Rich
Junior Member
Novice C64 programmer & amateur SID musician
Posts: 92
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Post by Rich on Nov 9, 2004 16:20:31 GMT
I tried converting the source to DASM, but DASM does not seem to like the source. I'm confused with the source and wonder if the binary of all sources will be released.
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Post by Paulie on Nov 9, 2004 17:16:16 GMT
Yeah - Frank sent me a link to DASM - it shouldn't be too difficult to get assembling. I'll furnish Frank with DASM compatible sources. All the 6502 opcodes are the same its just the directives that need changing. Hang in there!
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Rich
Junior Member
Novice C64 programmer & amateur SID musician
Posts: 92
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Post by Rich on Nov 9, 2004 17:28:56 GMT
Thank you
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Post by Paulie on Nov 9, 2004 18:14:21 GMT
OK, I've got freeload assembling with DASM. Once I've got the kids off to bed, I'll get all three parts assembling and then email the DASM compliant versions to Uncle Frank.
I might just tidy up the code while I'm at it ;D
- Paulie.
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Rich
Junior Member
Novice C64 programmer & amateur SID musician
Posts: 92
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Post by Rich on Nov 9, 2004 18:24:46 GMT
OK, I've got freeload assembling with DASM. Once I've got the kids off to bed, I'll get all three parts assembling and then email the DASM compliant versions to Uncle Frank. I might just tidy up the code while I'm at it ;D - Paulie. Excellent I wish there was a emoticon for Thumbs up I leave you in peace now
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Post by kamelito on Nov 9, 2004 18:48:36 GMT
Hi Paul, First thing first, thanks for posting theses sources ! I would be interested by a list of source you plan to post. (binary are welcome too, for datas) On another side, I'd like the surprise too Is it possible for you to post also the Atari ST dev kit form Ocean ? Regards kml
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Post by Paulie on Nov 9, 2004 22:24:28 GMT
Excellent I wish there was a emoticon for Thumbs up I leave you in peace now Hi Ho, OK, I've ported all the Freeload sources to DASM and sent them to Frank. Caveat emptor I haven't checked the resultant code on a 64 - however I'm hooked so I'll be digging out the emulators!!! I'll throw up a doc on how Freeload came together, and how to get the source assembling on DASM. Enjoy. - Paulie.
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Post by Paulie on Nov 9, 2004 22:40:26 GMT
Hi Paul, First thing first, thanks for posting theses sources ! I would be interested by a list of source you plan to post. (binary are welcome too, for datas) On another side, I'd like the surprise too Is it possible for you to post also the Atari ST dev kit form Ocean ? Regards kml Hi - you're very welcome. I've still got hundreds of disks to trawl through. I've dug out the last version of the music driver I wrote (before Jon took over and reworked / added his bits) - its the one used on Green Beret II with the NMI interrupt sample drums. I've also dug out a bunch of handy routines I used to use - things like the fast multiplexor, full screen, full colourmap scroll routines and the mad morphing high score table thing I used on Arkanoid II. If I can get permission from the copyright holders I'll post some actual game source. The assembler is trickier, as it was hosted on a cartridge, I think I still have the source code for it, but again, to be safe I should get the all clear from the copyright holders.
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Post by Avramd on Nov 10, 2004 14:25:00 GMT
Really interesting stuff on the Ocean source code. Is it all C64 or was there anything unreleased for the Atari 8-bit?
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Post by Paulie on Nov 10, 2004 14:46:57 GMT
TEXTI'm spending far too much holiday time on these forums Although I've kept source for just about every platform I've worked on - as this is Frank's 64 site it only seems proper to put up 64 code. As far as I remember the only Atari 8 bit game we did was Head Over Heels, but I don't think it was ever released despite being finished and identical to the Spectrum / 64 version. - P.
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Post by avramd on Nov 11, 2004 8:12:55 GMT
Completely understand - I owned both an Atari and C64 which is why I have a fondness for both machines (incidentially, the closest Atari site to Franks excellent resource here is http://www.atariprotos.com)
Head Over Heels was indeed released on the Atari through the Hit Squad label. Absolutely super game!
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Rich
Junior Member
Novice C64 programmer & amateur SID musician
Posts: 92
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Post by Rich on Nov 11, 2004 20:48:27 GMT
@to everyone out there..... To get the Freesave master tape program up and running, enter SYS49152 after loading. I still can't get to grips with the loading source, as my game decruncher seems to crash - even when I setup the correct JMP address after everything's turned off. I'll keep trying though. I'm best not to ask any more questions for help, as that would be asking for too much
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Post by Paulie on Nov 27, 2004 23:11:02 GMT
Happy to help! Ask away! If I can still remember how it all works - Paulie.
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Rich
Junior Member
Novice C64 programmer & amateur SID musician
Posts: 92
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Post by Rich on Nov 30, 2004 7:58:33 GMT
Here are my questions:
1. Am I welcome to change the colour settings of loading flashing borders?
2. I would like to modify the IRQ routine, which has the scrolltext, by adding some flashing routines, and also a giant TND logo (Which will be flashing also). Is this possible?
3. I don't want to split my program up into different sections, as I don't need to use a loading picture. So my question is, after loading the IRQ & Music to make the game run, would I need to add a routine that will relocate everything from a certain address (linker) to $0801, like with cracktros?
Basically these are the only questions.
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Post by Paulie on Dec 3, 2004 23:39:26 GMT
Hi there! Sorry for the delay! Its a bit manic at work!
1) Of course!, feel free to do whatever you like with the code - its in the public domain now!
2) If you plan on running it on a real C64, you may have timing issues as the sprites knock out the NMI timings. Slapfight's loader had sprites twinkling on the loading screen, but I had to tweak the pulse timings.
3) I used to load "around" the bitmap data and music driver, once everything else was loaded I shut down the music and turned off the screen and loaded the last bits over the top. Depending how big the load is you could either load it "in place", or offset load it and then block move it down when you're done.
Hope that helps.
- Paulie.
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