#pas6502 search results

#pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

SyntaxErrorSoft's tweet image. #pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

SyntaxErrorSoft's tweet image. Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

@MonstersGo I've managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I'm planning on having the example included in the Pas6502 download if that's ok. I've put your credits into the c64_multiplex.pas file...

SyntaxErrorSoft's tweet image. @MonstersGo I've managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I'm planning on having the example included in the Pas6502 download if that's ok. I've put your credits into the c64_multiplex.pas file...
SyntaxErrorSoft's tweet image. @MonstersGo I've managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I'm planning on having the example included in the Pas6502 download if that's ok. I've put your credits into the c64_multiplex.pas file...

#Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now... I got a separate two-player demo working! #c64

SyntaxErrorSoft's tweet image. #Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now...
I got a separate two-player demo working! #c64

Sweet as! I've managed to now have arrays of record types in #Pas6502. It breaks them up internally into separate arrays for each sub-record part to speed up access... #8BitCoders #pascal #crosscompiler

SyntaxErrorSoft's tweet image. Sweet as! I've managed to now have arrays of record types in #Pas6502. It breaks them up internally into separate arrays for each sub-record part to speed up access... #8BitCoders #pascal #crosscompiler

Whoot! I've modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

SyntaxErrorSoft's tweet image. Whoot! I've modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

I'm upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here's an example for zx spectrum and Amstrad CPC...

SyntaxErrorSoft's tweet image. I'm upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here's an example for zx spectrum and Amstrad CPC...
SyntaxErrorSoft's tweet image. I'm upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here's an example for zx spectrum and Amstrad CPC...

I did something similar with my #pas6502 Pascal to 6502 cross-compiler I made :) Here's my scrolling example; waiting on the raster beam vertical position to set the border to 38 columns before the scroll and back to 40 columns after the scroll. It's smooth in reality...


Sweet! I've managed to make an expand char x2 to tile routine fast enough for real-time use in my rogue-like (see the online paste)...it allows me to have all 136 enemies in my game now. I'm doing this every few frames for animation! #c64 #pas6502 pastebin.com/3311Z8qz



Woo Hoo!!!! #miniMIKE in #Pas6502 is now alive!!! I'm sooooo stoked!!! #c64 ♥️♥️♥️ youtu.be/EjGsCz6wrUk


#Pas6502 I've made a small improvement to my #Pascal to 6502 cross-compiler tool (not uploaded yet though)...it can now do Exit(<value>) like so: if player.equipStats.shield.value >= value then Exit(False);


AWESOME! It looks like I have a completly working #c64 #minimike coded with my #pas6502 Pascal to 6502 cross-compiler! It has title screen, play loop, dying, level complete, game over. I need to move enemies, tweak the scrolling algorithm, credits, and title pages 😊


Cool! After much fiddling, I've managed to make my own #c64 music interrupt player for some simple notes in #pas6502 my #pascal to 6502 #crosscompiler...


I'm upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here's an example for zx spectrum and Amstrad CPC...

SyntaxErrorSoft's tweet image. I&apos;m upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here&apos;s an example for zx spectrum and Amstrad CPC...
SyntaxErrorSoft's tweet image. I&apos;m upgrading my #Pas6502 Pascal cross-compiler to also output #z80 using my multi-cpu assembler, #OmniAsm (does 6502/z80). It will be called #OmniPas :) Here&apos;s an example for zx spectrum and Amstrad CPC...

AWESOME! It looks like I have a completly working #c64 #minimike coded with my #pas6502 Pascal to 6502 cross-compiler! It has title screen, play loop, dying, level complete, game over. I need to move enemies, tweak the scrolling algorithm, credits, and title pages 😊


Woo Hoo!!!! #miniMIKE in #Pas6502 is now alive!!! I'm sooooo stoked!!! #c64 ♥️♥️♥️ youtu.be/EjGsCz6wrUk


#Pas6502 I've made a small improvement to my #Pascal to 6502 cross-compiler tool (not uploaded yet though)...it can now do Exit(<value>) like so: if player.equipStats.shield.value >= value then Exit(False);


#pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

SyntaxErrorSoft's tweet image. #pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

@MonstersGo I've managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I'm planning on having the example included in the Pas6502 download if that's ok. I've put your credits into the c64_multiplex.pas file...

SyntaxErrorSoft's tweet image. @MonstersGo I&apos;ve managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I&apos;m planning on having the example included in the Pas6502 download if that&apos;s ok. I&apos;ve put your credits into the c64_multiplex.pas file...
SyntaxErrorSoft's tweet image. @MonstersGo I&apos;ve managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I&apos;m planning on having the example included in the Pas6502 download if that&apos;s ok. I&apos;ve put your credits into the c64_multiplex.pas file...

Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

SyntaxErrorSoft's tweet image. Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

Whoot! I've modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

SyntaxErrorSoft's tweet image. Whoot! I&apos;ve modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

Cool! After much fiddling, I've managed to make my own #c64 music interrupt player for some simple notes in #pas6502 my #pascal to 6502 #crosscompiler...


I did something similar with my #pas6502 Pascal to 6502 cross-compiler I made :) Here's my scrolling example; waiting on the raster beam vertical position to set the border to 38 columns before the scroll and back to 40 columns after the scroll. It's smooth in reality...


Sweet! I've managed to make an expand char x2 to tile routine fast enough for real-time use in my rogue-like (see the online paste)...it allows me to have all 136 enemies in my game now. I'm doing this every few frames for animation! #c64 #pas6502 pastebin.com/3311Z8qz



After someone suggested it, I'm looking at adding support for the original #appleii in my #pas6502 #pascal #crosscompiler 👍 wish me luck! #8bitcoders #WIP


#Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now... I got a separate two-player demo working! #c64

SyntaxErrorSoft's tweet image. #Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now...
I got a separate two-player demo working! #c64

#pas6502 apart from an int24 glitch where the compiler thinks it's a 16-bit value instead of 24-bit, it looks like I've gotten pointers to record types (including dereferencing then) working in my #pascal #crossplatform compiler!!


I've gotten both Kernal and raster interrupts working with #Pas6502 😊 #8BitCoders #WIP #6502

SyntaxErrorSoft's tweet image. I&apos;ve gotten both Kernal and raster interrupts working with #Pas6502 😊 #8BitCoders #WIP #6502
SyntaxErrorSoft's tweet image. I&apos;ve gotten both Kernal and raster interrupts working with #Pas6502 😊 #8BitCoders #WIP #6502
SyntaxErrorSoft's tweet image. I&apos;ve gotten both Kernal and raster interrupts working with #Pas6502 😊 #8BitCoders #WIP #6502

#pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

SyntaxErrorSoft's tweet image. #pas6502 #oric some oric computer testing with my #Pascal to 6502 cross-compiler :)

Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

SyntaxErrorSoft's tweet image. Some Koala image displaying fun with #Pas6502 my #Pascal #crosscompiler on the #c64

A #Pas6502 update: I've made some progress with getting my Pas6502 #Pascal -> 6502 compiler to output a working NES example... #NES #8BitCoders

SyntaxErrorSoft's tweet image. A #Pas6502 update: I&apos;ve made some progress with getting my Pas6502 #Pascal -&amp;gt; 6502 compiler to output a working NES example... #NES #8BitCoders

@MonstersGo I've managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I'm planning on having the example included in the Pas6502 download if that's ok. I've put your credits into the c64_multiplex.pas file...

SyntaxErrorSoft's tweet image. @MonstersGo I&apos;ve managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I&apos;m planning on having the example included in the Pas6502 download if that&apos;s ok. I&apos;ve put your credits into the c64_multiplex.pas file...
SyntaxErrorSoft's tweet image. @MonstersGo I&apos;ve managed to convert over your #Millfork multiplexer example to my #Pas6502 compiler now!! I&apos;m planning on having the example included in the Pas6502 download if that&apos;s ok. I&apos;ve put your credits into the c64_multiplex.pas file...

After some tinkering, I've gotten a diamond squares example ported over to my #Pas6502 #Pascal #compiler for #6502 CPUs (mainly the #c64 and #BBCMicro right now) #8BitCoders

SyntaxErrorSoft's tweet image. After some tinkering, I&apos;ve gotten a diamond squares example ported over to my #Pas6502 #Pascal #compiler for #6502 CPUs (mainly the #c64 and #BBCMicro right now) #8BitCoders

#Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now... I got a separate two-player demo working! #c64

SyntaxErrorSoft's tweet image. #Pas6502 MILESTONE! After much head-scratching (#mistakesweremade lol, including this gem!: ({p1})+2,y instead of ({p1}),y in an ASM fragment file), I have gotten the pointer types to records working properly now...
I got a separate two-player demo working! #c64

#Pas6502 #C128 just might be some VDC graphics testing progress going on 😉 #Pascal #Compiler #6502 #8BitCoders

SyntaxErrorSoft's tweet image. #Pas6502 #C128 just might be some VDC graphics testing progress going on 😉 #Pascal #Compiler #6502 #8BitCoders

Sweet as! I've managed to now have arrays of record types in #Pas6502. It breaks them up internally into separate arrays for each sub-record part to speed up access... #8BitCoders #pascal #crosscompiler

SyntaxErrorSoft's tweet image. Sweet as! I&apos;ve managed to now have arrays of record types in #Pas6502. It breaks them up internally into separate arrays for each sub-record part to speed up access... #8BitCoders #pascal #crosscompiler

Sweet! I've been working on my #Pas6502 compiler again. I've gotten peek/poke added in and working now (not uploaded yet). The compiler will try to optimize the peek/poke if possible, and if it can't, it will call the built-in routines writeb/readb under the hood (slower to use).

SyntaxErrorSoft's tweet image. Sweet! I&apos;ve been working on my #Pas6502 compiler again. I&apos;ve gotten peek/poke added in and working now (not uploaded yet). The compiler will try to optimize the peek/poke if possible, and if it can&apos;t, it will call the built-in routines writeb/readb under the hood (slower to use).
SyntaxErrorSoft's tweet image. Sweet! I&apos;ve been working on my #Pas6502 compiler again. I&apos;ve gotten peek/poke added in and working now (not uploaded yet). The compiler will try to optimize the peek/poke if possible, and if it can&apos;t, it will call the built-in routines writeb/readb under the hood (slower to use).

I've added a random number generator in #Pas6502 that uses a TRNG record for separate random number factories for random number generation (including d6 & d20 rolls). This code did 3000 d20 rolls + printed out the d20 number frequencies in around 2 seconds, not too shabby! :)

SyntaxErrorSoft's tweet image. I&apos;ve added a random number generator in #Pas6502 that uses a TRNG record for separate random number factories for random number generation (including d6 &amp;amp; d20 rolls). This code did 3000 d20 rolls + printed out the d20 number frequencies in around 2 seconds, not too shabby! :)

I'm a happy camper, after lots of work, I've created a Find/Find Replace dialog box that works mostly identically to the Visual Studio:Code one. It has a progressive search (after 1s delay), and you can go between all the results. It's for my #Pas6502 #compiler IDE mainly :)

SyntaxErrorSoft's tweet image. I&apos;m a happy camper, after lots of work, I&apos;ve created a Find/Find Replace dialog box that works mostly identically to the Visual Studio:Code one. It has a progressive search (after 1s delay), and you can go between all the results. It&apos;s for my #Pas6502 #compiler IDE mainly :)

Whoot! I've modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

SyntaxErrorSoft's tweet image. Whoot! I&apos;ve modified my #Pas6502 #Pascal #crosscompiler stack routines to allow #recursive algorithms similar to my stand-alone ASM code!! Sure, it has limited uses, but it works (tm) 😆😆#8BitCoders

My #Pas6502 routines on my own software stack are working :) This is great for routines in ROM for example. Recursion is another matter yet though lol... I just add "cdecl" at the end of the routine (can't be an assembler routine yet though) and the compiler does the rest...

SyntaxErrorSoft's tweet image. My #Pas6502 routines on my own software stack are working :) This is great for routines in ROM for example. Recursion is another matter yet though lol...  I just add &quot;cdecl&quot; at the end of the routine (can&apos;t be an assembler routine yet though) and the compiler does the rest...

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