Re: [cc65] Char set questions

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From: groepaz (groepaz_at_gmx.net)
Date: 2002-05-22 19:44:49


Hello Jason,

Wednesday, May 22, 2002, 3:16:39 PM, you wrote:

JR> Well, after seeing mention of a adventure game I started thinking
JR> about porting a PC (not finished yet)rpg game that some friends and I
JR> had worked on.

JR> Now, I'll need to create a custom character set and I have a question
JR> or 2 (for the C64).

JR> 1. Where in the C64 can I stick a char set that won't be touched by
JR> the compiler/object code? Ie function code won't overwrite it etc.

with cc65, i'd suggest putting it to either $0800 or (better but a bit
harder to handle) to $e000 (you need to move videoram to sth like
$e800 then aswell). the first solution is relativly easy to achive,
just edit the ld65 script so it uses memory from $1000... not
$0800..., but it will steal 2kb from your executeable.... the $e000
solution would steal nothing from cc65's useable memory, but some
screen-orientated functions might no more work (those who expect
videoram at $0400)

JR> 2. With a custom set in place and being used how will the conio
JR> functions cprintf(), cputc(), and cputs() etc. be effected? I assume
JR> that they'd be useable with the new set?

uhmz, depends on their implementation :=) conio is usally done using
direct-screen access, so i'd expect those to work on videoram at $0400
only..... (they could be implemented differently though, but i dont
think so). "normal" screen i/o (using the 3v1l kernal routs ;=)) can
be done just like before, since the kernal routines support a moveable
videoram. (i forgot how to tell them the new adress though, some
zeropage adresses you can find in some book ;=))


-- 
Best regards,
 groepaz                            mailto:groepaz_at_gmx.net


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