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JimmyDansbo

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JimmyDansbo last won the day on March 13

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About JimmyDansbo

  • Birthday 08/03/1979

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  1. DB will definitely work for !BYTE, but ACME tries to ensure that things that are defined as !PET or !SCR gets put into memory in such a way that characters typed in the source is the same when assembled and run on the target computer. You can you use DB instead of !PET and !SCR, but then you will need to ensure that correct conversion of characters is done. Your assembler may have other ways of storing strings.
  2. !BYTE, !PET & !SCR looks to me like they are pseudo opcodes used by the ACME assembler. You would have to look up the equivalent codes for the assembler you are using for the Z80. There is no way of directly translating CPY and CPX to Z80 assembly, but the Z80 has its own compare instructions: http://z80-heaven.wikidot.com/instructions-set:cp disclaimer: I am by no means fluent in Z80 assembly and had to look up the CP instruction before I could write this reply.
  3. To switch bank, you just insert the bank number before the memory address, so to see address A000 in bank 4 you do Same thing works for the code view, which is helpful if you want to step through kernal calls
  4. A while back, my brother told me that he would like to create a program for the Commander X16 that would be able to convert a program/game written for the Commodore 64 to make it run on the Commander X16. Preferably, it would do the conversion on the fly, but a conversion from file to file was not out of the question. I told him that it would be close to impossible to create such a program as it would mean that he would need 100% understanding of the inner workings of the C64 and be able to figure every demo-scene programmers tricks out in his own program. Our conversation ended there, but I have been thinking about this ever since and now I have written a short guide (mostly to convince my self that it can not be done) on how one could go ahead and do it. Have a look at https://techblog.dansbo.dk/?p=366 What do you guys think, would it be possible to create a program that can convert almost any C64 program to Commander X16?
    Nice little game. I like the story and find my self wishing for more puzzles to get more of the story.
  5. https://cx16.dk/syms/ Let me know when you have them, I will take them down again.
  6. You can use PETSCII codes to set both background and foreground color. Something like this: You can find a table of the PETSCII codes here: https://cx16.dk/cx16-petscii/ If you are writing directly to VERA memory, you need to remember that in default text modes, each character on screen uses 2 bytes of VRAM. The first byte contains the screencode of the character and the second byte contains the bacground- and foreground color. So you write to VRAM like this: You can find a table of screencodes and VERA standard colors here: https://cx16.dk/veratext/verachars/ When you use VPOKE to write to VRAM, you have to calculate the addresses your self, but it is fairly easy. Your X coordinate should always be doubled as each character on screen takes up 2 bytes. This is why I have (10*2) on line 30 and 40 above to make the @ sign appear at X=10. Each line takes up 256 bytes of VRAM even though only 80 (or 40) characters are visible so in order to calculated your Y coordinate you simply multiply it by 256. The final calculation is: The color information is most easily given in hexadecimal as that means that the first digit (upper nibble) is the background color and the second digit (lower nibble) is the foreground color. For more information on VPOKE, have a look at the manual: https://github.com/commanderx16/x16-docs/blob/master/Commander X16 Programmer's Reference Guide.md#vpoke
  7. Seems to be straight forward (said the blind mand) Thanks. I will look into it.
  8. It is not something I had thought about, but since you ask, I might look into it. Would you be able to point me in a direction that explains what should be done to create a C API? I am guessing you are talking about cc65?
  9. ... also links to the PiModem page
  10. I would be very interested. Please be sure to advertise it ahead of time and record the live-stream for future reference.
  11. I actually had to copy the i686-w64-mingw32 directory to /opt/local/ Even when I provided a different path to WIN_SDL2, it still tried to find the files in /opt/local/i686-w64-mingw32 Thanks for your help
  12. Hi Nadia and welcome If the X16 is indeed going to be your first ever coding experience, I suggest that you start out with BASIC and work your way up. As the Commander X16 is using the same BASICv2 as the Commodore 64, there are plenty of resources online to help you get startet. I suggest starting here: https://www.c64-wiki.com/wiki/BASIC and specifically the list of commands https://www.c64-wiki.com/wiki/BASIC#Overview_of_BASIC_Version_2.0_.28second_release.29_Commands When you want to go X16 specific, the Commander X16 Programmers Reference Guide is an excellent resource and of course the VERA Programmers Reference when you want to get very graphics specific. @DusanStrakl has some very nice tutorials on both BASIC and assembler programming for the Commander X16 here: https://www.8bitcoding.com/p/commander-x16.html If/when you want to start doing assembler, @SlithyMatt is creating great content on Youtube: https://www.youtube.com/user/slithymatt/playlists There are probably other good resources that I have forgotten or have not yet found, but generally I find this forum to be very friendly and helpful so go ahead and ask away if you have any questions. Happy coding
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