VChar64 v0.0.6 released

VChar64 v0.0.6 released. You can download it from here: Win32: vchar64-0.0.6.zip Mac: vchar64-0.0.6.dmg Tarball: vchar64-release-v0.0.6.zip Github: github.com/ricardoquesada/vchar64 New features: Undo / Redo Dockable panes Saves/Restores the window state and geometry. First release that includes binaries! Complete Changelog: CHANGELOG

August 25, 2015 · 1 min · ricardoquesada

VChar64 v0.0.5 released

I’ve just released VChar64 v0.0.5. Download: https://github.com/ricardoquesada/vchar64 Changelog: Max tile size is 8x8 (previous was 5x5) Right click works as paiting with background color Fixed compiler warnings Better name suggestions when saving and exporting files Added support for importing CharPad 2.0 files If chars were modified, it asks before quitting and before starting a new one Added icon Added option to load lowercase chars Cue in dialog if chars were modified

August 22, 2015 · 1 min · ricardoquesada

C64 SDKBOX intro at Casual Connect 2015 SF

I did a quick’n’dirty intro for the C64 to promote SDKBOX at Casual Connect 2015 SF. I took the scroller+rasterbar effects from the game that I’m doing, I took the music from somewhere, the fonts from somewhere, I added some simple moving bars at the top… and done. I only had one day to do it, and I was very happy with the result. The demo ran during the 1st day of the conference on a NTSC C64-SX. ...

August 16, 2015 · 1 min · ricardoquesada

VChar64 v0.0.4 released, with xlink support

VChar64 v0.0.4 released! And thanks to Henning Bekel, VChar64 now supports xlink. Changes since v0.0.2: Added xlink support. For more info: http://henning-bekel.de/xlink/ Added Export As… Export will export the current project with the previous exported values Added Tile support

July 20, 2015 · 1 min · ricardoquesada

Coding for the Commodore 64: What changed in the last 25 years

I stopped developing for the Commodore 64 in 1993. Since then a lot has happened: Back in late 80’s ~ beginning of 90’s: I did all my coding using the Commodore 128’s MONITOR command That means no text editor, no compiler, no linker. Similar to the debug.com command that used to be in DOS Since I didn’t use a text editor, I put all my comments in a notepad (I still have that notepad somewhere) I used the Commodore 128’s SPRDEF as the Sprite editor I used my own character editor called vchar… (later I created a similar one for DOS and Linux) I did some basic graphics using a graphics editor… but I can’t remember which one I didn’t know any other C64 developer, so I did everything kind of isolated My sources of information were Commodore Magazine, Tu Micro Commodore and some books I reversed engineer some games / demos in order to learn tricks I had a 300 bps modem but I didn’t find any good C64 BBS I did some cracks for a local company that was “publishing” (AKA pirating) games. In exchange they were providing me games. To put things into perspective it was impossible (I mean IMPOSSIBLE) to get original games in Argentina back then. I knew some basic tricks like how to use more than 8 sprites, how to open the top and bottom borders, some raster effects… but nothing very advanced. I loaded all my programs / games using the disk drive, which was much faster than the datasette, but still very slow I had a fast-loader cartridge to accelerate the disk drive loading times. It also had a rudimentary MONITOR. Although Argentina was using the PAL-N standard I had a NTSC Commodore 128. In Argentina we also had the Argentinean Commodore, called Drean Commodore, which was a PAL-N machine assembled in Argentina

February 2, 2015 · 4 min · ricardoquesada