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Old 13 September 2001, 21:26   #1
Big-Byte
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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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Old 14 September 2001, 22:00   #2
Akira
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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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Old 15 September 2001, 00:39   #3
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That'll teach ya's to comment your code

Quote:
(typing 'LOAD "FILE" ,8,1' automatically runs it, I dont have to type run. how teh hell did I do that? )
10 run

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Old 15 September 2001, 01:43   #4
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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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Old 15 September 2001, 01:50   #5
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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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Old 17 September 2001, 11:21   #6
Big-Byte
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Has anyone actually compiled and run my demos?

Well?
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Old 17 September 2001, 11:48   #7
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I haven't had the time yet. Been too busy
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Old 20 September 2001, 18:29   #8
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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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Old 20 September 2001, 19:01   #9
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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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Old 21 September 2001, 15:21   #10
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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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Old 09 October 2001, 15:18   #11
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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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Old 27 March 2002, 02:21   #12
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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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Old 27 March 2002, 02:56   #13
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Question C64 trickery

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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Old 22 October 2002, 22:45   #14
Jherek Carnelia
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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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Old 04 December 2002, 13:43   #15
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Question

Quote:
Originally posted by Amigaboy
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
Amigaboy I get exactly the same problem. The problem isn't your System.I file it's Big-Bytes. But I did manage to fix it...sort of. I've been learning Amiga Assembler for a few weeks now using the Mastering Amiga Assembler book from Paul Overaa and of course the official manuals. I'm getting really into it now and I'm hoping I'll be able to produce a small EAB christmassy type demo before Christmas. Nothing to flash cos I'm still learning. 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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Old 04 December 2002, 14:51   #16
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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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Old 05 December 2002, 22:51   #17
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Happy

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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Old 26 May 2003, 19:26   #18
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Thumbs up

Quote:
Originally posted by Steve
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
Wow, long time since this thread came into being. Well I've been playing around with Big-Bytes source code again and I've finally fixed the problem. The problem is on that line I mentioned. After looking through the Hardware Reference Manual I noticed something similar to this line but with an extra bit. I changed the line in SYSTEM.I from:

Code:
btst     #BlitterReady, dmaconr

btst     #14, $DFF002                    ; this is just to show how the code above actually reads
to this:
Code:
btst     #BlitterReady-8, dmaconr        ; decrement BlitterReady by 8
Hey presto it works.
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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Old 20 October 2003, 22:29   #19
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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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Old 21 October 2003, 10:21   #20
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I will upload it to 'The Zone' for you
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Old 21 October 2003, 11:30   #21
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Thumbs up

:smack:
Thanks you very much
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Old 03 November 2003, 15:45   #22
Big-Byte
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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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Old 12 November 2003, 01:02   #23
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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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Old 12 November 2003, 09:57   #24
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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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