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Found 5 results

  1. Hi! I am working on a little project in screen mode 0. I can set the screen mode in basic. I can also set it in c. But when I set it in c, I get incorrect scrolling. It seems the scroll routing still thinks the screen is 60 characters high. I can't find it in the manual. (I probably put my blind glasses on :)) Scrolling is done like this. Print lots of character until the lower end of screen is reached, will trigger scrolling. It's rough, but it works. The screen setting is basically like this: *vera_video = 0x20 | 0x10 | *vera_video; *vera_hscale = 0x40; *vera_vscale = 0x40; *vl1_cfg = 96; *vl1_map = 0x00; What am I missing? I tried checking vera registers after doing a "manual" screen command, and the only thing I came to is the patter 0110 in the mapwidth, map heigh sections of the L1_CONFIG register. (hence *vl1_cfg = 96; ) Thanks CC
  2. Did the C64 and the like ever have a common TUI like Turbo Vision or ncurses? Turbo Vision was mentioned in passing in this thread, and that got me thinking that's something that could be common to a lot of non-game/productivity apps and could be useful on the X16. Thinking about my probably too lofty goal of a music tracker, at least some of what I might use could be common to other TUI based apps such as menus, text boxes, text overlays, text scrolling within a box/window, etc. Of course I can template out UI designs in something like petdraw16 but that wouldn't really work for a fluid UI where I might want to change the width of one of the channels (to show more or less effect columns for instance). I think having routines to draw the UI might be more efficient? Just mostly thinking aloud of something folks other than myself might be able to use and before I go down some bespoke solution wondering if there is some possibility to combine UI efforts there perhaps (though my 6502 skills are in their infancy admittedly).
  3. Ghost Crusher View File In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 4 levels. In level 4 you will encounter a poltergeist. Poltergeists can only be killed against a static (red) wall. Let me know what you think about the difficulty level. For each level I can control: Number of walls and static walls Number of ghosts and their speed Number of poltergeists and their speed Number of portals and how long it takes before they let a dimensional ghost through. Submitter JimmyDansbo Submitted 10/20/20 Category Games  
  4. Version 0.5b

    67 downloads

    In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 4 levels. In level 4 you will encounter a poltergeist. Poltergeists can only be killed against a static (red) wall. Let me know what you think about the difficulty level. For each level I can control: Number of walls and static walls Number of ghosts and their speed Number of poltergeists and their speed Number of portals and how long it takes before they let a dimensional ghost through.
  5. Ghost Crusher View File In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 3 levels and they should be fairly easy to beat. Submitter JimmyDansbo Submitted 10/19/20 Category Games  
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