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DrTypo last won the day on April 12

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About DrTypo

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  1. Hello and welcome! I get you about work being taxing for the mind. And I don't have especially long work weeks. At work I mostly use C and C++, which I'm OK with; and VB6, which I'm less OK. So being able to code in assembly on retro machine is a breath of fresh air. Still, finding motivation is not always easy. Like you, I think the X16 hits a sweet spot wiht its limitations (8-bit 65c02) and also relative power (8 MHz, chunky 256 color mode, dual layers, lots of sprites...).
  2. Thanks Matt! I don't plan on writing code for the Z80 in the near future but I will follow the series with interest to see how it compares with the 65C02. I've heard that Z80 vs 6502 is a bit like CISC vs RISC in the early days. I'm curious to see what it's actually about...
  3. That's a tough question. I have a nephew who is into Minecraft, Roblox and Fortnite. He makes YouTube videos about these games. When you come down to it, it's pretty cool and creative. It is just completely alien to us, "GenXer's". He's also starting to code in Python. Why would he bother programming on old machines? Or "old new" like the X16? The thing old an "old new" machine has over modern machines is coding to the metal. But it's a tough sell. It's not like say, old music or movies which you can appreciate immediately. Coding to the metal is very rewarding but requires some serious commitment. I've seen young kids/teenagers appreciate old music and movies (by old I means 70's,80's and 90's). There is an immediate appeal. Not so much with old machines. Like Cyber, I don't see how you could interest them in old machines. That's too bad because I really thing the closeness to the hardware is a very learning experience.
  4. Like most people here, being born in the late 70's means that I got into retro computing before it was retro. My first computer was an Atari 800XL but I used it mostly for games. I did type BASIC listings from various magazines to play small games but I didn't really try to learn BASIC. It was with the Atari ST that I really went into programming. At the time, the ST really blowed my mind. It seemed so much more advanced than 8-bit machines that I dismissed them as old crappy things On the ST I programmed in STOS BASIC, which was very much like 8-bit BASIC: line numbers, no procedures/functions, the ability to PEEK and POKE the hardware. It also came with neat commands for manipulating images, sprites and sounds. Then it was the Atari Falcon with assembly language, then PC compatible with C++/OpenGL... and we're not retro anymore. It was the Atari Jaguar than got me back into retro-computing in 2011. I got a Jaguar in 1994 but it was a commercial failure. It left me frustrated: it was obviously an neat machine but being a gaming console it was almost impossible to code on it. Fast foward 2011, I knew at the time that it was now possible to program the Jaguar with some piece of hardware (the Skunkboard) but I was not yet sure to get started. It needed cash and time. The Jaguar also had a reputation of being very difficult to code. However at the time Jaguar emulation became good enough that you could play games on it. So I decided to try programming on emulation, it was free. Turns out I really liked the machine so I bought the necessary hardware (new console, skunkboard, video adapter etc.). Since I was active on the Jaguar, I visited the AtariAge forum. There were people involved with 8-bit computer so I got curious. This was at this time that I came to appreciate how cleverly designed 8-bit machines were. But I deemed them too hardcore for me. 6502 assembly was simple but TOO simple in fact: working with more than 8-bit number requires some work and let's not talk about multiplication/division! Also addressing individual pixels was not easy. I need my pixels to be in chunky mode otherwise it's too frustrating! Still, I thought that I should somehow get into 6502 assembly. Many people were loved it, I was clearly missing something. Fast forward again, 2020: I learn about the X16. It has a friendly 256 colors chunky mode and a fast 65c02. I finally make the jump a few months after this discovery, starting with Matt's tutorials. And here I am!
  5. I use many emulators like Altirra (Atari 8 bits), DosBox, Steem SSE (Atari ST), Hatari (Atari ST,TT,Falcon), WinUAE (Amiga), WinVICE, MAME and few others. For real hardware, I have an Atari Falcon and a Jaguar. I'm still writing homebrew games for the Jaguar. Hopefully, one day the Commander X16 will join them!
  6. I installed VSCode, edited build.ps1 and built your project successfully! Now I'm considering switching to VSCode for my projects, it looks pretty nifty.
  7. Thank you for your explanation Yazwho I've not yet looked into the tile system of VERA. This is going to be the next tutorial in Matt's series I'll look. ZeroByte: It's good to see people working on audio solutions. I'll take a closer look at M00dawg's work.
  8. I'm very curious about the transparency effect. It seems to be very cleverly done, especially the colored transparency under the Bitmap sign. I guess most of the magic happens in the palette design then you OR the background and foreground. Would you mind elaborating on your secret sauce? About audio, yeah, we definitively need some kind of synthesis tracker routine and format.
  9. DrTypo

    Spinning Intro

    Very cool! I like demo effects.
  10. Hi Wouter, I appreciate your view on retro machines. Mine slightly differs: I like both retro and modern machines. - retro machines for the total control you get over them, the direct to the metal programming and the limitations that breeds creativity - modern machines for the near limitless power they have: you can freely explore math and algorithms. The One Lone Coder channel illustrates this well. Like you I'm learning 65c02 assembly and it is clearly an unusual and interesting approach to programming. Have fun!
  11. Here is the source code. voxel.zip contains the 65c02 assembly source code with the necessary data files (tables, heightmap). You can assemble it using the cc65 tools. There is a .bat file for Windows users to assemble the thing. simpleVoxel.zip is the tables generator. It computes the tables and displays a test render. You can't move around. This is a VS2017 C++ solution. It relies on the OneLoneCoder Pixel Game Engine to display the render. This game engine fits in a single header file. If you want to easily make games on a modern machine in C++ you should check it out! voxel.zip simpleVoxel.zip
  12. Yes, the X16 is a very stimulating machine! And I'm not a 65c02 guru. I've written voxel engines on the Atari Falcon and Jaguar, and also in x86-64 assembly. But I'm new to this 8bit business. I started a couple of weeks ago with the excellent Youtube tutorials from Matt. So there may well be a few clever optimizations that could be done.
    Very impressive stuff! I ported a simple raycasting routine from an existing C routine to x86-64 assembly to see if I could beat the compiler (and I did but not by much). The thing used quite of lot of floating point math. Nothing a modern x86 CPU can't handle but with the 65c02 you have to be very clever! Well done!
  13. DrTypo

    Voxel demo screen

    Version 1.0.1


    This is a simple voxel demo written in 65c02 assembly. It has been tested in the r38 emulator. Press W A S D to move around. Press SPACE to quit.
  14. Voxel demo screen View File This is a simple voxel demo written in 65c02 assembly. It has been tested in the r38 emulator. Press W A S D to move around. Press SPACE to quit. Submitter DrTypo Submitted 04/11/21 Category Demos  
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