea as what may have been mentioned before is to have a check at the beginning of a demo on whether there is thst issue with corruption and display warning and alternate methods
2013-03-12 20:57
algorithm

Registered: May 2002
Posts: 705
"Screetching" noise never crashes :-)
2013-03-12 21:00
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
One good idea as what may have been mentioned before is to have a check at the beginning of a demo on whether there is thst issue with corruption

not very useful, since the whole thing also depends on temperature.

Quote:
"Screetching" noise never crashes :-)

and VSP never made my ears bleed =P
2013-03-12 21:01
algorithm

Registered: May 2002
Posts: 705
And regarding that part in demolicious. Each byte is compressed to a 16th of a single bit :-). Was meant as a techy showcase. For more quality listen fto 8bit passion :-)
2013-03-12 21:03
algorithm

Registered: May 2002
Posts: 705
Its useful still. When non corrupt bytes are detected it can continue with thhe vsp. I have never heard of a machine that power cycles to a vsp stsble srate that crashes after
2013-03-12 21:15
Slammer

Registered: Feb 2004
Posts: 416
Groepaz is right, a VSP is not beginners stuff. I don't know who you picked as mentor, but ask him to make a list with small tasks and ask him to help you when you get stuck. Something like:

1. Play some music without an interrupt
2. Play some music with an interrupt
2. Make a scrolltext
3. Make a rasterbar
4. ...

Even though a VSP doesn't require many lines of code, you got to have some knowlegde of the basic concepts, to have a chance of figuring out whats going on.


2013-03-12 21:34
Cruzer

Registered: Dec 2001
Posts: 1048
What Slammer said. There's a reason demos/intros looked like they did in the 80's. Everyone were beginners. Doing oldskool effects is a great way to get started.

And might I add:

4. Play around with sprites. A fast and easy way to get something moving on the screen with a few instructions.
2013-03-12 21:38
chatGPZ

Registered: Dec 2001
Posts: 11386
seconded. translate "balloon" from the manual to ml. change sprite to show explicit content of your choice. etc =)
2013-03-12 22:13
PAL

Registered: Mar 2009
Posts: 292
I have a plan for a part and it will be with vsp... it is not the safe one but based on cruizers... and I will alter it to move even more in mysterious ways.... I love this... I must manage and in the end stand tall above normal, abnormal!
2013-03-12 22:22
algorithm

Registered: May 2002
Posts: 705
Vsp is norhing but a few d011 writes and delay and write just the method of plotting data is different. Would recommend softscroll whenever possible
2013-03-12 22:35
PAL

Registered: Mar 2009
Posts: 292
i can not get it fast enough with softscroll... because of the other stuff I am doing in the part... hmmmm...
2013-03-13 08:20
Fungus

Registered: Sep 2002
Posts: 686
Chicks love hardware tricks! xD
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