Search found 35 matches

by goyo
Sat Aug 29, 2020 1:13 pm
Forum: 6502 assembly coding
Topic: set color and paper
Replies: 9
Views: 2345

Re: set color and paper

I don't think the "inc writeink+1" is correct, because if the value was 255 it will not increment the high byte value, but instead you could do that: ldx #1 suite (...) lda inkcolor writeink sta $1234,x Also by starting at 200, you are accessing the screen address array off by one (it goes from 0 t...
by goyo
Thu Aug 27, 2020 11:26 am
Forum: 6502 assembly coding
Topic: set color and paper
Replies: 9
Views: 2345

Re: set color and paper

finally I created the following code : :o Is there a more optimal code...? :oops: _set_hires_colors ; set paper and ink color in hires mode. .( ldy #200 suite lda ScreenAdressLow,y sta writepaper+1 sta writeink+1 lda ScreenAdressHigh,y sta writepaper+2 sta writeink+2 lda papercolor writepaper sta $1...
by goyo
Wed Aug 26, 2020 10:54 am
Forum: C programming
Topic: double buffered sprite engine ?
Replies: 13
Views: 2857

Re: double buffered sprite engine ?

I am sorry although I can understand written formal French I can't explain this stuff en Français :( I am not using a buffer for each sprite, I use a big buffer where I paint the game screen, with tiles, sprites, objects etc. And then I copy the the buffer to screen after finishing updating the buf...
by goyo
Wed Aug 26, 2020 10:44 am
Forum: 6502 assembly coding
Topic: set color and paper
Replies: 9
Views: 2345

Re: set color and paper

If you search in OSDK\lib, you will find a "library.ndx" file, which contains the list of all supported routines, including paper and ink: -graphics.s (...) _paper _ink (...) from that you can see that paper and ink are in "graphics.s" which is at the same location: _paper ldx #1 ;Get one parm jsr ...
by goyo
Mon Aug 24, 2020 5:44 pm
Forum: C programming
Topic: double buffered sprite engine ?
Replies: 13
Views: 2857

Re: double buffered sprite engine ?

thank you all for this information

And Chema, do you generate automatically the mask of sprite with an specific algorithm? for example to convex or concave shape ...? infos store in 2 left bits ?
by goyo
Mon Aug 24, 2020 5:36 pm
Forum: 6502 assembly coding
Topic: set color and paper
Replies: 9
Views: 2345

set color and paper

Hello,
do you know how i can set paper and ink in 6502 ? dont find documentations ..

how can i call these rom subroutine ?

paper and ink rom adresse : #EAFC

try to put color in A register and call subroutine but it dont work ?
by goyo
Sun Aug 23, 2020 5:33 pm
Forum: C programming
Topic: double buffered sprite engine ?
Replies: 13
Views: 2857

Re: double buffered sprite engine ?

I am sorry I don't understand all of your response bc i don't speak very well in english. Do you speak french ? If I understand, you precalculate all of 6 sprites position for each sprite before put in the sprite buffer ?. It must take much memory ? In my example(joint file) i dont precalculate the ...
by goyo
Sat Aug 22, 2020 1:57 pm
Forum: C programming
Topic: double buffered sprite engine ?
Replies: 13
Views: 2857

double buffered sprite engine ?

Hello,

I would like to get a sprite engine that à saw on youtube :

Is there anyone who knows or owns the source code ?

I think its very interessant to make an Isometric Game or a platform game.

:)
by goyo
Fri May 22, 2020 1:51 pm
Forum: Emulators
Topic: first address read after Oric power on
Replies: 3
Views: 1004

Re: first address read after Oric power on

Thanks a lot Iss! :D
by goyo
Fri May 22, 2020 12:47 pm
Forum: Emulators
Topic: first address read after Oric power on
Replies: 3
Views: 1004

first address read after Oric power on

Hi ! I would not to learn a bit more about Oric Emulation and working. What is the first address that Oric 6502 execute in memory after cpu power on? is it 0x1000 ? Also, witch compiler is requiered to compile Oricutron , is it gcc ? from py65emu.cpu import CPU from py65emu.mmu import MMU f = open("...
by goyo
Tue Sep 03, 2019 10:57 am
Forum: C programming
Topic: Multi-Key Handling
Replies: 10
Views: 5504

Re: Multi-Key Handling

multikey.zip It's work fine ! Thank you Chema! It's very nice to make a multi-player game !! :wink: I think they are no many on Oric. void extern InitISR(); unsigned char extern KeyBank[8]; void main() { unsigned char i; InitISR(); while (1) { gotoxy(4,10); for (i=0;i<8;i++) printf("[%d]",peek(KeyB...
by goyo
Fri Aug 30, 2019 8:18 pm
Forum: Cross development tools
Topic: OSDK 1.14
Replies: 9
Views: 5922

Re: OSDK 1.14

I have the following error with the value 34 in my array .. D:\osdk\sample\c\test7\main.s(30): 08ef:Syntax error Break after 1 errors ERROR : Build failed. Is that with the patch version I gave you last time on the oric.org forum post? I see that in OSDK you did not update taptap.exe to it's latest...
by goyo
Fri Aug 30, 2019 12:42 pm
Forum: Cross development tools
Topic: OSDK 1.14
Replies: 9
Views: 5922

Re: OSDK 1.14

Hi Debug, I have the following error with the value 34 in my array .. The others blocking values under 1024 are : 290 , 546 , 802 ... that's seems multiple of 256 unsigned char data[] = {34}; void main() { } Assembling .asc "\"" D:\osdk\sample\c\test7\main.s(30): 08ef:Syntax error Break after 1 erro...
by goyo
Wed Aug 28, 2019 12:37 pm
Forum: C programming
Topic: Multi-Key Handling
Replies: 10
Views: 5504

Re: Multi-Key Handling

Hi goyo! For keyboard handling I always use an idea from Dbug, which consists in updating a virtual matrix of 1s and 0s representing the state of each key (pressed or released). This matrix is updated from the interrupt service routine. You can find the code in assembler here http://miniserve.defen...
by goyo
Sat Aug 24, 2019 9:28 am
Forum: C programming
Topic: Multi-Key Handling
Replies: 10
Views: 5504

Re: Multi-Key Handling

In my projects I'm using the Dbug/Chema keyboard routines too (with some minor modifications related to cc65 compatibility) - everything works nice! But for multi-key handling there is already another routine from Geoff Philips's Oric Atmos and Oric 1 Graphics and Machine code techniques - in DF li...