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PostPosted: Sun Jan 20, 2019 2:41 pm 
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Joined: Sun Jan 20, 2019 2:24 pm
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Hi there!

About a year ago, I started learning 6502 assembler for the C64. I ended up making my own programming language, IDE and compiler (+ image editor etc). This weekend, I added basic NES support as well. You can download TRSE from here : http://turborascal.com/

First of all, here's an old promo video for TRSE: https://www.youtube.com/watch?v=N7z5kqbo9HM

I've released demos for the C64 (like https://www.youtube.com/watch?v=w-IbtHpSoEs)
for the VIC-20 : https://www.youtube.com/watch?v=_143j-8toyQ
A game for the c64 : https://leuat.itch.io/rogue-burger-one

The pascal-like-language is basically a "glorified" assembler, but it makes programming the 6502 sooo much easier.

Two weeks ago, I decided to take a crack at the NES. I'm a total n00b on this computer, but bought a sixpack and got to work.

This weekend, I released a new version of TRSE that has basic NES support, with the start of a tutorial chain. here's a video of my fruits : https://www.youtube.com/watch?v=ME_0jrxs4sQ

If anybody is wondering what the source files look like, check out https://github.com/leuat/TRSE/blob/master/Publish/tutorials/NES/intro_tutorial/tutorial_2_hello_sprites.ras, or just download TRSE from here (linux/win/osx) : http://turborascal.com/

Hope you guys find it OK if I post progress on this forum! I'll be creating a full tutorial NES game this spring that will be included in the TRSE package (source+resources).


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PostPosted: Sun Jan 20, 2019 5:44 pm 
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Joined: Tue Jun 24, 2008 8:38 pm
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Location: Fukuoka, Japan
It good to see some new tools that works on the nes. The last time I worked in turbo pascal must have been more than ~23 years ago so I guess I would be rusty using it :lol:

I don't think that I would use it for nes since ca65 covers all my needs but it could be interesting someday for the c64 if it has some specific libs to help develop on such system. I would like to try someday since I had one has a kid.


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PostPosted: Sun Jan 20, 2019 6:00 pm 
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Joined: Thu Mar 31, 2016 11:15 am
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Looks cool. Do you have an estimate for the space and time overhead compared to writing in assembly?


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PostPosted: Mon Jan 21, 2019 1:24 am 
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Well, it is hard to say. When you know the language, setting up projects and developing logic is way faster, at least by 4-5 times. But the most important fact for me is the incentive for making better & more advanced logic.

For instance, in my opinion many newer C64 games have absolute marvellous graphics, but lack gameplay depth. Developing advanced gameplay in assembler sort of sucks, having an AI and procedural elements and things like that. This is what I wanted to change with TRSE : retain the speed of assembler, but allow for more advanced game/demo logic.

As an example, I'm currently 75% finished with a 16kb cartridge game for the C64 which has some pretty advanced game logic: An infinite procedurally generated labyrinth with upgrades, monsters, chests, lava, loot etc. Think diablo, but in 2D and on a C64 packed down to 16kb. Writing the logic for generating the world would have been a nightmare in assembler.

Naturally, there is some overhead, but not too much. And also, all important inner loop routines are of course optimized or just written as plain inline assembler. In TRSE, you can pop into assembler anytime (and you also have the complete assembler output at all time available).


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PostPosted: Mon Jan 21, 2019 6:45 am 
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Joined: Mon Oct 13, 2008 7:55 pm
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Location: Minneapolis, MN
Looks cool! I wish I had the resources you appear to have RE promo videos, tutorials, as relates to my own efforts to create an IDE for NES.


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PostPosted: Mon Jan 21, 2019 5:57 pm 
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Joined: Thu Aug 20, 2015 3:09 am
Posts: 457
Well, this is awkward... about a year ago I started working on a Pascal compiler for the 6502, and top of my shortlist of names was "Rascal". :shock:

This looks way cooler than anything I could manage, though. Can't wait to check it out.


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