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nanochess

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Everything posted by nanochess

  1. You need to pass the option --sg1000 to CVBasic, assemble as normal, and the generated ROM will be mapped at $0000. In case of doubt generate a LST file with the gasm80 assembler (option -l output.lst).
  2. Wow! I saw the video but I didn't know there was a ROM available. I thought you had just published it, but it was one year ago!!! 🤯 Thanks! 😀
  3. The player can tap the disc or the buttons as fast as possible and IntyBASIC will register it. The question here is: What breaks first, the keypad, the disc, or the hand?
  4. I would break your predictions because I just noticed CVBasic was released Feb, 29.
  5. Not really, because the Sega Master System video mode 4 isn't compatible as needed. However, SG1000 support means the ROM could be played at least in original Sega Master System consoles.
  6. If you missed on Colecovision BASIC compiler v0.1.0 now there is v0.2.0 ;) https://forums.atariage.com/topic/362604-colecovision-tastic-basic-compiler-cvbasic-v020/

     

  7. I just released the version 0.2.0. It is available here (moving to Colecovision Programming forum):
  8. Hi all. I'm surprised and humbled by the success of CVBasic v0.1.0 (one hundred downloads in less than one week!), so here is a very much improved version of the compiler. I've added macOS and Linux support. To do this, I had to write my own Z80 assembler, and it is included in the package as gasm80. Changes in this version: * Added CONST statement (for example, CONST A = 5, or CONST #BIG = 5000) * Added ON GOTO / GOSUB statement. * Added ON FRAME GOSUB statement (to call subroutines in each video frame). * Added INCLUDE statement so you can make bigger programs. * Added PLAY/MUSIC statements, and a music player. * Added a new example music.bas to show how to use PLAY/MUSIC. * Optimizes more extensively the compiled expressions. * Support for Sega SG1000. I need to implement a way to bring graphical screens. I have the tool, but we need a nice way of doing it with BASIC-style statements. I'll keep working on this, and in the meantime: Enjoy it! cvbasic_v0.2.0.zip
  9. Thank you very much! The compiler has also reached 100 downloads! It is a lot for a compiler that barely has one week published. I think the version 0.2.0 is ready to get out of the oven and now includes my own assembler. I hope to publish it soon.
  10. Because of the tone stuck, I would suspect first of the 2114 RAM (there are two of these). Besides I see in your picture one of these gets very hot.
  11. Today I've adapted my tinyasm assembler to Z80, and I now have a complete toolchain working in macOS. So the next version of CVBasic will support both macOS and Linux.
  12. 1. I don't have yet made the memory usage calculator. 8-bit variables use 1 byte, 16-bit variables use 2 bytes, and arrays use the width multiplied by the length. The maximum memory usage is around 960 bytes. 2. There is no segmentation of the memory yet, you can write a game up to 32K in size without worrying about segments. In the future, I expect to put bank-switching support, and there will be two 16 KB pages (one fixed, and another switchable) 3. There is no flipping or mirroring for the sprites. There is a zoom but it is for all the sprites, currently, there is no way to use it. 4. No graphic mode switching yet. Currently, you can consider the screen as a 32x24 grid with 256 characters where every character can be defined. 5. A difficult matter, but I expect to allow some support for tile scrolling. 6. The video mode set up by CVBasic is the highest-resolution video mode. In this mode the 32x24 screen grid addresses three areas, depending on the row (0-7, 8-15, 16-23), so DEFINE CHAR and DEFINE COLOR replicates the character definition in the three VRAM areas; otherwise, your character would be visible, for example, only on the top rows. 7. Only to VPOKE/VPEEK the 32x24 screen grid with the character numbers you want to see displayed. Forgot it: You can use PRINT AT instead of VPOKE. 8. Hahaha, good point!
  13. I'll consider it. Thanks for bringing it to my attention. The VGM file format is a music format where instead of notes, it logs the commands sent to the audio chip. This means it isn't editable, and that you can only use VGM files created for the sound chip you have. For example, a VGM file for AY-3-8910 audio doesn't work for the Colecovision SN76489.
  14. I downloaded ColEm 5.6 Windows Free from the official webpage at https://fms.komkon.org/ColEm/ I got some SGM ROM from this page: I opened ColEM, and loaded Knightmare, and it showed a message saying the Super Game Module was required. So I went to the Hardware menu and selected Super Game Module, and ColEM restarted itself and the game ran just fine. I tested on Windows XP running on VirtualBox.
  15. Sorry no. As I was working with macOS, I found it was too daunting a ton of work needed to get a UI working on macOS.
  16. Ok. You can put WAIT inside your subroutine (PROCEDURE) Yes, it is the only type of function. If you need to pass arguments, you need to use global variables, and same for the result. I forgot completely about INCLUDE. I hope a next version will have INCLUDE so you can have larger CVBasic programs neatly organized.
  17. Cool! I would suggest to replace GOSUB PAUSE with the WAIT statement. The example.bas file included with CVBasic shows how to make a figure to bounce in the screen.
  18. The Frogger cartridge doesn't require video or any action to start playing music, so it could be a good tester. If it doesn't work, I would suspect of the 1Kx4 RAM memory chips, these tend to fail very fast.
  19. Nicely looking cards! Well done!
  20. Just uploaded CVBasic v0.1.0, see the first post. It includes the executable for the compiler, the manual, the prologue/epilogue files, and several examples including two minigames: Viboritas, and Space Attack.
  21. Almost there. I've added a lot of BASIC statements to the compiler, and I ported my game Viboritas in order to determine essential functions for game development. I'm only missing sound in the compiler for a nice alpha release. Arrays can wait
  22. I hope to release an alpha version in one week.
  23. As with IntyBASIC, the BITMAP statement helps to draw directly in code. But probably I'll include TMSCOLOR for processing BMP files. It would be in CoolCV. I actually wanted to implement a debugger in CoolCV but I was sidetracked by Real-Life(tm) At a certain point probably it will support bank-switching but first I'll focus in making nice games in 32K and reasonable optimization of the generated code. It will boot up with everything properly initialized. And yes, I expect to include advanced functions when the core works in my expectations. Anytime 😁
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