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rje

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rje last won the day on June 12

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  1. So I'll ask for the sake of asking. What's the best use for that banked RAM? I'm just assuming that the "arena" is the best place for it, because that way I can have enough memory for an 8000 location arena, which will need 40k to 48k RAM, depending on what the location record stores. The downside is that fetching data from the arena becomes a function call, or a macro, instead of directly accessing an array. I mean, array access is WONDERFUL and easy. But... suppose I only need the current 16K RAM for the 4K arena. Maybe I can get by with that... I still have 6K "golden RAM" free, and I can shove things like the help text (for example) into a single RAM bank. I'm just asking for the sake of asking. I always feel the need to use up all that free RAM, but that doesn't mean I ought to.
  2. Sorry about that -- yeah a "command line". I have to do the hard work and get the opcodes all working properly... then I can put the arena / core into banked RAM.
  3. Added a CLI to help me debug a bit better.
  4. Very nice. I fully appreciate leveraging the CPU's addressing mode to boost performance of the higher-level language...
  5. So far, I've debugged MOV in two modes, ADD (and SUB) in three modes, and started on MUL and DIV. It's slow going.
  6. Agreed - I wasn't suggesting a kitchen sink, and while I like "build-it" simulations, I don't like "micromanage it" simulations so much. YES. This sounds like it hits the sweet spot for me.
  7. All of my hobby projects take awhile, and most of them don't get finished. So how do you want the sim to work? Oooh, I just had a thought that it could be combined with a space-station-building game. Since it's an asteroid colony, you'd have support buildings (power and life support) science buildings (for contracts), revenue buildings (mines, refineries, fabs?), and habitats... hmmm this could be really fun. I don't want to kitchen sink it, but I imagine personnel would have to transfer in and out via a shuttle service (perhaps behind the scenes). That would enforce a population "phase" into the game that could be interesting (or not).
  8. I've been thinking about how to EDIT core warriors. I wonder if I can use our text-editor utility...
  9. I've been thinking about different ways of using banked RAM for the ARENA. (1) Just slop it into banks. This is probably what I'd do. Just occupy as many banks as I want, and have appropriate boundary checking etc. (2) Use Bank 1 as an index. If I keep the core size to <= 8192, then Bank 1 can indicate which bank each cell is located in. This is more or less a way of skipping one operation in #1 above, but it creates an indirect dereference and in the end it doesn't sound like it's worth the effort. I mean, if the relationship is a simple div to begin with, why store an indirect ref in a table?
  10. I just spent a morning writing a kind of test framework for debugging the opcode handling. I just re-learned that C functions on the X16 need to be relatively simple; the fewer params passed, the better. No worries.
  11. I love the look! And of course I like the idea of a new sim game.
  12. Core War View File This is a proof of concept of a Core War VM for the X16. It currently does very little: the opcodes are implemented, but all it does is to run the "Imp" program until it fills the core. Not terribly exciting yet! The project is here: https://github.com/bobbyjim/x16-corewar Submitter rje Submitted 06/10/21 Category Games  
  13. rje

    Core War

    Version 0.0.2

    1 download

    This is a proof of concept of a Core War VM for the X16. It currently does very little: the opcodes are implemented, but all it does is to run the "Imp" program until it fills the core. Not terribly exciting yet! The project is here: https://github.com/bobbyjim/x16-corewar
  14. I got the Imp running. https://github.com/bobbyjim/x16-corewar Just a proof of concept. I run the Imp for CORESIZE iterations, and watch it fill the core. Core takes up 16K of main RAM. The program currently uses 8K, and all it does is run the VM with the one-liner Imp program. All the opcodes are implemented tho untested except for MOV.
  15. I have to go back to 8BitGuy's vision: * An alternate-universe VIC-20 with 1989 levels of performance. A gap the Commodore 65 might have filled. I think his goal is: * An ecosystem for retro interest, nerd hobbyists, and the demoscene. I think Ultima VI may be his benchmark. Voila' the CX16.
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