One question, when you say "the Mega65" in this video are you primarily referring to the VIC-IV that they defined themselves and not the real C65 implementation? Doesn't that just feel a lot like you are just developing for a modern platform but using 6502 assembly?
Yeah, the Mega65 is basically an extension of the C65, it uses mostly the same memory mapping but with some additions, one being the VIC4 implementation. As for how it feels, it definitely feels very powerful but it's done in a way that makes it still very much feel like programming a C64, it's just the limits you had to work around previously are gone and now replaced with new limitations. Some limits remain, such as a hard cap of 8 on hardware sprites. Regarding new limits and the "C64 feel": While RRB sprites are a powerful tool they are by no means easily enabled, you have to write quite a bit of setup code to make them useful as sprites, because the original intent of the RRB buffer was simple layering not fully dynamic sprite systems. I kind of see the work required similar to that of creating a multiplexer on a C64. In fact, the trade-off of raster time is also similar. And there's nothing more Commodore than taking one system and hacking at it in unintended ways to create functionality
Are the roms distributed in some way to be used in the emulator? Xemu doesnt seem to come with any. It supposedly creates some kind of SDcard image (although I cant see the file where xemu is started so I wonder a bit where that is). The instructions mention that you need to copy the roms onto that image.
Are your tools available for others who wish to get started on #Mega65 development ? I use Linux , VSCode and 64tass for developing C64 stuff with Vice & C64Debugger ( which ought to be tooled up for this IMHO)
The KickAssembler PseudoOpcode and macros files are available on my GitHub linked in the description. The bitmap and palette conversion will be made more flexible (its currently tied to a very specific file format) and then added to GitHub also in the near future
One question, when you say "the Mega65" in this video are you primarily referring to the VIC-IV that they defined themselves and not the real C65 implementation? Doesn't that just feel a lot like you are just developing for a modern platform but using 6502 assembly?
Yeah, the Mega65 is basically an extension of the C65, it uses mostly the same memory mapping but with some additions, one being the VIC4 implementation. As for how it feels, it definitely feels very powerful but it's done in a way that makes it still very much feel like programming a C64, it's just the limits you had to work around previously are gone and now replaced with new limitations. Some limits remain, such as a hard cap of 8 on hardware sprites.
Regarding new limits and the "C64 feel": While RRB sprites are a powerful tool they are by no means easily enabled, you have to write quite a bit of setup code to make them useful as sprites, because the original intent of the RRB buffer was simple layering not fully dynamic sprite systems. I kind of see the work required similar to that of creating a multiplexer on a C64. In fact, the trade-off of raster time is also similar. And there's nothing more Commodore than taking one system and hacking at it in unintended ways to create functionality
Are the roms distributed in some way to be used in the emulator? Xemu doesnt seem to come with any. It supposedly creates some kind of SDcard image (although I cant see the file where xemu is started so I wonder a bit where that is). The instructions mention that you need to copy the roms onto that image.
You need to find them yourself due to licensing issues. A site like zimmers.net can help here ;)
Thank you for this video.
Are your tools available for others who wish to get started on #Mega65 development ?
I use Linux , VSCode and 64tass for developing C64 stuff with Vice & C64Debugger ( which ought to be tooled up for this IMHO)
The KickAssembler PseudoOpcode and macros files are available on my GitHub linked in the description. The bitmap and palette conversion will be made more flexible (its currently tied to a very specific file format) and then added to GitHub also in the near future
@@Shallan64 Thanks for this info! Will give it a try as soon as i get a chance!
@@Shallan64 can’t find the M65macros on your github. Will you upload it later?
@@hstampfl github.com/smnjameson/M65_KickAsm_PseudoCommands/blob/master/m65macros.s There ya go :)
How do I create the Makefile and then start the xemu mega65 Emulator???
Mayhem WINS!
(not like this)