Search results

  1. W

    fumbling my way into 65C02 assembly

    some footnote: the iny-tya-cmp# part can be done iny-cpy# way it is a generally good idea to NOT MOVE the indexregs. values if its not a absolutely necess.y on any 6502[or other 8bit low number of indexreg.] cpu use the aprop. indexreg-manipulate-opcode if you can
  2. W

    Upper vs Lower Case - Assembler Related

    just a little footnote: the X reg. 8bit by default, and your text-end is meant a $00 char because you using "loop: lda msg_intro, x", know that if your text is LONGER than 254 char it WILL OVERLAP and begin with the 1st char again on the next iteration so,something like this fix it...
  3. W

    Upper vs Lower Case - Assembler Related

    woha! "cmp $00" after "loop: lda msg_intro, x" is no-no, you want "cmp #0",witch is unneeded,coz' when you lda somethin,that automat.ly set Z if its zero,so: loop: lda msg_intro, x beq end jsr CHROUT
  4. W

    game: 4x style turn based [space]strategy

    as i'm seeing currently,it would be the greatest of all the challenges to prog into here a decent ai: simply too small mem[only 8k chunks] as until we can see a final hw, i'll prog the functions in c# to quickly test the math i make progress, bunt only mtself,it'll be sooo slow...
  5. W

    How to get a random number in ASM on the Commander X16 ?

    hiya! 1st you need to know what type of rnd you want: like pseudo-random[mathematical gen.ed] or real[enthropy]-like for pseudo, you can get many of the maths from a simple googling for real, uhh, if you dont want spec. hw then read a noisewaveform register[soundchip],if thats possible DO NOT...
  6. W

    game: 4x style turn based [space]strategy

    hi! does anybody interested to do a endless space 2 like multi-faction strategy for the x16? i can do most of the maths and a lil bit of ai this project will need an ok graphician and at least 2 more programmer,who is good in asm and ofcoz' a finished x16 hw 😄 i'll do this for free,so i would...
  7. W

    A Point About Speed

    with a considerably faster cooproc,yes,BUT: then needs faster ram,higher bandwidth fsb[at least equivalent to the bitwidth of the largest float you would use],etc to be able to feed/read fast enough the cooproc with/from data why would you want use another faster general cpu as a math...
  8. W

    LINE and other graphics commands in X16 BASIC V2

    with respect BruceMcF, how would be a "slippery slope" if they _only_ make the 2 most basic and necess.y primitives[plot+line] implement in hw level? no need more, as these 2 are enough to accel. considerably all the others,like 4x line for a square, or a filled square... its good also for mem...
  9. W

    LINE and other graphics commands in X16 BASIC V2

    nice... and greetings! as it seems, this sys. could be really benefit some kind of hw-accel.ed primitive functions, like a dot and line, if any space left in the vera at all i dont want to imagine,how "fast" would be a 640x200 screenmode with any filled primitives[like windows for geos] or just...
  10. W

    LINE and other graphics commands in X16 BASIC V2

    do we know now, what type of routines was used in the gfx libs? like in the line routine is a ddra/cfw/ccfw... and what geom. primitives[circle,box,ellips,etc] are will be implemented in the _final_ ver.?
  11. W

    Question about BASIC instructions' speed

    thats actually a very good -and important- learning, that they may input decimal numbers, but what the programs using is a _floating_point_representation_ of that dec. number hmm,actually is a way on x16 to use double precision floats? or you need to do 'tricks'
  12. W

    better (basic) error messages

    better error messages for example the notoriously informative "? syntax error in 1234": 1234 poke 1111,11: poke 1111,12: poke 1111,13: pokle 1111,14: poke 1111,15: poke 1111,16: poke 1111,17 make it ,that you get: "? syntax error in 1234: poke 1111,11: poke 1111,12: poke 1111,13: pokle 1111,14...
  13. W

    Question about BASIC instructions' speed

    oookay, what i proposed early-er is like: .byte 'poke-token',"$",$ac,$12,"+","i",",","%",$ab and lists as: poke $12ac+i,%10101011
  14. W

    Question about BASIC instructions' speed

    why isn't the tokenizer store the hexa on 3 byte: .byte "$",$23,$9f when decode, the interpreter only need to read 3 byte,and on the last 2 doesnt need to decode either from ascii when list run it knows from the "$" how to display the integer after it: "$9F23"
  15. W

    BASIC without line numbers?

    it depends on the in-situ, or what you want to accompl. in that case different needs,diff. solutions i just wanted to prove, not needed to implement all other basic capabilities/tokens/commands just because they do use that command formulate to accomplish a certain task we need to add flexibly...
  16. W

    BASIC without line numbers?

    a small input-rutin for 10 chars: a$="" for i=0 to 10 for j=0 to 1 step 0 get b$ if b$="" then next if b$<>chr$(13) then a$=a$+b$ : print b$; : next i print a$
  17. W

    BASIC without line numbers?

    do-loop: for i=0 to 1 step 0 ... if ... then i=1 ... next
  18. W

    x16-emulator VERA Mode 7 issue

    do we even really need 128 hw-sprite in a everyday prg? would'nt be more reasonable to fever,but more think-trought abilities given for them, and when need more than like 32,do a gfx-interrupt sprite-multiplexer? i mean, more based-on-prg-experience-with-games capabilities given to the fewer...
  19. W

    Can VERA sprite coordinates be negative?

    so what about a virtual 192 pixel[(1024-640)/2] wide border on both side of the screen,so the sprite can leave the gfx area in both sides without immediately reappear on the opposite side?
  20. W

    a 2 panel commander for the commander

    it depends on the final x16 pcb size,but maybe dont need swap out anything: you need a pci-bus interface for x16 as an expansion,and can run in a virtual window on linux/export the video out to a virtual window