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CursorKeys

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CursorKeys last won the day on June 18

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About CursorKeys

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  1. What I did, was to edit in atom (another editor like Notepad++). Then when ready to test or save, copy and paste it into the emulator. (ctrl-v). Note: Make sure your code is in upper case, otherwise you get lots of PETSCII characters instead of your commands. Before pasting, I usually typed "new", to start afresh. When I was happy with it, I saved it within the emulator. Actually my code inside atom, had "new" on the first line, so it's automatic when I copy / paste. Usually during the testing phase, I used the web emulator, since there you have an edit window, for small changes, and from there it is easy to "copy back" to you editor. Only when satisfied, I pasted it in the "real" emulator, and did a save command. Hope it helps To me it was super simple.
  2. I am using KickC, not cc65 is it the same there?
  3. Thanks Greg, that is correct. So then the final code snippet for KickC compiler, vsync AND line interupts AND keyboard handling:
  4. Thanks for all the feedback, So today I cam back to this, since I forgot about it for a while, as everything that made sense just ended up not working. And I needed to get some other things done. Now I noticed that when I disabled the interrupt it was not working either , I noticed the combination of kbhit and vpoke, as defined in KickC, at least the version I have, crashed. So when I found this out, then I replaced the vpoke by my own implementation, and suddenly the version without interupt was all ok, now one more try WITH interupt. What I did get working on the end, is more or less described by the following minimal code snippet. RTFM helped me a bit as well, seeing that KickC has some support build in for X16 interrupts, with or without keyboard (system or minimal). All worked fine for none line interupts, but for line interrupts, I still needed a bit of assembly, as you see above, to exit correctly. (ply, plx, pla, rti ) This is probably the best version I have right now, with the least amount of assembly code in it, and it works nicely together with keyboard.
  5. I'm pretty late to this post, but it's very interesting to me. To me it's all about how easy it is to get started. I would not be on this website as much as I am right now, for two things. The 8 Bit guys' cool introduction video to this project. The try it now button / integrated with the uploaded software section on this website. The community of people, with the forums right here. For me getting the X16, which I definitely will do, is really cool. But what is cooler, for now, is this website, the online emulator, and the awesome community. I could not stay interested long, otherwise. Especially, if the release date is not fixed, to me the community and the emulator are more or less the X16, until the real thing comes out. For the Mega65, all information, chats, download site, emulator, is more scattered, and you need to put more effort into "getting something to work". And with only so much time to spend, (job, family and so on, it's not anymore when I was a student and could spend weeks and weeks on a single project), it is simpler to go deep quicker with the X16. For me the Mega involvement will be there, but is just lagging behind, because of the reasons above. To me the only drawback on the X16 so far is really sound. Mega65 has SID, X16 does not. X16 is a bit unclear on what sound we will have in the end product. But then again, it's not a deal breaker for me. I like the X16 as it is In fact I also like the Mega65, I think both are amazing projects, by dedicated individuals.
  6. This is correct. And for double wave effect, I change both H and V registers, and since it's two layers, I am change 4 registers. Also I found it works pretty well every second line, but I am getting weird effects if I do it every scan-line. Anyway every second scan line is pretty good for the effects I want to do. The interrupt looks more or less like this. __interrupt void irq_line() { *VERA_L1_HSCROLL_L = WAVES[loffset]; *VERA_L0_HSCROLL_L = WAVES[loffset]; loffset+=2; // Reset the LINE interrupt magic below *VERA_IRQLINE_L = (unsigned char)loffset & 0xFF; if(loffset > 255) { *VERA_IEN |= 128; } else { *VERA_IEN &= 255-128; } *VERA_ISR = VERA_LINE;
  7. Hi and Welcome, The same it must be for many of us. I went from C64 to Amiga to PC. (But first had and Amiga 500, and my first "PC", was a "bridge board", in my later Amiga 2000) /CKs
  8. Black and White View File X16 Forum This is my third "Double PETSCII" demo. But this time around, the colors are gone. It is only black and white. This is a converted PETSCII picture, the trick was to see if with no colors still some nice effects could be done. Besides PETSCII, there are also a few effects. The demo is written in KickC, and the PETSCII editor is once more the alfa version of HyperPetscii. The link to this can be found here: https://hyperpyxel.com/?p=229 Note: It is still pretty unstable and does not work well on a browser in the MAC for some reason. If you cannot run it on an emulator, you can see it on youtube here: https://youtu.be/3x7OieGqQCg Keep cool, and keep it (DOUBLE) PETSCII. Submitter CursorKeys Submitted 06/17/21 Category Demos  
  9. Version 1.0.1

    3 downloads

    X16 Forum This is my third "Double PETSCII" demo. But this time around, the colors are gone. It is only black and white. This is a converted PETSCII picture, the trick was to see if with no colors still some nice effects could be done. Besides PETSCII, there are also a few effects. The demo is written in KickC, and the PETSCII editor is once more the alfa version of HyperPetscii. The link to this can be found here: https://hyperpyxel.com/?p=229 Note: It is still pretty unstable and does not work well on a browser in the MAC for some reason. If you cannot run it on an emulator, you can see it on youtube here: https://youtu.be/3x7OieGqQCg Keep cool, and keep it (DOUBLE) PETSCII.
  10. Ok, so for those interested in my results, I made a little you tube video. Yeah, I know, I talk slow and not very "smooth" (pun intended), but it's a little side adventure from me to make good videos. https://youtu.be/Ln7pIIZKyvI
  11. Wow. I should have known that, but it's new to me. So C can be compiled to WebAssembly (which is basically Javascript, but optimized), that is pretty nifty. I did not know there was any decent support for that. What is the cross compiler being used?
  12. Hi, I am not sure but. 1. Is the code of the emulator not on github, so you can do with it what you want? 2. I think it exists in 2 flavours, C and javascript. Also, the Web version of it could also "easily" be wrapped into a electron application I think. Code is here: https://github.com/commanderx16/x16-emulator Of course read the license agreement and stuff. The people making the emulator have put quite some time into it I can imagine, I am not sure if they want it branched of into other projects, or if they are cool with that, I think there are some commodore IP's involved there as well for the roms. /CKs
  13. Not sure if it helps. But one other speed optimization, that I've been thinking of is slashing the resolution in the computation phase. So, lets say, we do a 640x480 picture, and divide it in 8x8 pixels "blocks". But instead we scratch that, half the resolution to 320x200, and compare with "pretend" 4x4 pixels blocks. (scale down the font) Then when done, we still have the same (ish) result, but the calculation time is slashed to 1/4th or so. I think it may work, the reason is the actual pixel perfect compare is maybe not needed since the end result will never be a perfect match. (unless for some special cases). Anyway, interesting little project, I keep following it, to see where it leads
  14. Wow really cool. Did I understand you try all combination of pixels to all combinations of characters, or do you do this per 8x8 square? The 8x8 square method is what I do, it's not as sophisticated as yours. Your 2petscii images look really close to the original. I needed to click on it and check it twice, to see it was petscii, and not a bitmap. . I did not do 256 color ones yet, but in your results I see the improvements, they are significant. Really fun seeing. I'll test your program when I have some time, I like to see how it runs on my laptop. To optimise, for me a really fun experiment would be to go all out, and do like this. Use the GFX card to do the "mass parallel threading", like with Cuda or so. This is how they speed up deep learning for example. Maybe some day Great work so far
  15. Hi guys, thanks for the input so far. This is perfect, I am working on including it in my game now, (converted to c). Thanks CKs
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