Programming games on the Apple IIGS, where do I start? [message #366361] |
Mon, 16 April 2018 17:38 |
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Originally posted by: christopherdumas
Hi everyone, I recently got an Apple IIGS and have it booting GS/OS off of a compact flash with 10 32MB ProDOS volumes. It's a great little setup and I've installed ORCA/M, 816 Paint, Merlin 16+ and Complete Pascal (also known as TML Pascal II) so I can get started programming for it. I understand that basic system things like the memory map and what's in the Toolbox, and I know Pascal and 65816 assembly language, but I'm not sure where to start actually writing games. My goal, for now, is to just display an image on the screen that I've saved from 816 Paint but I don't even know how to A) load a file as binary into memory, and B) if 816 Paint even saves in binary. Also, I'm not sure whether I should be using the QuickDraw toolbox for games or not. It seems really overly complicated and oriented towards desktop applications, which as of yet I have no interest in. I'd really appreciate some pointers. I've read the Apple IIGS User's Guide and Owner's Guide, as well as A Technical Introduction to the IIGS and the Programmer's Introduction to the IIGS as well as parts of the Firmware, Hardware and Toolbox references.
Any help would be appreciated!
Edit: I've posted this on the comp.sys.apple2.programmer group as well, but figured it applies here too, since I'll have to deal with ProDOS (I think)..
Thanks!
- Chris Dumas
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Programming games on the Apple IIGS, where do I start? [message #366561 is a reply to message #366361] |
Sat, 21 April 2018 13:54 |
Michael AppleWin Debu
Messages: 1262 Registered: March 2013
Karma: 0
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Senior Member |
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I know you specifically asked about the GS ...
.... but just thought I would mention an alternative "build process" for the more generic Apple 2 game development in case _others_ were interested.
Using your PC / Mac has far faster "turn around time" then native hardware, plus it takes up less space. [He says from experience as he eyes his Apple 2 "Shrine" man cave with Apple 2+, //e, //c, //c+, Laser 128, Laser 128EX, etc. :-)]
1. Download Merlin32
2. Fire up your favorite Apple 2 emulator
3. Fire up your favorite text editor
4. Fire up your favorite Binary to DSK toolchain, a2tools, Cadius, etc.
5. Fire up ADTPro -- if you have real hardware to test on.
You have everything needed to build an Apple 2 game. :-)
You don't state what experience you have but IMHO it would be simpler to start with an Apple 2 game -- unless you specifically need the extra graphics, and sound, and memory capabilities of the IIgs.
BrutalDeluxe also has a nice summary of the toolchain here:
http://www.brutaldeluxe.fr/products/crossdevtools/index.html
Happy hacking!
Michael
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Re: Programming games on the Apple IIGS, where do I start? [message #366772 is a reply to message #366561] |
Wed, 25 April 2018 04:50 |
Oliver Schmidt
Messages: 132 Registered: January 2013
Karma: 0
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Senior Member |
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Hi,
Given...
> 2. Fire up your favorite Apple 2 emulator
> 3. Fire up your favorite text editor
> 4. Fire up your favorite Binary to DSK toolchain, a2tools, Cadius, etc.
....a naive reader could wonder why...
> 1. Download Merlin32
....doesn‘t rather read...
1. Fire up your favorite 6502 cross assembler
;-))
But on the ofher hand: You mention a2tools from 2001 but don‘t mention the
fully maintained AppleCommander so maybe it should generally rather read
„my favorite“ than „your favorite“ ;-)))
SICR, Oliver
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Re: Programming games on the Apple IIGS, where do I start? [message #366782 is a reply to message #366561] |
Wed, 25 April 2018 09:24 |
olivier.zardini
Messages: 51 Registered: August 2013
Karma: 0
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Member |
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Le samedi 21 avril 2018 19:55:00 UTC+2, Michael 'AppleWin Debugger Dev' a écrit :
> You don't state what experience you have but IMHO it would be simpler to start with an Apple 2 game -- unless you specifically need the extra graphics, and sound, and memory capabilities of the IIgs.
I find the programming of Apple IIgs games much more easier than Apple II 8 bit games. The graphic page is linear, you have 16 colors with no conflict, you have extra CPU power, you work in 16 bit, the X and Y register can cover 64 KB of data, the sound is trivial (an work in parallel), the read of input (keyboard / joystick / mouse) is pretty easy. You have all the memory you want and 32 MB of space available on your hard drive partition.
Apple II 8 bit games are frustration at all levels !
Olivier
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