Commodore manía
Otros sistemas de Commodore => Commodore VIC-20 => Mensaje iniciado por: josepzin en Abril 24, 2022, 15:38:01
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Vi que no hay ningún hilo que hable sobre programación y desarrollo en el VIC-20, asi que abro este con algo interesante que encontré:
New Frontiers in VIC-Hires-Graphics Series
http://www.sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=2&t=6338 (http://www.sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=2&t=6338)
Part 1: Introduction, Overview
Part 2: Adding an extra line: 160x200
Part 3: Taking it further: 160x240
Part 4: Faster routine, better resolution: 208x208
Part 5: The Final Frontier? 208x240
Part 6: Beyond the Frontier! 208x248
Part 7: Hyper-Graphics reloaded: 208x256 as real bitmap in MAXIGRAFIK
Part 8: Beyond 8 bit: 272 lines of resolution
Part 9: Better colour resolution: 8x8 instead of 8x16
Part 10: FLI for the VIC-20 - an 8x1 colour resolution with 72x256 pixels
Part 11: How 'Yes VIC can' came about
Part 12: Going over the pond: MIFLI - 168x384i on NTSC
Part 13: Eat that, C64! 192x416i on NTSC: Retina Display for VIC-20
Part 14: Uberflieger - 96x256 FLI and 224x280 Ubermode on PAL
Part 15: Guess the graphics mode.
Part 16: FLINALE: 88x400i NIFLI for NTSC (and 104x256 WIDE-FLI for PAL finally released)
Part 17: MAXIMUM OVERSCAN: 224x283 in PAL with zoned $900E/$900F changes and 8x8 attributes
Viene de un hilo en el foro de Lemon64: https://www.lemon64.com/forum/viewtopic.php?t=79748 (https://www.lemon64.com/forum/viewtopic.php?t=79748)
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Una librería para Turbo Rascal: LBM8 - Local Bitmap Mode library for the Vic 20
LBM8 is a Turbo Rascal library and an abbreviation of Local Bitmap Mode 8. It is used to simulate small 8x8 sprites that can be rendered over the regular Vic 20 character display, positioned at any pixel position rather than aligned at character positions.
As a library, the source code is written in Turbo Rascal with some 6502 assembler blocks for speed. This means you can improve upon the code and add more features if you wish. You could even port it to another Commodore computer such as the C64, C16 etc.
I used this library to create Emu's Massive Hunt, a platform game for the Vic 20.
Release 2 allows character sprites to go off the screen boundaries.
https://hewco.itch.io/lbm8 (https://hewco.itch.io/lbm8)
https://www.youtube.com/watch?v=bEhYEpiiBQc (https://www.youtube.com/watch?v=bEhYEpiiBQc)
Con esta librería se creó este magnífico juego!
https://www.youtube.com/watch?v=iUaT0rN92sw (https://www.youtube.com/watch?v=iUaT0rN92sw)
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Esto parece interesante:
TinyASM a new Assembler for an unexpanded VIC20
TINYASM is an assembler for the unexpanded VIC20, which can be loaded directly from disk without a module or memory expansion.
Maybe I will also publish a TAPE version.
Your program can use any RAM position between $1931 and $1dff and be over 1200 bytes in size.
You can also save and load it to/from disk and start it with the appropriate SYS command.
The zero page can be used between $01 - $36. All other memory areas are in use.
The editor is very simple but good enough for coding.
Note: Only hex values are allowed (like $01 or $1c00)
The entered code starts with F1-key.
a quick overview of all functions
.D - delete line
.I$0a - insert 10 Bytes (255 max)
.J$1A00 - jump to address or .J$Mn label $Mn
.L“NAME“,8 - load programm
.S“NAME“,8 - save programm
.B - switches between code and byte view
.T“ABCD…“ - insert text
.$01$02$03... - enter bytes directly
.Mn – (simple) memory labels - it's better to watch the video for this
F1 – start your code
Everything else can be seen in this video.
download it here: https://sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?p=122794#p122794 (https://sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?p=122794#p122794)
https://www.youtube.com/watch?v=D-vyuzpaASA (https://www.youtube.com/watch?v=D-vyuzpaASA)