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Everything posted by danwinslow

  1. Hi Jon. Yep, that was almost exactly my method, although I did not extend it to 16, although I think I meant to. Copying 64 bytes back in each context switch is a little slow, but having it check if it has residency already is a nice touch.
  2. For one small threading experiment I divided the stack page into 4 separate stacks, and implemented a 'stack frame push/pop' scheme so that I had 4 separate 'pseudo-threads' running at the same time. I actually did some of it in CC65, I think, dropping into assembler. I'd have to look it up. Was pretty cool, but at first was not preemptive and the threads had to do yield. I looked into making it preemptive using an interrupt, and that worked...sort of. Pretty much crashed anytime I tried to do any OS or DOS calls, of course, and that wasn't surprising, but I could do simple things like increment a counter. I did get some screen IO working but I had to devote 1 thread to being the only one doing it.
  3. Hehe. I think OP was just trying to ask if there were any other (simple) solutions to going through the push/pop dance. This really wasn't about stack manipulation. So, I think the the answer is no, there are no other simple solutions. There are many ways to save and restore the reqs, but they all involve some variation of individual storing and loading. Also, OP mentioned reentrancy, and if you want to be reentrant, you have to have a stack somewhere even it's one you wrote yourself.
  4. If you want to be reentrant, you have to have a stack somewhere. I don't think that when writing for this machine reentrancy is usually a major problem. As far as I know, there are no other solutions, you must either store on the stack or in some other location. You can directly read the values off of the stack by using the SP, but then you wind up having to either adjust the SP manually or pull then anyway. Loading directly via lda,ldx,ldy of course works.
  5. it was my first computer too, when I was around 16/17. I wrote my first game on it - was a 'Lunar Lander' game with an M as the ship and the little pipe character as thrust
  6. Sounds like an interesting file store! Hope you get it all up and working. One question about the name--wasn't it Spy vs. Spy (meaning Spy Versus Spy) in the old mad magazine comics? Just wondering.
  7. hi. One thing to keep in mind is that Pseudops (assember directives) only operate DURING assembly. So that bit of code is not doing a program logic loop, but it is laying down that many blocks of identical code. If you look at the assembly listing, you will see 127 of those.
  8. Hmm, yeah. Y'know one of the larger issues in play is that there really isn't any truth anymore. It's so ironic that the 'information age' has basically destroyed information by making it too easy to publish. It's everywhere, from the news to advertising to social sites, everything is a propaganda machine. You can effectively create any reality you want by posting a lot. It's really bad.
  9. wow, if THAT's the TL;DR I'd hate to see the full summary! But thanks all for the infos. Amazing that he's had that much reach, he must be a busy boy.
  10. Holy crap. Just was reading through the first couple pages of this thread...reminds me of nothing so much as that Tiger King documentary on Netflix. Which one is the crazy gay lion tamer and which one is the kindly old hippie lady that probably murdered her husband? I'm kidding...mostly. It does have that feel though. Lotta work expended in this thread. So...which poster is this Kieren fellow in this thread? Is it Retro Liar, is it Lost Dragon...? I dunno. He does sound like a bit of a tool, though. I knew the ST/jag scene was tough from hearing things here on AA, but had no idea it was such a hotbed of anger, treachery, and lies. If the general response to my post runs along the lines of "STFU what do you know", don't worry. I am not joining the fray here. but I will probably keep reading it. I just need a program so I know who is who. Major characters only is fine. *edit* Er, on further review I guess neither of my options above are he. Is he posting in this thread at all?
  11. It is. Most of the extra size comes from the included libraries. Refraining from using stdio.h and similar c-lib stuff will help quite a bit. When I was using it, simply including printf added about 8k. There are smaller libraries provided, such as conio.h as a replacement for stdio.h. Plus, for really speed critical you can drop into assembler quite easily, either in-line or using teh CA65 assembler in teh same project. Of course, no matter what you do, it will be larger that a hand-curated assembly program. It is very usable though. There's been some high powered games written in it, and I even wrote a mouse driver in it for the ST mouse on a 130xe. The ease of coding and higher level constructs make wrangling a large program somewhat easier.
  12. CC65 is an excellent development environment. One of its best features is also one of its worst, however - it is very flexible and powerful, especially because of its fantastic config file system to control code generation and linking. The config file is fairly complex and abstract in order to provide this flexibility, though, so you really have to dig into it and there's a learning curve there. If all you want to do is just make small C programs like utilities and things, you can just use the provided config file. When you want to work with large game development, though, you will have to modify the config file to match. Still, it is well worth it.
  13. Yeah, that's how it works. The price of something is always defined by what someone will pay for it. If people will pay more for an item, the price will go up. If not, the price will go down. There is no such thing as ' the price' on something apart from what people are willing to pay. You can definitely use this to manipulate a market for stuff like this, if your own pockets are deep enough, but if people stop being willing to pay then it falls apart.
  14. Yep, I'd be interested in buying one or two as well.
  15. I thought that some pascal or other I've used in the past allowed pointers - like this below. Does Mad Pascal not support that? Cptr = ^char
  16. Lots of cool stuff! But there's a difference between how many colors are possible in things like static pictures and splash screens and how many colors you can use for game programming purposes and still have system resources left over to run the game.
  17. yknow, I actually think this is part of why the A8 scene is still so active. The flexibility offered by the hardware allows people to come up with amazingly clever stuff, and it produces a real sense of accomplishment. If you use a machine that has a hard-defined and well known set of pre-determined graphics capability, then there's nothing to do. There isn't the same sense of the possible. So yeah, I agree, it's confusing and technically hard, but that's part of the draw. If all you want to do is plot pixels in colors then there's any number of modern machines available.
  18. I'd like a slightly ironic yet somewhat amused reaction, the kind that makes people wonder if you're being sarcastic or not.
  19. I think part of it is also that this 'spread out too much' effect is a side-effect of trying to do a truly 100% responsive UI that can seamlessly go on all devices. We have the same exact issue with our in-house product. Like others have said, I am reserving final judgement and I'd also like to thank Albert for all this hard work. I'm sure whatever we wind up with will be fine...I may not like it all but I'll get used to it I'm sure.
  20. Not a fan so far. The 'unread content' thread presentation is my most disliked aspect. So giant and blocky and facebook-ized, and it looks nothing like the forum list of threads. In general, so far I have to say I dislike the visual presentation. It seems like the same bad UI philosophy change that's been percolating through technology for the last 5 years or so...giant blocky wastes of screen space with big flat colorful buttons every where. I think that somebody somewhere back then decided that we can't handle dense lists, plus they are all desperate to turn everything into a phone. I'm sure the technical underpinnings are a big improvement, though, and I'll eventually get used to the visuals if history is any guide.
  21. From a developer's perspective : I never have done any 2600 programming, but I've watched a lot of in depth discussions go by here on AA. I get the impression that because the system is SO minimal, and SO hard to get anything playable on, that it becomes a real accomplishment to produce anything that's enjoyable to play. I've seen threads where people get into such depth that it's like watching a bunch of Zen masters discussing reality or a roomful of physics geniuses arguing about why string theory is a waste of time (it is). A 2600 programmer has to control every single last thing, and the opportunity for making a clever hack or doing something that no-one's ever thought of is very high. I mean, if I write a game to move balls around and do collisions with bricks using a modern computer and something like Visual Basic, I'd just get a pat on the head and congratulations for not being a complete moron. If I do the same on the 2600 from scratch, that's impressive. Some people like really hard stuff.
  22. He just lowered it to $500...lol.
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