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Everything posted by desertfish

  1. The latter: scrolling inside the rectangle (to allow for text output inside a pane, so to speak)
  2. I assume it will have text output in some form (to place text at specific position). It would be nice if it has routines for both screencode and PETSCII encoding box drawing/filling with or without a certain border (and optional "pane" title perhaps) clear screen setting background and foreground color scrolling a rectangle up by 1 character perhaps also scrolling a rectangle down,left,right by 1 character ? plotting a single character at x,y ? getting a single character at x,y ? reading a user inputted string from the keyboard (where the input is constrained by certain width to not clobber the screen outside of a certain rectangle/pane) ? perhaps a bit of a stretch: word-wrapped text output within a rectangle don't burden the library with things such as number to text conversion routines (Prog8's textio library has some of these routines already but those operate full-screen)
  3. According to wikipedia: [Neo Geo (system)] "The original specification for ROM size is up to 330 megabits, hence the system displaying "Max 330 Mega Pro-Gear Spec" upon startup."
  4. With the virus theme combined with "bullet hell" style gameplay I get strong Nier Automata vibes, which is a good thing (I adore that game). Were you inspired by that? Not a big fan though of the game name to be honest. Repeating "x16" in everything is not my preference. "Vixx" is good enough to me
  5. Since I want to be able to draw graphics on the x16 regardless of resolution, I am making my own graphics drawing routines. It's just meant to be able to draw simple graphs and some text and because I'm learning about how to program the vera's different (bitmap)graphicsmodes. I'm using the Amiga's workbench GUI as a mockup to test my code and because the resulting image is interesting to me (having owned and heavily used Amigas for about 8 years as a kid)
  6. When I see that, I hear Fallout's radio atomic songs from my speakers..... "Uranium Feeeeeverrr....."
  7. ah i found that site via google, but all the images are really tiny edit: wait, what? a CRT? Isn't that dangerous high voltage stuff?
  8. Yeah mine was a Philips one. Dutch . I couldn't find a picture of the proper branded one that wasn't a tiny smeary thumbnail
  9. I know but they don't work in 640x480 only in the 320x200x256 mode? (SCREEN 128) edit: also I'm not making a GUI of any sort, just an image drawn via drawing routines
  10. So I am making a thing It's just a picture that is drawn though (640x240x4) and currently is very slow to draw because all pixels are drawn individually in unoptimized loops. Also text is still missing as you can see. Work in progress, for giggles Drawing routines are now fairly optimized
  11. interesting read and nice results so far. Keep m coming
  12. Ok I read past that because I see the big X just as a logo
  13. Ah I see. It's using the documented stuff to scroll tiles, not somehow disabling all video output during a certain time and then re-enabling it again a few raster lines later (as it had to be done with the FLD effect on the c64 I believe?)
  14. is this sumulated by drawing graphics or have you actually replicated the same effect on the Vera?
  15. @Falken you can play the text only version of the travel-and-trade mechanic from Elite: It's fun for a while if you set a goal for yourself I guess, but gets old quick. Maybe I should at least add a graphical star-map to it....
  16. I made a totally not optimized 3d line animation program demo that shows the Elite's Cobra Mk3 spinning.... Optimized line vector animation should allow for pretty nice framerates but I don't think filled 3d surfaces is realistic for general application... Even the Amiga struggled with that and it had a blitter chip
  17. Getting Battlesquadron vibes from this! Good stuff!
  18. A bit off-topic perhaps: I've not followed all of the discussion, but the API call list reminds me of: - how most SID player routines work on the Commodore-64 where they provide at least three JMPs at the start to init the song, stop the song, and the play routine that should be called every interrupt. - how shared libraries were implemented on the AmigaDOS operating system where you had a pointer to the library in a register and the calls for all library routines were vectored through a jump table on given documented offsets, and the library's header itself followed by the routines on another offset. It was pretty nifty and allowed for easy runtime patching of library routines (because this structure was in RAM).
  19. I've just made the release of Prog8 6.0 available (it's no longer beta). As always the documentation is here and the git repository is here. This is a big new release with many improvements and changes (some backwards-incompatible). Hence a new major version number 6. The most important improvements and changes are: commanderX16 virtual registers cx16.r0 .. r15 directly accessible (for both cx16 and c64 compiler targets!) used 65c02 (commanderx16) specific optimized code in many more places much more efficient code generated for most pointer indexing operations. For some programs this means prog8 now outperforms CC65 by a significant margin graphics drawing code is a lot faster. Especially on the c64, straight lines, circles and discs added new library modules and routines such as gfx2 and new diskio stuff added several new builtin functions: target(), offsetof(), memory() the string to number conversion routines in conv module are now more robust and return the parsed length. improved several compiler errors and warnings moved the cx16 imageviewer and file based assembler out of this repo into their own git repositories restructured part of the library modules, may break old code moved many built in functions that should just be subroutines, to the library module "sys" or "string", may break old code added some new handy functions to several library modules such as txt, conv, sys, diskio, cx16 many bugfixes and other tweaks
  20. nice, I haven't really studied the new bit handling instructions of the 65c02 yet, will watch that last episode again soon as a nice refresher!
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