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-   -   SNASM / PsyQ / PDS - Amiga to Amiga (https://eab.abime.net/showthread.php?t=102274)

skan 18 May 2020 14:51

SNASM / PsyQ / PDS - Amiga to Amiga
 
Maybe a silly question, dunno, but it just popped into mind yestereday... did such a system exist instead of the usual PC-to-Amiga cross dev? :nuts

Galahad/FLT 18 May 2020 15:16

The majority of the systems were run on PC, but i'm pretty sure SNASM had variations that ran on Amiga as well as i'm sure Team 17 used them, but typically most of the systems were PC because of the cheaper access to hard drives which was essential for faster assembling.

Some poor sods didn't even use a development system and did it all on Mega ST's or Amigas with a damned floppy drive!!!

skan 18 May 2020 23:41

Thanks, much appreciated! :)
It would be really cool to get more info on that Team17 amiga-to-amiga dev system.

Phantasm 20 May 2020 11:04

Quote:

Originally Posted by skan (Post 1400874)
Thanks, much appreciated! :)
It would be really cool to get more info on that Team17 amiga-to-amiga dev system.


agreed. This stuff is quite interesting but there is very limited amounts of information about any of it.


I developed using PsyQ on the PS-1 back in the day. PsyQ was also developed by SN Systems working with Psygnosis and was basically the second generation of SNASM.


We used two types of PS-1 development kits. There was the usual blue ps1 with a hardware interface to the PC to allow remote debugging and cross compiling and we also had PS-1 on a card that plugged into the PC directly and just had a cable coming out of the back that plugged into a TV.

skan 21 May 2020 13:31

Quote:

Originally Posted by Phantasm (Post 1401195)
I developed using PsyQ on the PS-1 back in the day. PsyQ was also developed by SN Systems working with Psygnosis and was basically the second generation of SNASM.

We used two types of PS-1 development kits. There was the usual blue ps1 with a hardware interface to the PC to allow remote debugging and cross compiling and we also had PS-1 on a card that plugged into the PC directly and just had a cable coming out of the back that plugged into a TV.

Cool! I remember I read somewhere that amiga-psx crossdev was possible as well, but can't find that info anymore... (apart from this https://bigbookofamigahardware.com/b...t.aspx?id=1965 )

Phantasm 21 May 2020 13:49

Quote:

Originally Posted by skan (Post 1401496)
Cool! I remember I read somewhere that amiga-psx crossdev was possible as well, but can't find that info anymore... (apart from this https://bigbookofamigahardware.com/b...t.aspx?id=1965 )

Not sure you'd want to do amiga-psx cross dev lol. I remember the pentium 2 pc's at 133mhz that we are using to cross compile took quite a while to build the entire game source (like 15 minutes or so)

Galahad/FLT 21 May 2020 13:57

Putty Squad used Psy-Q.

skan 21 May 2020 15:13

Quote:

Originally Posted by Phantasm (Post 1401505)
Not sure you'd want to do amiga-psx cross dev lol. I remember the pentium 2 pc's at 133mhz that we are using to cross compile took quite a while to build the entire game source (like 15 minutes or so)

Of course not, that was just out of curiosity for "historical" reasons. I find pretty fascinating that such stuff existed at all. ;)

In case of amiga-amiga crossdev, on the other hand... I can see some interesting scenarios. Again, just curiosity. :)

DeaTure 22 May 2020 18:10

Quote:

Originally Posted by skan (Post 1401496)
Cool! I remember I read somewhere that amiga-psx crossdev was possible as well, but can't find that info anymore... (apart from this https://bigbookofamigahardware.com/b...t.aspx?id=1965 )

I believe someone made Amiga tools for the Net Yaroze PSX hobby development kit. I think it was someone working for FUNCOM, but I don't remember for certain :)

skan 22 May 2020 23:26

Quote:

Originally Posted by DeaTure (Post 1401812)
I believe someone made Amiga tools for the Net Yaroze PSX hobby development kit. I think it was someone working for FUNCOM, but I don't remember for certain :)

http://aminet.net/package/dev/cross/FG-PSXControl maybe this one?

skan 23 May 2020 00:19

Quote:

Originally Posted by Galahad/FLT (Post 1401507)
Putty Squad used Psy-Q.

Yeah I remember you mentioned that in an interview. Impressive work btw!

skan 18 July 2020 09:13

Bumping this because I was thinking about this idea lately... how would a modern version of a similar tool work? The Amiga-Amiga version I mean, could it be done somehow? What do we need, some custom glue hardware maybe? Let's say f.i. an A4000 dev machine linked to an A500 through CPU slot I suppose? What kind of software layer needs to be written?

Phantasm 22 July 2020 17:55

Quote:

Originally Posted by skan (Post 1414553)
Bumping this because I was thinking about this idea lately... how would a modern version of a similar tool work? The Amiga-Amiga version I mean, could it be done somehow? What do we need, some custom glue hardware maybe? Let's say f.i. an A4000 dev machine linked to an A500 through CPU slot I suppose? What kind of software layer needs to be written?


i don't think it matters that much how the machines link together. You'd need a software layer that would be included in debug builds of your software that allowed you to remote debug your application. So the software layer would basically be a debugger and you would include a call to the routine once per frame so that it could check for incoming commands over whatever connection you had to your dev machine. The debugger would also need to be triggered on a breakpoint or exception. You would also need the user interface side of the debugger to be running on the dev machine to send commands.

Alternatively if you didn't want to do it by including code to allow this to work you could probably do it by constructing something like an action replay cart with a communication port

DanScott 22 July 2020 19:52

I seem to remember maybe Richard Aplin wrote code on one Amiga, and then sent it to another Amiga to run... but I might be wrong (hazy memories)

mcgeezer 22 July 2020 22:28

At Zeppelin, they were using ST’s to program Amiga’s and C64’s.

Would love to get hold of the stuff they used to do it.

skan 23 July 2020 13:45

Quote:

Originally Posted by Phantasm (Post 1415423)
Alternatively if you didn't want to do it by including code to allow this to work you could probably do it by constructing something like an action replay cart with a communication port

Mhmh, interesting! :D

DeaTure 23 July 2020 14:44

In Upfront we had a Amiga->C64 kit called Einstein Assembler and I know friends with a double C64 setup

skan 18 August 2020 19:13

Quote:

Originally Posted by DeaTure (Post 1415650)
In Upfront we had a Amiga->C64 kit called Einstein Assembler and I know friends with a double C64 setup

Double C64 setup sounds extremely cool! :D

RichAplin 05 July 2021 07:15

Quote:

Originally Posted by DanScott (Post 1415461)
I seem to remember maybe Richard Aplin wrote code on one Amiga, and then sent it to another Amiga to run... but I might be wrong (hazy memories)

Yep, I used a parallel port cable; assembled on an A500+A590, then download to either Amiga or ST target running totally bare-metal.
No extra hardware reqd, just a 25-pin D cable. Big time-saver

RichAplin 05 July 2021 07:20

Actually waaaay before that... I wrote a 6502 assembler for my Amstrad CPC, then downloaded to C64. I wrote a couple of C64 games that way.

Widely used (by Binary Design at least) in the 8-bit days was a Tatung Einstein (crappy MSX-like computer) cross-assembling onto Spectrum, Amstrad, etc.

And of course "PDS" (PC cross-assembling onto Z80/6502 targets) - that was fucking fast, a pleasure to use. I recall doing Amstrad Double Dragon 1/2 on that


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