Arthur Jordison has released version 4.1.0 of his Cbm .prg Studio software. Per Authur this is “More of a bug-fix really but there are some minor new features. As usual, a huge thank you to OldSkoolCoder, Stuart Hurst, and the wider Commodore community for their continued support of this project.”
What Is It?
CBM prg Studio is a Windows IDE that allows you to type a BASIC or machine code program and convert it to a ‘.prg’ file, which you can run in an emulator or on real hardware. It includes character, sprite, screen editors, and a fully featured 6510/65816 debugger.
The following machines can be developed for:
Commodore 64 (and SuperCPU),
Commodore 128,
Commodore VIC 20,
Commodore 16,
Commodore Plus/4,
Commodore PET BASIC 2 machines, e.g. PET 2001,
Commodore PET BASIC 4 machines, e.g. PET 4000/9000,
A Screen Code Builder, for using those pesky print control characters,
Memory Viewer,
Binary file import/export,
Program import (.prg, .T64 or .D64/.D71/.D81),
Program export (.prg, .p00),
.D64/.D71/.D81 Creation Tool,
BASIC Constants,
Code formatting and renumbering,
Automatic assembly code formatting,
Multiple source files (assembly or BASIC) can be build to one destination,
Tabbed MDI interface,
Comprehensive help, including tutorials,
Plus many others.
This image shows a simple assembly program being edited. It also shows the Project Information window which details any labels, macros or variables used.
The debugger allows assembly programs to be ran or single stepped through. It uses configurable breakpoints to be set and also monitors the 6510 registers and user defined memory locations.
The Sprite Editor allows the creation, saving and loading of up to 128 sprites.
The sprite data can be generated as either DATA statements directly into your BASIC program or byte statements in your assembly listing. Sprite data can also be extracted from source files.
The Character Editor allows the creation, saving and loading of any character from the upper and lower case set. As with the sprite editor data, the character data can be generated as either DATA statements directly into your BASIC program or byte statements in your assembly listing. Again, character data can also be extracted from source files.
The Screen Code Builder dialog lets you build up strings of screen control codes. No more having to remember what the code to clear the screen is!
The real reason for this is many listings found on the net use non standard codes and this dialog is used to translate them. Either BasText or tok64 codes can be used.
The Screen Designer can be used to create screen layouts by ‘painting’ with characters. Paths can also be plotted and the XY point data generated from them.
The SID tool can be used to create sounds and play them with a simple 2 octave keyboard. Settings can be saved and exported to basic or assembly code.
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