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Author Topic: Maybe we should organize a GameDevCompo? (Read 11257 times)

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #75 on: 2015.November.16. 14:49:18 »
I think it can be included in the forum, because there is a link to the forum for further details, we can make a new topic for it, or just include here.
The best would be a separate topix to the Entereprise DevCompo which is visible on the main screen, or a direct link in the main screen to the DevCompo topic.
You're right, sorry.
This topic became a bit messy, so I think it's not a good place - a new topic would be better and we would have to put sorted out information from this one.
 
So... a new topic about the devcompo but add the button linking to the topic on the upper part of the site. Then we'll all see that it's happening and everyone can easily skip to it. Maybe it should be an entire subforum? (you know - wips and stuff - everything in one place...).

EDIT: Could someone more experienced answer arnoldemu at cpcwiki? Or put the information that he requested on the forum?

Offline Zozosoft

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Re: Maybe we should organize a GameDevCompo?
« Reply #76 on: 2015.November.16. 15:06:45 »
EDIT: Could someone more experienced answer arnoldemu at cpcwiki? Or put the information that he requested on the forum?
I think my old example program will be a good start.

-EXOS call macro definition
-standard EXOS file header definition
-allocate video memory via EXOS
-allocate other memory via EXOS
-EXIT routine
-some settings at the start
-LPT definition for 320x200 4 color screen

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #77 on: 2015.November.16. 16:31:07 »
I think my old example program will be a good start.
Haha, that's exactly the file I posted in response at cpcwiki. But I should add the additional info...

Online gflorez

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Re: Maybe we should organize a GameDevCompo?
« Reply #78 on: 2015.November.16. 16:47:34 »
You can post where can be found the emulator.

Offline geco

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Re: Maybe we should organize a GameDevCompo?
« Reply #79 on: 2015.November.16. 18:33:09 »
Haha, that's exactly the file I posted in response at cpcwiki. But I should add the additional info...
What kind of additional info do you mean?

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #80 on: 2015.November.16. 18:45:10 »
What kind of additional info do you mean?
Only the details posted by Zozo about what specifically the sample.asm shows.

Offline geco

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Re: Maybe we should organize a GameDevCompo?
« Reply #81 on: 2015.November.16. 19:05:46 »
SAMPLE-1.ASM shows:

EP autoloader header - line 12-16 2nd byte should be 5, this means machine code application program, 3rd-4th byte is the length of the file.
Store soft reset routine - line 22-23 this should be done on FF segment at address 3ff8h
Soft reset routine - line 128-160 this should be on page 0, at the bottom there is a shorter soft reset routine by IstvánV
Speed up EP - line 33-34 disable memory wait states, EP programs will run at 4MHz in normal RAM
Allocate video segment - line 164-185
Calculate Nick address of video segment (screen) - line 50-55
Calculate nick address of LPT - line 58-60
get a free segment - line 61-63
copy LPT - line 78-81
set LPT addr to Nick 82-83h registers - line 83-94 - after this the new screen is activated, and visible
example for keyboard handling - line 103-110
EP keyboard matrice - line 112-124
Sample LPT table (320x200 4 colour) - line 196-226 (generate video syncron sign - line 209-226)


exit    di
        ld      sp,0100h
        ld      a,0ffh
        out     (0b2h),a
        ld      c,40h
        exos    0
        ld      a,01h
        out     (0b3h), a
        ld      a,06h
        jp      0c00dh

Offline geco

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Re: Maybe we should organize a GameDevCompo?
« Reply #82 on: 2015.November.16. 20:45:54 »
Please check EP devcompo Board, I made some topics, please let me know your oppinion if it is ok, or something is missing/should be modified.

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #83 on: 2015.November.17. 17:23:24 »
Please check EP devcompo Board, I made some topics, please let me know your oppinion if it is ok, or something is missing/should be modified.
I don't like that there are two subforums on the compo :oops: . I think that there should be one subforum, where people still could post in hungarian but the moderators (or the authors of the posts) would be asked to translate them (google translate doesn't do a fine job... at least in my opinion, so it's often very hard to understand). Having two, there will be a lot of "on the hungarian subforum they asked/posted.../on the english forum they said/shown..." reposting. I think we shouldn't make the division... But that's my opinion.

The "other" aka "wild" category doesn't have to include programs - these can be all - graphics, music, historic movie or something like that  - everything that doesn't fit into the other categories (also this category can be later divided into more... if there will be more stuff). Also games that don't meet the rules of the main categories will go (at least when there'll be no more categories) to the "wild". This way we shouldn't discuss the rules (or are these still "open" for changes?)

Has someone got an account on a msx or sms forum? or any other? maybe you know a good general 8bit-related site that we could put out the information about the compo?

And we should also make some tutorial topics... For example about adding/converting tunes (using the available tools). Maybe someone has other propositions regarding that? Please share your knowledge everyone (who has some time, that is)
I'll try to put some basic "game template" in asm...

This is all I could remember of what I've wanted to write...

EDIT:
Although the tutorials could be a good idea, I think that because they would cost a lot of time and effort... So lets just keep all of that in the form of Q&A (in the Q%A topic of course;P) - when someone will have a problem with it and asks, then we will try to help. Although if someone does one then please share

EDIT2:
Again on the "tutorials" - think that maybe put in the Q&A some ready pair - a basic workflow with the emulator and programming ide... For example I setup the emu config to use the FileIO then change the working directory to the one of my project and from then on I do F9(I use conText with f9 set to compile with pasmo)->F11(to reset the emu)->any key (to get out to basic from the flashing ep screen)->F1(to open the load com file dialog)->choose the com file-> test

Also the debugging: I put a jp $ where I would want the breakpoint to be, run the program, when it locks I go the disassembler and write down the PC address and use it (after deleteing the jp $ and recompiling my source file) in "step to" address to get a breakpoint behaviour... I know there should be an easier way to do it but I've got accustomed to that... although it takes a little more time
« Last Edit: 2015.November.17. 18:17:02 by ssr86 »

Offline geco

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Re: Maybe we should organize a GameDevCompo?
« Reply #84 on: 2015.November.17. 20:48:36 »
I don't like that there are two subforums on the compo :oops: . I think that there should be one subforum, where people still could post in hungarian but the moderators (or the authors of the posts) would be asked to translate them (google translate doesn't do a fine job... at least in my opinion, so it's often very hard to understand). Having two, there will be a lot of "on the hungarian subforum they asked/posted.../on the english forum they said/shown..." reposting. I think we shouldn't make the division... But that's my opinion.
I think you are right in one side, but from the other side 1 subforum for 2 languages would be chaotic, it would contain hungarian and english also, in this way we could insert the new posts only in english into the DevCompo UK part, which is the main board of the DevCompo i think. Google translate is a shit :) this is my oppinion :)

The "other" aka "wild" category doesn't have to include programs - these can be all - graphics, music, historic movie or something like that  - everything that doesn't fit into the other categories (also this category can be later divided into more... if there will be more stuff). Also games that don't meet the rules of the main categories will go (at least when there'll be no more categories) to the "wild". This way we shouldn't discuss the rules (or are these still "open" for changes?)
Other category has been modified :) , this is still flexible, based on the incoming entries, and our available fund.

Has someone got an account on a msx or sms forum? or any other? maybe you know a good general 8bit-related site that we could put out the information about the compo?
unfortunately I do not have :(

And we should also make some tutorial topics... For example about adding/converting tunes (using the available tools). Maybe someone has other propositions regarding that? Please share your knowledge everyone (who has some time, that is)
I'll try to put some basic "game template" in asm...
May be a separated topic, would be good for this kind of activity, as i know who converted any programs used AY emulation routine of IstvánV which makes the conversion on the fly. There are 2 tools for creating music on EP, 1 Music Box, and the other is RockDigi, you are able to do mod like music, but this can be mainly in progrma menu.
Your Edit2 can be useful for newcomers :)

Also the debugging: I put a jp $ where I would want the breakpoint to be, run the program, when it locks I go the disassembler and write down the PC address and use it (after deleteing the jp $ and recompiling my source file) in "step to" address to get a breakpoint behaviour... I know there should be an easier way to do it but I've got accustomed to that... although it takes a little more time
Pasmo does not produce an output of assembly listing during comilation which contains both the source and the generated code and possible errors?
I use SJASM and i can check the address of needed breakpoint from the assembly listing.

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #85 on: 2015.November.18. 16:17:39 »
Were we able to contact some demosceners? Someone was writing about pouet...
I think that the Enterprise should be especially attractive for them, as it's a more or less untrodden territory of the 8bits... It should have many unique (compared to other 8bit computers of the time) features that weren't even discovered yet... Maybe not like the c64, but still (although the magic of c64 comes from the exploitation of custom chips' bugs and with the ep's nick it isn't possible...)

Offline geco

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Re: Maybe we should organize a GameDevCompo?
« Reply #86 on: 2015.November.18. 19:58:43 »
Were we able to contact some demosceners? Someone was writing about pouet...
I think that the Enterprise should be especially attractive for them, as it's a more or less untrodden territory of the 8bits... It should have many unique (compared to other 8bit computers of the time) features that weren't even discovered yet... Maybe not like the c64, but still (although the magic of c64 comes from the exploitation of custom chips' bugs and with the ep's nick it isn't possible...)
If nobody does it until the weekend, I will try to contact them, ErgoGnomik mentioned some scener place in the Hungarian topic :)

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #87 on: 2015.November.19. 19:22:20 »
Maybe create an additional subforum where people could post their wips? It was very fun to read those that people run for the recent cpcgamedev.

Offline Zozosoft

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Re: Maybe we should organize a GameDevCompo?
« Reply #88 on: 2015.November.19. 19:27:37 »
Maybe create an additional subforum where people could post their wips?
What is the wips? :oops:
Google translate don't translate it, google found as Wireless intrusion prevention system :-)

Offline ssr86

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Re: Maybe we should organize a GameDevCompo?
« Reply #89 on: 2015.November.19. 19:28:46 »
What is the wips? :oops:
Google translate don't translate it, google found as Wireless intrusion prevention system :-)
oh, sorry
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