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 ---------------------------------------------------------------------- To unsubscribe from the list send mail to majordomo_at_musoftware.de with the string "unsubscribe cc65" in the body(!) of the mail.
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