I realized I did not know anything about the RST instruction. Is it kind of special CALL instruction ? Does it have to be used only when dealing with interrupts ? etc. Thanks to pulkomandy who had to dig deeply around it while working on its Caprice Reloaded project, he was able to give me some precise details about it. I found our conversation so interesting that I finally decided to make a dedicated article about it. You can read the article here (also added in Articles section).
Few days ago, the really impressive Batman Forever demo has been publicly released and has surprised many people, including me. I was curious to know more about the programmer behind it, Rhino from Batman Group, as also the demo itself. You can find the interview here (also added in Articles section).
And once again, congratulations to the whole team having participated to this production, you really did an awesome work !
Octoate sent me words about the updated project template he did for Code::Blocks IDE (which is a free and powerful source-code editor). Sample project allows to compile SDCC Tutorial Part 3 ("Hello World"). An archive is provided with step-by-step description.
Update includes the following :
- added SDCC2Pasmo v1.3
- changed project settings (filename can be set in project properties)
- changed post-build options to use the filename of the project properties
- added pre- and post-build batch files to execute own commands before and after the build process (e.g. for compressing files and adding files to a DSK file)
- added ManageDSK with example in post-build batch file which creates a new DSK image which contains all .BIN files from the bin/Release directory
You can get more information about this update here. Many thanks to you Octoate !
Thanks to CPCLER, we now have a better overview of the Denmark's CPC activities ! Have a read on the article here.
When I got back into CPC programming in 2008, I wondered at the time how could I achieve to create a slow graphical effect (taking several VBLs) without caring about the music needing to be replayed 50 times per second. The solution of course was to use interrupts, and this is what this new article is aimed at ! (also added in Articles section).
As usual, I absolutely don't consider myself as an expert, so please if you find mistakes or have suggestions I would be glad to complete the article with your input !
For years, I used poor memory design scheme with my programs to adress the extended 64Kb of RAM - it was time to learn more about other available options. This article will let programmers understand the benefits of using &C1, &C2 and&C3 modes of the Gate Array. You can read it here (also added in Articles section).
Paul Kooistra, also known as Axelay, is the author of Star Sabre (2007, 2009 for the 128Kb-version), Dead On Time(2010) and Sub Hunter (2011). He is one of the most productive game programmer for the Amstrad CPC these days. I was curious to know more about him, and he kindly accepted to answer my questions ! Have a good time reading this.