Search found 111 matches

by LoadError
Fri Mar 18, 2016 1:56 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Since I am using the "tape buffer hack", I'm doing this: poke 36869,(peek(36869)and240)+8 I've also found out another thing. Currently the background color is white (poke 36879,29) but occasionally (on explosions...) it briefly becomes red (poke 36879,42). Whenever the background is not wh...
by LoadError
Thu Mar 17, 2016 3:15 pm
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Apparently "POKE C1,PEEK(34176+(C1-944))" and "POKE C1,(PEEK(34176+(C1-944)))" are not the same thing for the VIC. Or are they?
by LoadError
Thu Mar 17, 2016 7:35 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

I have a small problem with loading chars on the tape buffer. I've successfully loaded my custom chars, via READ and DATA instructions, in locations 824-911 (characters 103-113). For example if I POKE eg. 4096,103 I get my main character. =) Now I am trying to copy the reverse case numbers (0-9) fro...
by LoadError
Thu Mar 17, 2016 1:49 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

I promise I will study these examples because I've got plans to not stop here. But for this game, and this game only, I want to see what I can come up with without "borrowing" any piece of code, I know myself and the temptation to just copy and paste would be too strong. In the end I'll be...
by LoadError
Wed Mar 16, 2016 3:51 pm
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Yes, the score will be updated just when needed, but I do have the time remaining display which will be updated every second. The game is about collecting bombs before they explode, avoid mines, avoid static robots which zap the surroundings, and avoid moving robots. Then there's a bonus stage with ...
by LoadError
Wed Mar 16, 2016 2:49 pm
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Anyway, it's still a matter of converting a number into a string and then do something to that string; I realize now that I can also use PRINT CHR$ instead of POKE though. Thanks
by LoadError
Wed Mar 16, 2016 12:01 pm
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Thanks! That is more than enough to accomodate my custom chars. It works a charm in that the loader and the memory relocations are no longer necessary. I can switch to the custom charset for the game screens, and revert to the default charset for the informational screens (title screen etc.). The on...
by LoadError
Wed Mar 16, 2016 2:03 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

To make matter worse (or more interesting), even if all the above is correct, I've written my program in BASIC but I am compiling it (with AustroCompiler) for speed, but AC will not take the new start-of-BASIC location into account. I've found this topic about this issue. Looks like I will have to d...
by LoadError
Tue Mar 15, 2016 3:50 pm
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Let's assume the following: I will be using the 8K memory expansion (but the game must be able to run with the 16K expansion as well), I will load in RAM a total of 64 characters (26 letters, 10 numbers, the space, 4 reverse letters, 10 reverse numbers and 13 symbols), I will then replace the 13 sym...
by LoadError
Tue Mar 15, 2016 8:27 am
Forum: Programming
Topic: Equivalent of POKE 198,0 for joystick?
Replies: 7
Views: 1456

Re: Equivalent of POKE 198,0 for joystick?

Sorry.... I've edited my previous post, I wrote "POKE 198,1,1" whereas what I meant was WAIT 198,1,1
by LoadError
Tue Mar 15, 2016 5:41 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Re: Redefine the charset with 8K+ RAM

Thanks for the explanation. The confusion had arised mostly because of what is written in part I of that article, here: http://www.atarimagazines.com/compute/issue36/090_Part_I_Visiting_The_VIC-20_Video.php "The chip sees only the character ROM, in blocks 0, 1, 2, and 3; and the lowest 8K of RA...
by LoadError
Tue Mar 15, 2016 2:20 am
Forum: Programming
Topic: Redefine the charset with 8K+ RAM
Replies: 35
Views: 5348

Redefine the charset with 8K+ RAM

I've been reading this: http://www.atarimagazines.com/compute/issue38/105_1_PART_III_VISITING_THE_VIC-20_VIDEO.php If I got it right, the only way to have a redefined (partial or complete) charset with an 8K (or more) configuration is to move up the start-of-BASIC to make room for the custom charset...
by LoadError
Tue Mar 15, 2016 1:59 am
Forum: Programming
Topic: Equivalent of POKE 198,0 for joystick?
Replies: 7
Views: 1456

Re: Equivalent of POKE 198,0 for joystick?

Thanks, all clear now.
by LoadError
Mon Mar 14, 2016 2:38 pm
Forum: Programming
Topic: Equivalent of POKE 198,0 for joystick?
Replies: 7
Views: 1456

Re: Equivalent of POKE 198,0 for joystick?

Great, thanks, this code works well. Now, I'd like to understand _why_ it works :lol: I did not even know you could use more than one argument with WAIT. Is 32 the button press/release momentum? Hence, wait for press-release-press? Why does not WAIT 198,1,1 work the same way (WAIT 198,1 returns cont...
by LoadError
Mon Mar 14, 2016 11:41 am
Forum: Programming
Topic: Equivalent of POKE 198,0 for joystick?
Replies: 7
Views: 1456

Equivalent of POKE 198,0 for joystick?

Hello! Like many of you, I have decided to write a little game for the VIC-20, something I'd never got round to when I should have i.e. as a kid. In my game there are a series of consecutive informational screens before/after each stage (eg.: the start screen followed by the level info screen; the g...