Comments (5)
You have not looked at the list of targets. I support several CP/M targets in all possible flavors.
Take a look at:
https://github.com/Fabrizio-Caruso/CROSS-LIB/blob/master/docs/STATUS.mdI support both generic CP/M with all terminals types (ADM3A/VT52/VT100) and several specific CP/M targets even with software sprites that use specific graphics cards and/or sound chips.
I support both plain Intel 8080/85 CP/M and Zilog 80 targets.
Thanks for your reply and explanations. Impressive work.
from cross-lib.
You have not looked at the list of targets. I support several CP/M targets in all possible flavors.
Take a look at:
https://github.com/Fabrizio-Caruso/CROSS-LIB/blob/master/docs/STATUS.md
I support both generic CP/M with all terminals types (ADM3A/VT52/VT100) and several specific CP/M targets even with software sprites that use specific graphics cards and/or sound chips.
I support both plain Intel 8080/85 CP/M and Zilog 80 targets.
from cross-lib.
@fidergo-stephane-gourichon if you want a specific binary for a specific target and you can't find it, let me know.
from cross-lib.
@fidergo-stephane-gourichon the way I support both graphics and non-graphics target is through Cross-lib tiles, which are a sort of virtual tiles. They are mapped to different things depending on the target, sub-target or options.
So my games come with tiles mapped to real graphics objects (inside the /games/xxx/tiles or mapped to specific ASCII characters.
For targets like generic CP/M, Commodore Pet, Commodore CBM 610 and many more the tile is just an ASCII/PETSCII/ATASCII/... character.
For targets with graphics including lots of CP/M targets (e.g., Epson HC-40, HC-80, etc.) a tile can be a sprite or a redefined character.
The game code is totally agnostic of these details.
The magic is done by C macros and by my Python scripts that create target-specific graphics assets.
from cross-lib.
@fidergo-stephane-gourichon Some dozens CP/M executales are in the release section )https://github.com/Fabrizio-Caruso/CROSS-LIB/releases). More can be built.
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Related Issues (20)
- xl - build issue under ubuntu 20.04.3 HOT 3
- make: *** No rule to make target 'examples/color/generated_assets/cmoc_udc_25_tiles_and_fonts.s', needed by 'coco'. Stop. HOT 11
- [new feature] chase coco has no color output HOT 3
- ld65: Warning: cross_lib/cfg//cc65/vic20-8k_GFX.cfg(17): Segment 'CODE' overflows memory area 'RAMEXP' by 3 bytes HOT 6
- MO5/TO7 makefile error "cmoc_udc_25_tiles" HOT 2
- MO5/TO7 f2k5.exe is not running on Cygwin HOT 6
- Cygwin Perl last version have no "perl.exe" HOT 1
- "./xl build chase zx81" errors HOT 11
- [new feature] Build tools automatically from C source for both Cygwin/Windows and Unix flavors (Linux, FreeBSD)
- Xsnake_coleco.rom Not Working HOT 9
- [z88dk-zsdcc] - testing v4.3.0 HOT 4
- No known emulator HOT 2
- How to build for the Sega SG 1000? HOT 4
- corrections/clarifications in documentation HOT 7
- Loaded question: output to emulators, webassembly + canvas? HOT 6
- Please add SDCC support HOT 3
- Case issue with src/Makefile.common when building c128 targets in Linux HOT 3
- xl script missing
- Linker error when compiling for 'mc10' target HOT 4
- Cannot find definition for -clib=gencon (when building for c128) HOT 11
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