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danwinslow

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Everything posted by danwinslow

  1. Yes, I almost mentioned that, but thought it out of scope. You could argue that what python is doing there is not really a nested loop, and is more like a tuple of iterators. Does produce the target output though.
  2. To be fair, it's not just BASIC. Nothing I know of would support that loop behavior. Nested loops are...nested.
  3. Don't use powershell. Just use regular old DOS cmd. You can change your VSCode terminal type using the drop downs at the top right of the terminal box.
  4. Create a file called build.bat in the same folder your code is at. In it, put the command line compile statement that Wrathchild showed you. Then, when you want to compile, just open a commandline, cd to the directory that build.bat is in, and type 'build' (without the quotes). A batch file ('script') is just an automatic way to run a series of commands. You can leave the command line up and then just re-type 'build' when you want to compile again, so that way you don't have to keep 'cd-ing' to your code directory.
  5. You've chosen one of the more complicated tools by using CC65. You seem willing to read and learn, though, so hang in there and we will help. Not even knowing how to run a script on your operating system (which is....Windows?) puts you kind of behind. You'll need these basic skills on both the atari and the PC.
  6. Yeah, be careful with the plugins, there can be some bad stuff in there sometimes. Well, what I normally do is to just open a terminal session and run my build script from in there. I use the standard C/C++ IntelliSense from Microsoft: Name: C/C++ Id: ms-vscode.cpptools Description: C/C++ IntelliSense, debugging, and code browsing. Version: 1.17.5 Publisher: Microsoft VS Marketplace Link: https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools So, I don't get a lot of fancy integration but I really don't care all that much. Typing 'build.bat' or whatever works fine, and then just typing the batch file to start Altirra with my stuff is quick and easy. You do need to define the CC65 environment variable as mentioned above but usually that comes in with the cC65 install.
  7. Do you have CC65 installed at C:\cc65\bin\cc65.exe?
  8. A very long time ago I wrote a little game on my Atari 800 called "Sprackman", in which the hero's main weapon was a deadly green fart, complete with squatting animation and butt-direction controls. I think the enemies were re-cast as little old ladies in wheelchairs...alcohol was involved in the creation of the concept, if I recall correctly, and never got past the initial demo stage.
  9. Don't worry about it. As long as you don't do it a lot, one angry thread will be quickly forgotten.
  10. It's mostly SIO serial time. It's only noticeable in action games, where you really need like direct UDP to memory transfers.
  11. Very nice looking. It would be interesting to develop a 'board game server' via fujinet that could connect instances of people playing this or other board games. Server itself would just connect the various instances together and who is playing with who and pass the game packets along as necessary. Likely would be suited for a small linux instance on some device. Peer to Peer(s) game play with one instance selected as 'primary'. The games would have to be written to support it, of course (or maybe extensively modified if they are already multi-player). This would be a great game to start with.
  12. I did something similar a while back. I set up a lowcode segment at 0x2000-0x3999, a bank segment at 0x4000-0x7999, and set up the regular loading segment and compilation at 0x8000. I used the segment facility #pragma's to direct where things got created in in code. Seemed to work ok, but that was an older version of CC65. My equivalent of your array was loaded above 0x8000.
  13. The angle brackets mark templating, where a declaration takes a typename as an argument. The L marker on a literal means that it is a 'wide ascii' literal (2 bytes per char). The code is probably fine for most c++ compilers but will never probably not ever compile on anything that has a target of the Atari.
  14. When I was a very young teen, my Grandfather took me to meet his group of radiohead friends, who all had decrepit old crystal radios and sat around messing with them, modding them, and arguing. They smoked (inside!) and talked to each other in Morse Code. I rolled my eyes and thought "Oh man, look at these old fogeys. I will never be like that!" Now that I am a grandfather myself, the irony is strong.
  15. Things fall apart; the center cannot hold; Mere anarchy is loosed upon the world, The blood-dimmed tide is loosed, and everywhere The ceremony of innocence is drowned; The best lack all conviction, while the worst Are full of passionate intensity. From "The Second Coming" by W. B. Yeats
  16. I'd just like to say how glad I am to see some Ada usage. Beautiful language, sadly underused.
  17. Sometimes I wonder what he would say to an inventory buy offer.
  18. He generally refuses to do his own research. As long as someone gets sucked into 'helping' him (which it seems someone always is), he is content. I think he more or less just wants attention.
  19. Just guessing, but the circularity of both of them needing the other might be a problem. Have you tried putting them in the same file?
  20. Well, to be fair, CC65 has never represented itself as 'the best thing to use on Atari for anything'. It is what it is - a good ANSI compatible C compiler that you can use on a host of 65xx systems. You have to expect some amount of generalization. It's a good toolset, you need to know how to use it on the Atari and when you do, it can be very good. I've used it for many things and never once had to suffer through the horrors of clrscr(). Ironically the OP's goal is to write for commodore and Atari.
  21. Neat. I highly doubt it's actually new, as in previously unknown and never done before, but it's still good thinking. Another thing to look at is how the results vary with scale - do the curves go up linearly as you increase the list size.
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