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commodore 64 (c64) programming
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forahobby
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Post Posted: Sun Aug 19, 2012 11:16 am   
Post subject: commodore 64 (c64) programming
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Does anyone have experience coding 6502 assembly? The reason i ask is that i am working on programming a demo, or should i say intro, on the commodore 64 which i will be releasing with my entire collection of c64 stuff via torrents. I have already been working on this project for over 12 months on and off, and have loads to go and backup.

I just thought id see if anyone on HQ ever did code on the commodore 64 OR NOT.. I know DJB did, and never really coded more did music and graphics back then.

heres a little example of a demo i am working on:

Code:

;------------------------------------------------------------------
; C64 Demo Raster, Starfield, SID Music
; Developed by Kent Patfield (patto/pearl)
; Music by Kent Patfield (patto/pearl)
; Font by Kent Patfield (patto/pearl)
; Logo by Kent Patfield (patto/pearl)
; DASM Cross Assembler (compile: dasm demo.asm -odemo.prg)
;==================================================================
          processor 6502   ; C=64
;---------------------------------------------
; Create a Loader (don't need to SYS 2061)
;=============================================             
          org $0801    
          .byte $0b,$08,$01,$00,$9e,$32,$30,$36,$31,$00,$00,$00 ;= SYS 2061 (on load)
;------------------------------------------------------------
; Main Application ( eg. $080d = SYS 2061 / $0810 SYS 2064)
;============================================================
          org $080d
BEGIN ; LET'S BEGIN THE DEMO EH?!?

sidinit  = $c000 ; music init
sidplay  = $c003 ; music subroutine
     
       
SHOWMESSAGE
                 jsr $e544      ; clear screen
                 lda #$18       ; load the custom charset
                 sta $d018      ; screen memory is at $0400 and charset at $2000

                 ldx #$00       ; set the x-register to zero
WRITE:           lda MESSAGE,x  ; load the x3'th character msg into accumulator
                 jsr $ffd2      ; write the value in the accumulator to the screen   
                 inx            ; increase X
                 cpx #13        ; Render is 54 character long
                 bne WRITE      ; If X=54 break else Loop through each of the characters and write to screen

                 ldx #$00       ; set the x-register to zero
SETCOLOR:        lda #$01       ; setting the color of our characters.
                 sta $d800,x    ; color is stored at $d800
                 inx            ; increase X
                 cpx #$13       ; Render is 54 character long       
                 bne SETCOLOR
                 
   
               
startstars             
sync = $0340
starpos = $0350
      
     
     

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X_Splinter
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Post Posted: Sun Aug 19, 2012 7:14 pm   
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Mate you make me feel young when you talk about codding for c64
Very Happy

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forahobby
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Post Posted: Mon Aug 20, 2012 1:53 am   
Post subject:
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X_Splinter wrote:
Mate you make me feel young when you talk about codding for c64
Very Happy


yeh me too, maybe thats why im into it again! lol

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hellblazer55
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Post Posted: Wed Aug 22, 2012 10:52 pm   
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Its been so long Ive forgotten how to code that LOL
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