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  2. Cool! Lot's of people working on this now. I was not really working on a version, but I found this person on Twitter doing his version. (it's here btw https://electrongreg.itch.io/super-star-trek) for pet 40 columns. Anyway, I've been working on a basic emulator. And so I was more or less trying to see if my emulator would run it. Anyway it was not, but since then, I am starting my own dummy version of it, which will utilize PET character set, just to test the living goldfishes out my emulator . Just started it a day or go, and I may or not go the whole mile with it. Anyway, my version will be in commodore basic, and if it get's anywhere, I probably make it X16 compatible, and publish it here. But yeah, progress so far: only 0.1%, so don't hold any breath
  3. Today
  4. Same. A ran a four node T.A.G. BBS out of Barre, VT back in the early 90's. On FidoNet and DoorNet fbackbones. Fun times.
  5. Since he organized the instruction set for ease of hand-assembly, with only CPR having the opcode it has for functional reasons, I do think that saving odd/even in a zero page byte, and cutting the size of the two vector tables in half is the most useful decode.
  6. I didn't have a node, but there was a time that I had a FIDOnet email address as my email address, via a local BBS.
  7. @Strider, thanx for the urls! These are very nice looking cases! I'm thinking of getting some... Here below are several cases of different fan projects around the world, which I liked the most, and saved as reference for possible future use. Both Maximites use off the shelf cases with custom decorated front panels. Both wees use off the shelf cases, and front panels are just custom PCBs, ordered at PCB Way or JLC PCB. Not sure about READY 100 case, it looks like custom made, but materials don't look very hard to get or manufacture. Original Monochrome Maximite Colour Maximite 1 wee86 and weeCee READY 100
  8. I love all of those... I just wish the blue one came in a 19" rack size and the BUD cases came in something wide enough for a real keyboard... In the meantime, I'm thinking about getting an analog joystick and encoder and building a PTZ controller for my cameras....
  9. It's often something simple like that, isn't it?
  10. Those things are nigh indestructible! Thankfully, you just need your hands to mold them into any shape you need. No tools necessary. What sucks is when you forget about it, then it vanishes.
  11. You know those invisible boxes mimes get trapped in? I generally use those.
  12. Project boxes, there are so many types out there, so many things you can use. You can DIY your own, or buy one, or modify one to fit your needs. Lately, I have been shopping around for quite a few of them. I have specific wants and needs for my purposes, as do most of us, and in that search I found two companies on Amazon that sell some really cool enclosures. Not just your average rectangular or square small plastic boxes, though I use those more often than not. I wanted to share them here since some people's minds may work like mine, you may look at them and think of some cool retro project ideas. I sure did! Zulkit: https://www.amazon.com/dp/B08NGGMKC3/ BUD Industries: https://www.amazon.com/dp/B005T592P0/ & https://www.amazon.com/BUD-Industries-PC-11495-Plastic-Natural/dp/B005T98PQS/ I really like those designs from those compaines, they really have a neat retro vibe to them, and they're not badly priced. How do you do your project boxes?
  13. @TomXP411 I think I know why it's happening... I went in and adjusted the input reading down to fix the output reading, and it worked, and it was then I realized what may be going on. The battery I was using for testing is a 12V 9Ah SLA, the type used in UPS units, it's actual output is 12.56V at full charge. So that's where I set the buck converter becasue that's where I tested it at. I neglected to check the battery again once I had it hooked up to the converter, and under the load of the converter. This time I did just that, and the battery output drops down to about 12.44V. Low and behold , right where I just set the input reading, and of course I get the proper output reading. So I hooked the converter up to the PSU I will be using, and it's spot on. The PSU output does not drop off when under load, at least not the loads I am going to be putting it under, not like a battery. So it's working as it should, it was my fault to begin with. I was only reading the output and not accounting for the fact the battery drops off when under load. Mystery solved. Guess I should message the seller back and let them know I figured it out. It amazing the silly things one overlooks when they are rushing. Glad I have the next 3 days off to work on these projects.
  14. Micro Mages is a great little game! As soon as I seen it, I bought a copy on Steam, and it comes with the NES ROM included. https://store.steampowered.com/app/1065020/Micro_Mages/ These are the types of indie devs I love to support, and would happily still pay for new "NES" style games. The great thing they did here was not only sell the cart for the actual NES, they made the ROM available if you buy the digital version of it. It's cool to play the game both natively on my PC, and on Pi units. I wish there were more devs like that out there, but being such a niche market, I can see why there's not. Still, it's cool as heck in my book.
  15. Yesterday
  16. So far, my Kernal Test only tests these: 1. CHROUT 2. MEMTOP (read and write) 3. MEMBOT (read and write) 4. SETNAM, SETLFS, LOAD (implicitly though...) 5. IOBASE 6. SETTIM and RDTIM I'm looking for more easy KERNAL tests... I'm thinking the IEC Bus is not a trivial thing to test, so maybe I can test: Channel I/O calls? STOP, GETIN, SCREEN, PLOT? Any suggestions?
  17. I'm working on a version, too. Right now, I'm working in QB64 (a modern variant of QuickBASIC), and I'll probably use something like XC=BASIC for the 8-bit version. In my case, I'm starting with all new code and just following the general outline of Mayfield's version. Right now, you can fly your little starship around the galaxy, but I haven't yet implemented combat procedures. That's actually next week's task. Also, I'm loving all the different approaches to this program. I'd love to see who else is working on the same thing, and how they're making it uniquely theirs.
  18. That is nice. I am looking forward to playing it Will you take the scrolling screen approach, as the original, or do you have a different approach?
  19. I noticed this thread got outdated. On August 30, 2021, there was a video by The 8 Bit Guy, showing progress made in X16 port of The Petscii Robots. Here is a link to video, notice it already has start time for the X16 part: Also here is a few screenshots of the game from this video:
  20. In Facebook group Lorin Milsap posted some info. Lorin is part of the extended X16 team but not in the core development team. In Facebook group Lorin has badges of Admin, Group expert and Founding member. Quoted from here: https://www.facebook.com/groups/CommanderX16/posts/1087788681972225/
  21. Yep, I was messing with those opcodes, grouping them one way and another, thinking "surely a little decode can reduce size". I'm sure Woz didn't decode because 300 bytes was the golden compromise for him.
  22. You're welcome. I plan on spending a little more time with it before posting a review.
  23. Last week
  24. Thanks for the feedback. Originally I did it all in a SD image which I will compress and upload.
  25. Just after Christmas I started working on my port. I've added a bunch of graphics. Its still a work in progress. https://github.com/JustinBaldock/X16-SuperStarTrek
  26. If it was sold at the same price or less than a 6502 at the time of 6502 introduction, possibly not ... the 6809 is a fine instruction set. Regarding the original topic, I've been looking at something I mentioned in another thread: After looking more closely, the same routine can handle byte and word indirect load, the same can handle byte and word indirect store, and with an entry stub byte pop and byte store-pop (before SIGN is examined to see whether to run load or store). So that's six operations with two routines. The same routine can handle add and subtract, and with an entry stub compare. A single routine can handle direct load or store, a single routine can handle increment and decrement. So that's seven more operations with three routines. Among the "embedded register" operations, only word pop (POPD) and SET are singletons, because the way that the first decrements twice in process, which cannot be handled by a prefix to indirect load or store (which post-increment), and setting a value with the contents of the accumulator doesn't make any sense. Even though each routine is longer than the SweetCX16 routines, the reduction in number of routines to seven to cover 15 operations makes the codesize smaller. In the dispatch, after branching to handle the "Branch & etc." ($0n) ops by using the bit4 value to set SIGN to $00 or $FF, clearing bit4 and LSR four times to get one of eight index values from 0 to 14, storing that in X so that JMP (REGOPS,X) based on a 16byte (rather than 30 byte) vector table, saving 14 more bytes. Handily, the index (even numbers from 0 to 14) are in both A and X on dispatch, so if the index is used (as in indirect loads and indirect store to tell whether it's a byte or a word load), you can do "TYX: TAY" to save the index where it can be tested directly with "CPY #n". I haven't tackled the Branch operations, but I am thinking a similar process can be used with the low bit of the operand, since 8 of 13 are by pairs: Branch No Carry / Branch Carry; Branch Plus / Branch Minus; Branch Zero / Branch Nonzero; and Branch if Minus 1 / Branch if not Minus One. If Carry, Minus, Nonzero, and non-Minus 1 are each tested with a result of #$0 if the condition is met and #$FF if the condition is not met, then jumping to BRANCH with EOR SIGN will invert the status for the "odd" operands (Carry, Minus, Nonzero, Not-minus one), and leave the status alone for the "even" operands. Then a branch is performed if the result after EOR SIGN is $#FF. Then Branch Always simply calls BRANCH with a status of $00, since Branch Always is an "odd" op. So that handles 9 of 13 ops. RTN is easy, since it is op $00, "CMP #0 : BEQ RTN". BRK, RS and BS are all singletons, but the dispatch can use the "SIGN" value to distinguish between BK and RS and jump to BS on it's own, so filter out RTN, extract SIGN based on the low bit, clear the low bit, transfer to X and do an X-indexed Jump on a 14 bytes index table ... rather than 26 in SweetCX16 ... crunches the size even more. The hope would be to get smaller than the original Sweet16, so that there is a "faster, large footprint" version and a "slower, smaller footprint" version.
  27. Hi! I've been following someone doing a C64 conversion for the old basic program Super Star Trek. Now, at some point, I was wondering, we should also have a X16 conversion. So I just dropped the code as-is in the emulator, to see what works and what does not, and behold, it works out of the box! Since I though it was quite fun, I'm sharing it here so you can try yourself. I would add it as a software project, but copyrights and so on, I am not certain, so I just link it instead. http://vintage-basic.net/bcg/superstartrek.bas To make it work, copy and patiently paste in the emulator and when it is done (it's quite long), type run. Enjoy!
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