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#1 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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I have upped some source code.
Compile em up with Devpac and let me know what you think.
One disk has the Skull demo on it the other has our Blue Hotel Mintro. All other source code is crap basically.. shame I cant understand any of it now as I havent done any assembler programming for 8 years.
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Big-Byte |
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#2 |
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Registered User
Join Date: May 2001
Location: #
Posts: 12,584
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Don't you just HATE that? The otehr day I got a working C128 again, and I found some disks with programs I made on it. BASIC shit, no big deal. But I had NO CLUE about how I made them
![]() I will haev to look onto that source code again to find out how I made it. I even managed to do an autorun C64 file! (typing 'LOAD "FILE" ,8,1' automatically runs it, I dont have to type run. how teh hell did I do that? ) |
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#3 | |
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Posts: n/a
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That'll teach ya's to comment your code
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#4 |
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Registered User
Join Date: May 2001
Location: #
Posts: 12,584
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That's it? You sure? I don't get to type anything/...
After I type 'load"filename",8,1' and then press return, the program is run automatically somehow. Got to try this ![]() BTW, I dare ya to comment those sucky Basic 2 programs This ain't a compiled source that I can read in 80 columns! ![]() |
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#5 |
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Posts: n/a
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Well.....You can save that file out to a specific address, then when you load the program, it will point itself to the part of memory and run from there....But I don't think you did that sort of stuff using "BASIC shit"
![]() Other from that, it's not possible to do what you've done on a C64....Unless you got a program which did it for you ![]() |
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#6 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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Has anyone actually compiled and run my demos?
Well?
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Big-Byte |
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#7 |
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Posts: n/a
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I haven't had the time yet. Been too busy
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#8 |
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Senior Member
Join Date: Jul 2001
Location: North Lynx
Age: 34
Posts: 1,691
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I'll try compile them tonight for you
What version DevPac do your examples compile with? What file needs to be loaded into the Assembler so it can compile? In other words what is the main file? I think I've got the first disk you uploaded. Did you upload a second disk? Actually could you upload them both again if it's not too much hassle. Thanks.
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#9 |
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Registered User
Join Date: May 2001
Location: #
Posts: 12,584
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Hey hey hey Amigaboy, are you saying taht I knew how to code a little bit of assembler? :P I have no clue how, but I swear the program loaded itself automatically without me needing to type RUN.
Strange... BTW what the hell is yoru avatar now? D: |
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#10 |
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Posts: n/a
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I just checked out your source Big-Byte
None of it compiles for me....It's my "System.I". It must be screwed or something...I don't think I have the second Devpac disk (the one with the includes), so I just copied them from Sas/C (although it shouldn't make that much of a difference...if any) I'll retry later ![]() --- Update: Let me rephrase what I said....I probably do have the second devpac disk somewhere, but I'm too lazy to search for it right now I had to say that to make sure noone uploads it, only to find out I already have it |
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#11 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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My demo source..
sorry for the long time in replying to this thread. I completely forgot about it.
Anyway, The Skull demo and the Mintro demo should both compile properly as all the required files are in their respective directories.. Put devpac in df0: and the Demo disk in df1: and then compile the files SkullDuggery.s (for the Skull demo) and Mintro.s (or Mintro1.s) for the Mintro. I will compile the files into executables and re-up the source with the exes included on them sometime this week.
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Big-Byte |
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#12 |
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Coder/webmaster/gamer
Join Date: Oct 2001
Location: Canberra/Australia
Posts: 1,147
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Yes, I don't think it's that hard to make autorunning C64 programs, I think if you look on the 'net you will find out how it's done, maybe in Commodore Hacking magazine or similar.
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Programmer, Amigan Software |
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#13 |
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Moderator
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I can't believe I've forgotten so much about my trusty C64 but I am wondering if the trick involved is something to do with how you could autorun tape games?
Rather than just typing LOAD and hitting Return, if you held down some combination like CBM key + something and Return it would automatically run the program after it loaded. Similarly, you could type LOAD "*",8,1 and then the funny combination which would automatically type RUN for you. From memory you could leave off the final 1 aswell for real keyboard shortcutters! The only other thing I can remember is that I think it typed LOAD at the end of the line aswell, but since the LOAD "*" bit was already there it loaded off disk first... I can't believe how much I've forgotten about the C64! ![]() |
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#14 |
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Dazed and Confused
Join Date: Dec 2001
Location: portsmouth/uk
Posts: 225
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Skull demo
I have just run your skull demo Big-byte - it's great, very funny indeed. It works well in WinUAE (the text is a bit fast with the config I used).
If anyone wants to see a funny demo, I urge you to take a look - well worth it!! ![]() |
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#15 | |
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Senior Member
Join Date: Jul 2001
Location: North Lynx
Age: 34
Posts: 1,691
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Quote:
Great demos by the way Big-Byte. Especially the Skulls demo. Anyway back to the problem. I compiled it with Devpac version 1.3 or something like that. It's the Amiga Format coverdisk version. Compiles without a problem. It's when I try to compile it with the latest Devpac version 3.18 where the problem comes in. As Amigaboy says the problem is with the System.I file included with your source code. Here is the error I get:"Error: bit number should be 0-7 for byte at line 13 in file SYSTEM.I" Anyone have any ideas on this mystery? Maybe something to do with compiling it for a 68020 or something like that. It's like the code is only working for the 68000. Maybe. |
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#16 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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I think I had Devpac version 2.14. I can check tonight as I still have the original and ally my assembler books sitting on the shelf at home..
did you try the Blue Hotel Mintro? Its got Interlace screen at the top and standard screen at the bottom.. Plus it does a great 'Chequered Floor' effect too!!! What does it say on line 13 of my SYSTEM.I file then?
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Big-Byte |
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#17 |
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Senior Member
Join Date: Jul 2001
Location: North Lynx
Age: 34
Posts: 1,691
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Yeah I tried the Blue Hotel one. The chequered floor effect is pretty neat. Here is line 13 from SYSTEM.I
; BWAIT - Check to see if blitter has finished last operation BWAIT: btst #BlitterReady,dmaconr+Custom |
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#18 | |
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Senior Member
Join Date: Jul 2001
Location: North Lynx
Age: 34
Posts: 1,691
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Quote:
Code:
btst #BlitterReady, dmaconr btst #14, $DFF002 ; this is just to show how the code above actually reads Code:
btst #BlitterReady-8, dmaconr ; decrement BlitterReady by 8 ![]() All your demos have this problem in their code. But with this change they all compile perfectly fine now on my A1200 with Devpac 3. I wonder why the old code worked fine in the old Devpac and not the latest release? ![]() Last edited by Steve; 28 May 2003 at 01:25. |
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#19 |
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Zone Friend
Join Date: Oct 2003
Location: France
Age: 40
Posts: 162
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I'm new, and so
where to find old Demo source code, or other ? just for knowledge, see real demo source... |
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#20 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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I will upload it to 'The Zone' for you
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Big-Byte |
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#21 |
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Zone Friend
Join Date: Oct 2003
Location: France
Age: 40
Posts: 162
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:smack:
![]() Thanks you very much ![]() |
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#22 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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I was using my ADF toolkit program to examine various ADF's in my unsorted directory and Ive come across two more disks of source code that I had competely forgotten about..
![]() I will upload them to the zone sometime this week..
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Big-Byte |
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#23 |
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Zone Friend
Join Date: Oct 2003
Location: France
Age: 40
Posts: 162
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I found some sources here
big-byte, cool demos from first disk (mintro, skull...) for "lost source", missing some gfx files (fonts bmap) but code work! so bad the loss of all theses precious sources from Best Amiga Demos.... where are you, old coders ![]() |
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#24 |
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Junior Member
Join Date: Jul 2001
Location: UK
Posts: 726
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Im sure the fonts/bitmap disk for those lost sources are on my hard disk
When Ive got a bit of time I shall dig them out.
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Big-Byte |
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