Search found 23 matches
- Tue May 01, 2018 2:26 am
- Forum: Programming
- Topic: Testing keyboard buffer
- Replies: 2
- Views: 4461
Re: Testing keyboard buffer
Thanks. GET command works. Now I understand..
- Fri Apr 27, 2018 3:34 am
- Forum: Programming
- Topic: Testing keyboard buffer
- Replies: 2
- Views: 4461
Testing keyboard buffer
Hi! I'm testing keyboard buffer. I do some POKE 631..640 to map and POKE 198,xx (where xx is the number of key presses) to flush the buffer. I realize that flushing only works on RTS (ML) or END (READY in BASIC) arrives, so this 631..640 cannot be recycled on a single program because it needs POKE 1...
- Tue Apr 24, 2018 4:30 am
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
Finally I found an easy and "cheap" way: #include <cbm.h>.
For instance, cbm_k_bsout((char)142); do the job.
This <cbm.h> only adds 15 bytes to compiled program,
so no need to use <stdio.h> (if not needed) which adds some hundreds bytes.
Thanks!
For instance, cbm_k_bsout((char)142); do the job.
This <cbm.h> only adds 15 bytes to compiled program,
so no need to use <stdio.h> (if not needed) which adds some hundreds bytes.
Thanks!
- Sun Apr 22, 2018 12:52 pm
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
Hi! Finally I want to switch to cc65 because quetzalcoat is very buggy from my point of view. In fact it's not being update since at least 10 years and seems to not be updated in the futures I never program in C so it's a little difficult to me to start to do it. I found the way to write something &...
- Thu Apr 19, 2018 4:15 am
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
Unexpanded screen starts at 7680. d=7980 means 300 positions after 7680 (7680+300) and in my first program was a fix position to draw the duck. This could be another number. Maths were ok. In fact, in newer version this 'd' number is different adopting of course the expanded screen codes you pointed...
- Thu Apr 19, 2018 2:22 am
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
I update the code to fit expanded needs. Here it is: const int c=33792,d=4396; // where 'c' is color offset: 37888-4096 & 'd' is DUCK expanded screen position. int z=0; char input; byte duck[32]={14,27,63,31,15,7,15,31,0,0,0,0,0,192,112,188,31,29,30,15,3,1,1,3,206,30,124,248,224,64,64,224}; char...
- Wed Apr 18, 2018 7:59 am
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
Ok. Thanks. But I have to change 36869,255 to 36869,207 in test.c source or I have lo leave 255 in test.c. Or write poke36869,207:poke648,24:print chr$(147) in Emulator? Or both changes?poke 36869,(peek(36869)and240)+15
or
poke 36869,207
I think I test all options and it doesn't work
- Wed Apr 18, 2018 2:30 am
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
Re: UDGs on 8 Kb+ expanded
Thanks for the information. I read it, but i'm not able to run any program using quetzalcoatl VICG target as you suggested. I explain all steps to see if anyone can help. 1) First. Here is the Quetzalcoatl code to test (test.c): const int c=30720,d=7980; int z=0; char input; byte duck[32]={14,27,63,...
- Mon Apr 16, 2018 2:09 pm
- Forum: Emulation and Cross Development
- Topic: UDGs on 8 Kb+ expanded
- Replies: 12
- Views: 7647
UDGs on 8 Kb+ expanded
Hi! I'm trying to get some UDG on a 8Kb+ Expanded VIC-20 to work using Quetzalcoatl (or assembler). On unexpanded I do this: poke 36869,255 ($9005,$FF) Then I poke from 7168 ($1C00) with desired values to customize udg. Pokeing screen from 7680 ($1E00) with 0,1,2,3, etc I obtain the desired udg on a...
- Tue Mar 21, 2017 6:29 am
- Forum: Programming
- Topic: Help converting numbers onto Char in ML
- Replies: 7
- Views: 1639
Re: Help converting numbers onto Char in ML
After testing routines you suggest I think Kweepa's one is what I was looking for: 1 byte (0-255) in decimal using .A (ones), .X (tens), .Y. (hundreds) registers. When combined it prints YXA on screen. It's like PRINT PEEK (1234).
Many thanks to all of you.
Many thanks to all of you.
- Sun Mar 19, 2017 10:12 am
- Forum: Programming
- Topic: Help converting numbers onto Char in ML
- Replies: 7
- Views: 1639
Re: Help converting numbers onto Char in ML
Thanks. I will try!
Where can I found this Basic PRTFIX in detail? I never listened and read before. I suppose there are others which can be used.
Where can I found this Basic PRTFIX in detail? I never listened and read before. I suppose there are others which can be used.
- Sun Mar 19, 2017 1:58 am
- Forum: Programming
- Topic: Help converting numbers onto Char in ML
- Replies: 7
- Views: 1639
Help converting numbers onto Char in ML
Hi! I'm programming a little in ML but I don't know what's the way to convert a byte number in a memory location to its converted string writable in screen. For example if I PEEK nnnn memory we can use: LDA nnnn. But how can I print the acculator value to screen? I know internal $FDD2 routine, but t...
- Thu Mar 26, 2015 3:30 am
- Forum: Programming
- Topic: Help on converting unexpanded BASIC program to 8kb expanded
- Replies: 5
- Views: 1618
Re: Help on converting unexpanded BASIC program to 8kb expa
Thanks Mike, I can't understand 100% what you said, but the fact is that the short answer is 'no, I can't readress all POKEs from unexpanded to expanded version, basically because of user defined characters reallocation'. It's a pitty because I want to implement some difficulties to game in the futu...
- Fri Mar 20, 2015 4:31 am
- Forum: Programming
- Topic: Help on converting unexpanded BASIC program to 8kb expanded
- Replies: 5
- Views: 1618
Help on converting unexpanded BASIC program to 8kb expanded
Hi to all!! I attach a game "duck hunter" from an old spanish publication. The original version has some minor errors but easily fixed by my own because it is written in BASIC. This game, in short, uses POKEs to draw in graphical mode into screen in an unexpanded VIC. It's written to be co...
- Wed Aug 01, 2012 8:44 am
- Forum: Collecting and History
- Topic: Commodore VIC20 (TOSEC-v2011-12-29)
- Replies: 7
- Views: 4159