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desertfish

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desertfish last won the day on September 22

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  1. Thank you for clearing that up! I did look on github a bit for issues that might be similar but didn’t look through the pull requests...
  2. Tweaking the Vera's color palette was easier than I thought. I've uploaded a new version that changes the color palette to the well-known 'pepto' Vic-II palette and the images look a lot better now
  3. Hi, when putting files on an Sdcard image, I discovered some problems when loading them, that do not occur when loading files in the emulator from a host directory. Most notably, it seems that when loading a file from an sdcard image, the kernel (?) ignores the reallocation address passed to the LOAD call and always seems to load the file at $0000 I think this also manifests itself in Basic when using the VLOAD command, for instance: working, loading a file from a host directory, ends up at $2000 or about halfway down the screen ram: not working, doing the same with the exact same file but this time loading from an sdcard image, it loads at $0000 no matter what you do: Net result is that any program or game that is loading data files, doesn't work when copied onto an sd card image.... (I've tried my own image viewer demo program and three other games, all refuse to work from an sd card image but work fine when loading from a shared host folder in the emulator) Is this a known issue? Could it be a KERNAL bug or a bug in the Emulator itself somewhere?
  4. Version 1.0.1

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    I wrote a program that loads Commodore-64 multicolor pixel art images in the "koala" file format, and displays them to a regular Commander X16 320x200 graphics screen. The C64 uses a fixed palette of 16 colors for all its graphics. I do find that the saturation of the colors in de c64 palette is not very good in the Cx16 emulator though: when the images are displayed on a C64 or in an emulator like Vice for instance, they look much better in my opinion. Program source code is available here: https://github.com/irmen/prog8/tree/master/examples/cx16/imgviewer
  5. C64 image file viewer (koala format) View File I wrote a program that loads Commodore-64 multicolor pixel art images in the "koala" file format, and displays them to a regular Commander X16 320x200 graphics screen. The C64 uses a fixed palette of 16 colors for all its graphics. I do find that the saturation of the colors in de c64 palette is not very good in the Cx16 emulator though: when the images are displayed on a C64 or in an emulator like Vice for instance, they look much better in my opinion. Program source code is available here: https://github.com/irmen/prog8/tree/master/examples/cx16/imgviewer Submitter desertfish Submitted 12/02/20 Category Demos  
  6. I've just released Prog8 5.2 It contains a few important bug fixes (some value comparisons were done wrong, for instance) and the silly YSCROLL screen issue for graphics bitmap screen mode on the C64 that crept into the 5.1 release, is also fixed. Note: starting with this release, you now require Java version 11 to run the compiler.
  7. pretty surprising that you're nesting things 100+ levels deep? (every nested call consumes 2 bytes of stack for the return address) Are you sure you're running out of stack?
  8. That is an enormous task @BlueSpartan076 and I also feel it will only be useful to / used by a tiny fraction of the Cx16 users so not worth the effort. But hey that's my opinion
  9. Here's the result of my Prog8 port of the balls.bas program as found in the commanderx16 x16-demo git repository. Original basic source: https://github.com/commanderx16/x16-demo/blob/master/basic/balls.bas Prog8 version: https://github.com/irmen/prog8/blob/master/examples/balls.p8 It draws 1000 frames and then prints the time taken in jiffies (1/60 sec), which turns out to be about 90 frames/sec. Was pretty fun to port the program and see it whizz by on the screen. It's a lot slower on the C-64 but still fun to watch on that machine too. cx16-2020-11-28_00.47.37.mp4
  10. I think you have to start the emulator with an sd-card image mounted for those to work.
  11. That Action! language, is it compiled, on the target system? That's really impressive as heck
  12. Shit man that sucks. I had a (tiny) share of bad luck happen to me in the past, and since then a rsync job runs every 4 hours to backup all my stuff to a different machine at least...
  13. That is great to hear. It's how I started as well (as a kid), on the Commodore-64 in the mid 80's first basic but quite soon assembly. Later, assembly on the Amiga and then C -> C++ -> Java and Python -> C# and Kotlin (present time).
  14. I use a few: floats -> the RND routine in ROM bytes and words -> the 'small fast' rnd routines by white flame fromhttps://www.codebase64.org/doku.php?id=base:small_fast_16-bit_prng
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