Corning Community College
CSCS2320 Data Structures
Obtain the latest stable release of Vircon32, in source code form, and build it and the associated DevTools in your development system. Collaboratively document the build process.
You will want to go here to edit and fill in the various sections of the document:
If you have a question, put the clarification in this document.
To get the Vircon32 DevTools go to https://github.com/vircon32/ComputerSoftware and download the provided tools. This can be found on the right side of the screen under a section called “Releases.” This page is where you can find the appropriate package for your system. Once downloaded read the provided Readme.md for the instructions on how to install Vircon32. A nice way to check if you installed Vircon32 correctly is to try putting “Vircon32” in the command line. If it opens Vircon32 it worked.
Here is the link to Vircon32's API page: http://www.vircon32.com/api.html
This page serves as a comprehensive reference of all the functions available in Vircon32’s C compiler. You will find this page useful since the C compiler for Vircon32 is different from standard C.
tar xvcf [file].tar.gz
At the base of the ComputerSoftware/ directory there should be a file named Readme.md, you will refer to this heavily
Following the Readme, install all dependencies
These steps will be done the same in both the DesktopEmulator/ directory and the DevelopmentTools/ directory
Again following the Readme
Bootstrap a fairly simple “Hello, World” example, modified sufficiently from any provided tutorial or demo code.
This is a link to the provided tutorials on the Vircon Github page:
Some potential changes/functions could be:
A Vircon32 image file:
You can implement libraries in your “.c” file with
#include "library name"
But to be able to use it in the “.c” file you need to define it in the “.sh” and “.xml” files.
Open your “.sh” file and for images do:
png2vircon FileName.png -o obj/FIleName.vtex || abort_build
And then open your “.xml” file and for images do:
<textures> <texture path="obj/Start.vtex" /> </textures>
Back in your “.c” file we have to define the Texture and it Region:
#define TextureFileName 0 #define RegionFileName 0
The value corresponds to where it sits in your “.xml” file. If FileName is the first texture being made then the value is 0. If it's the second texture then the value = 1, etc…
This is also the same for audio files, so your first audio file's value would correspond to 0.
Region can be 0 for backgrounds.
You then have to define it in the “.c” file again:
select_texture( TextureFileName ); select_region( RegionFileName ); define_region_topleft( 0,0, 639,359 );
Then to call it use:
select_texture( TextureFileName ); select_region( RegionFileName ); draw_region_at( 0,0 );
In the tutorials and demos there are corresponding build scripts that will take all the code and related resources, and run the appropriate development tools to create a Vircon32 cartridge file.
Part of your task is to author your own custom build script. Do not just use an existing script, and do not just lightly modify the provided scripts: craft your own, with descriptive comments, that suit your individual effort.
To be successful in this project, the following criteria (or their equivalent) must be met:
Let's say you have completed work on the project, and are ready to submit, you would do the following:
lab46:~/src/SEMESTER/DESIG/PROJECT$ submit DESIG PROJECT file1 file2 file3 ... fileN
You should get some sort of confirmation indicating successful submission if all went according to plan. If not, check for typos and or locational mismatches.
I'll be evaluating the project based on the following criteria:
26:btt0:final tally of results (26/26) *:btt0:submitted modified demo code for project by duedate [6/6] *:btt0:submitted custom build scripts and supporting resources [6/6] *:btt0:submitted code builds without warning or error [6/6] *:btt0:committed project related changes to semester repo [8/8]