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This is the home of The XORcyst, a rather platform-independent set of tools and
languages for 6502 software development.
View the documentation: Yes, please
Source codexorcyst-1.4.5.tar.gz (2005.01.09)
Binaries: Linux (built on MDK10.1)xorcyst-1.4.5-1.i586.rpm
Binaries: DOS (Windows) (built with GCC3.4.3 cross compiler)xorcyst-1.4.5.dos.zip
Tutorials and ExamplesBombSweeper (NES Game)Download the source code to my homebrew NES game "BombSweeper", which can be built with The XORcyst: Here
Using The XORcyst with MakeHere's an example of how to use The XORcyst assembler and linker together with Make to manage a project:
# Example of how a Makefile for a medium-complexity NES game project might look. # The object code files produced by the assembler. OBJS = 2dengine.o soundplayer.o spritelib.o main.o vectors.o # The graphics files. GFX = sprites.chr background.chr # iNES header. HEADERFILE = ines.hdr # The linker script. SCRIPTFILE = game.sc # The final output from the linker. BINFILE = game.nes $(BINFILE) : $(OBJS) $(GFX) $(HEADERFILE) $(SCRIPTFILE) xlnk $(SCRIPTFILE) 2dengine.o: 2dengine.asm xasm $< -o $@ soundplayer.o: soundplayer.asm xasm $< -o $@ spritelib.o: spritelib.asm xasm $< -o $@ main.o: main.asm xasm $< -o $@ vectors.o: vectors.asm xasm $< -o $@ .PHONY : clean clean : -rm -f $(BINFILE) $(OBJS) Now every time you make a change to any of the project files, you simply type 'make' to rebuild the final binary (if you're not familiar with the Make tool, see for example http://www.eng.hawaii.edu/Tutor/Make/). If you have split your source files with roughly equal granularity, rebuilding will be extremely quick compared to having a single top-level source file which '.include's all the program's source files. |