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Showing content with the highest reputation on 09/26/20 in all areas

  1. 10 points
    Hi all, I've spent that much time rummaging through documentation for vera trying to find how to set things up and which blasted $9f!*'@! did what, I thought I'd make myself a crib sheet with all the info on a single page (well, most of it!). I've attached a .png and a .pdf here for anyone to download and use if you want. I'm working exclusively in tile mode at the moment, so this crib sheet only covers that - I might do another one for bitmap mode when I start trying that. Hope it's useful to someone else! vera register info sheet.pdf
  2. 3 points
    My latest video on YouTube looks at how to use ca65 for another system: the Atari VCS/2600:
  3. 2 points
    Hello everyone, my name is Mike. Retired software engineer. First computer was a Tandy TRS-80 model 1. Went to college with it. I still have it sitting on a shelf here. Owned Amiga systems for many many years and loved them. I am looking forward to the release of the X16 ("Take My Money, Damnit" lol lol). I miss the days of simpler fun computers. The retro guys (8-bit, Perifractic, etc) are making me look at recapping and refurbishing my model 1!
  4. 2 points
    Hi all, Drawing bug is fixed, and I've added the "only draw the hexes that have already been visited" thing. So now you start with a blank map with no idea where anything is until you start exploring! Next on my to-do list is to implement tracks, rivers and walls drawing routine. The entire map is 64 x 64 hexes - 4096 hexes in total. I've managed to encode rivers, tracks and walls into 1 byte per hex, 4kB for the whole map
  5. 1 point
    Hello everyone! My name is Michael Steil, and I'm a member of the X16 development team. I am the lead developer of: the X16 ROM the (advanced) KERNAL operating system our version of the Microsoft/Commodore BASIC interpreter our MONITOR the DOS for the SD card the GEOS port the X16 character sets the X16 Emulator the X16 Reference Documentation I'm thankful for any help on these projects, all of which are Open Source projects on GitHub: https://github.com/commanderx16/x16-rom https://github.com/commanderx16/x16-emulator https://github.com/commanderx16/x16-docs (Edit: Or via this website's Support page: https://www.commanderx16.com/forum/index.php?/forum/17-x16-help-support-lounge/) Technical discussions on these projects should happen in the form of "Issues" on GitHub, but I'm happy to discuss more generic topic here in this forum! Michael
  6. 1 point
    Hi I looked at the language-65asm package, but missed some things.. So I created my own grammar file based on that. This grammar file now highlights labels and symbols as well as registers and separates the # sign from the following constant/label. I attached the ca64.cson file, that you need to put into your language-65asm/grammars folder. Then restart Atom and the new grammar file can be selected. You can also define it for your filetypes as default in your config.json file. To enable all colours, you need to change the base.less file in your syntax-theme to refer to the new values, as not all of them are honored in all syntax-themes. I will create a specific Syntax-theme, that does include only the required variants and makes it specific to cc65. Attached find a example how it could look like: ca65.cson
  7. 1 point
    I'm developing in C (cc65) for my games, too. The X16 is fast enough, for C - with a little bit of care in coding style. And - Matt's video is an excellent start.
  8. 1 point
    @SlithyMatt has you covered, boo: His example hello world files are located at https://github.com/SlithyMatt/x16-hello-cc65
  9. 1 point
    Yes, it worked with both PRG-files in a zip-file and it chose the right one automatically, but if it chooses wrong you can edit it afterwards.
  10. 1 point
    I haven't tried, but I assume you add both PRG in the same Zip file. When uploading you can specify which PRG shall be started first. That one then has to load the others.
  11. 1 point
    If you have a project that requires several prg-files, can that use the "Try it now" button on this site? How do you do that? I have e.g. ARITM.PRG that could load EFFECTS.PRG at $400.
  12. 1 point
    Maybe this is not the best example, but I develop the Commander X16 ROM using the ca65 assembler from the cc65 project. Unlike assemblers like acme, the ca65 assembler requires separate assembly and link steps, but since it's designed as the backend of a C compiler, it is extremely versatile. For debugging, my setup is probably the most uncommon: I exclusively use the -trace function of the emulator. It prints one line for every assembly instruction executed, with the label, bank, address, disassembly and register contents. In this mode, the emulator is about 10x slower than normal, so I have to script the emulator (-bas, -run, ...) to reach the interesting code as quickly as possible. I pipe the output of -trace into the Unix less tool, so I can search for symbols ("/") – the equivalent of breakpoints. I can search for the next ("n") or previous ("N") instance, and search for the point when code returns to the caller by searching for the bank and the first two digits of the caller address (e.g. .,02:de if the address of the caller is .,02:de24). If I missed the correct spot, I can always rewind – after all, it's all one big text file with all CPU history. Instead of less, I can also use grep, wc, uniq etc. to get statistics.
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