EZ Lazy bitmap assembly programming on the Commodore 64

  Рет қаралды 196

Commodore 64 & 6510 retro-programming

Commodore 64 & 6510 retro-programming

Күн бұрын

In today's video, you're going to learn how to code very easily bitmap graphics on the Commodore 64, in machine language. I'm using a friendly tool aimed at programmers, who wish to have an easy-to-use code for their demos or games, or just the fun of it, although it might not be the best tool providing the best graphics.
The internet tool used during the video is the following:
8bitworkshop.com/dithertron/#...
My books in French available on Amazon
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Dans la vidéo de ce jour, vous allez apprendre à programmer des graphismes matriciels type bitmap sur le Commodore 64, en langage machine. J'utilise un outil facile à utiliser, à destination des programmeurs désireux de pouvoir produire un code facile à intégrer dans un jeu ou une démo, ou simplement pour l'amusement, bien qu'il ne s'agisse pas du meilleur outil permettant de générer les meilleurs graphismes.
L'outil internet utilisé est le suivant :
8bitworkshop.com/dithertron/#...
Mes livres en Français disponibles sur Amazon
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#koala
#c64
#bitmap
#6502

Пікірлер: 3
@TheUtuber999
@TheUtuber999 4 күн бұрын
Thanks very much for the link to the image converter and the tutorial! I found that by adding a Basic header line to the source code, it isn't necessary to manually type a SYS command. Below is the Kick assembler source code for anyone who might find it useful... .const CharData=ScreenData+8000 .const ColorData=CharData+1000 .const XtraData=ColorData+1000 .const BackupColorData=XtraData+2 .const Src=$fb .const Dest=$fd .const UseMultiColorGraphics=1 *=$801 "Basic" BasicUpstart2(start) start: lda $d020 sta vars lda XtraData+1 sta $d020 // border lda $d021 sta vars+1 lda XtraData+0 sta $d021 // background lda $d011 sta vars+2 lda #$3B // 25 rows, on, bitmap sta $d011 // VIC control #1 lda $d016 sta vars+3 lda #$18 // 40 column, multicolor sta $d016 // VIC control #2 lda $dd00 sta vars+4 lda #$02 sta $dd00 // set VIC bank ($4000-$7FFF) lda $d018 sta vars+5 lda #$80 sta $d018 // set VIC screen to $6000 // backup color RAM lda #$00 sta Src lda #$d8 sta Src+1 lda #BackupColorData sta Dest+1 ldx #4 jsr CopyMem // copy color RAM lda #ColorData sta Src+1 lda #0 sta Dest lda #$d8 sta Dest+1 ldx #4 jsr CopyMem // copy screen memory lda #ScreenData sta Src+1 lda #$40 sta Dest+1 ldx #32 jsr CopyMem // copy char memory lda #CharData sta Src+1 lda #$60 sta Dest+1 ldx #4 jsr CopyMem // get keypress and exit jsr $ffe4 beq *-3 lda vars+5 sta $d018 lda vars+4 sta $dd00 lda vars+3 sta $d016 lda vars+2 sta $d011 lda vars+1 sta $d021 lda vars sta $d020 // restore color RAM lda #BackupColorData sta Src+1 lda #$d8 sta Dest+1 ldx #4 jsr CopyMem rts // copy data from Src to Dest (x = number of pages) CopyMem: ldy #0 !: lda (Src),y sta (Dest),y iny bne !- inc Src+1 inc Dest+1 dex bne !- rts vars: .fill 6,0 // bitmap data ScreenData: .import binary "parrot-c64.multi.bin"
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