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ChrisL

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  1. In my code (also C) I've used lower case in source code (string literals, not composed with sprintf()), upper case on disk. This has worked for me on Linux and (briefly) in setting up a new laptop w/Windows 10 to support X16 development.
  2. I'm using C and the cc65 toolchain. For grins I'm a little curious about using Rust for the X16 at some point. There is an alternate Rust compiler (https://github.com/thepowersgang/mrustc) which compiles Rust code into C which could then be compiled with cc65. There was a proof of concept demonstrating this for the C64 (with patches against mrustc and cc65).
  3. While the library and the X16 rom/emulator have been under development and changing it's been nice for the library to be decoupled from cc65. That certainly could be considered once things stabilize.
  4. ChrisL

    libX16

    Version 0.1.0

    2 downloads

    libX16 is a utility library for those using C with the CC65 toolchain for the Commander X16. Library documentation is available from the github page: https://github.com/CJLove/libX16 This is a beta v0.1.0 release of libX16 for the Commander X16 rom version r37 and CC65. The attached artifact includes the library header files and library file for linking. Alternatively the library can be referenced as a git submodule in the .gitmodules file: [submodule "libX16"] path = libX16 url = https://github.com/CJLove/libX16
  5. libX16 View File libX16 is a utility library for those using C with the CC65 toolchain for the Commander X16. Library documentation is available from the github page: https://github.com/CJLove/libX16. Currently it supports loading/saving files to banked RAM and VRAM, playing sound data for the YM2151, and providing a VERA header file with additional constant definitions beyond those provided by CC65. This is a beta v0.1.0 release of libX16 for the Commander X16 rom version r37 and CC65. The attached artifact includes the library header files and library file for linking. Alternatively the library can be referenced as a git submodule in a github repo via the .gitmodules file: [submodule "libX16"] path = libX16 url = https://github.com/CJLove/libX16 Submitter ChrisL Submitted 07/11/20 Category Dev Tools
  6. It is possible with the emulator '-log V' command-line flag to log reads/writes to VRAM addresses, so it might be useful to support some add-on filtering of that emulator output so you could narrow things down to specific VRAM addresses (maybe even specific to the layout of what you're putting where in VRAM). A first cut at this might be to pipe emulator output to a separate script (python?) that could do this filtering; ultimately it would be faster for this to be done in the emulator itself.
  7. Seeing your post now. Welcome!
  8. I tend to agree, as I have my own test code (similar, but using 128x64 map dimensions) which works for layer 0 if it uses the map base that layer 1 would otherwise use (0x00000) but fails for other map base addresses (0x04000, 0x08000, 0x0c000). After modifying my code to test layer 0 and layer 1 separately I think I've found that layer 1 can handle map bases 0x0000, 0x4000, 0x8000, 0xc000 while layer 0 can only handle map base 0x0000. If I switch to have layer 0 use map base 0x0000 and layer 1 use map base 0x4000 then both layers work together (block of tiles on the left is written to layer 1, block of tiles on the right is written to layer 0). Wish we had hardware to try this on ; I guess I'd suspect an emulator bug?
  9. As Matt mentioned you can use the same `vload_host()` function to load a tilemap binary directly into the tilemap address in VRAM. I'm seeing something similar to this (alternatively seeing colorful garbage for layer0) when I try to enable layer0 in my chopper demo. For me both layers are using the same tileset.
  10. San Diego is well represented
  11. My first exposure to programming was learning BASIC in a summer class using an Apple II. From there I got a Vic-20 at home and later a C-64 and was typing in a lot of BASIC/assembly programs from listings in COMPUTE! or other similar magazines. I tried writing a skiing game on the C-64 (mixing in assembly for handling sprite movement with BASIC) and submitted it to COMPUTE! Sadly I was rejected and my game development career stalled. Programming classes in school included BASIC, assembly on the Apple II, and Pascal. Later years with the C64 included getting a modem and discovering local BBS's to dial into. I got an Amiga 1000 my senior year in high school and did a little bit of programming with it (mostly in BASIC), but in college it was used largely for dialing into various Unix systems for doing various CS programming assignments. Did get to hear Dave Haynie of Commodore speak at a local Amiga users group meeting in college (probably 1990 or 1991).
  12. My name is Chris Love. So far I've been behind the port of Lode Runner to the Commander X16, along with a couple other C-based utility libraries that will hopefully grow over time. Growing up I went from a Vic-20 to C-64 to Amiga 1000 which took me through undergrad and grad school. Back then I programmed in BASIC and a bit of assembly 8-bit; since then I've done mostly C/C++ professionally along with Python and some other languages at times (Java, Go). The Lode Runner port was kind of an experiment to explore the viability of C on an 8-bit platform; currently pondering what the next project might be. I first discovered the 8-Bit Guy's Youtube channel back in December when some sort of upper respiratory plague was keeping me up at night; from binge-watching episodes then I found out about the Commander X16 project and it brought back memories from the C-64 days. Looking forward to how the project continues to evolve and looking forward to actual hardware!
  13. ChrisL

    Lode Runner

    Version 0.3b

    9 downloads

    ROM r37 support Splash screen with support for selecting world (Classic, Championship Lode Runner, Professional, Revenge of Lode Runner, Lode Runner Fanbook, or custom), game speed (slow/medium/fast), sound (on/off) and starting level This is still a beta release; please open issues on the github repo: https://github.com/CJLove/x16-LodeRunner and specify the world, and level on which you encountered the issue.
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