Just for fun project, trying to solve some close-to-real-world-problem in the limitations of Commodore 64
Developed using these awesome tools:
Video is 4.5x of original speed
Some random positions
These I used to better understand the limitations and mechanisms
- Fixed-point numbers tests
- Fixed-point numbers arithmetics tests
- Sine table generation v0.1
- Sine table generation v0.2 - full table with lookup routine
- Circling letter A, sin/cos example
- Sprite basics, just show
- Circling sprite
- Fixed point
- More accurate usage of fixed point
- More experiments with fixed point
- Sine accuracy tests
- Circling sprite with better precision
- Output FP demo, with limited accuracy
- Negative routines
- Circling sprite with even better precision
Actually 2-body problem with changing center
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
make run
# or
make debug
[VICE_PATH]/bin/x64sc learn/print01/print01.prg
open [RETRO_DEBUGGER_PATH]/RetroDebugger.app learn/print01/print01.prg
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.
Paths to KickAssembler and VICE are for MacOS, and may require some adjustments
java -jar /Applications/KickAssembler/KickAss.jar RSOURCEFILE
/Applications/vice-x86-64-gtk3-3.7.1/bin/x64sc ROUTFILEjava -jar /Applications/KickAssembler/KickAss.jar RSOURCEFILE
open /Applications/RetroDebugger/RetroDebugger.app ROUTFILE









