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Fredrik Rooss E-Mail Adresse Fredrik Rooss Homepage s IP angucken


erstellt am 05. Dezember 2019 um 11:52 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Thanks!
An other question: Now I got a Graphics screen background and 7 sprites working. Excuse my ignorance but how do I put other stuff on the screen like scores, lived etc.
I've been trying to write to the screen buffer but I won't work when the graphicscreen mode is set.

Regards / Fredrik.



Kommentar von Endurion:
Hi Fredrik,

Well, two basic choices: Either copy character like images in the bitmap, or do an IRQ split between bitmap and text mode, so you can have sort of a status line.

This might be a start: https://www.c64-wiki.com/wiki/Raster_interrupt


Fredrik Rooss E-Mail Adresse Fredrik Rooss Homepage s IP angucken


erstellt am 26. November 2019 um 12:06 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
This is the DisplayScreen.asm without highres and added one sprite.
Whatever I do I can't get the sprite to be anything else than 255x64 i.e a square.


* = $0801

GETIN = $FFE4
SCNKEY = $FF9F


SCREEN_CHAR = $9000 - $0400;$0400
BITMAP_LOCATION = $a000

!basic
lda #0
sta $D020
sta $D021
;lda #$18
;location for bitmap and screen char
lda #( ( BITMAP_LOCATION % $4000 ) / $400 ) + ( ( SCREEN_CHAR % $4000 ) / 1024 ) * 16 + 1
sta $D018

;Enable char/bitmap multicolour
lda #$18
sta $D016

lda #$3B
sta $D011

;VIC bank 2
lda #$15
sta $dd00

ldx #48
sta $0400

ldx #0
.CopyLoop
lda $4000 + 0 * 250,X
sta SCREEN_CHAR + 0 * 250,X
lda $4000 + 1 * 250,X
sta SCREEN_CHAR + 1 * 250,X
lda $4000 + 2 * 250,X
sta SCREEN_CHAR + 2 * 250,X
lda $4000 + 3 * 250,X
sta SCREEN_CHAR + 3 * 250,X

lda $4400 + 0 * 250,X
sta $D800 + 0 * 250,X
lda $4400 + 1 * 250,X
sta $D800 + 1 * 250,X
lda $4400 + 2 * 250,X
sta $D800 + 2 * 250,X
lda $4400 + 1 * 250,X
sta $D800 + 1 * 250,X

!for ROW = 0 TO 31
lda $2000 + ROW * 250,x
sta BITMAP_LOCATION + ROW * 250,x
!end
inx
cpx #250
beq .Done
jmp .CopyLoop
.Done

v = 53248

ldx #200
stx 2040

ldx #0
stx v+23
stx v+29
ldx #3
stx v+39

ldx #100
stx v
stx v+1

ldx #0
rd lda foe,x
sta 12800,x
inx
cpx #63
bne rd

ldx# 1
stx v+21

endless
jsr endless
rts

foe:
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$28,$00,$00
!byte $aa,$00,$82,$82,$82,$aa,$aa,$aa
!byte $aa,$55,$aa,$8a,$be,$a2,$82,$aa
!byte $82,$00,$aa,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$81

;bitmap data
* = $2000
!media "multicolor.graphicscreen",BITMAP

;charscreen colors
* = $4000
!media "multicolor.graphicscreen",SCREEN

;color ram colors
* = $4400
!media "multicolor.graphicscreen",COLOR





Kommentar von Endurion:
Just a few small issues: The sprite data was not in the same VIC bank (12800 =$3200) is not inside $8000 to $bfff. Also, when you change the screen address and VIC bank, the sprite pointers move with the screen address.
You set the screen address to $8c00, so the sprite pointers are at $8c00 + 1016. Once that is changed the sprite shows up.

* = $0801

GETIN = $FFE4
SCNKEY = $FF9F


SCREEN_CHAR = $9000 - $0400;$0400
BITMAP_LOCATION = $a000

SPRITE_LOCATION = $8000

!basic
lda #0
sta $D020
sta $D021
;lda #$18
;location for bitmap and screen char
lda #( ( BITMAP_LOCATION % $4000 ) / $400 ) + ( ( SCREEN_CHAR % $4000 ) / 1024 ) * 16 + 1
sta $D018

;Enable char/bitmap multicolour
lda #$18
sta $D016

lda #$3B
sta $D011

;VIC bank 2
lda #$15
sta $dd00

ldx #48
sta $0400

ldx #0
.CopyLoop
lda $4000 + 0 * 250,X
sta SCREEN_CHAR + 0 * 250,X
lda $4000 + 1 * 250,X
sta SCREEN_CHAR + 1 * 250,X
lda $4000 + 2 * 250,X
sta SCREEN_CHAR + 2 * 250,X
lda $4000 + 3 * 250,X
sta SCREEN_CHAR + 3 * 250,X

lda $4400 + 0 * 250,X
sta $D800 + 0 * 250,X
lda $4400 + 1 * 250,X
sta $D800 + 1 * 250,X
lda $4400 + 2 * 250,X
sta $D800 + 2 * 250,X
lda $4400 + 1 * 250,X
sta $D800 + 1 * 250,X

!for ROW = 0 TO 31
lda $2000 + ROW * 250,x
sta BITMAP_LOCATION + ROW * 250,x
!end
inx
cpx #250
beq .Done
jmp .CopyLoop

.Done
v = 53248

ldx #200
;stx 2040
ldx #0
stx SCREEN_CHAR + 1024 - 8

ldx #0
stx v+23
stx v+29
ldx #3
stx v+39

ldx #100
stx v
stx v+1

ldx #0
rd lda foe,x
;sta 12800,x
sta SPRITE_LOCATION,x
inx
cpx #63
bne rd

ldx #1
stx v+21

endless
jmp endless

foe:
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$28,$00,$00
!byte $aa,$00,$82,$82,$82,$aa,$aa,$aa
!byte $aa,$55,$aa,$8a,$be,$a2,$82,$aa
!byte $82,$00,$aa,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$00
!byte $00,$00,$00,$00,$00,$00,$00,$81

;bitmap data
* = $2000
!media "multicolor.graphicscreen",BITMAP

;charscreen colors
* = $4000
!media "multicolor.graphicscreen",SCREEN

;color ram colors
* = $4400
!media "multicolor.graphicscreen",COLOR




Fredrik Rooss E-Mail Adresse Fredrik Rooss Homepage s IP angucken


erstellt am 25. November 2019 um 21:05 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hello. I just been fiddeling around with C-64 studio. I tried to use the DisplayScreen.asm example as a skeleton for a simple game.
The multicolor Graphics screen works fine but ALL my sprites are just squares as if data is all 255. If I remove the grahics screen code the sprites work fine...
Any idea why this is?

regards / Fredrik.


Kommentar von Endurion:
Hi Fredrik,
I'd have to see the code to know more.
It could be, that the sprite data is pushed outside the VICs 16k bank? Or the sprite pointers to not match up with the sprite data?
Remember, the VIC can only see 16k at once.


s IP angucken


erstellt am 23. November 2019 um 12:53 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
It all right , I’ve figured it out. Thanks anyway

Syed

s IP angucken


erstellt am 23. November 2019 um 8:43 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hi Georg,

with TEXT SCREEN EDITOR, how do you load saved screens.
How do you save screens?.

I have character set saved and loaded, but cannot save/load custom screens using TEXT SCREEN EDITOR?....


PLEASE HELP

Thanks

Syed

s IP angucken


erstellt am 23. November 2019 um 2:59 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hi Georg,

Another question: how do you draw character screen from saved character files and then reload them in c64 studio in character screens.

Basically how do you load saved character screens?

your doing a great job , keep it up!

regards

Syed


Kommentar von Endurion:
Hi,

I've created a small sample project, which will be part of the next release. Here's the packed project: http://www.georg-rottensteiner.de/webmisc/Sample%20Project%2015%20-%20Character%20Screen.zip

Hope that helps!
Georg


Syeds E-Mail Adresse s IP angucken


erstellt am 26. Oktober 2019 um 0:00 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hi George

Is it possible to import .jpeg, png ,bmp images and using code to display in vice emulator? Can you please provide code to display these images via help documentation!?

Presently , only koala pics can be coded for?!?

Please help!

You are doing a wonderful job with C64C studio , keep it up!!

Syed


Kommentar von Endurion:
Glad you like it fröhlich

When you look at the source code in GitHub, there is a Samples folder, which has one project that might be of interest: https://github.com/GeorgRottensteiner/C64Studio/tree/master/Sample%20Projects/Sample%20Project%20-%20Bitmap%20Screen

This sample has a graphic screen project, that contains the wanted image and display code. You can copy/paste your image into that graphic project and if the format limitations apply it should work right out of the box.

Hope that helps!
Georg

s IP angucken


erstellt am 26. September 2019 um 7:14 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Sorry about the missing messages, but some arse killed the last few entries of the guestbook. I still refuse to add captchas though.

s IP angucken


erstellt am 04. Dezember 2018 um 18:30 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Thank you Georg for documenting the binary memdump functionality of the vice remotemonitor so well in your source code!

I needed to implement the same functionality in my own program that was interacting with vice, and your comments saved me a lot of time and effort.


Kommentar von Endurion:
My pleasure fröhlich

I hope someone someday overworks the binary interface for the remote debugger. It should be able to do so much more.


Wouter Bovelanders E-Mail Adresse Wouter Bovelanders Homepage s IP angucken


erstellt am 21. September 2018 um 12:16 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hi Georg,

I would really appreciate the possibility to jump to a line number in the code. I use Meld for code comparison which often directs me to a specific line number. Right now it comes down to furious scrolling.

Thinking in broader lines, an interface to Git including the possibility to compare the HEAD to the previous commit would be super sexy. Comparing it to other IDE's (like NetBeans, PHPStorm or Visual Studio Code) that I use for work it's just about the only major feature missing from C64Studio.

But that's just day dreaming perhaps.

Cheers!
Wouter


Kommentar von Endurion:
Hi Wouter,

You're not the first to request this (git/svn integration). I'll put it on the list, but can't promise any date fröhlich


Regarding jumping to a line number, on the list with it!


Thanks for the ideas!
Georg




Wouter Bovelanders E-Mail Adresse Wouter Bovelanders Homepage s IP angucken


erstellt am 17. September 2018 um 20:21 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Thank you for version 5.8 of the IDE Georg.


Kommentar von Endurion:
Great you like it!

Any constructive critique, new feature requests or bug reports are always welcome! zwinker


Maksy Ks E-Mail Adresse s IP angucken


erstellt am 06. September 2018 um 21:49 Uhr MEZ   Eintrag löschen  Kommentar hinzufügen  Eintrag bearbeiten
Hallo Georg!
Auch nach Jahren f�llt mir immer wieder ein, dass Hitblock existiert. Ich danke dir nachwievor f�r die vielen vielen Stunden Spa�, die ich mit Hitblock schon vor 10 Jahren hatte!
Ich habe es mir heute auf mein Windows10 Laptop geladen und das Spiel m�chte partout nicht angehen traurig Es h�ngt sich immer wieder beim Start auf. Hast du vielleicht einen Tip f�r mich?
Ich hoffe, ich denk dieses Jahr wieder dran, hier kurz vor Silvester vorbeizuschauen. Das letzte mal wurde noch damals geschluckt, als das G�stebuch verschwunden ist

liebe Gr��e von der Mosel
Maksy


Kommentar von Endurion:
Hallo Maksy,

Sehr omin�s, vor allem, wo ich das doch auch unter Windows 10 entwickle.
Hast du das normale Setup benutzt?

Hast du evtl. in der Ereignisanzeige eine Meldung, wenn du es startest? M�glicherweise muss die Visual Studio 2015 C++ Runtime installiert werden.

Ich schaue mal, ob ich das irgendwie nachstellen kann.

Danke f�r die Info!

Gru�,
Georg

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