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Post by gliptitude on Mar 10, 2020 19:26:23 GMT -5
I am trying to use this Vecdraw tool made by Vectorzoa years ago and still hosted on his site: s3.eu-west-2.amazonaws.com/vectorzoa.com/vecdraw/vecdraw.htmlI have used it in the past on an old computer that I no longer have. It contains everything needed to make a flashable BIN of your own vector drawing. You simply edit the coordinates of an existing drawing in a text file and compile it with other included files. It doesn't work as is on my current computer and I am wondering if I can set things up differently to be able to do it. The instructions say to just edit the drawing coordinates and save, then double click the COMPILE HERE file in the same folder. But my computer refuses and says it can't run this version. The compile file is listed as a Shortcut to MS-DOS. I spent a few hours making a drawing consisting of 40 vectors, transcribing it into relative y,x coordinates and editing the drawing file and I'd like to see it on Vectrex. I downloaded vDOS for running DOS programs but don't know how to use it or if it is relevant. I don't recall having to do this or anything special in the past. I'm not a programmer and not knowledgeable about fundamental computing.
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Post by Malban on Mar 12, 2020 4:32:53 GMT -5
Didn't try it out... but possibly try out the current version of the assembler - which is 64bit compatible:
Look inside the PIF for possible parameters used ...
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Post by Malban on Mar 12, 2020 4:35:42 GMT -5
But actually...
I know I might be biased...
But Vide - "vecci" the vector drawing tool is quite easy to use... and can export as DB or as runnable "bin" as well :-).
Cheers Malban
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Post by gliptitude on Mar 12, 2020 15:28:49 GMT -5
Thank you for these tips Malban.
The current AS09 looks like it replaces the one I had and that looks to have been necessary. But I still need to replace the COMPILE HERE "MS-DOS shortcut", or learn how to compile without it.
I don't know what this file is, what it consists of or if it is unique. It has file extension .pif. To make a BIN in Vectorzoa's setup you just double click on it.
I tried moving various files into folders together and dragging different files and combinations of files onto the AS09 icon, sometimes producing new .lst files which seem useless.
xxx
I did download Vide but don't have it running yet. The OSX version will not load on my hobbled G4 OSX 10.2 iBook and it looks like I need to seperately attain the correct Java to run properly on my 64bit Windows laptop. I'm not keen on completely changing my approach but it does seem ridiculous for you personally to advise me on my current obscure path if the same task is a trifle in your own much more advanced and more readily available software.
To fill in though what Vecdraw results in, it is a bit more than displaying a sprite and it is pretty gratifying to the novice. The drawing can be scaled and moved around on the screen with the joystick. There are two sprites in each BIN and either one can be turned on or off at any time with the joystick. .. And my current excitement is noticing somehow for the first time that he also posted an advanced version for animation, which cycles up to eight unique frames. Not sure the joystick/button functionality on that one, but getting coded animation on Vectrex would be a major first for me. (I've done some pretty sophisticated animation with the lightpen over the years but the end result is obviously completely disposable).
I am eying buying an inexpensive 32bit Windows 7 desktop on eBay that I think will allow me to directly proceed as I did in the past, but also experimenting seperately with Vide and vecci if I can get them running.
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Post by gliptitude on Mar 12, 2020 15:44:14 GMT -5
** I didn't make the connection until now that you were referring to the COMPILE HERE file when you said look inside the PIF for parameters, although I'm not sure what that means, how to do it or what I would do with whatever I found in there. I'll have to think about this. Might not have posted so soon if I had made this connection beforehand, but it's done.
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Post by Malban on Mar 12, 2020 18:56:47 GMT -5
Vide: if you download the correct version - it doesn't need anything else. The latest releases come with the correct java version. A "pif" file used to be a windows file to start dos programs and "carry" with it information on how to start the dos programs.
So it contains e.g. the command line parameters for the AS09 invokation (or at least the ones for the old version). Looking in it with a hex editor one can see:
-w200 -h0 -l -mcti -v testdraw
so the complete command line should be:
as09 -w200 -h0 -l -mcti -v testdraw.asm
unfortunately... it seems the 1.42 version of the assembler seems to have a bug. It seems the "-i" parameter is non functional. (ignore case of mnemonics)
So the compile ends with 255 or so errors - since in the source all mnemonics are in upper case (and the assembler expects lower case - or with "-i" it supposedly doesn't care - which is not the case.
So... in order to compile the source you have to lower case the source.
a)
TestDraw.asm
;*************************************************************************** ; DEFINE SECTION ;*************************************************************************** include "VECTREX.I" include "TEstdRAW.I"
; start of vectrex memory with cartridge name...
;*************************************************************************** ; HEADER SECTION ;*************************************************************************** db "g GCE 2006", $80 ; 'g' is copyright sign dw music1 ; music from the rom db $F8, $50, 0,-110 ; height, width, rel y, rel x ; (from 0,0) db "VECTORZOA DRAW TEST",$80 ; some game information, ; ending with $80 db 0 ; end of game header ;*************************************************************************** ; CODE SECTION ;*************************************************************************** ; labelsLikeThis: ; variableslikethis ; MyFuctionsLikeThis ; here the cartridge program starts off ; first 2 bytes reserved
main
lda #1 sta Vec_Joy_Mux_1_X lda #3 sta Vec_Joy_Mux_1_Y lda #0 sta Vec_Joy_Mux_2_X sta Vec_Joy_Mux_2_Y ldd #$101 std doduffy ldd #0 std posy lda #$7F sta dscale mainloop jsr Wait_Recal jsr Intensity_5F jsr Read_Btns jsr Joy_Digital tst Vec_Button_1_1 beq sk_set_duffy lda doduffy eora #1 sta doduffy sk_set_duffy tst Vec_Button_1_2 beq sk_set_mode lda domode eora #1 sta domode sk_set_mode lda Vec_Btn_State bita #4 beq sk_upscale inc dscale sk_upscale bita #8 beq sk_downscale dec dscale sk_downscale
tst Vec_Joy_1_Y bpl sk_miy dec posy bra sk_ply sk_miy beq sk_ply inc posy sk_ply tst Vec_Joy_1_X bpl sk_mix dec posx bra sk_plx sk_mix beq sk_plx inc posx sk_plx dloop jsr Reset0Ref lda #$CE sta $D00C lda #$7F sta VIA_t1_cnt_lo ldd posy jsr Dot_d lda dscale sta VIA_t1_cnt_lo lda $d009 sta time tst doduffy beq sk_duffy ldx #draw_outline jsr Mov_Draw_VLc_a bra do_mode sk_duffy ldd draw_outline+1 jsr Moveto_d do_mode tst domode beq sk_mode ldx #draw_detail jsr Draw_VL_mode sk_mode lda time suba $D009 sta time jsr Reset0Ref lda #$CE sta $D00C lda #$7F sta VIA_t1_cnt_lo lda #127 ldb #-120 ldu #vectorzoa_draw jsr Print_Str_d jsr Reset0Ref lda #$CE sta $D00C lda #$7F sta VIA_t1_cnt_lo lda #-128 ldb #-60 jsr Moveto_d lda time jsr Debug_Print_a
jsr Reset0Ref lda #$CE sta $D00C lda #$7F sta VIA_t1_cnt_lo lda #-128 ldb #50 jsr Moveto_d lda dscale jsr Debug_Print_hexa ;jsr Cycles_Left
bra mainloop vectorzoa_draw db "VECTORZOA DRAW TEST",$80 ;***************************************************************************
Cycles_Left jsr Reset0Ref lda #$7F sta VIA_t1_cnt_lo lda #-100 clrb jsr Moveto_d clr $C823 clra ldb $d009 ;T2HOC (upper byte of frame buffer jsr Draw_Line_d lda $D009 jsr Debug_Print_a rts
Debug_Print_a: jsr Calc_Print_a ldu #textpad ldd #0 jsr Print_Str lda #$CE sta $D00C rts Calc_Print_a:
;ldd $4040 ; H W ;std $C82A ;lda #-123
ldb #$20 stb textpad ldb #$30 stb textpad+1 stb textpad+2 stb textpad+3 ldb #$80 stb textpad+4
tsta bpl skip_negative ldb #$2D stb textpad nega skip_negative: cmpa #100 blt skip_hundreds inc textpad+1 suba #100 skip_hundreds: do_tens_loop: cmpa #10 blt exit_tens_loop inc textpad+2 suba #10 bra do_tens_loop exit_tens_loop: adda textpad+3 sta textpad+3
rts
Debug_Print_hexa: jsr Calc_Print_hexa ldu #textpad ldd #0 jsr Print_Str lda #$CE sta $D00C rts Calc_Print_hexa: ;ldd $4040 ; H W ;std $C82A ;lda #$A9 ldb #$6A stb textpad stb textpad+1 ldb #$80 stb textpad+2 tfr a,b andb #15 cmpb #10 blt number addb #$37 bra endn number: addb #$30 endn: stb textpad+1
tfr a,b lsrb lsrb lsrb lsrb cmpb #10 blt number2 addb #$37 bra endn2 number2: addb #$30 endn2: stb textpad
rts
include "EDITTHIS.asm"
;*************************************************************************** END main
and
Testdraw.i
textpad equ $C890
time equ $C880 doduffy equ $C881 domode equ $C882 dscale equ $C883 posy equ $C884 posx equ $C885 D_MOVE equ 0 D_LINE equ 2 D_END equ 1
And... Vectrex.i
if INCLUDE_I != 1
INCLUDE_I equ 1
Vec_Snd_Shadow equ $C800 ;Shadow of sound chip registers (15 bytes) Vec_Btn_State equ $C80F ;Current state of all joystick buttons Vec_Prev_Btns equ $C810 ;Previous state of all joystick buttons Vec_Buttons equ $C811 ;Current toggle state of all buttons Vec_Button_1_1 equ $C812 ;Current toggle state of stick 1 button 1 Vec_Button_1_2 equ $C813 ;Current toggle state of stick 1 button 2 Vec_Button_1_3 equ $C814 ;Current toggle state of stick 1 button 3 Vec_Button_1_4 equ $C815 ;Current toggle state of stick 1 button 4 Vec_Button_2_1 equ $C816 ;Current toggle state of stick 2 button 1 Vec_Button_2_2 equ $C817 ;Current toggle state of stick 2 button 2 Vec_Button_2_3 equ $C818 ;Current toggle state of stick 2 button 3 Vec_Button_2_4 equ $C819 ;Current toggle state of stick 2 button 4 Vec_Joy_Resltn equ $C81A ;Joystick A/D resolution ($80=min $00=max) Vec_Joy_1_X equ $C81B ;Joystick 1 left/right Vec_Joy_1_Y equ $C81C ;Joystick 1 up/down Vec_Joy_2_X equ $C81D ;Joystick 2 left/right Vec_Joy_2_Y equ $C81E ;Joystick 2 up/down Vec_Joy_Mux equ $C81F ;Joystick enable/mux flags (4 bytes) Vec_Joy_Mux_1_X equ $C81F ;Joystick 1 X enable/mux flag (=1) Vec_Joy_Mux_1_Y equ $C820 ;Joystick 1 Y enable/mux flag (=3) Vec_Joy_Mux_2_X equ $C821 ;Joystick 2 X enable/mux flag (=5) Vec_Joy_Mux_2_Y equ $C822 ;Joystick 2 Y enable/mux flag (=7) Vec_Misc_Count equ $C823 ;Misc counter/flag byte, zero when not in use Vec_0Ref_Enable equ $C824 ;Check0Ref enable flag Vec_Loop_Count equ $C825 ;Loop counter word (incremented in Wait_Recal) Vec_Brightness equ $C827 ;Default brightness Vec_Dot_Dwell equ $C828 ;Dot dwell time? Vec_Pattern equ $C829 ;Dot pattern (bits) Vec_Text_HW equ $C82A ;Default text height and width Vec_Text_Height equ $C82A ;Default text height Vec_Text_Width equ $C82B ;Default text width Vec_Str_Ptr equ $C82C ;Temporary string pointer for Print_Str Vec_Counters equ $C82E ;Six bytes of counters Vec_Counter_1 equ $C82E ;First counter byte Vec_Counter_2 equ $C82F ;Second counter byte Vec_Counter_3 equ $C830 ;Third counter byte Vec_Counter_4 equ $C831 ;Fourth counter byte Vec_Counter_5 equ $C832 ;Fifth counter byte Vec_Counter_6 equ $C833 ;Sixth counter byte Vec_RiseRun_Tmp equ $C834 ;Temp storage word for rise/run Vec_Angle equ $C836 ;Angle for rise/run and rotation calculations Vec_Run_Index equ $C837 ;Index pair for run * $C839 ;Pointer to copyright string during startup Vec_Rise_Index equ $C839 ;Index pair for rise * $C83B ;High score cold-start flag (=0 if valid) Vec_RiseRun_Len equ $C83B ;length for rise/run * $C83C ;temp byte Vec_Rfrsh equ $C83D ;Refresh time (divided by 1.5MHz) Vec_Rfrsh_lo equ $C83D ;Refresh time low byte Vec_Rfrsh_hi equ $C83E ;Refresh time high byte Vec_Music_Work equ $C83F ;Music work buffer (14 bytes, backwards?) Vec_Music_Wk_A equ $C842 ; register 10 * $C843 ; register 9 * $C844 ; register 8 Vec_Music_Wk_7 equ $C845 ; register 7 Vec_Music_Wk_6 equ $C846 ; register 6 Vec_Music_Wk_5 equ $C847 ; register 5 * $C848 ; register 4 * $C849 ; register 3 * $C84A ; register 2 Vec_Music_Wk_1 equ $C84B ; register 1 * $C84C ; register 0 Vec_Freq_Table equ $C84D ;Pointer to note-to-frequency table (normally $FC8D) Vec_Max_Players equ $C84F ;Maximum number of players for Select_Game Vec_Max_Games equ $C850 ;Maximum number of games for Select_Game Vec_ADSR_Table equ $C84F ;Storage for first music header word (ADSR table) Vec_Twang_Table equ $C851 ;Storage for second music header word ('twang' table) Vec_Music_Ptr equ $C853 ;Music data pointer Vec_Expl_ChanA equ $C853 ;Used by Explosion_Snd - bit for first channel used? Vec_Expl_Chans equ $C854 ;Used by Explosion_Snd - bits for all channels used? Vec_Music_Chan equ $C855 ;Current sound channel number for Init_Music Vec_Music_Flag equ $C856 ;Music active flag ($00=off $01=start $80=on) Vec_Duration equ $C857 ;Duration counter for Init_Music Vec_Music_Twang equ $C858 ;3 word 'twang' table used by Init_Music Vec_Expl_1 equ $C858 ;Four bytes copied from Explosion_Snd's U-reg parameters Vec_Expl_2 equ $C859 ; Vec_Expl_3 equ $C85A ; Vec_Expl_4 equ $C85B ; Vec_Expl_Chan equ $C85C ;Used by Explosion_Snd - channel number in use? Vec_Expl_ChanB equ $C85D ;Used by Explosion_Snd - bit for second channel used? Vec_ADSR_Timers equ $C85E ;ADSR timers for each sound channel (3 bytes) Vec_Music_Freq equ $C861 ;Storage for base frequency of each channel (3 words) * $C85E ;Scratch 'score' storage for Display_Option (7 bytes) Vec_Expl_Flag equ $C867 ;Explosion_Snd initialization flag? * $C868...$C876 ;Unused? Vec_Expl_Timer equ $C877 ;Used by Explosion_Snd * $C878 ;Unused? Vec_Num_Players equ $C879 ;Number of players selected in Select_Game Vec_Num_Game equ $C87A ;Game number selected in Select_Game Vec_Seed_Ptr equ $C87B ;Pointer to 3-byte random number seed (=$C87D) Vec_Random_Seed equ $C87D ;Default 3-byte random number seed ; * $C880 - $CBEA is user RAM ; ; Vec_Default_Stk equ $CBEA ;Default top-of-stack Vec_High_Score equ $CBEB ;High score storage (7 bytes) Vec_SWI3_Vector equ $CBF2 ;SWI2/SWI3 interrupt vector (3 bytes) Vec_SWI2_Vector equ $CBF2 ;SWI2/SWI3 interrupt vector (3 bytes) Vec_FIRQ_Vector equ $CBF5 ;FIRQ interrupt vector (3 bytes) Vec_IRQ_Vector equ $CBF8 ;IRQ interrupt vector (3 bytes) Vec_SWI_Vector equ $CBFB ;SWI/NMI interrupt vector (3 bytes) Vec_NMI_Vector equ $CBFB ;SWI/NMI interrupt vector (3 bytes) Vec_Cold_Flag equ $CBFE ;Cold start flag (warm start if = $7321) ; VIA_port_b equ $D000 ;VIA port B data I/O register * 0 sample/hold (0=enable mux 1=disable mux) * 1 mux sel 0 * 2 mux sel 1 * 3 sound BC1 * 4 sound BDIR * 5 comparator input * 6 external device (slot pin 35) initialized to input * 7 /RAMP VIA_port_a equ $D001 ;VIA port A data I/O register (handshaking) VIA_DDR_b equ $D002 ;VIA port B data direction register (0=input 1=output) VIA_DDR_a equ $D003 ;VIA port A data direction register (0=input 1=output) VIA_t1_cnt_lo equ $D004 ;VIA timer 1 count register lo (scale factor) VIA_t1_cnt_hi equ $D005 ;VIA timer 1 count register hi VIA_t1_lch_lo equ $D006 ;VIA timer 1 latch register lo VIA_t1_lch_hi equ $D007 ;VIA timer 1 latch register hi VIA_t2_lo equ $D008 ;VIA timer 2 count/latch register lo (refresh) VIA_t2_hi equ $D009 ;VIA timer 2 count/latch register hi VIA_shift_reg equ $D00A ;VIA shift register VIA_aux_cntl equ $D00B ;VIA auxiliary control register * 0 PA latch enable * 1 PB latch enable * 2 \ 110=output to CB2 under control of phase 2 clock * 3 > shift register control (110 is the only mode used by the Vectrex ROM) * 4 / * 5 0=t2 one shot 1=t2 free running * 6 0=t1 one shot 1=t1 free running * 7 0=t1 disable PB7 output 1=t1 enable PB7 output VIA_cntl equ $D00C ;VIA control register * 0 CA1 control CA1 -> SW7 0=IRQ on low 1=IRQ on high * 1 \ * 2 > CA2 control CA2 -> /ZERO 110=low 111=high * 3 / * 4 CB1 control CB1 -> NC 0=IRQ on low 1=IRQ on high * 5 \ * 6 > CB2 control CB2 -> /BLANK 110=low 111=high * 7 / VIA_int_flags equ $D00D ;VIA interrupt flags register * bit cleared by * 0 CA2 interrupt flag reading or writing port A I/O * 1 CA1 interrupt flag reading or writing port A I/O * 2 shift register interrupt flag reading or writing shift register * 3 CB2 interrupt flag reading or writing port B I/O * 4 CB1 interrupt flag reading or writing port A I/O * 5 timer 2 interrupt flag read t2 low or write t2 high * 6 timer 1 interrupt flag read t1 count low or write t1 high * 7 IRQ status flag write logic 0 to IER or IFR bit VIA_int_enable equ $D00E ;VIA interrupt enable register * 0 CA2 interrupt enable * 1 CA1 interrupt enable * 2 shift register interrupt enable * 3 CB2 interrupt enable * 4 CB1 interrupt enable * 5 timer 2 interrupt enable * 6 timer 1 interrupt enable * 7 IER set/clear control VIA_port_a_nohs equ $D00F ;VIA port A data I/O register (no handshaking)
Cold_Start equ $F000 ; Warm_Start equ $F06C ; Init_VIA equ $F14C ; Init_OS_RAM equ $F164 ; Init_OS equ $F18B ; Wait_Recal equ $F192 ; Set_Refresh equ $F1A2 ; DP_to_D0 equ $F1AA ; DP_to_C8 equ $F1AF ; Read_Btns_Mask equ $F1B4 ; Read_Btns equ $F1BA ; Joy_Analog equ $F1F5 ; Joy_Digital equ $F1F8 ; Sound_Byte equ $F256 ; Sound_Byte_x equ $F259 ; Sound_Byte_raw equ $F25B ; Clear_Sound equ $F272 ; Sound_Bytes equ $F27D ; Sound_Bytes_x equ $F284 ; Do_Sound equ $F289 ; Do_Sound_x equ $F28C ; Intensity_1F equ $F29D ; Intensity_3F equ $F2A1 ; Intensity_5F equ $F2A5 ; Intensity_7F equ $F2A9 ; Intensity_a equ $F2AB ; Dot_ix_b equ $F2BE ; Dot_ix equ $F2C1 ; Dot_d equ $F2C3 ; Dot_here equ $F2C5 ; Dot_List equ $F2D5 ; Dot_List_Reset equ $F2DE ; Recalibrate equ $F2E6 ; Moveto_x_7F equ $F2F2 ; Moveto_d_7F equ $F2FC ; Moveto_ix_FF equ $F308 ; Moveto_ix_7F equ $F30C ; Moveto_ix_a equ $F30E ; Moveto_ix equ $F310 ; Moveto_d equ $F312 ; Reset0Ref_D0 equ $F34A ; Check0Ref equ $F34F ; Reset0Ref equ $F354 ; Reset_Pen equ $F35B ; Reset0Int equ $F36B ; Print_Str_hwyx equ $F373 ; Print_Str_yx equ $F378 ; Print_Str_d equ $F37A ; Print_List_hw equ $F385 ; Print_List equ $F38A ; Print_List_chk equ $F38C ; Print_Ships_x equ $F391 ; Print_Ships equ $F393 ; Mov_Draw_VLc_a equ $F3AD ;count y x y x ... Mov_Draw_VL_b equ $F3B1 ;y x y x ... Mov_Draw_VLcs equ $F3B5 ;count scale y x y x ... Mov_Draw_VL_ab equ $F3B7 ;y x y x ... Mov_Draw_VL_a equ $F3B9 ;y x y x ... Mov_Draw_VL equ $F3BC ;y x y x ... Mov_Draw_VL_d equ $F3BE ;y x y x ... Draw_VLc equ $F3CE ;count y x y x ... Draw_VL_b equ $F3D2 ;y x y x ... Draw_VLcs equ $F3D6 ;count scale y x y x ... Draw_VL_ab equ $F3D8 ;y x y x ... Draw_VL_a equ $F3DA ;y x y x ... Draw_VL equ $F3DD ;y x y x ... Draw_Line_d equ $F3DF ;y x y x ... Draw_VLp_FF equ $F404 ;pattern y x pattern y x ... $01 Draw_VLp_7F equ $F408 ;pattern y x pattern y x ... $01 Draw_VLp_scale equ $F40C ;scale pattern y x pattern y x ... $01 Draw_VLp_b equ $F40E ;pattern y x pattern y x ... $01 Draw_VLp equ $F410 ;pattern y x pattern y x ... $01 Draw_Pat_VL_a equ $F434 ;y x y x ... Draw_Pat_VL equ $F437 ;y x y x ... Draw_Pat_VL_d equ $F439 ;y x y x ... Draw_VL_mode equ $F46E ;mode y x mode y x ... $01 Print_Str equ $F495 ; Random_3 equ $F511 ; Random equ $F517 ; Init_Music_Buf equ $F533 ; Clear_x_b equ $F53F ; Clear_C8_RAM equ $F542 ;never used by GCE carts? Clear_x_256 equ $F545 ; Clear_x_d equ $F548 ; Clear_x_b_80 equ $F550 ; Clear_x_b_a equ $F552 ; Dec_3_Counters equ $F55A ; Dec_6_Counters equ $F55E ; Dec_Counters equ $F563 ; Delay_3 equ $F56D ;30 cycles Delay_2 equ $F571 ;25 cycles Delay_1 equ $F575 ;20 cycles Delay_0 equ $F579 ;12 cycles Delay_b equ $F57A ;5*B + 10 cycles Delay_RTS equ $F57D ;5 cycles Bitmask_a equ $F57E ; Abs_a_b equ $F584 ; Abs_b equ $F58B ; Rise_Run_Angle equ $F593 ; Get_Rise_Idx equ $F5D9 ; Get_Run_Idx equ $F5DB ; Get_Rise_Run equ $F5EF ; Rise_Run_X equ $F5FF ; Rise_Run_Y equ $F601 ; Rise_Run_Len equ $F603 ; Rot_VL_ab equ $F610 ; Rot_VL equ $F616 ; Rot_VL_Mode_a equ $F61F ; Rot_VL_Mode equ $F62B ; Rot_VL_dft equ $F637 ; Xform_Run_a equ $F65B ; Xform_Run equ $F65D ; Xform_Rise_a equ $F661 ; Xform_Rise equ $F663 ; Move_Mem_a_1 equ $F67F ; Move_Mem_a equ $F683 ; Init_Music_chk equ $F687 ; Init_Music equ $F68D ; Init_Music_x equ $F692 ; Select_Game equ $F7A9 ; Clear_Score equ $F84F ; Add_Score_a equ $F85E ; Add_Score_d equ $F87C ; Strip_Zeros equ $F8B7 ; Compare_Score equ $F8C7 ; New_High_Score equ $F8D8 ; Obj_Will_Hit_u equ $F8E5 ; Obj_Will_Hit equ $F8F3 ; Obj_Hit equ $F8FF ; Explosion_Snd equ $F92E ; Draw_Grid_VL equ $FF9F ; ; music1 equ $FD0D ; music2 equ $FD1D ; music3 equ $FD81 ; music4 equ $FDD3 ; music5 equ $FE38 ; music6 equ $FE76 ; music7 equ $FEC6 ; music8 equ $FEF8 ; music9 equ $FF26 ; musica equ $FF44 ; musicb equ $FF62 ; musicc equ $FF7A ; musicd equ $FF8F ;
endif
Now it might work :-)
Malban
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Post by gliptitude on Mar 13, 2020 19:07:44 GMT -5
That did it! Some bit more figuring was required and I'm not sure what I learned in the process, but I definitely have a clean setup now. These lower cased lists were useful, getting started and having a full picture but also resolving some errors that remained where some stuff not in the main row needed to be lower cased. Hopefully you didn't lower case them the way I did, one by one. I found this older thread which gave some context and mentions an included file for lower casing your code: vectorgaming.proboards.com/thread/950/as09-assemblerBut the lower casing file again hits the 64bit incompatibility problem. .. My drawing becomes cockeyed at extreme scales, (on Vide too), but looks pretty good at a medium scale that suits me fine: Next stop animation. Thanks Malban!
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