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Creating a C64 emulator in GameMaker - Part 4


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#1 Mike.Dailly

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Posted 23 January 2015 - 10:23 AM

https://www.yoyogames.com/tech_blog/98

 

 

 


In this part, I'm going to start discussing how I handled the screen at the start of this process, and the reasons behind these choices. I said in the first part that you could simply read the C64's screen memory and print it, so what did I mean by this?

 

Since the C64's default screen lies at location $400, the screen values can be read and drawn by simply looping over the screen and building up a string - like this...


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#2 lordvtp

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Posted 23 January 2015 - 10:56 AM

Drawing the output sound...Expensive. ;-)

Edited by lordvtp, 23 January 2015 - 10:56 AM.

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#3 stainedofmind

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Posted 26 January 2015 - 05:21 PM

https://www.yoyogames.com/tech_blog/98

 

Correct link to the article ;)


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#4 Mike.Dailly

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Posted 26 January 2015 - 06:19 PM

My bad - ta!  (fixed)


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#5 ShadeSpeed

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Posted 28 January 2015 - 10:51 AM

Hi Mike,

 

You didn't update the URL correctly :) It still takes you to part 3.


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#6 Mike.Dailly

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Posted 28 January 2015 - 07:35 PM

doh - now done;


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