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Found 11 results

  1. Hey guys, I'm having a little trouble with DASM in Linux. I have DASM compiled and working in Linux Mint 9, but I don't know how to tell the assembler where the vcs.h and the macro.h files are. So of course when it tries to compile my source, it fails. Can anyone help me?
  2. Hello- I am currently trying to convert some old 6502 source code to compile with DASM. One of the commands keeps getting a syntax error and I can't figure out what to change it to. The commands are currently: LDA #HIGH MYVEC LDA #LOW MYVEC MYVEC is the label of a subroutine. Anyone know the proper DASM conversion?
  3. I was a bit bored today, so I downloaded some original source code from the Atari 2600 Connection website. The Joust code was from July 5th, 1983 and I couldn't find the ROM anywhere (though it is mentioned at AtariProtos.com. So I decided to convert the code into DASM format and create the missing ROM from it. Attached you find the converted source code and the resulting ROM. BTW: There is a little piece of extra "slowdown/freeze" code in it, which obviously was used for debugging. Also the original code didn't do real bankswitching. Joust (07-05-1983) (Atari - GCC, Mike Feinstein, Kevin Osborn) (CX2691) (Prototype).zip
  4. Hi Guys, I have started creating a few macros to tidy up some of my code and wrap up common routines. I have created a macro that copy a table of ROM addresses to RAM and for some reason its not assembling correctly in DASM. MAC COPY_TO_RAM_BUFFER .ADDRESS SET {1} .INDEX SET {2} .RAM_BUF SET {3} ldy .INDEX .copyLoop lda .ADDRESS+1,y sta .RAM_BUF+1,y lda .ADDRESS,y sta .RAM_BUF,y dey dey bpl .copyLoop ENDM Example usage: COPY_TO_RAM_BUFFER PointZeroLogoTable, 12, spriteBuf Can anyone see an obvious error looking at this? Thanks, Mike
  5. I have been having some difficulty getting started with programming for the 2600. I have been able to download the emulator for games, but because I use library computers to get online and have an Apple computer, I have not been able to get the DASM assembler to work. Two questions I have are: How do I get the DASM to work with an Apple online? Is it possible to get DASM on a PC computer that is not connected to the internet? Also, for the folks at Atariage, under -- Atari 2600 Programming -- Tools & Utilities -- DASM (assembler) ; Clicking on the link brings up a "page not found" screen. I had some difficulty finding a version of DASM for my Apple and once I was able to get it, I was unable to get it to work. Any help would be appreciated. I love the site.
  6. Hi Guys, I am looking to do some 2600 dev on a Mac OS X Intel machine. I cannot seem to get a build of DASM that works for me. I have tried the build int the following thread which runs and seems to output a .bin file but it fails to run in Stella. http://atariage.com/forums/topic/185212-dasm-for-intel-macs/ I was wondering if anyone else uses DASM on mac and has a working DASM?
  7. When your program has a lot of (graphics) data, you can try to save some space by overlapping the end of one data block with the beginning of the next one. While this can save quite a lot of space, it is a pretty tedious task to do that manually. Those times are over now, because now there is DOOD, the Data Overlapping Optimizer for DASM (though it should work with other assemblers too)! It offers lot of parameters which help you to tweak the results to your need. E.g. you can define page size (e.g. 256 bytes) the data should not cross (to avoid page penalties) you can have an offset into those pages (often required for kernel data) you can chose between three output formats (binary, decimal and hexadecimal) ... If an option is missing, please let me know and I will try to add it. Note: The program requires Windows XP or never. DOOD v0.91.zip
  8. I am curious if anyone here knows how to assemble some of the original 7800 games from the source found at http://www.atarimuse...les/7800/games/ using DASM. I found the information in this thread (http://www.atariage....ation-and-dasm/), using the stuff in "compile.zip" that is in there, as a good start. As the game source found over at Atari Museum are in separate files, how do you assemble them as a group to create the .bin file that can be executed in emulation? I am more or less looking for the syntax necessary when running dasm to compile the game. I get how to sign the bin with the 7800 encryption and whatnot. I'd love to be able to start with one of the classic games as a beginning to learning to program the ol' ProSystem. Thanks!
  9. Hi Guys, I was wondering if it possible to declare a global variable that can be used/set in multiple macros? I haven't found a way to do this myself. Thanks, Mike
  10. I'm going to try to learn the 5200 by playing around with DanB's samples on his website. I've got MESS already setup and have DASM as well. But I haven't used DASM in so long that I forgot how to do it. Would someone please tell me how to assemble ASM files with DASM, by that I mean the command line. Thanks! On a side note: Windows 7 apparently doesn't let any command line application to go full screen.
  11. RAM is always pretty scarce on the 2600, so when developing something a bit more complex, you eventually find yourself running out of RAM space. To overcome this, people have defined versatile temporary variable areas or gave the same RAM address different labels. This is not very convenient and error-prone. To overcome this, for Boulder Dash, Andrew Davie had developed some DASM macros, which allowed using a shared RAM overlay section for multiple purposes. During a current project I have reworked those macros and made them easier to use and much more versatile. These macros allow you define as many different overlay sections as you need. Also you can nest other overlay sections into an overlay section. And all this with just two simple macros, BEGIN_OVERLAY and END_OVERLAY. Those will take care of the memory requirements, output them and also help verifying that you use them correctly. Example: Imagine you write a game which consists out of two different scenarios. Both scenarios need their own variables for display and processing. Then you use the same overlay section twice, one for the 1st and one for the 2nd scenario. For both scenarios you can then define your variables freely inside the scenario's section. You just have to make sure that the labels are still unique (local namespaces would be cool, maybe later...). Also, in one scenario, you may have variables which are local to the kernel or to processing outside the kernel. Then you can define two nested overlays inside the overlay for that scenario, one for the kernel and one for processing. And so on... The macro code looks pretty complicated, but you do not have to understand it at all . Just have a look at the example at the end of the file. Then everything should become pretty clear (I hope). If you have any requests or ideas how to make RAM variable handling even more convenient (like namespaces) then please post your ideas here. overlay.zip
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