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Showing content with the highest reputation on 03/20/21 in all areas

  1. Version 1.0.1

    55 downloads

    A Sokoban clone for the Commander x16. This started out, mainly to see if I could grasp the concepts behind the x16. No sounds or music, since this is a pure puzzle game. I have put in a fun level set called 'Sasquatch IV', publicly available at http://sneezingtiger.com/sokoban/levels.html. The code for this game can be found at https://github.com/envenomator/x16Sokoban.git Have fun!
    3 points
  2. Well, I guess I will kick this off with two of my favorite retro game memes that I really like. I'm a huge Doctor Who fan, so we have to start with... Ever wonder why space invaders follow their distinctive attack pattern? Invaders 101!
    2 points
  3. Well, there is a "signature" starting at $FFF6 in bank 0, that's set to "MIST", after Michael Steil's online handle (mist64). On a C64 this is set to "RRBY", which is apparently the initials of two of the main engineers that worked on the C64. Looking in VICE, on a C128, this is just set to $FF,$FF,$24,$E2.
    2 points
  4. i love that invaders one
    2 points
  5. I am curious, what sparked your interest in retro computers in general?
    1 point
  6. Hi all, I just created a forum account and would like to make a quick introduction. I've been dabbling in electronics and 8-bit computers over the last few years, especially during the lockdown. Assembled an FPGA-based C64 last year, based on a Gideon's Logic Ultimate 64, a new case and a great breadbin keyboard from a failed original c64. I designed a small PCB for its user port, to light up 8 leds or an LCD screen, selectable by jumper, and programmed it in assembly. If anyone wants the gerbers to print their own PCBs, let me know. I then found Ben Eaters videos last year and started a couple of 6502 PCBs and software projects, where the largest project has a ROM bootlader enabling dynamic loading of programs over the serial port by xmodem protocol. Pure magic, to create something like this from scratch. Then when I thought I was done with the 6502, the x16 started to look more and more promising to me. So I started programming a Sokoban clone for the emulator, which I uploaded today. I first had to create some code to convert available sokoban (rosetta) ascii to a usable binary format. This binary is included with the program in a single PRG file, so it works in the web-emulator. When the final x16 hardware arrives, I'll create a version to let the user select their own levels. Ok, enough about me. I'll be cheering the project on as best I can. Keep up the good work! Jeroen
    1 point
  7. I assume most people who buy the X16 will be using the VGA output, while a small handful will use composite. On the other hand, an RF modulator is only necessary for compatibility with older TVs that have no composite input. Considering how few people will use the Commander X16 in this way, combined with limited space in and on the case, I would assume that an RF modulator would be a separately purchased component.
    1 point
  8. Picosecond is correct, some sort of hardware arbitration *needs* to be implemented here. Even if its some ridiculously simple priority allocation system where slot#0 is highest priority, this should be decided upon before the machine is finished. Otherwise, you are in for a world of incompatibilities if you try to make a DMA card, where it works fine when its in your system, but the moment someone else tries to put two DMA cards in... you're really going to let the software driver authors hash this out among themselves??? There are NO winners in this situation, only losers (the user).
    1 point
  9. A cartridge is a thing you stick into another thing. That's it. The jumper cards you put into a Magnavox Odyssey were cartridges just as much as the ROM cartridges you put in an Atari 2600. Butane cartridges in a lighter, bullet cartridges in a gun, even 8-track tapes.
    1 point
  10. Yes, and also, as was posted 4 posts above this one, back on Jan 23, by @Fnord42 there are <$10 SD boards that have a built in WiFi and micro-SD slot, which gives around 125KBps, which makes 67MB of files around 10 minutes, but with the CX16 side just accessing the files from the SD card slot. There was some bugginess reported in that review, but as long as the individual files are less than 20MB, that avoids the limit on file size handled by the microcontroller in the WiFi module. Note that it is mentioned in the youtube that some of the bugginess may be due to the power actually available at the SD port ... if the CX16 has SDIO level power available at the SD port, and not just "this seems to be enough to work with (most) SD cards", those issues might go away. Definitely something worth exploring when there are actual CX16 boards available to test them on.
    1 point
  11. This page has great info on the low level workings of the PS/2 interface: https://www.avrfreaks.net/sites/default/files/PS2 Keyboard.pdf There are only a few generally supported host to device commands. Most of them are not very useful. The two most interesting commands might be: 0xF3 <byte value>: Set key repeat rate and delay 0xED <byte value>: Turn on/off Num Lock, Caps Lock and Scroll Lock LEDs
    1 point
  12. Well, after spending hours reading the sources, I didn't make a hell of a lot of progress because everything's so abstracted - there's a memory manager and a file cacheing engine and it's hard to get down to the nitty gritty of what exactly the header format is and what exactly the music format is. They also seem to have migrated to a music system called MUSE because several routines are #ifdef'd out of the build. So a little while ago, I decided that the modding community has obviously cracked that nut decades ago, so why not approach from that angle? The music is stored in a format called IMF (Id sure did have a big ego - heh) and from what I've learned thus far, it's essentially a conversion of MIDI but sounds a lot like VGM. I found a file with the actual IMF tracks ripped as individual files, so I think I'm going to spend some time playing around with those and see if I can make something vaguely resembling the music come out of the emu with some boostrapped translation routines. If I get anything cool, I'll post to the forums.
    1 point
  13. Let me enquire with them and see if that’s a possibility. Perifractic, X16 Visual Designer http://youtube.com/perifractic
    1 point
  14. Short update The latest release (version 1.2.0) ran at 5 fps. My local version now runs at 7.5 fps Around a 50% gain in speed. I'm currently optimizing the dda-algorithm. So far I did two things: Using zero page addresses for pretty much all my variables (10% gain) Now I use fast multipliers that use "square" tables: https://codebase64.org/doku.php?id=base:seriously_fast_multiplication (40% gain) Still more speed to be gained
    1 point
  15. Yes, it's safe to assume that you cannot just pipe the PS/2 data stream from the emulator to the host OS. But the emulator could listen for PS/2 commands and respond in meaningful ways, for instance turning on LEDs on the keyboard used by the host OS. Implementing this kind of functionality might not be trivial, though. Therefore I'm satisfied waiting for the hardware.
    1 point
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