Author Topic: CC65 and the PCE  (Read 5745 times)

Arkhan

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Re: CC65 and the PCE
« Reply #15 on: March 01, 2015, 09:00:21 AM »
I was asking about PCEAS vs. CC65's assembler.  Not HuC.   
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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dshadoff

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Re: CC65 and the PCE
« Reply #16 on: March 01, 2015, 10:04:08 AM »
OK, I'll see what I can do.

I have contacted Zeograd - real name Olivier Jolly, and will try to get in touch with David Michel.  We'll see what we can do.


There is one file which is a potential problem, if you're being extra-careful:

ipl.bin is a 4,096-byte extract from the boot sector of a CDROM.
During CDROM load, a byte-for-byte compare is done by the ROM card, to ensure that the CDROM is a PCE CDROM.  The information contained in this sector includes a couple of copyright/license messages in cleartext.

The idea (in those days) was that a third-party would either need to license everything (and thus use this sector under contract), or self-incriminate by using the sector without license.  However, I recall this type of behavior was ruled as a form of entrapment (on another system) as this sector does not actually become part of the code path; it is merely checked byte-for-byte for a match.

As you mention, not all countries would see this the same way - and Games Express created their own CDROM controller for this purpose (it implements an ISO-9660 filesystem, BTW), rather than try to gain the rights to the original system card by going through a costly court battle.

elmer

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Re: CC65 and the PCE
« Reply #17 on: March 01, 2015, 11:24:48 AM »
OK, I'll see what I can do.

I have contacted Zeograd - real name Olivier Jolly, and will try to get in touch with David Michel.  We'll see what we can do.
Thank you, I really appreciate it ... I know that it's a pain. But it will get things cleared up.

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There is one file which is a potential problem, if you're being extra-careful:

ipl.bin is a 4,096-byte extract from the boot sector of a CDROM.
Yes, I know about that little hurdle. All of the console manufacturers do that trick.

It makes sense given their business model, but I really do wish that they'd just release them as free software 5 or 10 years after the console stops being manufactured.

I can't distribute that file, but I can have the toolchain offer to rip it off a game CD, or use one that someone has got from somewhere else ... like HuC!

When it comes to pressing a CD, the developer will either have to get a license, take the risk, or require the hacked system card that's being talked about in the "System Card Dreams" thread.

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As you mention, not all countries would see this the same way - and Games Express created their own CDROM controller for this purpose (it implements an ISO-9660 filesystem, BTW), rather than try to gain the rights to the original system card by going through a costly court battle.
Japan in particular has some strangely different laws.

It's the only country that I've know where a license was required to use the image of a font character.

In Western countries with roman script, the actual style that a letter is drawn in usually has very limited protection. There is the concept of a Design Patent, but that usually has a much, much shorter period of protection than regular copyright.

That's why you'll still find some developers shipping pre-rasterised fonts instead of TrueType fonts ... the TrueType fonts count as software and fall under the regular copyright laws.

Or you can do what Activision did, which was to buy one of the old font production companies.

sanskritweb.net has a slightly biased, but highly eye-opening take on the history of forgery and theft when it comes to the outline font industry.
« Last Edit: March 01, 2015, 11:37:18 AM by elmer »

Punch

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Re: CC65 and the PCE
« Reply #18 on: March 01, 2015, 11:38:40 AM »
ipl.bin is a 4,096-byte extract from the boot sector of a CDROM.

Sega v. Accolade?

dshadoff

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Re: CC65 and the PCE
« Reply #19 on: March 01, 2015, 12:58:50 PM »
Sega v. Accolade?

That's the one.

elmer

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Re: CC65 and the PCE
« Reply #20 on: March 01, 2015, 03:20:21 PM »
Sega v. Accolade?

That's the one.
There's certainly the hope that "fair use" would cover us all these days ... we're certainly not competing with NEC's busy release schedule any more!  :wink:

But I do want to have the toolchain source available on github, and so I've got to be squeaky clean about it. That means no "ip.bin" on there.

If there's a prebuilt binary distribution somewhere ... then things may be different, but not if the binaries were on somewhere like SourceForge.

In general, I'm leaning against doing a binary distribution myself because, in part, with the GPL it would probably mean hosting a lot of GNU source code, too. I need to check on the specifics of that.

On windows I'm currently using msys2 to compile the GCC for the PC-FX, and will be using it to compile mednafen. The msys2 installation is approximately 1GB by itself ... and that's before you decompress hundreds of MB of binutils and GCC source code. My aim is to be able to delete msys2 after the build and just be left with the PCE/PC-FX toolchain ... but I'm considering leaving it around because it's so useful to have some of the unix tools on windows.

Things sure have got complicated!

Arkhan

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Re: CC65 and the PCE
« Reply #21 on: March 03, 2015, 05:34:39 AM »
So overall, Elmer, what's the end goal here?   

Being one of the only people with a handful of finished games for PCE, I can say that symbolic debugging would be nice, but really isn't a necessity.   

Printing to screen, stepping through code , and generally just paying attention/planning before spewing code seems to work.

It exists for MSX with the OpenMSX debugger, and I rarely use it there either.   Most of the logic in games is not complicated, and if it is, you're probably doing something you don't need to.    So, the symbolic debugging is likely only going to be a real necessity if you're doing weird system stuff.

TL;DR: I think that sort of thing is really only extremely useful for esoteric projects.  This might be because I am generally familiar enough with my own code that I know where I am even with out symbols.



So, is the goal to just create a CC65 setup that ends up being similar in functionality to HuC, complete with functioning libraries to facilitate writing games?

I ask because, if I am going to start writing Apothecary this year after I finish Inferno, I'd rather wait and see what you're doing before starting.   

Otherwise, I'll likely invest effort into the usual HuC/PCEAS setup and then have chunks of code that aren't compatible with whatever you have setup.   Kind of like that new HuC that took a giant dump when I tried building even the simplest of stuff I had setup.

Do you have a timeframe on when any of this might be complete?   

How similar will the libraries be compared to HuC?   

It would suck a bit to have to relearn the libraries, so it might be great if you could maintain the same signatures/functionality.  (A lot of them call right into MagicKit ASM stuff, so I feel like this is probably a reasonable thing to do.)


HuC/PCEAS has at least proven to be usable to write fully functioning games.   I do what dshadoff assumed, which is C---> optimize assembly where needed.

You mainly have to do this for array access, and really only have to worry about crap like that when there's speed involved (shooters).


I also ask because, now would be a good time for you to check out Squirrel, and see if you want to incorporate that into things so people can have access to a fully functional chiptune library that doesn't require anything mental.

It's tweaked out for HuC, but you can likely modify and shove the stuff in. 

The only stipulation to that would be that it come with the terms that it not be modified (outside of whatever was required to get it to behave with CC65 instead of HuC), and that credit for it be given. 

..and if you release a commercial game, we get a freebie.  ;)   Pretty reasonable, I think.


It also comes with the full support of me explaining to people how to use MML since it's apparently still a huge brainfart for most people.
« Last Edit: March 03, 2015, 05:36:27 AM by Arkhan »
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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elmer

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Re: CC65 and the PCE
« Reply #22 on: March 03, 2015, 02:50:52 PM »
So overall, Elmer, what's the end goal here?

I want to develop a game for the PCE. I've become interested enough in the PC-FX that I'd like to see if I can develop a game for that, too.

I want to use a development environment for the PCE and PC-FX that's comfortable to me.

What I'm seeing currently available doesn't match up to my personal minimum requirements for modern development ... even on a "retro" platform like the PCE and PC-FX. I know that things can be better.

I'm willing to spend some of my time to try to make them (IMHO) better.

I'm happy to share what I come up with since I would like to encourage more development on this platform.

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Being one of the only people with a handful of finished games for PCE, I can say that symbolic debugging would be nice, but really isn't a necessity.   

Printing to screen, stepping through code , and generally just paying attention/planning before spewing code seems to work.

We can replay Monty Python's Four Yorkshiremen sketch if you like, but I think that you might find that my battle-stories win.



Yes, you can do all of those things, and there are also other old tricks that you haven't mentioned.

But why not make it easier on yourself?

We've passed those days when "real men don't each quiche", and "real programmers" should be able to rattle off every hexadecimal opcode of their favorite processor.

Being able to step through the code as it runs and see your source code and comments is really nice ... it makes the whole job faster and more pleasant.

If you write such clean code that you never have bugs ... then you're a much better man than I am.

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So, is the goal to just create a CC65 setup that ends up being similar in functionality to HuC, complete with functioning libraries to facilitate writing games?

Nope ... I want the CA65 assembler, and the LD65 linker.

I've seen bonknut's comments on his blog and the comments on krikzz's forum from people pointing out deficiencies in HuC and talking about wanting to use CC65 instead of it.

I wanted to know if there's been any kind of organized attempt to make that happen that so I could take advantage of it and work to help it.

Apprently there hasn't.

So I'm moving ahead on my own with CA65 and LD65.

The LD65 configuration file is an amazingly powerful thing ... it outsmarted me yesterday by being even more flexible than I expected.

I'm happy to spend the time to fix up some of the HuC equates and library files so that they work with CA65. It's good practice, and someone may find it useful.

But I'm really not interested in taking the time to get a CC65 setup fully working on the PCE, and especially not in trying to set it up to work just like HuC ... which people other than you have complained about.

CC65 and LD65 seem to offer a lot more flexibility than HuC. Since I don't know/use HuC, I'm entirely the wrong person to set up CC65 to try to overcome what some guys feel are weaknesses in the HuC setup, and to take advantage of some of the strengths of CC65.

I'm more than happy to trailblaze the environment and so be able to advise anyone that wants to do the work, and I'll probably help track down bugs in the compiler/assembler/linker.

But if you want to use C on a platform that I feel that isn't suited to it ... then please don't expect me to do the heavy lifting.

http://www.dwheeler.com/6502/

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I ask because, if I am going to start writing Apothecary this year after I finish Inferno, I'd rather wait and see what you're doing before starting.   

Otherwise, I'll likely invest effort into the usual HuC/PCEAS setup and then have chunks of code that aren't compatible with whatever you have setup.   Kind of like that new HuC that took a giant dump when I tried building even the simplest of stuff I had setup.

If you want to step up and help make CC65-on-the-PCE happen, then I'm willing to help you out with my advice and some of my time.

If you're not, and nobody else is, then I expect that HuC/PCEAS is going to continue to be your best choice.

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Do you have a timeframe on when any of this might be complete?

No toolchain is ever "complete" ... there are various levels of works-well-enough, and then you keep on improving over time.

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How similar will the libraries be compared to HuC?   

It would suck a bit to have to relearn the libraries, so it might be great if you could maintain the same signatures/functionality.

Constant relearning is a part of the games world, and life in general.

Quote
I also ask because, now would be a good time for you to check out Squirrel, and see if you want to incorporate that into things so people can have access to a fully functional chiptune library that doesn't require anything mental.

It's tweaked out for HuC, but you can likely modify and shove the stuff in. 

The only stipulation to that would be that it come with the terms that it not be modified (outside of whatever was required to get it to behave with CC65 instead of HuC), and that credit for it be given. 

I really appreciate your offer, but I'm afraid that those conditions don't work for me, or for anything that I intend to publicly release.

Even the most rabid of the GNU "all-software-must-be-free" guys realized that if they didn't make their library code usable without the GPL2-or-3 restrictions, then nobody would use their compilers.

I believe that library code must be released under a fairly non-restrictive license. Of course you can't just go and delete the the author's copyright notice and credit, that's part of any reasonable license. But I won't incorporate something that has a "you-can't-modify-me" restriction.

Everything will be released on github ... so you'll be free to fork it, improve it, and release your own version that incorporates your own code with whatever license you choose.

Or you can reconsider what license you're willing to release your code under ... there are plenty of alternatives out there.

BTW ... I've written a number of soft-synths over the years. They're not that hard to do, and I have a lot of existing code to refer to. While it would be very nice indeed to use one that's been tailored to the platform and is already known ... it won't be a huge hardship to have to write another one.
« Last Edit: March 03, 2015, 04:48:22 PM by elmer »

Arkhan

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Re: CC65 and the PCE
« Reply #23 on: March 03, 2015, 06:04:10 PM »
We can replay Monty Python's Four Yorkshiremen sketch if you like, but I think that you might find that my battle-stories win.
Couldn't give two shits less, as I wasn't really interested in battle stories, or some sort of competition.  I am just pointing out, from a "stuff has been completed" standpoint, that symbolic debugging isn't a dire requirement...

Also, I find Monty Python to be boring, so, your reference is lost on me there. 


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Yes, you can do all of those things, and there are also other old tricks that you haven't mentioned.

But why not make it easier on yourself?

We've passed those days when "real men don't each quiche", and "real programmers" should be able to rattle off every hexadecimal opcode of their favorite processor.

Being able to step through the code as it runs and see your source code and comments is really nice ... it makes the whole job faster and more pleasant.

I wasn't around for the whole "real programmers" thing.  I was born in 1988. 

I'm just saying, for such simple, self contained little things like PC Engine games, doing the whole debug-printout/test case/etc. thing really isn't that big of a hassle.  I actually find it a bit less of a pain in the ass to setup the screen to print values out, and then I manipulate things with the controller and watch what happens.

This is for me at least.  Maybe the way I write games is different than others who would really like step-through-able-with-symbols coding.

Like I said, I rarely use it on a platform (MSX) that has it readily available.



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If you write such clean code that you never have bugs ... then you're a much better man than I am.

Much of my code is written out on paper/diagrams/planned before it hits the screen.  So a lot of bugs are sorted out with a pencil+eraser. 



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I'm happy to spend the time to fix up some of the HuC equates and library files so that they work with CA65. It's good practice, and someone may find it useful.

But I'm really not interested in taking the time to get a CC65 setup fully working on the PCE, and especially not in trying to set it up to work just like HuC ... which people other than you have complained about.

CC65 and LD65 seem to offer a lot more flexibility than HuC. Since I don't know/use HuC, I'm entirely the wrong person to set up CC65 to try to overcome what some guys feel are weaknesses in the HuC setup, and to take advantage of some of the strengths of CC65.
You maybe misunderstood what I meant by "like HuC".   I just mean "A C environment that supports writing PCE games".   It doesn't have to function exactly like HuC.   It'd be better if it didn't, as you've noticed.

HuC's biggest weaknesses are doofy pointers, no structs, and slow as shit array access.  These are not life-shattering issues though.  You can work around them pretty reasonably, once you know how to access an array with ASM.   




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But if you want to use C on a platform that I feel that isn't suited to it ... then please don't expect me to do the heavy lifting.
Noted.   It's just, you said you wanted to encourage PCE development.   The whole "accessible C environment" thing would probably go a longer way in encouraging new people since:

1) Assembly is daunting to new people (especially 6502).  If they're not already excited about ASM, this just provides them with another confusing option, lol.
2) Those of us who are already doing it have projects already tied up in HuC/PCEAS's ways, so that counts those out if those projects can't easily shimmy over to a supposedly better toolchain.
3) As was noted before, and has proven extremely true in practice, C, while not really well suited to 6502, is great for prototyping and testing before optimizing.

Also, the whole "C is bad on 6502" concept doesn't seem to really take into account the fact that the PCE has a faster-than-average 6502 CPU in it.   You can actually get some solid speed going with C and no ASM on the PCE.  I am honestly leaning towards expecting my next game to function without any heavy optimizing. 

So, you'd basically be working on an ASM setup for the not-so-plentiful bunch of budding 6502 ASM PCE coders, or the people who are mostly just hacking/toying around.

This doesn't sound like encouragment or kickstarting to me, is all.  I would've figured if you truly want to give PCE development an encouraging kick in the tits, you'd want to provide readily available C stuff to provide a better alternative than what is already there.

But, if you're not into that, the open-source-ness of what you're doing will at least leave the door open for somebody to come in and fart around with it.



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If you want to step up and help make CC65-on-the-PCE happen, then I'm willing to help you out with my advice and some of my time.

If you're not, and nobody else is, then I expect that HuC/PCEAS is going to continue to be your best choice.
I'm not going to invest time writing C compiler crap.  I honestly find it a bit mind numbing and boring, and would rather divert the time to my game projects, as I have a few going.

You sound like you are into that stuff more than anyone around here, honestly.   If you're not going to bother, I wouldn't hold my breath for any of the current PCE people to bother. 


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No toolchain is ever "complete" ... there are various levels of works-well-enough, and then you keep on improving over time.
Yeah.  You knew what I meant.

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Constant relearning is a part of the games world, and life in general.
You mean constant *learning*.  Not relearning.  Relearning is the result of disabilities. 

Learning is for new hardware.   This is the same hardware, with a possible newish backend.  The API would want to be reasonably similar, or you're possibly discouraging the current people (like myself) from adopting the new thing in the first place.  I personally don't have a strong tickle in my pants to take steps backwards for in one regard, so I can take steps forward in another regard.   Don't see a huge gain there.

I just think going in a radically different direction than MagicKit's library+HuC's layer-on-top might not be a great idea.


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I really appreciate your offer, but I'm afraid that those conditions don't work for me, or for anything that I intend to publicly release.
Ah yeah, I forgot you're releasing it this way.   Oh well.   I guess if you get it all done, we can see about shoehorning it into whatever you setup as a separate fork that's Squirrel Ready.


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BTW ... I've written a number of soft-synths over the years. They're not that hard to do, and I have a lot of existing code to refer to. While it would be very nice indeed to use one that's been tailored to the platform and is already known ... it won't be a huge hardship to have to write another one.

Fair enough, and have fun. 

There's more to it than writing the player portion that produces convincing beepboopery. 

Squirrel comes with a complete MML compiler so you can make the songs in a meaningful way and get them quickly playing.  Sound effects included.

Squirrel makes use of the hardware's PSG player built into the BIOS and recreates it in the absence of the CD hardware (for HuCard games).  It's all done straight from Develo+Hu7's CD documentation, and it operates fairly similarly to commercial MSX MML setups with regards to creating music and SFX.

So, it's a decades-old, proven process for putting tunes/sfx into a game with little headache/pain.

Probably the best available option, really.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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elmer

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Re: CC65 and the PCE
« Reply #24 on: March 04, 2015, 03:24:28 AM »
I wasn't around for the whole "real programmers" thing.  I was born in 1988.
Wow, 26 or 27 ... I'd have guessed younger.

You have my immense respect for being one of those sadly-rare people that have gotten passed the talking stage and actually made something significant happen.

For Aetherbyte to have finished games and actually pushed things forward with the AbCARD is highly commendable.

But "yes", we're coming from a very different perspective. I've "relearned" a lot of things over the years as my world has expanded ... and I've often re-evaluated my opinions.

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So, you'd basically be working on an ASM setup for the not-so-plentiful bunch of budding 6502 ASM PCE coders, or the people who are mostly just hacking/toying around.
Yep. Assembly on the PCE, C on the PC-FX.

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This doesn't sound like encouragment or kickstarting to me, is all.  I would've figured if you truly want to give PCE development an encouraging kick in the tits, you'd want to provide readily available C stuff to provide a better alternative than what is already there.
IMHO, if people don't want to deal with assembly language, then there are much better platforms for them to unleash their creativity on, from C on the Sega Genesis's 68000, all the way up to C# in Unity on any modern computer/console.

But that's just my opinion, and I'm not doing anything to stop people coding in C on the PCE, nor am I going to look down on them for doing so ... at the end of the day, it's all about the results that you get.

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But, if you're not into that, the open-source-ness of what you're doing will at least leave the door open for somebody to come in and fart around with it.
Yes, and I've already offered to help in the process of getting CC65 up and running.

Your unwillingness to be a part of that is ... noted.

I wish you the best with Atlantean and your upcoming games.

Arkhan

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Re: CC65 and the PCE
« Reply #25 on: March 04, 2015, 03:51:43 AM »
People are using C on MSX and C64, too.   The right kind of games (Read: Most simpler homebrew projects) are well suited to C.   

I'd be way more open to creating higher level libraries if I didn't have 2 MSX projects, a PCE, and a PC project in the works.   Time spent on tool-crap gets in the way of time spent on game-crap, and is counterproductive for me.

Also, people get into these things often for their love of a particular system, not because of the available toolset.   Suggesting that they go elsewhere if they want C is a bit lame.

If all I cared about was the functionality of the tools, there wouldn't be 4 PCE games from Aetherbyte.   I'd have a bunch of Dreamcast games released or something.

Hopefully, some people with enough free time and not-enough-game-projects come along to fill in the C gaps with whatever you end up releasing.   When it's ready to be molested, I'll look into a Squirrelable fork of it for people. 

I think that (functional, high level libraries + music, which was the biggest void in PCE development for awhile), is what would really encourage more developers (I thought that was one of the big goals).

New blood coming from newer ways of writing games (read: us younger people), have often come to expect higher level libraries because of what has evolved over the years. 

The like, 4 of us involved already figured out how to work with the doofy setup we were provided.   There aren't really many people banging at the gates for alternatives, either.   

This is also possibly due to the PCE not being a Sega/Nintendo machine.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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TailChao

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Re: CC65 and the PCE
« Reply #26 on: March 04, 2015, 04:12:30 AM »
Elmer,

Have you considered trying WLA-DX? It's not quite CC65, but if you're doing assembly-only stuff it has some very nice linker features, etc.
I've been using this for my own PCE development instead of HuC / PCEAS without much trouble.

elmer

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Re: CC65 and the PCE
« Reply #27 on: March 04, 2015, 05:16:47 AM »
Have you considered trying WLA-DX? It's not quite CC65, but if you're doing assembly-only stuff it has some very nice linker features, etc.
WLA-DX looks really, really nice ... very much like an upgraded RGBASM.

I suspect that a couple of my old games would build on it pretty easily.

CA65 is a nice macro assembler, and LD65 is a very powerful linker ... with full programmer control of grouping segments into banks, a complete separation of load address from run address, and complete control of the layout of the binary output. The controls over the real/virtual segments should make programming overlays an absolute doddle. It also seems to have source-level debugging information already available.

If it is less powerful than WLA-DX, then it's still powerful enough for me ... and a step up from PCEASM.

One of the specific reasons for choosing CA65/LD65, is that there is a CC65 ... and there's a mailing list where it's still being worked on.

I would like people to have the option of using a more-standard-than-HuC version of C on the PCE. The more standard it is, the easier it will be for novices to use it, rather than just bumping up against the limits and quirks of HuC and getting frustrated.

I am willing to help with the work needed to make that happen ... but I don't want to be the lead programmer on the library/compiler part, I'd rather be writing a game.

If nobody is interested in doing that ... well, c'est la vie. But I will hopefully have at least done something to help make it easier for anyone that does want to do it in the future.
« Last Edit: March 04, 2015, 05:31:22 AM by elmer »

Arkhan

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Re: CC65 and the PCE
« Reply #28 on: March 04, 2015, 05:34:21 AM »
I don't think you'll likely find anyone interested in spearheading that process.

Or if you do, it won't get done in any timely fashion due to working on actual games, or project ADD.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Bonknuts

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Re: CC65 and the PCE
« Reply #29 on: March 04, 2015, 10:01:25 AM »
WLA-DX has its set of issues as well. I don't remember all of them, but one of them is that the assembler automatically defaults to certain addressing modes and there's no way around this except for using macros with .db statements. Nesdev forum had some discussions about this. A few PCE asm coders switched back over to PCEAS too, from WLA-DX (for which I don't remember). I'd say stick with CA65.

 Whatever assembler you decided to use, if you get symbolic debugging working in mendafen - anyone could write a conversion tool to take whatever other symbol file format and convert it to whatever mednafen needs (assuming this is what you're modifying). So I see no problem there, and even if I didn't switch over to ca65, I could still use this feature. Maybe, you could modify mednafen to use a specific format you come up with yourself, then just the assembler of choice would need the a specific conversion app to that format.