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8-bit Coding for everybody: WUDSN IDE Video Tutorial online
category: code

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@Cefa68000: I you are a real 8-bit coder, it's not hard because that's that was you learnt it. You don't even count the "circles", you just type them in mixed with some other characters to get the best possible result.
added on the 2011-04-01 17:32:58 by JAC!  
JAC!
Sweet link Wood, i have several mags they are missing issues of also.
added on the 2011-04-01 19:48:20 by Intrinsic  
Intrinsic
i guess you meant cycles, not circles!
added on the 2011-04-01 19:59:45 by hArDy./tRSi  
hArDy./tRSi
hArDy./tRSi Yep bad typo. But it would help if you had that functionality when you are a newbie like me. Having to look up if this instruction takes 2 cycles or 1 and other stuff just takes unnecessary long time in the beginning. Or maybe i am just lazy :)
added on the 2011-04-02 00:07:20 by Cefa68000  
Cefa68000
you are lazy!
once you know how many cycles what needs you can plan effects wherever you are ;)
so while at the supermarket, which is sth you do automatically, you can think of new Effects and calc if its possible in 50Hz meanwhile ;)
added on the 2011-04-02 01:21:45 by hArDy./tRSi  
hArDy./tRSi
first thing to do for a coder would be to test how many cycles one add-instruction takes, and if this gets lesser in a big loop of lets say 240 times...
...then try the same with other instructions!
with a CPU having at ~1MHz its easy to count ;)
added on the 2011-04-02 01:25:18 by hArDy./tRSi  
hArDy./tRSi
Haha. Sorry. I really tried to make sense out of the post - and came to the conclusion that it's another April fool. Cycles is of course a nice idea and were on my list originally but I found that the possibility to load the labels into the emulator (currently MADS/Altirra, ATASM/Atari800Win are supported, other can be added on request) is much more useful and accurate. I take taken branches, crossed page boundaries a.s.o. into account.

But of course having an overview of all opcodes with their hex values and cycles make absolutely sense. I'll try and ask the Oxyron guys so I can include their overview. It's the one I'm using all the time.
added on the 2011-04-02 12:38:58 by JAC!  
JAC!
looks promising
added on the 2011-04-02 17:07:36 by rudi  
rudi
hehe, yes, forgot about a short time whom i am trying to fool ;)
thanx again for all your Efforts, would be too cool to have it all in one, one Day ;) all the 8bits, maybe some 16bits and even vectrex! i´d use it for sure! AND: everyone complaining...Eclipse aint any bad, its just different, but once you know how to handle it you may even think of moving completely! doesnt apply to winCode c# /.net maybe!
added on the 2011-04-03 04:06:40 by hArDy./tRSi  
hArDy./tRSi
please change the path for your Download-Link in the DASM-Tab, as the link doesnt work anymore due to what you commented in the following link:
working DASM link

Quote:
A lot of people use DASM as compiler in my WUDSN IDE (www.wudsn.com). Now that I found that some .... Atari lawyers forced Andrew Davie to shut down the original DASM www.atari2600.org site, I'm really happy to see DASM lives on.
added on the 2011-11-29 15:51:10 by hArDy./tRSi  
hArDy./tRSi
After 10 months, multiple adapters, cables, drivers and failures I finally managed to buy a working USB head set which is compatible with my PC. So I am able to continue m tutorial series today and present the new features and fixes.

WUDSN IDE Tutorial part 7: New features in version 1.6.0

added on the 2012-03-21 14:30:47 by JAC!  
JAC!
Neat. I looked at a few of your WUDSN videos a while back, though I don't recall whether it was useful for VCS development.
I'm getting by quite well with DASM + make and hand-crafted generators for things like sine and bitmap tables at the moment. Still, I'll have to give it a go - proper 6502 ASM highlighting and not constantly crashing like kdevelop would be nice.
added on the 2012-03-21 16:12:56 by Tjoppen  
Tjoppen
While we're discussing workflows, I was also doing the DASM + hand written crap for some time, then was using KickAssembler, but now I've gone to a new workflow where I've written my own assembler in C#, and each module generates a string of code (mostly with a single verbatim string and some termination crap for unrolling loops and inserting data blocks just written in C#). Feels just like using kickassembler but with a proper language and the gap between asm and the high level "scripts" is a bit messier; will probably make something more proper but all of this was completed in a few days and it's DRASTICALLY improved my oldschool platform workflow. After my Revision entry is finished and released I'll write a DisplayHack article with more details and release the source and whatnot.

More on topic of this thread, just skimmed some of the WUDSN stuff; looks really cool :) Great work man!
added on the 2012-03-21 17:00:53 by Ferris  
Ferris
@Tjoppen: I have used it for all my VCS stuff. In fact I use MADS for all 6502 platforms. The next version will allow you to use every supported compiler on every platform. So you can reuse the your code directly (well, probably not if VCS is the source or target :-). Regarding make: There a also some WUDSN users who only use the editor/outline part. Andrew Dawie created Boulderdash 2600 this way.

You can also configure your scripts as "User Defined Application". I do this for complex scenarios which create a complete disk image with multiple files therein.

@Ferris: "I've gone to a new workflow where I've written my own assembler in C#" - well, then, ehn, this is the wrong thread for you :-)
added on the 2012-03-21 18:28:45 by JAC!  
JAC!
WUDSN IDE Tutorial 8: New features in version 1.6.2

Every compiler on every platform, new platforms (Atari7800, NES) and compilers (KickAss), include file handling, navigation for compound labels, multiple help files and instructions in online help.

WUDSN IDE Tutorial 9: Source Level Debugging
Did you ever dream of source level breakpoints in assembler? Here they are!
I intentionally did not try to implement a debugging visually within Eclipse. Instead the IDE brings the compiler and the emulator together, so the emulator can become the "Debugging Perspective". With turnaround times of 1-2 seconds you really don't need anything else.
added on the 2012-06-05 01:37:42 by JAC!  
JAC!

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