Mark

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  • in reply to: How to start #994
    Mark
    Participant
    #include <cc65.h>
    #include "unity.h"
    
    int main(void) 
    {
        InitBitmap();
    	ClearBitmap();
    	ShowBitmap();
    
        txtX = 15; txtY = 2;
    
        PrintStr("hello world\n");
    
        while(1) {
           
        }
    
    return 1;
    }

    This kind of belies the true progress I’ve made. I’ve gone into targets/atari looked at dli.s and vbi.s and gone through the documentation again.

    I’ve played some RMT files, done through demo – and overall I like everything I see, it’s logical, well done, and could be very helpful. There is a “but” coming.

    And I’ve put grubs on a real Atari. Therein lies a problem. If on an Atari 800XL, NTSC using XEP80-II as output, it just plain doesn’t work. That device has an HDMI converter that cannot handle frame flicker modes.

    Luckily my system has a couple a/b switches to quickly switch out to a true s-video to s-video monitor mode. But while that mode does look “OK” – until I blink. When I blink I clearly see one frame, not the other. And be cause the flicker quite clearly occurs when I blink, the mode causes me to concentrate on my blinking – which drives me frankly mad.

    I don’t know if this can be overcome. The emulator has frame blending that works, but is there any real atari output that frame blends? For me it needs to work on a real atari,and I’m not sure I ever would’ve used interpainter. Some people did, I guess – maybe not me.

    still the music player and networking stuff and automatic disk creation, is a lot. Pity about the 160x200x9 mode. Does any known scan doubler, converter correctly do frame blending for a real atari?

    in reply to: How to start #991
    Mark
    Participant

    also thanks for the help, I may or may not have any manners – but actually I hope to produce a game, and have fun doing so, thanks for your interesting project.

    in reply to: How to start #990
    Mark
    Participant

    Now, first provided function I need to master is PrintStr

    Here, I did attempt to use PrintStr initially and received nothing for my efforts.

    This code:

    #include <cc65.h>
    #include “unity.h”

    int main(void)
    {

    // Reset screen
    clrscr();
    PrintStr(“hello world\n”);

    while(1) {

    }

    return 1;
    }

    Produce only a blank screen. Unlike above which printed the text.

    What did I do wrong?

    in reply to: How to start #988
    Mark
    Participant

    This post is for anyone else that may have similar questions.

    In the project folder, I created a helloworld folder. In that I placed a helloworld.builder file as follows:

    {
    “format”: “8bit-Unity Project”,
    “formatVersion”: 2,
    “general”: {
    “disk”: “helloworld”,
    “code”: [
    “projects/helloworld/src/helloworld.c”
    ],
    “shared”: [],
    “charmap”: [],
    “tilesize”: “None”
    },
    “platform”: {
    “Atari”: {
    “music”: [],
    “chunks”: [],
    “diskSize”: “180KB”,
    “crunchAssets”: “No”,
    “networkDriver”: “IP65(TCP/UDP)”
    }

    }
    }

    I created a src subfolder, in that I created a helloworld.c as follows:

    #include <cc65.h>
    #include "unity.h"
    #include <stdio.h>
    #include <string.h>
    
    char st[]={"hello world"};
    
    int main(void) 
    {
    
    	// Reset screen
    	clrscr();
        printf("%s\n",st);
    
        while(1) {
           
        }
    
    return 1;
    }

    At this point I received a screenshot which I’ve attached.

    However, this is not what I was expecting. I was expecting a cool game like pac-man.

    OK, I will adjustment my expectations.

    I think I will be OK with writing in cc65, but the main thing is – I guess I need to learn what 8bit-unity is offering in terms of sdk….I’ll probably post more questions.

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