vdub_bobby, on Fri Aug 4, 2006 4:05 PM, said:
I use the Crimson editor as well; this is how I have my user tools configured:
Menu Text: Compile DASM Source Code
Command: D:\Games\Atari2600Dev\DASM\bin\DOS\dasm.exe
Argument: $(FileName) -f3 -o$(FileTitle).bin -l$(FileTitle).lst
Initial Dir: $(FileDir)
Adjust the folders as needed. Basically, to run DASM you need to feed it a bunch of command-line arguments, including the filename of the source file, the output file, and the argument -f3
Thanks. That worked.
Andrew Davie, on Fri Aug 4, 2006 8:29 PM, said:
R. Jones, on Sat Aug 5, 2006 6:14 AM, said:
You know you can't just click on dasm.exe from windows and expect it to work, right?
When you say it just flashes briefly and then exits, it looks very much like you're doing that. To run DASM as a DOS app (as opposed to calling it from within an IDE) you need to go to a DOS command window first. Start/RUN and type in 'cmd' if you're using XP/Windows. Then navigate to the directory where DASM is, and type in the appropriate command line.
Cheers
A
I tried to open it like a normal windows application first. When It didn't come up, I assumed it would only run in DOS. I tried to compile the disassembly of Donkey Kong (from the MiniDig) to test it out, using the "dasm source.asm -f3 -game.bin" command line from Kirk Israel's 2600 101 guide. I got an error message.
It might just be the disassembly, though. I succesfully compiled several demos and Adventure with DASM through Crimson Editor, but it won't compile Donkey Kong. (The bin it spits out is just a blank screen with a rapid clicking noise in the background.) I might try to compile several .asm files that worked through DOS later.