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Name | Kommentar |
erstellt am 16. Januar 2022 um 2:49 Uhr MEZ Hi Is there a way for using dynamical labels? I tried to concat a label with a variable within a macro, but it does not work I want to get this code: lab0 lda #$ff sta $0400 lab1 lda #$ff sta $0400 lab2 lda #$ff sta $0400 !macro mymacro z { lab##z lda #$ff sta $0400 } !for i = 0 TO 2 mymacro i !end Kommentar von Endurion: Hi, That way you posted should be exactly how it works: !macro mymacro z { lab##z lda #$ff sta $0400 } !for i = 0 TO 2 mymacro i !end Assembles fine for me. If it doesn't for you, can you show me the exact errors you get? |
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erstellt am 14. Januar 2022 um 8:22 Uhr MEZ Hi, I have just tried to update to version 7.0 and got a virus warning from Windows Defender and the C64Studio.exe was deleted. It reports it having Worm:Win32/DroInux. Is it safe to install? Thank you very much. Alexis. Kommentar von Endurion: Hi, Yes. Others informed me of that issue, and I contacted Microsoft about this. It was a false positive, they updated the signature. Thanks for informing me! Best regards, Georg |
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erstellt am 09. Januar 2022 um 2:38 Uhr MEZ I think C64 Studio is awesome. Could it be possible to add to the Screen Editor features to shift up, down, left and right and mirroring? Regards. Walter-- Kommentar von Endurion: Hi, Sure thing, it's on the list now! |
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erstellt am 03. Januar 2022 um 18:08 Uhr MEZ Thanks for a fast reply on the new behavior of selecting colors when editing chars/sprites, not sure I like it thou I tried the updated version in your link, did a clean install (Portabel Mode), but I see no change inte the behavior when binding keys to "Custom color", "Multi Color 1" or "Multi Color 2". If you are taking a look at it, would it also be possible to bind a key to "Background" color? And the bound keys works kinda strange... Sprite Editor = Reacts to keys, IF you first have clicked in the "Drawing area", but also changes the color with +1. Char Editor= No function. Graphic Editor = No function. But here the old behavior of plot and delete works, rightclick to delete.... and "Bullet Selector" is missing I think. Text Screen Editior = No function. And a last note, in all the above editors... the key bound to "Multi Color 1" changes the color with +1 if you recently used the droplist to change a color if the droplist is still marked. Kommentar von Endurion: Ouch, that sounds completely inconsistent. Matches my code I'm sorry, I'll look into it, more in detail this time. The requirement of a focused editor window came in when people bound the plain number keys (1 to 3) to the color settings. They would override the entry in regular text boxes. |
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erstellt am 01. Januar 2022 um 12:43 Uhr MEZ Updated to v7.0, the Sprite Editor and the Charset Editor changed, not sure if this is a new feauter or if it's a bug. Symtop is that leftclicking with the mouse selects color under the mousepointer instead of using background color to "delete". Note: Would be nice if it was possible to bind keys to select colors that are set, insted of binding key to both change color and select the color at the same time. Like pressing 1-4 to just select color without changing the preset color. v6.8 have the "normal" right/left click editing. Kommentar von Endurion: Yeah, I have changed the behaviour so right click means now pick color. It makes sense for a few of the other modes; and I wanted to make the behaviour consistent. Regarding the note; that sounds like not intended by me, I'll look into it! Thanks! Update: I fixed the bug where selection would also change the actual color, for a preview https://www.georg-rottensteiner.de/webmisc/C64StudioRelease.zip |
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erstellt am 08. Dezember 2021 um 16:38 Uhr MEZ Just to let you know that C64 studio was mentioned here: https://www.youtube.com/watch?v=mjPucWkmqCg Kommentar von Endurion: Interesting piece, thanks! |
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erstellt am 02. Dezember 2021 um 10:41 Uhr MEZ Hi Georg, the c64 studio 6.9 does not import final output/image as bitmap.graphicscreen, it only does bitmap.bin............ please help thanks Syed Kommentar von Endurion: In the sample project "Sample Project - Bitmap Screen", there's a ".graphicscreen " file. To do that yourself, create a File->New->Graphic Screen. Have your image created in your tool of choice, make it 320x200 sized. Copy it to the clipboard. in the new graphic screen click in the top left corner, this should show a selection frame. Paste the image. An import dialog may appear if palettes do not match up. Ideally, you can just press OK, and the screen is imported. At the bottom is a "Check as..." button. Choose the target display mode (most of the times multicolor bitmap). It will validate and mark any square that does not fit the restrictions of the bitmap mode. If all is ok, simply save the graphic screen. When you look at the "DisplayScreen.asm", at the bottom you see the three parts of the bitmap data being included. The code above sets the shared multi colors and copies the bitmap data blocks to their target location (color RAM is always at $d800). For the sample I chose the screen RAM at $8c00 and the bitmap data at $a000. Assemble and run. The !media fetches the graphic data from the graphic screen project. There is currently no method to directly include a PC graphic format. |
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erstellt am 02. Dezember 2021 um 4:21 Uhr MEZ Hi Georg, With the release of c64 Studio 6.9, additional graphic and bitmap screen commands have been added . Well, how do you load a a bitmap or graphics screen using code!. The example provided in the sample library use !media”bitmap.graphic”, graphicscreen format?!?!??! Please provide instructions on how to extract a “bitmap.graphicscreen”: from export file option File. Thnks Syed Kommentar von Endurion: Hi Syed, These included samples are using the .graphicscreen project files. You add a graphic screen to your project, import the image there and then you can include the graphicscreen project. !media fetches the image with its settings and inserts the required binary data. Of course you can always import the binary data manually via !bin, but then there's always a manual step involved, when the image changes. One of the major stumbling blocks of bitmap graphics is, that there are three separate data blocks: Actual bitmap data, color data intended for the screen, and the actual color data for the color RAM. These all need to be placed at different memory locations; these locations must also be configured for the VIC. There are no standard locations, it all depends on how you structure your program and memory layout. HTH, Georg |
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erstellt am 19. November 2021 um 13:23 Uhr MEZ Hi Georg, How do we compose music for c64?. I have Cakewalk DAW for pc, but am unable to convert .wav or .mid files into .sid files. How the darn do you compose .sid music files?. Can you please help!. Thanks Syed Kommentar von Endurion: Hi Syed, As answered via email, you need to use one of the existing Tracker programs (GoatTracker for example). Or actually write your own player with editor. The former is easier HTH |
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erstellt am 09. Oktober 2021 um 14:06 Uhr MEZ System.NullReferenceException: Object reference not set to an instance of an object. at C64Studio.StudioSettings.ReadFromBuffer(ByteBuffer SettingsData) at C64Studio.MainForm.LoadSettings() at C64Studio.MainForm..ctor(String[] args) at C64Studio.Program.Main(String[] args) Kommentar von Endurion: Ouch! Anything you need to do for this to happen? Can you mail me your settings.dat (from %appdata%/GRGames/C64Studio/1.0.0.0/settings.dat) ? |
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erstellt am 29. August 2021 um 10:09 Uhr MEZ Hi Georg, you say that I can send you my requests by email. A few months ago I sent you an email but I never received an answer. Is the address "georg@georg-rottensteiner.de" correct? Kommentar von Endurion: Hmm, maybe I overlooked one email or it went into the spam folder. Can you tell me at what date you sent it? Kommentar von Endurion: I've got your email, did you get my reply? I also had replied to that earlier email. |
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erstellt am 29. August 2021 um 9:56 Uhr MEZ Hi Georg, about C64Studio, suppose you have the following code: !macro Math_Decrease_16Bit address lda address bne + dec address + 1 + dec address !end lda #0 sta $02 sta $03 sta $ff lda $ff beq + +Math_Decrease_16Bit $02 + rts In my opinion, the "beq +" opcode should branch to "+ rts" instead of jumping to "+ dec address" inside the macro. Currently I have solved it this way: !macro Math_Decrease_16Bit address lda address bne .m1 dec address + 1 .m1 dec address !end However, I would like to be able to use immediate labels also within macros. It's possible? Kommentar von Endurion: Ah, that's a good catch. Also, sounds like a good idea, which shouldn't break too much existing code. Added it to my TODO list. |
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