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grafixbmp

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Everything posted by grafixbmp

  1. No problem; I generally try to be helpful. I think I already posted some similar instructions on setting up Crimson Editor to work with batari Basic, but there were some differences in the fine details. I'd meant to post step-by-step instructions for setting up the user tools to compile 6502 assembly with DASM, so you just gave me the excuse I needed! Michael I discovered one thing with some help from a friend. When setting up file paths through tools, if any of the directories have spaces in their path, then they will need quotes around each part in this fashion: "$(FilePath)" -l"$(FileDir)\$(FileTitle).txt" -f3 -v5 -o"$(FileDir)\$(FileTitle).bin" I required the quotes for my own setup because my .asm files are on my desktop which includes the "Documents and Settings" folder in its filepath. The usage of quotes to surround space-seperated items is necessary when using the dos prompt to enter commands. Hopefully pointing this out will help users from having as much frustration with this "learning curve" in the future.
  2. It's actually very simple, but unfortunately (and as is too often the case with software) the help documentation leaves a lot to be desired. /omit/ I hope this was enough to help get you started. Michael You have overly outdone yourself far beyond what I would have thought anyone here would do. I am overwhelmed at the time you spent on the detail for me. I would hope that others could benifit from this as well. Some others may not know exactly how to set it up too and this would be a big help.I just hope they find it. Many thanks to you. Lets just hope I don't make a habit of this.
  3. set up the user tools, one to compile programs with DASM, and the other to run programs with Stella? I can help with that if you need it Michael so go to user tools in crimson to set the other parts up. ok. Uh... I can't make heads or tails of what this preferences window wants. Menu text? Command? argument? initial directory? And I don't care for hot keys. Do I need to put this info into that mess: "dasm kernel.asm -lkernel.txt -f3 -v5 -okernel.bin" or a variant of this? some of it I understand is swithches that tells DASM what we want. Any who, This is one of the things that discourages me from programing or anything else. The software has SO MANY FEATURES trying to cater to everyone but ultimately just making it too complexed to understand without spending atleast a year learning the software you are using well before you learn the language you are programing in for a totaly difrent system all together. I once found a great code editor that was just so awesome and would be what I would love for this but, alas, it was for gameboy games only.
  4. Do you mean with Coderoar, or with Crimson Editor? Were you able to set up the user tools, one to compile programs with DASM, and the other to run programs with Stella? I can help with that if you need it, but not with Coderoar. Michael I decided I like Crimson better. Code roar is too much of a mess for me. so go to user tools in crimson to set the oter parts up. ok. I was only wondering if anyone here ever heard of code roar? or attempted to use it before?
  5. Is there anyone here that is farmiliar with coderoar? I had tried to se if I could use it once but didn't understand some of its features probably due to it being geared for other things besides ASM. I decided to try and use crimson cause it seems to be less of a headache then coderoar. I have stella and DASM on my computer just need to know what needs to be done to point them to working with each other. Oh well, I just can't resist any longer. My game is a "clone" so it is called C-Type after R-Type the classic arcade game. I have a mock screen. I have done art work for many games and diffrent platforms, staying close to each of their limitations. I hope everyone likes how this looks and hopefully some will let me know If they think it can be done, atleast in part. I figured that a 8K or 16K cart would be necessary.
  6. If you're using Windows, there's a free, frilly IDE called Crimson Editor that interfaces directly with DASM and an emulator. Michael This one should work. There are some features I would love but don't think any editor supports but , we just can't have everything the way we want it now can we? On a side note, does anyone have or know any subroutines that would be efficient at setting the origin of a ball or missle locked to another moving object on the screen? or possibly several moving objects and the ball or missle randomly comes from them all one at a time ? just wondering if anyone has any experience with this kind of event in a game?
  7. Hello all. To start things off, I originaly programed for the commodore 64 with basic and some ML. I then tried to understand some of the Apple II and commodore 128 basic vs. 8.00. I later took some classes in Assembler for the old popular motorola processor and at least passed my final for it. After this, I moved on to C++ and took a class in it as well. It sure seemed harder than I thought without line numbers LOL. And at this point, I tried about 1 or 2 years ago to learn (for God knows why (on my own)) the ML virtual command set for the standard of DVD players in hopes to use it to create decent games for home DVD players. And finally this led me here. I have been out of practice coding for some years now. I have repeatedly read through the tutorial workshops and such but haven't been able to get started coding. Basicaly because I can't seem to find the kind of code editor I want to use in conjuction with DASM. I was wondering about a no frills code editor that will interface directly with DASM and the emulator of choice. As for the debug mode in Stella, someone said use ~, but I am just an idiot and can't seem to get the clock by clock process to work. Just want some help geting started. I have a great, albeit complicated game idea that I would like to have a crack at. For this game, I have designed its working around the Atari architecture and in the process, wanted the challenge of taking on one of the harder things to get the Atari to do.... sidescroll. This may not be such an issue being that the game scrolls very slowly. And asymetrical play fields are only located on the top and bottom of the gamefield area. I also thought about another thing that could help for needing extra clock cycles to preform certain tasks and that is doing it in widescreen. In effect, have the top and bottom 6 lines or so do nothing graphicaly being the background is black. I would still conform to the necessary scanline needs but keep the graphics confined a little more tward the middle. I feel that for this game, sub kernels are the key and branching kept to a minimum so the stack doesn't overwhelm the memory. For the center of the screen where most action takes place, (lots of horizontal scrolling) The background registers in the TIA are just repeated on the right so there is no refresh of them for the right side and they are not refreshed at all untill every fourth scanline. I am hoping that this will give me plenty of room to display several sprites, balls, and missles over the majority of the middle of the screen. This is going to be hard but I frown on sayings like "It can't be done" I still want to try. This is actualy a clone of a very popular arcade game from the 16 bit era and I think with tons of elbow grease, the atari can pull it off. If anyone can help get me started coding, I will tell you which game it is. Many thanks in advance (I'm only asking for help seting up my environment on my PC so I can get started, not help coding the game, unless you find it intresting to assist)
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