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Found 3 results

  1. Version 2.1; 1.0; 0.2

    22 downloads

    This is a single program listing that contains three different versions of the Proteus Demo from my thread in HOWTOs on converting and optimizing BASIC programs. Version .02 was from very early in the conversion/optimization process from that thread and, consequently, is quite slow. Its also got the original author's bad scaling coefficients, which make the output look a little gnarly. Version 1.0 was originally what I thought would be the 'fully optimized' version, with all sorts of things (documented in the thread) done to squeeze out better performance. And of course the scaling is fixed so the output looks better. This was supposed to be the end of the thread, except that... Version 2.0 takes advantage of something I noticed about the calculations, which led to the idea to have the program start off by precomputing a table that allows us to avoid having BASIC redundantly performing a bunch of the most expensive operations in the program. Even considering (and counting) the over minute-and-a-half it takes to initially compute the lookup table, the trick resulted in nearly halving the time to complete plotting the output compared to what was the previous fastest version. (Of course, I now wonder if some of the better math and coding gurus have been rolling their eyes all along, just wondering when, if ever, I might figure this part out...). Just RUN it and pick A, B or C from the menu. When its done plotting and puts up the elapsed time (its in HHMMSS format) you can press any key, and it will 'LIST' the program lines that correspond to the version that just completed plotting. I hope folks find it helpful having the three versions (and the howto thread) in terms of seeing how the thing evolved. You will notice that the more tweaking you do for speed, the more opaque and confusing the program becomes in terms of ever expecting someone with fresh eyes to try and see what the heck is going on. That 'early' version is included, in part, because its much easier to follow than the others. More info at the thread here:
  2. Proteus View File This is a single program listing that contains three different versions of the Proteus Demo from my thread in HOWTOs on converting and optimizing BASIC programs. Version .02 was from very early in the conversion/optimization process from that thread and, consequently, is quite slow. Its also got the original author's bad scaling coefficients, which make the output look a little gnarly. Version 1.0 was originally what I thought would be the 'fully optimized' version, with all sorts of things (documented in the thread) done to squeeze out better performance. And of course the scaling is fixed so the output looks better. This was supposed to be the end of the thread, except that... Version 2.0 takes advantage of something I noticed about the calculations, which led to the idea to have the program start off by precomputing a table that allows us to avoid having BASIC redundantly performing a bunch of the most expensive operations in the program. Even considering (and counting) the over minute-and-a-half it takes to initially compute the lookup table, the trick resulted in nearly halving the time to complete plotting the output compared to what was the previous fastest version. (Of course, I now wonder if some of the better math and coding gurus have been rolling their eyes all along, just wondering when, if ever, I might figure this part out...). Just RUN it and pick A, B or C from the menu. When its done plotting and puts up the elapsed time (its in HHMMSS format) you can press any key, and it will 'LIST' the program lines that correspond to the version that just completed plotting. I hope folks find it helpful having the three versions (and the howto thread) in terms of seeing how the thing evolved. You will notice that the more tweaking you do for speed, the more opaque and confusing the program becomes in terms of ever expecting someone with fresh eyes to try and see what the heck is going on. That 'early' version is included, in part, because its much easier to follow than the others. More info at the thread here: Submitter Snickers11001001 Submitted 08/27/21 Category Demos  
  3. During the last few days I've spent a lot of time debugging my software in the emulator, running from an SD card (VHD file). This is because some things in the emulator behave differently when loading stuff from SD card instead of the host file system. Anyway: in Windows I found it quite fiddly to update the SD card VHD file for every debug cycle, so I came up with a solution to do speed things up. After a cc65 build I now only have to run a single cmd file which even puts the LOAD"MYPROGRAM.PRG" and "RUN" into the clipboard. Now I just have to press CTRL+V and the PRG is loaded and started. Prerequisites: VHD Attach tool (OSFMount wasn't flexible enough for this, but maybe someone else figures it out) an SD card VHD image (this is the one from the X16 github repo) X16-emulator install directory is added to the system PATH environment variable VHD Attach install directory is added to the system PATH environment variable compiled PRG and BIN files of your software are to be found in the "out" subdirectory Preparations: attach (aka mount) the vhd file once by right clicking and selecting "attach" note the drive letter which is assigned (in my case X:, it will stay the same) put a first set of your files into the VHD detach the VHD file (right click) Now create a batch or cmd file which does the following: attach the VHD file wait 2 seconds copy PRG and BIN files to the assigned drive letter wait 2 seconds detach the VHD file (so the emulator can use it) put the load command into the clipboard run emulator Here is a sample .cmd file I've used: VhdAttach.exe /attach test.vhd ping 127.0.0.1 -n 2 > nul copy out\*.PRG X:\ copy out\*.BIN X:\ VhdAttach.exe /detach test.vhd ping 127.0.0.1 -n 2 > nul (echo LOAD"INVADERZ.PRG",8 && echo RUN) | clip x16emu.exe -sdcard test.vhd -scale 2 -keymap de-ch Replace "test.vhd" with the filename of your VHD file, the PRG name with yours and also select the correct keymap parameter (or remove it). This saved me a lot of time, maybe it helps others, too.
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