It is a universal binary and runs under Mac OS 10.4 and other preceding versions.
![]() Commodore 64 Emulator Leopard Generator ROM UsedBut that alone is not enough. For example, to display the characters on screenBy directly POKEing the screen memory, one would POKE the decimalValues 0, 1, 2, and 3 rather than 64, 65, 66, and 67.I am running on the VICE x64 emulator on Mac OS X, and I'm assembling with an OS X port of 64tass.This is the assembly code without subtracting 0x40: *=$c000Strloop lda hello, x load each byte in turnCmp #0 if we reached a null byte, breakYou can set which row and column CHROUT will output to by setting the cursor position with PLOTYou're possibly writing ASCII codes into the screen memory directly, that's why it's offset by $40.To have them in PETSCII, you need to add the "-a" option to 64tass. It turns 0x41 into an inverted spade sign (like on a deck of cards) and everything above it seems to be border characters and weird symbols.After looking around for a while I found this quote on the wikipedia page for PETSCII which seemed to state the problem I'm trying to solve, but I'm not sure how to fix it and can't find any information anywhere.The actual character generator ROM used a different set ofAssignments. Microsoft word download for mac piratebaySet $d018 to $16 to switch to a lower case font, then it'll match what you write.A proper PETSCII example would be: *=$c000Compile it with a not too old 64tass which translates "" to control codes 147 and 14. The text is in lower case, but as the default font is uppercase it'll end up uppercase. Enc screen switch to screen code encodingBut remember that is 0 in screen code, so it'll termitate your loop. Fortunately there's a built in conversion in 64tass if you do it like this. Changing the text to lowercase still gives $40 offset (lowercase PETSCII).You need to write "screen" codes to the screen.
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