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desertfish

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Everything posted by desertfish

  1. Sounds like you are either overwriting your compressed data with decompressed data, and/or are writing over the I/O and VERA registers starting at $9f00
  2. Version 8.7 has been released. https://github.com/irmen/prog8/releases/tag/v8.7
  3. Hi and welcome! Let us know how we can move you out from the defeated feeling
  4. also if you want to move things around the screen without destroying the background, look into using sprites for this.
  5. I believe you don't even need the ,s,w suffixing.
  6. Very creative, and he plays quite well!
  7. Not vi but there is X16Edit (can be found in the download section) which is a Nano clone.
  8. Hello and welcome! If you like you can already get started writing programs, using the emulator
  9. If you're not already, try it on an SD card image rather than using the host filesystem. Host filesystem doesn't implement all I/O operations properly yet.
  10. A little heads up for users of the rnd() and/or rndw() builtin functions. The next release of the compiler will have some changes and improvements to the random number generation routines. For example, a way to seed the RNG's will be added. But also for consistency sake, it looks like I will be removing the rnd() and rndw() builtin functions and instead move them into the math module as regular functions. This will break programs that use the builtins now, but is easily fixed by importing the math module and calling them as math.rnd() / math.rndw() instead..
  11. Also note that the X16 has an 'iso' character set (you can activate it with CTRL+O) . This is a more standard uppercase + lowercase + accented letters etc character set. I find it easier on the eyes in some circumstances. Note that it's a bit cumbersome to use from interactive basic mode as you'll have to use SHIFT to upper case all commands now, otherwise basic won't understand them.
  12. yes this is the route that Prog8 takes. It transparently translates floating point types and calculations into calls to the Basic rom's floating point routines. That part should be relatively straightforward if the compiler already has a general expression translator. The tricky thing was the code in the compiler that is able to translate floating point numbers from the program's source code into binary representation that these rom routines understand. (5 bytes https://en.wikipedia.org/wiki/Microsoft_Binary_Format) But it works! (and is slow) So I don't think there is a reason why this couldn't be added to cc65 too.
  13. maybe there is a way to steer the compiler's calling convention?
  14. If you're on a laptop, make sure the emulator is using the discrete graphics adapter instead of the integrated one
  15. 3 ideas: try not using the quotes around the name / try naming it CC65Test.prg / try using only lowercase letters in the filename Still, it should probably work as is
  16. There's a pull request adding something of this idea to the emulator https://github.com/commanderx16/x16-emulator/pull/407
  17. This feature would be incompatible with the screen editor that is used to enter and edit basic programs.
  18. Yeah this is not reliable in Basic. The Basic and Kernal routines are interfering with the VERA registers while you're doing the individual pokes in interactive mode, because while you're typing they're updating the screen as well! Try putting the pokes in a program and then running that instead.
  19. I'm fine with remasters if they're done well, provide real benefits, and are not insanely priced. For instance I really enjoyed the Monkey Island 1 and 2, Day of the Tentacle and The Dig, HD remasters. The fact that you can press a key to smoothly transition back to the original pixelated graphics and midi music is just great.
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