You are not logged in -
nap
CSDb User Forums
Forums
>
C64 Coding
>
MY crazy idea..
2007-07-21
11:00
GremlinSA
Account closed
Registered: Jul 2007
Posts: 2
MY crazy idea..
I dunno if anyone has thought of this yet ??
But what about a rewrite of the C64's roms, so that instead of basic editor, you have a MC editor.. (yes there are plenty of apps to do that - LADS) but what about if you could switch on the c64 (or emulator) and be direct in a Assembler editor, that stores and saves files, entry and editing, etc, like basic but all coding in done direct in MC...
My personal 8bit MC skills are ave. or maybe low compared to others, but i know it can be done (and in less space than basic)
I have a world of ideas for the project and am acctually looking for someone with a simular idea to discuss this with...
Who's looking for a great chat...
Gremmy...
2007-07-21
11:20
Conrad
Registered: Nov 2006
Posts: 849
Well, usually the AR, RR and FC cartridges and Turbo Ass are provided for that sort of thing, but having this feature implemented in the actual ROM would be a nice idea, especially if you just want to code in assembly and that's it.
Writing the ROM for emulators would be no problem (yet slightly difficult if you mention your MC skills are average), but for physical ROM chips, that's will mean some DIY for the breadbox ;)
Keep in mind though that you'll need to keep some various routines like clearing the screen, moving the cursors etc, as I'd recall these are controlled somewhere in the BASIC ROM, which also means you'll need to keep the KERNAL ROM intact as well.
If you know what you're doing though, give the idea a try. Having you're own personal customized ROM would be a good idea as you will know all you're commands off by heart and won't have any trouble.
2007-07-21
11:28
Danzig
Registered: Jun 2002
Posts: 440
some books about c64 assembler coding have a "documented" dump of the kernal inside. give it a first shot to see what you can do about it... and just keep in mind to install kind of a switch so you can have the original romset and your customized... dont know if its possible to keep that externally connected like a cardridge but that might give a whole new experience... and maybe some charges to be build and sold like RR... in my broken sx64 i have something similar installed... though the idea is not that craze...
2007-07-21
11:44
Conrad
Registered: Nov 2006
Posts: 849
Speaking on this topic (since I'm new to this sort of thing too), the "basic" file stored in C64 folder of Vice - is that basically a memory dump of the Basic 2.0 ROM?
2007-07-21
11:49
Oswald
Registered: Apr 2002
Posts: 5094
always quicksave state before you start your code from turbo ass under vice, then quickload to get back to edit mode. -> does the same, even better :)
2007-07-21
12:28
Danzig
Registered: Jun 2002
Posts: 440
@Oswald: Nah, don't kill his imagination :D
2007-07-21
12:32
Conrad
Registered: Nov 2006
Posts: 849
Quote:
Speaking on this topic (since I'm new to this sort of thing too), the "basic" file stored in C64 folder of Vice - is that basically a memory dump of the Basic 2.0 ROM?
Ok, I just checked myself and it obviously is a memory dump.
So your best bet Gremlin, is to disassemble the ROM file ("basic") with any 6502 disassembler and then just have a look the code and understand where everything is. From that point, have a go modifying some code to what output you want, assemble it to $a000 and put it back in the Vice C64 dir. Don't forget to keep a back-up of the original of course ;)
2007-07-21
20:16
GremlinSA
Account closed
Registered: Jul 2007
Posts: 2
Disasembly of the rom may not be nessasary, i have a map of all the 'BASIC' commands and routines with there maped address, also a lot of them are vectored so if nessasary i can move things around a little...
Theres still a lot of initial planning needed before writing the first line of code. IE.. Tokens, storage method, 1 pass/ 2 pass assembly, additional comands needed, Illegal opcode support ??, etc..
I'm thinking of making it a direct compiler, ie. as you code it compiles and saves.. execution does not require any sort of assembly... No line numbers but support for markers.. so that something like..
LDA $D012
CMP #1
BEQ Skip
...
...
...
...
Skip:LDX #15
DEX
...
is easy to do, obviously these markers will be stored in a table.. memory at $C000 - $CFFF is a perfect place for this..
Some of the old basic commands will have to stay 'RUN, LOAD, SAVE, NEW' etc, with a little modification.. but stuff like "IF, THEN, GOTO, PRINT, PEEK, POKE' can be tossed out...
Also the Main loop ($A480 - $A532) will need to be completely re-written..
'LIST' will work like in basic but rather disassemble and display...
so much more to say, but that can wait till later...
Gremmy....
Refresh
Subscribe to this thread:
You need to be logged in to post in the forum.
Search the forum:
Search
All forums
C64 Coding
C64 Composing
C64 Pixeling
C64 Productions
CSDb Bug Reports
CSDb Development
CSDb Discussions
CSDb Entries
CSDb Feedback
CSDb Info
CSDb moderators
CSDb Questions
Messages to moderators
Requests
for
in
Writer & text
Text
Writer
All times are CET.
Search CSDb
All
Releases
Groups
Sceners
Events
BBS
SIDs
-------
Forum
Comments
Advanced
Users Online
Fungus/Nostalgia
Technotron/I-I F
Peacemaker/CENSOR/Hi..
rexbeng
marley
Krill/Plush
REBEL 1/HF
Guests online: 126
Top Demos
1
Next Level
(9.7)
2
13:37
(9.7)
3
Mojo
(9.7)
4
Coma Light 13
(9.6)
5
Edge of Disgrace
(9.6)
6
What Is The Matrix 2
(9.6)
7
The Demo Coder
(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
Dawnfall V1.1
(9.5)
7
Rainbow Connection
(9.5)
8
Onscreen 5k
(9.5)
9
Morph
(9.5)
10
Libertongo
(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 Swappers
1
Derbyshire Ram
(10)
2
Jerry
(9.8)
3
Violator
(9.7)
4
Acidchild
(9.7)
5
Cash
(9.6)
Home
-
Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.039 sec.