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Three-body problem Commodore 64

Just for fun project, trying to solve some close-to-real-world-problem in the limitations of Commodore 64

Developed using these awesome tools:

Content

Final product

debugger1.png

Video is 4.5x of original speed

Bonuses

Some random positions

debugger1.png

debugger1.png

Learn

These I used to better understand the limitations and mechanisms

debugger1.png

debugger1.png

debugger1.png

debugger1.png

debugger1.png

debugger1.png

debugger1.png

debugger1.png

debugger1.png

Actually 2-body problem with changing center

Running

Binaries can be found in releases on built from sources and can be run using C64 emulator like VICE or any online C64 emulators, load an .prg binary using the emulator's manuals. Most of the programs are executed by using SYS 4096 C64 command

Requirements

make run
# or 
make debug

Running with VICE

[VICE_PATH]/bin/x64sc learn/print01/print01.prg

Running with RetroDebugger

open [RETRO_DEBUGGER_PATH]/RetroDebugger.app learn/print01/print01.prg

Manual compiling

java -jar /Applications/KickAssembler/KickAss.jar learn/print01/print01.asm The command above will produce print01.prg in the same folder, use KickAssembler manual if in doubt.

Using a Relaunch64 IDE

Paths to KickAssembler and VICE are for MacOS, and may require some adjustments

VICE

java -jar /Applications/KickAssembler/KickAss.jar RSOURCEFILE
/Applications/vice-x86-64-gtk3-3.7.1/bin/x64sc ROUTFILE

Retro Debugger

java -jar /Applications/KickAssembler/KickAss.jar RSOURCEFILE
open /Applications/RetroDebugger/RetroDebugger.app ROUTFILE

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C64 approach to the three-body problem using numerical solution

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