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Hi Endurion!

This is the best C64 IDE I used ! Thanks !

Thanks, glad you like it! Feedback, critique and feature requests always welcome, ideally over at GitHub ;)

Ok! Feedbak nº 1: When you aredeveloping a project, the IDE only compiles the file in use....it should compile the "main file" and the dependencies

Did you mark the the main file as “active”? Right click in “Solution Explorer” => “Mark as active”. This should do exactly what you want it to.

Same with “Active Project” if you have more than one project in a solution.

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Thanks for putting this project up on itch.io. :)

Trying to run 7.6 (.NET 6.0) and going through the Help file, error right from the start. The code in "Getting Started - Simple Assembly" won't compile with 

Syntax error: BASIC 

at line 5

!basic

followed by a warning

Unused label !

I see references in your bug fixes to "basic label" a couple of times, so perhaps related? I'm on Windows 10 Home 64-bit (10.0, Build 19045) , running against GTK3VICE-3.7-win64. I've tried setting the debugger to both "Tiny64 Internal Debugger" and my VICE installation.

Huh, I’ve just tried to recreate this, and this is not happening here. Did you modify the code piece?

Are you using a solution/project? In that case, please do a right click in Solution Explorer on the assembly file, choose “Properties”, go to tab “Assembler”, and set it to “C64Studio” manually. It could be that the automatic assembler style detection is thrown off by a code word.

That’s the code I tested with, copied straight from the help:

;startup address
  * = $0801

  ;create BASIC startup (SYS line)
  !basic

  ;increase border color
  inc $d020

  ;return to BASIC
  rts
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Aha, that was the trick. At that point in the "tutorial" (I was just following along in order as explained by the help screen) I didn't even know there was a "Solution Explorer" (IDE seemed to default to the "Label Explorer"). Right-click revealed that copy-pasting the code from the help defaulted to TASM as the Assembler. "C64Studio" worked as expected, thank you.

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Thanks for continuing to develop this. I've found it to be an invaluable tool. :)

After you compile, what does the sideways lock mean?

Can you show a screenshot of that particular icon, I can’t think of an icon that looks like a lock :)

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Ah, that looks like one of the tool windows with zero size. Try making it bigger at the lower right corner. Then you can close it or drag it somewhere you want it to be placed.

Probably the output window, which gets automatically shown after a compile.

Edit: I need to make a window size sanity check, this zero sized windows are a pain.

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Thanks,

Expanding it, opened up the Compiler Messages.

I thought I was just out of coffee :)...

Hai, i was very interested in the "compiles to easyflash(1mb)" format, however i seem to have some issues and before i start an archeological dig on tools and docs i might as well ask : (most tools i find come without documentation for CLI and/or have their original websites removed, vice has a cli tool but you need working .crt files for that if i dont misunderstand)

so the thing : i install the program and it boots just fine, however no wizards and it wont run vice (gtk3.6 64sc) when building (but thats not the real problem) im on USA-dos (windows) 10 64bit (obviously) for this so maybe im missing something im not a daily windows user. i know a bit of asm ( https://janesondergrond.art/dl/#c64 ) and would like to know more in order to create a game sometime between now and 2050.

The problem is here i load the easyflash template and it compiles but vice hangs on a blue screen. If i load the 64kb template and compile it, add some code to switch screencolor between banks it all works but i cant add more b/c i get too many bytes error or something - oversized ) 

If i copy the code from that to the easyflash file it doesnt work either, if i use the example from codebase i get the same blue screen so

(sorry for the lengthy text) is there some kind of pointer or tutorial (or full script with several banks and how to switch) i can use for 1 mb carts . Im sure i can find it and puzzle it together if i spend weeks googling but since asking is free i thought id start with that.

The format doesnt really matter as long as its .crt and 1mb which i can load into my kungfu (and should work on an easyflash hard cart i suppose) and there doesnt seem to be too much docs on it or maybe i just didnt find it

Long question for a probably short answer, nothing urgent, if you feel like it it would be awfully nice if you had a pointer or a script somewhere, thx !!

I’m currently on vacation, so I don’t have access to everything. The issue with cartridges is, that you either are in ROM (which voids self modifying code) and esp. with easyflash, you can only have an active bank at once. This requires a bit of setup, for easyflash you will have several banks that assemble to the same address (!pseudopc and !realpc come into play here)

You can mail me your modified snippet that shows the too many bytes error, so I can take a peek.

thats awesome and thanks for your time (sorry to bother) self-modifying code would be the point for a "persistent world" like at least one ultima i remember, but i'll do some more poking around and check back in the mail later. Again sorry to bother, enjoy your vacation !! (i notice the briley .crt image on my kungfu carts asks if i want to overwrite (=save games) the image so i play from a backup. I will definitely mail you after i prod around some more. pioneering alchemy lol have a great day overthere

Why are there 3 different versions of .NET in the package?

There are some people still using XP (shudder), which can run .NET 3.5 as latest. 4.8 is the last pre .NET Core version, and 6.0 is the current long term version.

They are functionally identical, but the GIT support is only in with .NET 6.0.

Not everybody want’s to install all frameworks; I maybe ought to split the packages.

Thanks for the explanation. :)

Can this be used to create VIC-20 BASIC programs?

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Yes, that works fine. Just choose the proper BASIC dialect (V2 I think) and set the proper start address, depending on the RAM setup.

The name C64Studio is in hindsight somewhat irritating, it supports graphics/charsets (and sprites where applicable) for C64, ViC20, C128, Mega65 and Commander X16.

Nice!