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Found 32 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. I found an interesting listing on eBay, so I thought I'd share. Plus, maybe someone here can tell us more about it. Over in this thread @Cyber introduced us to the Dendy, a Famicom/NES clone from Russia or perhaps one of the other former Soviet states. The pic they showed in that thread looked like a typical console: top-loading slot, two controllers, etc. But, this eBay listing I found shows what appears to be that same Dendy Famicom clone, but built into a keyboard case, labeled "Russian-English Computer Learning Set", and packed with a cartridge that apparently also has (two flavors? of) BASIC. RETRO Dendy SUBOR KEYBOARD (Famicom) Console + full set | eBay (I should point out, I'm not the seller nor am I encouraging anyone to buy; I'm just sharing because it's interesting.) An easily programmable NES (clone) is kind of exciting. (I know Japan released a keyboard for the Famicom, but they're rare.) I wonder if the BASIC on this system can access the sound capabilities, that would actually be useful for chiptune creation. I wonder if anyone can translate the contents of the cartridge (there's a close-up picture of it, but most of it is in Cyrillic script except the word BASIC, heheh.) I assume the language education is for Russian-speakers to learn English - and not the other way? Another pic shows what appears to be a 25-pin port on the back, maybe a parallel port. I wonder what that might have been for.
  3. Version 1.0.003

    50 downloads

    A simple Morse code program. Written in QBASIC as a learning process, ported to various CBM machines, and now on Commander X16, because why not! It can translate from text to Morse, or from Morse to text. The input can be typed in, or loaded from a file. It has different modes of operation, in how it uses the signal marks. I have implemented 3 modes based on what I saw in different programs. The characters of the signal marks can be specified by the user. Sound output can be configured too. The character output can be saved to disk. It will work even if the output is longer than 255 characters (and also can be loaded back). Note: it only processes files up until it encounters a Carriage Return (PETSCII 13) character. Settings are saved too, but are not processed, as of yet. (Using the proper settings is vital for Morse->text translation to work.) (This is the first piece of program code I release anywhere )
  4. Scrubbly Morse Code Translator View File A simple Morse code program. Written in QBASIC as a learning process, ported to various CBM machines, and now on Commander X16, because why not! It can translate from text to Morse, or from Morse to text. The input can be typed in, or loaded from a file. It has different modes of operation, in how it uses the signal marks. I have implemented 3 modes based on what I saw in different programs. The characters of the signal marks can be specified by the user. Sound output can be configured too. The character output can be saved to disk. It will work even if the output is longer than 255 characters (and also can be loaded back). Note: it only processes files up until it encounters a Carriage Return (PETSCII 13) character. Settings are saved too, but are not processed, as of yet. (Using the proper settings is vital for Morse->text translation to work.) (This is the first piece of program code I release anywhere ) Submitter Wertzui Submitted 03/06/21 Category Misc Apps  
  5. I wrote a series of blog posts/articles on Commander X16 architecture and coding. I have started with focus on beginners and then slowly moved to more advanced topics and techniques. First I tackle smaller chunks and use simple examples to show the topic in practice. After enough new knowledge is covered I write a complete game to utilize several of the techniques to illustrate how it all comes together so each new complete project is more complex than the one before. I do cover only Commander X16 specific so I recommend reading Commodore C64 BASIC tutorials and guides. Please note that the games and most examples are written with a goal to be as clearly readable and understandable so there is very little source code optimizations. Snake Game This game is written in very clean BASIC with very little trickery so not much special Commander X16 knowledge is required. We do VPOKE directly into video memory so only understanding of fundamentals is required. Recommended reading VERA Overview Topics Covered in Game Analyzing the game itself is a great way to learn basics like: How to structure source code (outer loops, game loop) What is Game loop Use of Data structure like multiple Arrays How to read Joystick, Keyboard How to use VPOKE to “talk to” VERA Video RAM organization and using colors Writing to certain location on the screen Using PETSCII control characters to display messages and title screen GOTO Crazy Snake Tutorial GOTO Download Tetris Clone This game introduces some more advanced features of Commander X16 and we have to take a bit more care of how to use data structures and optimize some parts of the game to make it playable. Recommended reading VERA Overview Tiles in Basic I - Video Modes 0 and 1 Colors and Palettes Topics Covered in Game Tetris clone requires us to improve on pretty much all parts of the snake game structure: We have additional loops outside and inside game loop Advanced game collisions based on screen state Pre-calculate relative positions of four segments of each tetromino Customize color palette Customize tiles (characters) Speed increase per level Adding sound to the game GOTO Crazy Tetrominoes Tutorial GOTO Download Boulder Dash style game With this game we are using most of the Commander X16 hardware capabilities and we are getting close to squeezing most out of it for BASIC games. We have to pay close attention to timings, synchronizing scrolling and animation, take care of different types of collisions, etc. Recommended reading VERA Overview Tiles in Basic I - Video Modes 0 and 1 Sprites in Basic I - Setup Sprites in Basic II - Animation Scrolling and Layers in BASIC Colors and Palettes Simplest Sound Effects Library for BASIC Font Library for Commander X16 Topics Covered in Game This game is taking advantage of hardware features of Commander X16 to the level it almost looks like 16bit game or something written in Assembly for 8 bit computer like: Two phase approach to development Full color mode Full screen scrolling Two layer graphics Scrollable playfield Static HUD Animated full color sprites 256 color title screen in graphics mode Advanced physics and game mechanics Loading assets to memory from binary files for: Tileset Sprite Sheet Fonts Sound effects library Title screen GOTO Crazy Boulders Tutorial GOTO Download
  6. Hi, just a quick query if people are seeing same as me. 10 GET A 20 PRINT A 30 GOTO 10 RUN -48 -48 -48 .... If I do the same on a C64 I get "0" instead of "-48". So I think this value is wrong... but I am wondering if I am missing something? I've had a poke around the ROM source. I think basic/code7.s line 50 has the start of it but my assembly is rubbish. Should I log an issue in GitHub for it?
  7. I've created a blog post about using tiles in BASIC. Going over the fundamentals of getting a Tiled map and graphics in to the X16 and displayed. https://justinbaldock.wordpress.com/2020/10/09/commander-x16-basic-tiles/ Feel free to comment here when providing feedback.
  8. Version 0.0.1

    18 downloads

    This is a quick and dirty Julia set demo written in Commander X16 BASIC. It generates a random Julia set each time it is run. I strongly suggest using the emulator's -warp option to speed things up a bit! Enjoy the fractal action!
  9. Julia Set Demo View File This is a quick and dirty Julia set demo written in Commander X16 BASIC. It generates a random Julia set each time it is run. I strongly suggest using the emulator's -warp option to speed things up a bit! Enjoy the fractal action! Submitter gavinhaslehurst Submitted 01/07/21 Category Demos  
  10. Version 0.0.2

    48 downloads

    This is a quick and dirty Mandelbrot set demo written in Commander X16 BASIC. I strongly suggest using the emulator's -warp option to speed things up a bit! I plan to make this a bit more user friendly, and include more options for zooming, changing colours etc. But for now, enjoy the fractal action!
  11. Mandelbrot Basic Demo View File This is a quick and dirty Mandelbrot set demo written in Commander X16 BASIC. I strongly suggest using the emulator's -warp option to speed things up a bit! I plan to make this a bit more user friendly, and include more options for zooming, changing colours etc. But for now, enjoy the fractal action! Submitter gavinhaslehurst Submitted 01/07/21 Category Demos  
  12. Version 1.1.0

    57 downloads

    This reads the disk directory in BASIC. This is a super simple example and doesn't actually parse the files... it's just smart enough to read "$" and print it to the screen.
  13. UPDATE: This is now available on GitHub: https://github.com/natenorrish/enhanced-basic-transpiler I've recoded the script completely to parse and output as a tokenized PRG. I'm also planning to add inline ASM directives to use BASIC, but enabling the option to optimize parts of the program - this will be an experimental feature ------------------------------ Hey all, My retro programming background is more Qbasic than BASIC, so for me getting used to the first 2 characters only being used for variables was quite painful for me. I'm also not a fan of using line numbers, and would prefer to use subroutines as with Qbasic. I created a script (which I'll no doubt continue to develop) which converts Qbasic style code into BASIC with line numbers (please see screenshots) The BASIC output isn't pretty, and I may work on that at some stage. Features: @LABEL: Create labels using @LABEL: - this will be automatically converted to a line number, and anywhere in the code that references @LABEL will be converted to the line number Variable names: can use alphanumeric characters with underscore (I know not valid in Qbasic). Script will convert variable names to a unique 2 letter variable. This eliminates the worry of having to chose your variable names. Line numbers: automatically added in and whitspaces / blank lines are removed Comments: Qbasic style comments with single quote ' Planning to add in sub routines which auto handle variables. Anyone interested? Nate Commander X16 2020-10-06 17-12-21.mp4
  14. I saw this basic cross-compiler on YouTube "8-bit Show and Tell 2". This is a cool project and I was curious what others thought about it, especially regarding the possibility of getting it to work with the X16. It looks like some of the memory locations are configurable but not all based on what I was reading. There is a github page with source and they are looking for contributors. It looks like some of the code is written in D (https://dlang.org/) and some in Assembly. It may also be possible to use this project as a guide for developing a similar branch/offshoot for something a little more tailored to the X16. The cross compiler is using a grammar parsing library that could be helpful for that: https://github.com/PhilippeSigaud/Pegged https://xc-basic.net/doku.php https://github.com/neilsf/XC-BASIC Compiler Options: https://xc-basic.net/doku.php?id=compiler_options Memory Layout: https://xc-basic.net/doku.php?id=memory_layout Examples: https://xc-basic.net/doku.php?id=examples
  15. Basic Color Cycling Demo View File Playing with Color Cycling. Only changes colors 7-14 in the palette to cycle a gradient for the sprite displayed on the screen. Inspired by games of old that used this trick to animate graphics. http://www.effectgames.com/demos/canvascycle/ Submitter jnewman Submitted 12/06/20 Category Demos  
  16. Version 1.0.0

    54 downloads

    This simple BASIC program draws three graphics examples by using the LINE command. It runs on Commander X16 R37 and R38. This examples runs formerly on a Commodore C64 with a little help of a machine language program to draw the lines, sets graphics mode etc.
  17. Simple graphics demo in basic View File This simple BASIC program draws three graphics examples by using the LINE command. It runs on Commander X16 R37 and R38. This examples runs formerly on a Commodore C64 with a little help of a machine language program to draw the lines, sets graphics mode etc. Submitter canada2002 Submitted 12/17/20 Category Demos  
  18. Version 4

    110 downloads

    Playing with Color Cycling. Only changes colors 7-14 in the palette to cycle a gradient for the sprite displayed on the screen. Inspired by games of old that used this trick to animate graphics. http://www.effectgames.com/demos/canvascycle/
  19. Otto

    Basic Raytracer

    Version 1.0.0

    41 downloads

    Raytracer in Basic with a sphere and its shadow, and a plane with a pattern. Originally written for C64 with Simon's Basic and published 1986 in german magazine c't (issue 1, page 104). According to the article it took 3 to 4 hours on a c64. It's much faster on a x16, but nevertheless use warp mode. I changed the following compared to the original code: I added alternative plane pattern formulas in the lines 110 to 220 (4 patterns; just [un]comment the according lines) I added lines 1205, 1206 and 1615 to read the input from data statements instead of user input I changed the graphic commands (screen, line, pset) from line 2000 and on I added the data for the objects line 2010: the sphere (x, y, z, radius) and the position of the lamp (x, y, z); same for all pictures followed by individual data per picture (5 pictures; just [un]comment the according lines for the others) coordinates of camera (x, y, z) and viewing vector (x, y, z); e.g. lines 2064 and 2065 aperture angles (horizontal, vertical); aspect ratio already adapted to X16; e.g. line 2066 line 2080: data for the view; same for all pictures; coordinates of top right corner (x, y) coordinates of bottom left corner (x, y) view window size (width, height) Press "S" for a quick sketch or "D" for the real stuff ... On demand I could share more info from the article content. Tested with R38 Enjoy!
  20. Basic Raytracer View File Raytracer in Basic with a sphere and its shadow, and a plane with a pattern. Originally written for C64 with Simon's Basic and published 1986 in german magazine c't (issue 1, page 104). According to the article it took 3 to 4 hours on a c64. It's much faster on a x16, but nevertheless use warp mode. I changed the following compared to the original code: I added alternative plane pattern formulas in the lines 110 to 220 (4 patterns; just [un]comment the according lines) I added lines 1205, 1206 and 1615 to read the input from data statements instead of user input I changed the graphic commands (screen, line, pset) from line 2000 and on I added the data for the objects line 2010: the sphere (x, y, z, radius) and the position of the lamp (x, y, z); same for all pictures followed by individual data per picture (5 pictures; just [un]comment the according lines for the others) coordinates of camera (x, y, z) and viewing vector (x, y, z); e.g. lines 2064 and 2065 aperture angles (horizontal, vertical); aspect ratio already adapted to X16; e.g. line 2066 line 2080: data for the view; same for all pictures; coordinates of top right corner (x, y) coordinates of bottom left corner (x, y) view window size (width, height) Press "S" for a quick sketch or "D" for the real stuff ... On demand I could share more info from the article content. Tested with R38 Enjoy! Submitter Otto Submitted 12/10/20 Category Demos  
  21. Version 1.0.0

    52 downloads

    This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38.
  22. Music demo in basic View File This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38. Submitter canada2002 Submitted 12/08/20 Category Demos  
  23. Is there any pointers or tutorials on how to detect collision between sprites and tiles? As well as collision between sprites and sprites? Is it possible to do mask collisions with tiles and sprites? My google-fu seems to be letting me down tonight.
  24. mobluse

    Aritm

    Version 0.3.4

    32 downloads

    Aritm is a game that trains you in mental calculation. It only teaches what is necessary to know in order to calculate manually using pen and paper. It adapts and asks more about what you answered wrong before. Aritm is written in pure BASIC v2 and uses X16 control codes for text and screen colors, and has sound effects. Future versions will probably support larger text in game. Aritm is available for many platforms including graphing calculators, Java phones, spread sheets, and common retro computers.
  25. Version 1.0.1

    27 downloads

    This file is a JavaScript extension for the Tiled Map Editor. It will export your Tiled map as BASIC DATA statements. Inspired by Johan Kårlin export files. When exporting it will prompt for the starting BASIC line number. The script will output a few data statements about the map. Then the tile data will be output in DATA statements with 16 elements.
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