Search found 187 matches
- Tue May 14, 2024 7:47 am
- Forum: Programming
- Topic: My Favorite Instruction of 2023
- Replies: 8
- Views: 2910
Re: My Favorite Instruction of 2023
I have found some code snippet in the circle routine from http://michaeljmahon.com/FASTCIRC%20description.html stx savex txa ; X = 15 - X eor #$0F tax sec ; y = yc - dy lda yc sbc dy,x sta y He uses the EOR command there in a very clever way. I really like such ingenious tricks.;-)
- Tue May 14, 2024 5:30 am
- Forum: Programming
- Topic: read BitMap pixel
- Replies: 1
- Views: 118
read BitMap pixel
Hey, I set a pixel with this routine. PlotPixel: ldx xp ldy yp lda highb,x sta Pixel_High lda lowb,x sta Pixel_Low lda (Pixel_Low),y ora xtable,x sta (Pixel_Low),y rts And with this I can read a pixel. ReadPixel: ldx xp ldy yp lda highb,x sta Pixel_High lda lowb,x sta Pixel_Low lda (Pixel_Low),y cmp...
- Tue May 14, 2024 5:26 am
- Forum: Programming
- Topic: MINIGRAFIK batch processing suite
- Replies: 58
- Views: 51748
Re: MINIGRAFIK batch processing suite
Very nice!
- Sat May 11, 2024 11:30 pm
- Forum: Programming
- Topic: MINIGRAFIK lineart
- Replies: 48
- Views: 21945
Re: MINIGRAFIK lineart
Good morning, here is some nice graphic i like to share with you. - LOXODROME - Loxodrome.png 10 @on:@clr 15 b=-1.2:w=.06:d=.6 20 xa=80:xb=80:yb=ya 21 ya=96-96*sin(b)*cos(d)-96*cos(l)*cos(b)*sin(d) 30 l=l+.1:b=b+w*.1*cos(b) 40 x=80+79*sin(l)*cos(b)/1.25 50 y=96-96*sin(b)*cos(d)-96*cos(l)*cos(b)*sin(...
- Mon May 06, 2024 3:07 am
- Forum: Games
- Topic: In the making: Arukanoido – an Arkanoid clone
- Replies: 610
- Views: 166046
Re: In the making: Arukanoido – an Arkanoid clone
I have a few questions about the sprites.
Have you programmed your own routine and how many sprites can be displayed at the same time?
I've counted ten so far. Is that right?
BR Sven
PS: The quality of the game is one of the best on the VIC-20, in my opinion.
Have you programmed your own routine and how many sprites can be displayed at the same time?
I've counted ten so far. Is that right?
BR Sven
PS: The quality of the game is one of the best on the VIC-20, in my opinion.
- Sun May 05, 2024 3:02 pm
- Forum: Programming
- Topic: PRINT 32-bit integer numbers
- Replies: 5
- Views: 402
Re: PRINT 32-bit integer numbers
I think i have it. Thanks for the tipps.
- Sun May 05, 2024 9:49 am
- Forum: Programming
- Topic: PRINT 32-bit integer numbers
- Replies: 5
- Views: 402
Re: PRINT 32-bit integer numbers
This is the code so far... I used one of the multiply routines from Toby Lobster... only to play around with them. CLRSCR equ $E55F WRTF equ $E742 ; faster print MVFACC equ $dba2 FLPINT equ $D1BF STROUT equ $CB1E PRTFIX equ $DDCD ; values form 0 to 65000 X - low; A - high STACK equ $0100 *=$1201 dB ...
- Sun May 05, 2024 7:57 am
- Forum: Games
- Topic: In the making: Arukanoido – an Arkanoid clone
- Replies: 610
- Views: 166046
Re: In the making: Arukanoido – an Arkanoid clone
Super game, but very very difficult...
- Sun May 05, 2024 7:46 am
- Forum: Programming
- Topic: PRINT 32-bit integer numbers
- Replies: 5
- Views: 402
PRINT 32-bit integer numbers
Hello,
I like to print 32bit integer numbers in assembly.
I read the example on codebase64.org but I don't get correct results. Can anyone help here?
https://codebase64.org/doku.php?id=base ... _to_string
Thank you in advance
Sven
I like to print 32bit integer numbers in assembly.
I read the example on codebase64.org but I don't get correct results. Can anyone help here?
https://codebase64.org/doku.php?id=base ... _to_string
Thank you in advance
Sven
- Thu May 02, 2024 3:29 am
- Forum: Programming
- Topic: 3D Stars
- Replies: 14
- Views: 1544
Re: 3D Stars
Okay, sorry for the double post. I have found my mistake. The value 1/Z ist calculated in a range from 4-255, if we reduce it to the maxium x value of 168 the routine works fine. Additionally, a second table with 1/Z for Y should be created. :mrgreen: PROJTAB ;byte $FF,$F0 ; 255, 240 ;byte $E8,$D5,$...
- Thu May 02, 2024 2:06 am
- Forum: Programming
- Topic: 3D Stars
- Replies: 14
- Views: 1544
Re: 3D Stars
I still have some questions about the 65C02 processor and its instructions.
STZ $20
is the same like
LDA #$00 / STA $20
PHX = STX $FB
PLX = LDX $FB
This ist not clear to me:
BRA XXXX
CLV
BVC XXXX
or can i write
JMP XXXX
***
STZ $20
is the same like
LDA #$00 / STA $20
PHX = STX $FB
PLX = LDX $FB
This ist not clear to me:
BRA XXXX
CLV
BVC XXXX
or can i write
JMP XXXX
***
- Thu May 02, 2024 1:52 am
- Forum: Programming
- Topic: 3D Stars
- Replies: 14
- Views: 1544
Re: 3D Stars
Hi, I found a great example of the 3D Stars on the following page. https://8bitshack.org/post/starfield/ After transferring to the VIC 20 I ran into some problems. The program collapses at some point. If anyone has the time and desire to take a look at it that would be really great. Many greetings a...
- Mon Apr 29, 2024 2:48 pm
- Forum: Programming
- Topic: 3D Stars
- Replies: 14
- Views: 1544
Re: 3D Stars
I like this demo much!
- Fri Apr 26, 2024 1:11 am
- Forum: Programming
- Topic: 3D Stars
- Replies: 14
- Views: 1544
3D Stars
Hello, i have converted the 3D Stars routine from the fridge http://www.ffd2.com/fridge/chacking/c=hacking16.txt to VIC BASIC with the MG expansion from Mike. It is so slow. :shock: Does anyone have an idea how to speed this up in BASIC? This is the original code. 10 rem starfield 15 mode16:gron16 2...
- Fri Apr 26, 2024 1:02 am
- Forum: Games
- Topic: WIP: Bubble Bobble
- Replies: 31
- Views: 3266
Re: WIP: Bubble Bobble
Hi, i think the Commodore VIC20: Software Sprite Stack library is the best address for this. We have no in game scrolling, except when the level changes and I can do that in Assembler. ;-) Or see the book "Programing the VIC" from Compute! on page 390 and 400. I found a comparison video fr...