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Messages - Keoni29
Pages: 1 ... 36 37 [38] 39 40 ... 168
557
« on: February 12, 2014, 04:56:38 pm »
This is a 1MHz cpu copying 1000 characters over and over again to generate the next screen. It is double buffered, so I copy the screen from one buffer to another with an offset of 1. The cpu is not fast enough to copy the entire screen in one frame, hence the double buffer. While one screen is being generated the other is being displayed by the video chip.
558
« on: February 12, 2014, 04:53:42 pm »
This is done in 6510 ASM. There is no way you can do it this fast in basic.
Slow and large code...
joy2 = 56320
vic = $d000 spr0_x = $00 spr0_y = $01
screen0H = $04 screen1H = $08
ptr0 = $FC ptr1 = $FE
defm incw inc /1 bne @no_carry inc /1 + $01 @no_carry endm
*=$1000 start loop ldx #0 stx ptr0 ;ptr0L stx ptr1 ;ptr1L ldx #screen0H stx ptr0+$01 ;ptr0H ldx #screen1H stx ptr1+$01 ;ptr1H ldx #$08 jsr copy_loop1 lda #$25 sta vic + $18 ldx #0 stx ptr0 ;ptr0L stx ptr1 ;ptr1L ldx #screen0H stx ptr0+$01 ;ptr0H ldx #screen1H stx ptr1+$01 ;ptr1H ldx #$08 jsr copy_loop0 lda #$15 sta vic + $18
jmp loop ;;;;;;;;;;;;;;;; copy_loop1 ;Start of program. ldy #0 lda (ptr0),y ;Copy from screen0 incw ptr0 ldy #1 sta (ptr1),y ;Save to screen1. incw ptr1
cpx ptr0 + $01 ; Stop if end of screen is reached. bne copy_loop1 rts copy_loop0 ;Start of program. ldy #0 lda (ptr1),y ;Copy from screen0 incw ptr1 ldy #1 sta (ptr0),y ;Save to screen1. incw ptr0
cpx ptr0 + $01 ; Stop if end of screen is reached. bne copy_loop0 rts
I will optimize this eventually. I want to add smooth scrolling.
559
« on: February 12, 2014, 04:40:54 pm »
I wrote some code that shifts the entire screen one character to the right. It takes about 1.7 seconds to shift the picture all the way to the right. For anyone who wants to get into c64 programming: Get this book!  It is full of lookup tables, datasheets and schematics!
560
« on: February 12, 2014, 02:02:11 pm »
So it won't be possible to ship them out with batteries in them? That is sad to hear since the CSE has an internal battery.
561
« on: February 12, 2014, 11:27:57 am »
It's cool to teach, but I hate drag-and-drop a lot (eg. Alice, Scratch, NXT, Labview (well, not really Labview...)). I think that teaching kids Processing is a bit better, since it resembles a "real" language (java/c++).
I completely agree with that. For school we had to use labview for a project this semester. It was pure agony. It is just so hard to make changes to your program without messing up the flow and structure.
562
« on: February 11, 2014, 04:48:04 pm »
We need more printing calculators in new shells!  Get on that, TI.
563
« on: February 11, 2014, 04:37:13 pm »
I feel like I should care about all this. Maybe it's because I am not an American, but I don't feel affected by all this. I always assumed the government was spying on everyone and you should always be careful with the data you put out there.
564
« on: February 10, 2014, 04:30:42 pm »
Can't you use a different shipping company if this one is giving you so much trouble?
565
« on: February 08, 2014, 12:32:42 pm »
Release 1.3: Added: +TO8xv.exe: Converts any raw data to an appvar. Useful for converting sid dumps to appvariable so you can play them back from your calculator. +Link to sid_dumper.exe added in the readme. Fixed: -Readme updated. Added some essential information. -Fixed appvar name in the siddump player source.
566
« on: February 08, 2014, 04:44:11 am »
No problem. I am looking forward to the readme
567
« on: February 08, 2014, 04:43:15 am »
I have been obsessed with programming the c64 for 3 days now. It almost made me fail my test because I did not study enough as a result  I probably did allright on the test. I got an A for the first test, so I have to get an E in order to fail that course. It reminds me of the time when I first discovered calculator programming. My first 6502 asm program worked the first time I tested it  I guess that's because I already know how to write eZ8 asm Edit: Experimenting with sprites. This code will make a metroid fly across the screen. But that's not all: It also flashes bright colors. *=$1000 ;Set sprite pointer0 to $2000 ($80*$40) lda #$80 sta $07f8 ;Enable sprites lda #$01 sta $d015 ;Expand X,Y sta $d01d sta $d017 ;Set X position of sprite0 (128) lda #$80 sta $d000 sta $d001 loop inc $d001 ldx #$00 delay1 ldy #$05 delay2 dey bne delay2 dex bne delay1
lda $d001 lsr a lsr a lsr a lsr a sta $d027
jmp loop rts
*=$2000 ; Metroid BYTE $01,$FF,$80 BYTE $07,$FF,$E0 BYTE $0E,$63,$F0 BYTE $19,$99,$F8 BYTE $33,$3D,$FC BYTE $37,$3D,$FC BYTE $66,$3C,$FE BYTE $68,$18,$3E BYTE $79,$42,$9E BYTE $CB,$A5,$DF BYTE $F3,$C3,$DF BYTE $F9,$E7,$BF BYTE $8C,$C3,$31 BYTE $87,$18,$E1 BYTE $59,$C3,$9A BYTE $3C,$FF,$3C BYTE $3A,$3C,$5C BYTE $34,$DB,$2C BYTE $10,$81,$08 BYTE $08,$C3,$10 BYTE $00,$42,$00
568
« on: February 06, 2014, 06:28:15 pm »
I made a basic program that does the same thing, but that was slow, so I wrote an assembly version.
569
« on: February 06, 2014, 06:23:27 pm »
I decided to dig up the old commodore64 and started programming it. Projects so far: Name: HEXEDITLang: CBM BASIC Description: Debug tool Features: -Edit bytes -Memory monitor -Save/load part of memory to/from file (60% done) -Execute from memory address + dump cpu registers after execution Download: (no link yet)Name: NESCLang: 6502 Assembler (+BASIC for doing something with the input) Description: Reads buttonpresses from an NES controller hooked up to the user I/O port. Features:-Stores the incoming byte in $0002 -Byte can be read by a basic program like this: 10 SYS(32768) 20 PRINT PEEK(2) 30 GOTO 10 -A passive pin adapter is required in order to hook up an nes controller to the userport. (Can be made using:userport connector,nes controller connector and a bunch of wire) Picture of the c64's user I/O port: Download: (no link yet)
570
« on: February 03, 2014, 05:16:54 pm »
So that leaves you with a spare connector at the back of the calc: the linkport. You can hook up sound output to that for example
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