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    cc65 working group

    It's often called Rubber Duck protocol. You can hold up a Rubber Duck and explain the problem to him, and often the solution suddenly presents itself. Don't explain this analogy to your spouse, as they don't prefer being compared to rubber ducks for some reason.
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    cc65 working group

    Agreed, but building that seems like an overreach on my part, though I'd love to join an official one. I'm just selfishly looking to find other cc65 developers :)
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    cc65 working group

    Yeah sounds like you want the asm toolchain. C isn't going to be the best way to write code for the platform in terms of performance, but for me at least it will make delivering a working game much easier.
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    cc65 working group

    Hey all, I would love to join up with any existing efforts to make developing in cc65 for cx16 easier. For now, I was thinking we could at least get a Discord channel going? Would anyone be interested?
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    VPOKE Banks?

    Yeah, I have it working. Seems pretty easy to work with, though it's a bit strange going back to plain old-C :)
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    VPOKE Banks?

    That sounds interesting. I've been mostly experimenting with creating a low level library for use in game creation in C (similar to something like Allegro). This has mostly been intended as a self learning experience, but I'd love to collaborate on something more useful to others if there were...
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    VPOKE Banks?

    OK, awesome. Can you comment on whether it's a slow or fast operation to PEEK VRAM addresses? I was experimenting with Sprites, and I was trying to decide if it's faster to update the entire sprite memory block when I update a certain value (vflip for example), or whether its worth reading the...
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    VPOKE Banks?

    Ok, thanks for the detailed reply. I think this is slightly over my pay grade, so hopefully the smarter folks who are developing the device and emulator can sort it out. I guess the downside of not being able to use the stride for memory setting is the need to manually increment the counter? Not...
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    VPOKE Banks?

    Oh, interesting. Was that an intentional choice in the hardware? I'd call it a bug in the emulator, except it seems like the emulator has the preferred behavior? In this case I'm using the vpoke function created in the cc65-sprite demo, which is actually just addressing the memory directly as...
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    VPOKE Banks?

    Oh, I think I figured it out. The 1 in the 0x1F is actually the auto-increment bit:
  11. N

    VPOKE Banks?

    Hey all, I've been reading through the cc65 demos, and I'm trying to understand each command. I'm stuck on a few of the "banks". For example: // Set the address to increment with each access. // Address bits 12:5 vpoke(0x1F, 0x5000 + i * 8, (0x010000 >> 5) & 0xFF); From...