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DusanStrakl

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DusanStrakl last won the day on August 15 2020

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  1. Thanks Lucky Phil. I agree, Commodore BASIC is not ideal language but then again there is no such thing anyway. I find it very convenient to tinker with, prototype and with some effort and clever coding a lot of fun results can be achieved.
  2. Thanks Jake. I agree and with powerful hardware supported graphics and 8Mhz clock speed a lot can be done in BASIC. I am working mostly on my Assembly tutorials now but I am sure I will add some more BASIC tutorials and games soon.
  3. This has been a common question for a while now and Stefan explained it perfectly. There are several other keys that can't be detected by standard Kernal routine at this time and I was assured that all the keys on the keyboard will have function in the future. I expect they will also fix some discrepancies like for example not use F4 to switch between 40/80 display when there is a dedicated button for it etc.
  4. Nice and very fast progress Vincent! Like Kliepatch and JimmyDansbo mentioned I wrote couple of libraries that could be useful for implementing sound effects and music. Full tutorials with access to source code are available on my blog: https://www.8bitcoding.com/p/simplest-sound-effects-library-for.html https://www.8bitcoding.com/p/music-player-library-for-basic-programs.html
  5. When I was working on something reusable for my needs I was always struggling with really how generic such a library can and should be. I can think of few dilemmas from the top of my head: Do I support default screen size only or make it generic, specifically Map width is tricky one because if you want to support anything else than 128 tile width the VERA MID parameter is no longer Y dimension and require more checks and bit shifting. How to handle colors, do I go for standard predefined colors for different objects/widgets or should they always be passed as parameters. If second what happens if you want to draw e.g. frame parts in different colors to represent highlights etc. Do I allow different variations e.g. can frame be with rounded corners or square corners or perhaps the whole frame can be built with full or half blocks or even custom characters. Support for Lower case / Upper case PETSCI / ISO and then translations to screen codes Before mentioned number to text translations etc. This can lead to a real rabbit hole of options so I suggest not to overthink and to really simplify the first version and only support default screen and very basic functionality and then see where it leads.
  6. Great initiative Jimmy. I think we all wrote bits and pieces of these type of routines but it would be great to have a library at our disposal.
  7. Yup had the same problem when I wrote music library for BASIC programs. Of course I had to back up registers because I had to allow the default IRQ handler to take over after I was done playing with PSG (pun intended ) and of course BASIC programs print, draw, scroll, etc.
  8. I can't test it right now but call to screen_set_charset function at $FF62 should do the trick. A can contain following values: Value Description 0 use pointer in .X/.Y 1 ISO 2 PET upper/graph 3 PET upper/lower Link to documentation: https://github.com/commanderx16/x16-docs/blob/master/Commander X16 Programmer's Reference Guide.md#function-name-screen_set_charset
  9. Yeah it is not ideal but it is compromise that works reasonably well.. I don't think anybody uses real joysticks with emulator and we still don't have proper access to keyboard to programmatically detect key presses and not rely on kernal. Of course for this type of game analog input would be the best.
  10. DusanStrakl

    Crazy Pong

    Version 1.0.0

    33 downloads

    After three tutorials on how to use Sprites on Commander X16 using Assembly, I wrote a game to demonstrate all we learned there plus of course some necessary techniques like reading controls, using interrupts and utilizing Fixed Point Notation. Full tutorial with source code walkthrough is available on my blog: https://www.8bitcoding.com/p/crazy-pong.html
  11. Crazy Pong View File After three tutorials on how to use Sprites on Commander X16 using Assembly, I wrote a game to demonstrate all we learned there plus of course some necessary techniques like reading controls, using interrupts and utilizing Fixed Point Notation. Full tutorial with source code walkthrough is available on my blog: https://www.8bitcoding.com/p/crazy-pong.html Submitter DusanStrakl Submitted 01/29/21 Category Games  
  12. Go for it, it would be very interesting to see what kind of performance you could get out of it.
  13. Great start. Looking forward to your progress.
  14. I agree, it looks like character mapping problem. I saw some other posts from svenvandevelde and I believe he is working in C. So my suggestion would be to check the generated assembly and see how were the filename characters converted.
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