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  1. Matriculate

    Matriculate was my first demo written for the X16 emulator, and an early version of it was featured in Dave's Building My Dream Computer - Part 2 video. It uses the default font, and emulates the Matrix rain of code.
    The source code for this can be found here: https://github.com/indigodarkwolf/x16-matriculate-text
    x16-matriculate-text.7z x16-matriculate-text.zip

    344 downloads

       (4 reviews)

    Updated

  2. BASIC Sprite Demo: Haunting

    BASIC demo for using a sprite (now using R37 ROM) to haunt all the text it goes over.
    As seen on YouTube:
     

    95 downloads

       (1 review)

    Updated

  3. PETSCII Emojis

    A short BASIC program that adds three emojis to the current PETSCII character set. Rather than the normal graphic characters expected, Shift-P, Q, and R will give you smiling, frowning, and amazed emojis, respectively. This program can be easily expanded upon to add additional modified characters.
    Available on GitHub: https://github.com/SlithyMatt/x16-zoomtext/blob/master/emoji.bas

    47 downloads

       (1 review)

    Updated

  4. Christmas 2020 Demo

    A sequel to my demo from Christmas 2019, but refactored to work with the R38 emulator and using new music and graphics.
    You can play it here, on your emulator, or just watch it on YouTube: 
    Also available on GitHub: https://github.com/SlithyMatt/x16-xmas/releases/tag/2020.0

    509 downloads

       (3 reviews)

    Submitted

  5. Audio Demo - Invention 13 (used in Commodore promotions)

    I was missing Bach's "Invention 13", and so here's the first 13 bars that Commodore Business Machines used in the early 80s for Commodore product promotions.

    81 downloads

       (1 review)

    Updated

  6. Mandelbrot Assembly Demo

    Here is the Mandelbrot version of my Julia Set program, coded in assembly. Again, many thanks to the forum users here for their guidance, as well as the many YouTubers with their excellent tutorials on 6502 assembly language. It's a lot faster than the BASIC version, but nevertheless, benefits from being run in warp mode.
    Now in colour, with thanks to: VERA Overview (8bitcoding.com)
    NEW VERSION NOW WITH MOUSE CONTROLS! 
    When the image has finished rendering, click the left mouse on the area of the screen you wish to zoom in to. 
    To change the detail settings (cycle between Low, Med, High) click the right mouse button.  
    Poke around in the old version...
    Try copying and pasting the following groups of POKEs to explore further (not all at once, just each paragraph in turn!):
    POKE $D6B,$19:POKE $D6A,$64:REM FX=6500
    POKE $D6D,$13:POKE $D6C,$54:REM FY=4948
    POKE $D6E,$00:POKE $D6F,$FF:REM FX=POS,FY=NEG
    POKE $D7B,$00:POKE $D7A,$01:REM STEP=1
    POKE $D7C,$FF:REM ITERATIONS=255
    SYS2061
    POKE $D6B,$0F:POKE $D6A,$A0:REM FX=4000
    POKE $D6D,$00:POKE $D6C,$00:REM FY=0
    POKE $D6E,$FF:POKE $D6F,$FF:REM FX=NEG,FY=NEG
    POKE $D7B,$01:POKE $D7A,$F4:REM STEP=500
    POKE $D7C,$FF:REM ITERATIONS=255
    SYS2061
    POKE $D6B,$0F:POKE $D6A,$878:REM FX=3960
    POKE $D6D,$03:POKE $D6C,$E8:REM FY=1000
    POKE $D6E,$FF:POKE $D6F,$FF:REM FX=NEG,FY=NEG
    POKE $D7B,$00:POKE $D7A,$32:REM STEP=50
    POKE $D7C,$FF:REM ITERATIONS=255
    SYS2061
    To use the POKES above in the web emulator, first click the X in the top right corner of the web emulator. Paste the POKES above that you want to use in to the text field to the left, replacing what's already in there, then click the Run button. 
    Individual addresses that can be poked:
    $D6A    30 75        .word 30000     ; FX
    $D6C    A8 61        .word 25000     ; FY
    $D6E    FF           .byte $ff  ; FX SIGN ff = negative
    $D6F    FF           .byte $ff  ; FY SIGN ff = negative
    $D7A    A8 61        .word 25000 ; STEP (lower=higher zoom)
    $D7C    10           .byte $10 ; ITERATIONS 
    Old poke codes for the colour PETSCII version:
    step: POKE $0D3D e.g. 50 for a step of 0.05
    (smaller number, higher zoom)
    iterations: POKE $0D3F e.g. 30 iterations about right, higher = slower
    start x: POKE $0D2F, normally 8 (for -0.8) - nicely centred at low zoom
    start y: POKE $0D31, normally 12 (for -1.2) - again centred at low zoom
    Old poke codes for the PETSCII version: 
    step: POKE $0cff e.g. 50 for a step of 0.05
    (smaller number, higher zoom)
    iterations: POKE $0d01 e.g. 30 iterations about right, higher = slower
    start x: POKE $0cf1, normally 8 (for -0.8) - nicely centred at low zoom
    start y: POKE $0cf3, normally 12 (for -1.2) - again centred at low zoom
    You Tube video of this in action:
    Commander X16 - 6502 assembly demo - Mandelbrot set - YouTube
    Commander X16 - Fractal Zoom Demo - 6502 Assembly - YouTube
     

    767 downloads

       (1 review)

    Updated

  7. Rasterbars

    An attempt at creating the classic raster bar effect for the CX16.

    This is implemented by timing the delay between changing border color exactly right to change the color on each line (in the r38 emulator).

    The timing may be off on the real hardware - depending on whether the emulator is exact.

    The source code is written in KickC, and included as an example when you download the compiler. https://gitlab.com/camelot/kickc/-/releases
     
     
     

    45 downloads

       (2 reviews)

    Submitted

  8. Space Flight

    .

    316 downloads

       (1 review)

    Updated

  9. 4096 Color Demo

    This demo shows the full 4096 color palette of the X16 by using the raster line interrupt.
    The matrix is 64x64 colors. Due to limitations of available CPU cycles I had to add black gaps in between the lines.
    But I still thought it to be nice to look at. And it works in the Web-Emulator.

     

    41 downloads

       (1 review)

    Updated

  10. VERA Demo Screen written in assembly

    I have been playing with the VERA chip in assembly, and have come up with a cheeky little demo screen that is reminiscent of some 80s demos I can remember as a kid. No music or fancy interactive stuff, but some of you might find it amusing. 
    Warning: As a GP I feel I ought to point out this demo contains flashing / strobing effects! 
    Thanks to the excellent tutorials of SlithyMatt - Commander X16™ Community, especially the latest one demystifying the VERA chip. I have used a lot of his code from the latest tutorial to create this demo.  
     

    160 downloads

       (1 review)

    Updated

  11. Vertical Bar Scroller

    This is a demo to try out how far VERA can be pushed: it is quite hard to have vertically (independently) scolling bars using VERA.
    What this demonstrates is that it is in possible. But only just.
    It turns out I had to use 80 sprites in combination with a lot of LINE-interrupts.
    Here is what I did:
    - Create a 64 pixel by 5*64 pixel colored data rectangle (in this example filled with 4x4 pixel squares)
    - Place 80 sprites (of 64x64 pixels) from left to right, overlapping mostly, but showing the 4 left pixels of each sprite
    - These sprites are (vertically) grouped in pairs, so that each pair is placed one pixel lower than the pair next to it on the right
    - The data address of each sprite (where they get their colored pixels from) are initially set to the same point (they all start with an vertical offset of 0)
    - For each low-res LINE-interrupt (that is: 240 times per frame) we do the following:
        - move one pair of sprites (that are *just* out of view) 64 pixels down
        - change the data address so that it matches it individual vertical-offset
    - At the end of all the LINE-interrups (after the 240 lines) we do the following:
        - Adjust the vertical offsets with the individual change-per-frame numbers
        - Move all sprites back to the top, with negative y-coordinates (according to their offsets)
    It runs a maximum fps: every frame there is an update.
        
    Warning: this demo contains (what amounts to) flashing / strobing effects.
    # Known issues
    - There are small horizontal lines visible at certain places. This is probably because the LINE-interrupt code is not fast enough
    # Comparing hardware with emulator
    I think this demo will probably not work (exactly) the same on real hardware. It's probably a good way to check whether the emulator is accurate (for certain aspects of the VERA board).
    # To Compile:
    cl65 -t cx16 -o VBS.PRG -l vbs.list vbs.asm
    # To Run:
    x16emu.exe -prg VBS.PRG -run
    Regards,
    Jeffrey

    52 downloads

       (1 review)

    Updated

  12. VERA Text Layers

    This is the example program for my video that introduces how to control the VERA using assembly language:
    Controls:
    1-5: Set Foreground Color
    0,6-9: Set Background Color
    I: Zoom In
    O: Zoom Out
    R: Toggle Character Set
    S: Convert @→🙂
    T: Toggle Layer 1
    P: Toggle Layer 0
    C : Toggle Color 1 White/Black
    Q: Quit
    The source code is available on GitHub: https://github.com/SlithyMatt/x16-assembly-tutorial/blob/main/Lesson9/vera.asm

    34 downloads

       (1 review)

    Updated

  13. Vertical bars demoscene effect

    Vertical "raster" bars, also known as "kefren bars" from the old school demo scene.
    Written in Prog8.  No sprites used, it's bitmap graphics (with a trick...).
    Source is here https://github.com/irmen/prog8/blob/master/examples/cx16/kefrenbars.p8

    42 downloads

       (1 review)

    Submitted

  14. Many Sprites

    How many sprites does the Commander X16 have?  Let's find out, shall we!
     
    Written in Prog8.  Source code is here: https://github.com/irmen/prog8/blob/master/examples/cx16/bobs.p8

    132 downloads

       (6 reviews)

    Updated

  15. Little Intro

    Just a fun small intro put together to play around with the X16 emulator.
    I'm looking forward to the next iteration of the hardware and emulation, especially around the audio.
    Thanks for looking!

    51 downloads

       (2 reviews)

    Submitted

  16. LORES DOUBLE PETSCII DEMO

    What is double PETSCII?
     
    What is PETSCII you may ask first. 
    PETSCII is the extended commodore text character set.
    This character set has been designed in such a way that it would enable simple graphics on the screen. 
    Which would make it easy for would be programmers on the system, to make card games and so on.
    However easy to use, it is not easy to create very nice graphics with it....
    But... This has changed somewhat.  If you search for PETSCII art, you see people are trying to get cooler and cooler graphics out of PETSCII.
     
    Double Petscii is using the Commander 16's native graphics modes to overlay two layers of PETSCII graphics.
    This demo is an experiment in how that may be used.
     
    Tech info:
    -It was made with the cc65, in C.
    -The PETSCII mode used is lores text mode, with two layers. (40x30 chars)
    -All colors are standard colors.
    -1 Color is used as a color to be sacrificed for non black transparency, so there are 15 colors to work with, not 16.
    -Pictures drawn in hyperpetscii petscii online drawing program. https://hyperpyxel.com/?p=229

    31 downloads

       (2 reviews)

    Updated

  17. Voxel demo screen

    This is a simple voxel demo written in 65c02 assembly. It has been tested in the r38 emulator.
    Press W A S D to move around.
    Press SPACE to quit.
     

    113 downloads

       (6 reviews)

    Updated

  18. Spinning Intro

    Another small intro. Sadly still no audio.
    If only it wasn't so painful to debug audio and if I had any sort of musical talent...
    Thanks for looking!
    Spinner.zip

    70 downloads

       (4 reviews)

    Updated

  19. Codename ChickenLips

    I leave this here mainly for me to play about with when not at home, and also to see if it works on the web emulator. It does not yet function as a game, but as development progresses, I will regularly update this to track its progress. 
    Controls: W, A, S, D to move. Hold down for running. 

    85 downloads

       (4 reviews)

    Updated

  20. MR TUTH - HIRES DOUBLE PETSCII DEMO

    This is my second "Double PETSCII" demo.
    But this time around, the screen resolution is higher, and
    it is not hand designed PETSCII pictures, but instead it is an imported picture.
    Besides PETSCII, there is also a scrolling effect, and a wavey effect.
    The demo is written in KickC, and the PETSCII editor is once more the
    alfa version of HyperPetscii.
    The link to this can be found here: https://hyperpyxel.com/?p=229
    Note: It is still pretty unstable and does not work well on a browser in the MAC for some reason.
    If you cannot run it on an emulator, you can see it on youtube here: https://youtu.be/kwLtU9fACpE
    Keep cool, and keep it PETSCII.

    38 downloads

       (2 reviews)

    Submitted

  21. AES X16

    I was curious how well the 65C02 could handle modern encryption, so I wrote this program to test it. The program loads the 8bpp image from the old Mode7 demo and repeatedly encrypts then decrypts the bitmap data in VRAM using AES encryption. This provides a nice visual as to how quickly it's able to process the data.
    The download includes PRG files for 128, 192, and 256 bit key AES, with the Try It Now button using the 128 bit key version. To run it locally, make sure that the two .BIN files are available to the emulator in "drive 8" (either copied to the working directory, which is usually the folder with the emulator executable, or in the disk image used with the -sdcard option).
    The image was taken from the Commander X16 Mode7 Demo. Copyright David "The 8-Bit Guy" Murray and/or Michael "mist64" Steil.
    The implementation of AES is based on byte-oriented-aes ( https://code.google.com/archive/p/byte-oriented-aes/ ) by Karl Malbrain. Released into the public domain by the author.
    The source code is available on Github: https://github.com/LRFLEW/AES-X16

    28 downloads

       (1 review)

    Updated

  22. STNICCC Commander X16 Demo Remake

    This is the release of a STNICCC Demo Remake for the Commander X16!
    I have been (silently) working on this for the last couple of weeks/months. It is time to release it :). Let's just say: the Commander X16 is far more powerful than I had thought! 😉
    Here is a video of it running:
    Enjoy!
    Regards,
    Jeffrey
     
    ---
     
    PS. There was an earlier attempt to remake this demo on the X16 (done by Oziphanto on youtube). Oziphanto did a very nice comparison video of the X16 with several other machines of the 8-bit and 16-era:
    He also re-created this demo, but (in my opinion) did not do such a good job extracting everything out of the X16: his demo ran in 2:32. The remake I made does it in 1:39! 🙂 🙂 
    His benchmark comparison should therefore be updated:

    Keep in mind the Commander X16 only has:
        - An 8-bit 6502 cpu (8MHz)
        - No DMA
        - No Blitter
    Yet it keeps up with 16-bit machines like the Amiga! (actually its even faster right now)
    ---
    Extra notes:
    - This only works on the x16 emulator with 2MB of RAM
    - It uses the original data (but its split into 8kb blocks, so it can fit into banked ram)
    - Waaaayyy to much time is spend on the core-loop to make it perform *this* fast!
    - My estimate is that it can be improved by another 10-15 seconds (I have a design ready, but it requires a re-write of the core-loop)
    - It uses a "stream" of audio-file data and produces 24Khz mono sound (this will not work on the real x16, since loading the files that fast is a feature of the emulator only)
    Here is a version without audio (so this should run on a real x16):
    And it runs even faster (1:36:90) 😉 

    696 downloads

       (8 reviews)

    Updated

  23. 8BPP Cow

    This demo features 3D rendering to a 256x240@8bpp surface with full transformation calculation, texture mapping and per-pixel depth buffering. The model is a decimated Spot test model  with 512 vertices, 1020 triangles and a 256x64 texture.
    So, I wrote this just to get familiar with this system and figure out how to write and optimize a 3D math for it. Also, it would makes a nice reason for me to get up and do some coding streams, as shown here:
    Only runs on r39 since I can't find documents for older versions. There's still bunch of incorrect pixels due to depth buffer precision problems.
    Controls:
    A/D - Move camera left/right W/S - Move camera up/down Q/E - Move camera backward/forward (Z value should be an unsigned number but the UI only displays signed numbers) J/L - Rotate left/right (yaw) I/K - Rotate up/down (pitch) U/O - Tilt left/right (roll)

    114 downloads

       (1 review)

    Updated

  24. Sonic GHZ with raster lines and music

    This demo is made from original game assets and translating the VGM tune into YM2151 + VERA PSG.
    I made this demo because I think too many people forget just how great the graphics can be on the X16. I also think the FM music is vital to the 16-bit era of gaming, so this demo shows how the Commander X16 can deliver the goods if you like a 4th-gen experience.

    214 downloads

       (4 reviews)

    Updated

  25. Off The Floor (music demo)

    A simple 8-bar loop song bringing you dance floor vibes.
    To reduce jitter and audio dropouts, run the demo locally.
    It uses all 16 PSG voices and a couple of FM voices.
    Would you like to code some graphics to be accommodated by this song? Send me a PM 🙂

    39 downloads

       (1 review)

    Updated

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