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Showing content with the highest reputation on 08/15/20 in all areas

  1. 1 point
    That's correct, even though a setting is possible, it's not necessarily useful. Trying to do SVGA on the X16 will result in a bunch of garbage at the bottom. Now, you can do 80-column text mode with 256 colors, or 16x16 tiles with letterboxes to get the same pixel size. In general, graphics work best in 320x240 mode.
  2. 1 point
    Of course Andy, that's why I posted the source code so that anybody can reuse it. I didn't plan to make this particular library multichannel but it should be pretty easy doable. I think your approach to simply duplicate the code four times for four channels is totally fine, the other approach would be a loop. I am actually working on another library that is intended to play music in the background and supports full ADSR sound modulation and would have few predefined instruments etc. It is almost working but I am currently distracted by another project but hopefully I can find few days to finish and test it.
  3. 1 point
    Well, what I've come up with is 18 subroutines that handle 16 bit operations much like a Kernal call. I have set it up so that any two consecutive bytes in zero page can be a 16 bit register. So, for instance, to add the 16 bit value stored in 3C,3D to the 16 bit value stored in 1A,1B, the syntax would be: LDX# 3C LDY# 1A CLC JSR ADXY This adds the values and returns the low byte in X and high byte in Y, and affects the Z,C,N, and V flags the same way that ADC does. One can also use a sort of immediate mode. For instance, subtracting the hex value $4C1E from the 16 bit value stored in zero page addresses 4E,4F: LDA# 4E LDX# 1E LDY# 4C SEC JSRA SBA# Results stored in X= lo byte Y=high byte, and the Z,C,N, and V flags are affected the same way as with SBC. These subroutines are stored in Golden RAM as part of my upcoming update to my CX16 assembly language editor, but if people want I can post it here too, it's only 350 bytes.
  4. 1 point
    Ed Minchau apparently is working on a set of 16 bit "kernal" ops... I directed him to you on the Facebook page.
  5. 1 point
    I want to plug a new Youtube channel called Coding Secrets, done by Jon Burton of the Traveller's Tales videogame studio. He's worked on quite a few games over a career that dates back to the Sega Genesis, and has put together several videos discussing how various effects were created within the very finite and unforgiving limitations of the consoles he was working on. Coding Secrets started as a series of videos on his original Youtube channel, Gamehut, itself a fascinating collection of videogame history from his career. Anyways, if you're potentially interested in retro games programming and haven't yet discovered his videos, give his channels a shot. Now's a great time, too, because he's re-exporting his Coding Secrets videos in higher-def and a higher framerate, so be sure to check back as he catches up with his back-catalog of content. Speaking for myself, this is one of my favorite videos from what's brought over to the new channel:
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