
Search found 20 matches
- Fri May 29, 2015 2:48 am
- Forum: General Topics
- Topic: Ram size
- Replies: 3
- Views: 1070
Re: Ram size
Thanks 

- Fri May 29, 2015 2:27 am
- Forum: General Topics
- Topic: Ram size
- Replies: 3
- Views: 1070
Ram size
Hi,
What is the most common ram size used by VIC owners? I am again coding something, and although I would like to have the max ram possible I know I should go for the ram size that most people have in their ViCs.
My sprite engine is eating at the moment 5426 bytes(just data).
Thanks
What is the most common ram size used by VIC owners? I am again coding something, and although I would like to have the max ram possible I know I should go for the ram size that most people have in their ViCs.
My sprite engine is eating at the moment 5426 bytes(just data).
Thanks
- Thu Jan 10, 2013 7:50 am
- Forum: Programming
- Topic: Vic screen size
- Replies: 7
- Views: 2275
- Thu Jan 10, 2013 5:21 am
- Forum: Programming
- Topic: Vic screen size
- Replies: 7
- Views: 2275
- Thu Jan 10, 2013 3:58 am
- Forum: Programming
- Topic: Vic screen size
- Replies: 7
- Views: 2275
Vic screen size
I have a project where I need 28 chars in a line, I think this is the max allowed by the VIC hardware. But I need to know if all these chars are visible on a TV or those at the edges will be cut off.
Thanks
Thanks
- Thu May 19, 2011 12:48 pm
- Forum: International VIC
- Topic: Avventura in italiano: The Dark Wood - MC n.36 1984 (ITA)
- Replies: 4
- Views: 4364
- Tue Nov 23, 2010 10:30 am
- Forum: Games
- Topic: Sprite Invaders
- Replies: 15
- Views: 15442
- Tue Apr 06, 2010 3:32 am
- Forum: Games
- Topic: New Release: Galactic Warriors
- Replies: 42
- Views: 34856
- Mon Apr 05, 2010 3:04 pm
- Forum: Programming
- Topic: Software sprites?
- Replies: 175
- Views: 145025
I am also writing a tutorial via a game cartridge ... does this format appeal to anyone? I can write quite a bit more short snippets like this to demo how the registers work with the effect next to it. It may inspire another retro-programmer out there, you never know. :wink: Amazing stuff!! Thank y...
- Thu Oct 08, 2009 1:57 pm
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
I still need to code [..] the Joystick part I suppose you already found out how to read the joystick itself? As part of the somewhat bizarre Great Program Collage , I made a little routine in 24 bytes that reads all directions of a joystick and packs it into one byte. I don't know if it would be he...
- Sun Oct 04, 2009 4:12 am
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
- Fri Oct 02, 2009 5:48 am
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
- Thu Oct 01, 2009 7:38 am
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
Thx Mike, I will try to move the mem about and have a continuous block for the game code. I have now the program running using the interrupts, and the clock is working. The worse bit now is to make the rest fit the tiny amount of memory. I want to have a fair number of levels. I think I will need to...
- Thu Oct 01, 2009 3:16 am
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
Thank you Mike, I didn't realize it was that complicated to use the timers, I mean knowing the execution time of my code etc. I think I must go with the IRQ. The problem is that I need to have those two tables 256 bytes each and they can't seat where they are (ie $200 -> $3FF) if I use the Interrupt...
- Wed Sep 30, 2009 1:12 pm
- Forum: Programming
- Topic: New Game - wip
- Replies: 15
- Views: 7501
Thank you Mike, I will study what you have said. I have the clock code already as I coded it for my C64 picross game, it is IRQ driven. I was asking because I was thinking of not using IRQ as I wanted ZP free and I have never used timers before. The new mem map: Memory Map ---------- *$0200-$02ff ma...