Folks programming games for Commodore 64/128/etc., what assembler(s) are you using?
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Folks programming games for Commodore 64/128/etc., what assembler(s) are you using? Anyone using C? Which compiler(s)?
I'm building a sprite editor, and I've added export in KickAssembler .byte format, but adding other formats is trivial, I just don't know what folks are using, and there are a lot of options. (I also want to know what folks like, because maybe I'll like it better than Kick, who knows.)
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Folks programming games for Commodore 64/128/etc., what assembler(s) are you using? Anyone using C? Which compiler(s)?
I'm building a sprite editor, and I've added export in KickAssembler .byte format, but adding other formats is trivial, I just don't know what folks are using, and there are a lot of options. (I also want to know what folks like, because maybe I'll like it better than Kick, who knows.)
@swelljoe I think a bunch of people use cc65 / ca65.
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Folks programming games for Commodore 64/128/etc., what assembler(s) are you using? Anyone using C? Which compiler(s)?
I'm building a sprite editor, and I've added export in KickAssembler .byte format, but adding other formats is trivial, I just don't know what folks are using, and there are a lot of options. (I also want to know what folks like, because maybe I'll like it better than Kick, who knows.)
@swelljoe .prg. Just bitmaps that can be loaded at particular address of destination machine and instantly used.
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@swelljoe I think a bunch of people use cc65 / ca65.
@colin_mcmillen that one's easy, just need to use a different comment syntax, as it also supports `.byte`. I kinda suspect most assemblers will look more like ca65 than KickAssembler (which has weird for asm C/C++ single-line style comments).
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@swelljoe .prg. Just bitmaps that can be loaded at particular address of destination machine and instantly used.
@branch300bpm ah, that's a good idea. I'll do that.
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@branch300bpm ah, that's a good idea. I'll do that.
@branch300bpm oh, but you lose information in doing it that way, unless you make each frame of an animation its own file with a naming convention for the metadata. I'm labeling and commenting the sprites in an animation sequence with the sprite name, frame number, and shared colors needed to render it.
I can't think of a good way to deal with all that metadata in a .prg, since we don't have comments or labels anymore, once it's binary.
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Folks programming games for Commodore 64/128/etc., what assembler(s) are you using? Anyone using C? Which compiler(s)?
I'm building a sprite editor, and I've added export in KickAssembler .byte format, but adding other formats is trivial, I just don't know what folks are using, and there are a lot of options. (I also want to know what folks like, because maybe I'll like it better than Kick, who knows.)
Also, what's the deal with Oscar64? Seems like a bunch of nice looking and fast games have been made with it. Is it really able to compile C to efficient 6502? https://github.com/drmortalwombat/oscar64
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