Posts Tagged ‘ACME’

Workprint – August 2017

Saturday, August 5th, 2017

Hammer Down is pretty much out of the door now barring unforeseen circumstances, and I’m getting to the point where I’m starting to consider which project to pick up from my overflowing folder of work files. I do have one specific idea already though; for ages I’ve been promising myself that some time would be found to rework my Hex Files programming course for the C64 so that seems like a “plan”. The originals are showing their age somewhat, the first instalment was published two decades ago through Commodore Zone and the revision currently online at Oldschool Gaming has merely been modified for C64Asm, my cross assembler of choice at the time.

I already mentioned a reworking of Hex Files on Facebook about a week ago and the response was positive enough to warrant further consideration; the new version would be more games oriented and, because I’d try to write quite a bit of it in advance rather than putting something together close to deadline each month, should hopefully be a bit more consistent in writing style and overall “direction”… and I’d have to remove all the self modifying code because I’ve never been happy about providing tutorials which rely on it.

It also requires a new name to differentiate it from what’s already online and the front runner right now is “C64 Workshop” which leaves things open for potential re-workings to cover other platforms in future if I feel brave enough. There’s also the question of which development environment to favour; I’ve considered options like Kick Assembler and CBM prg Studio – the latter is already installed on my “scrap box” laptop to get a feel for it – but at the moment my personal setup of ACME being called by Crimson Editor and backed up by a range of other tools doe seem simpler to set up.

I’ve done a little groundwork but It does need some more thought… does anyone have some ibuprofen handy?