Path: csiph.com!x330-a1.tempe.blueboxinc.net!usenet.pasdenom.info!weretis.net!feeder4.news.weretis.net!news.teledata-fn.de!newsfeed.arcor.de!newsspool2.arcor-online.net!news.arcor.de.POSTED!not-for-mail Content-Type: text/plain; charset="ISO-8859-15" From: Groepaz Reply-To: groepaz@gmx.net Organization: Hitmen Date: Wed, 23 Nov 2011 00:37:29 +0100 User-Agent: KNode/4.4.11 Content-Transfer-Encoding: 8Bit Subject: Re: Best C64 assembler? Newsgroups: comp.sys.cbm References: <0g8ub79ps09dq7inop8oaj1h3g5a8o04vt@4ax.com> <8260feb5-b835-444b-9e2e-6fe39937554a@r9g2000vbw.googlegroups.com> Followup-To: comp.sys.cbm MIME-Version: 1.0 Lines: 29 Message-ID: <4ecc3206$0$6567$9b4e6d93@newsspool3.arcor-online.net> NNTP-Posting-Date: 23 Nov 2011 00:36:38 CET NNTP-Posting-Host: 2044c215.newsspool3.arcor-online.net X-Trace: DXC=>i7MY[1FK]UV0Pe9PRnbJ\McF=Q^Z^V3X4Fo<]lROoRQ8kF> I don't use a cross-assembler at least for the C64/128... > > Have you ever tried to compile the ROMs for a 1541 for example? My > source file is already 223 KB! But that is including comment. > > Hmmm, that triggered this: how did people assemble/compile games that > were as big as 200 blocks, thus about 50 KB ??? assemble to disk... i used to do that a lot back in the days with demo parts that wont fit in memory. also dont forget that especially in a game, most of the memory isnt filled with code, but with data - which you just link to the code after assembling. and on top of that - crossassemblers were not uncommon back in the days either. commodore themselves used them, and a lot of software houses did aswell. (mostly hosted on apple2 or similar) -- http://www.hitmen-console.org http://magicdisk.untergrund.net http://www.pokefinder.org http://ftp.pokefinder.org Killerspiele sollten bei der Strafbewährung in der Größenordnung von Kinderpornografie eingeordnet werden, damit es spürbare Strafen gibt.