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Showing content with the highest reputation on 08/14/21 in all areas

  1. Version 2.0

    106 downloads

    Experimental file-based assembler. Work in progress. requirements: patched v39 roms, sdcard image (no host filesystem passthrough) requires ZeroByte's patched Kernal LOAD routine to deal with the HIRAM banks correctly! Using the default unpatched V39 kernal Rom will crash the commander X16, and can corrupt your sd-card image! due to remaining kernal / emulator bugs, the file loading mechanism only works on an attached sdcard image in the emulator. Host mounted filesystem doesn't work. assem-2021-12-05_16.19.13.mp4 reads source files (any size) from disk (sdcard) write resulting output directly as PRG file to disk (sdcard) can assemble to any system memory location set program counter with * = $9000 numbers can be written in decimal 12345, hex $abcd, binary %1010011 symbolic labels use <value and >value to get the lsb and msb of a value respectively define data with .byte 1,2,3,4, .word $a004,$ffff and .str "hello!" disk device 8 and 9 selectable can switch to (rom-based) x16edit to edit a file, to avoid having to swap-load programs all the time. You'll have to create a custom rom with x16edit embedded in it in bank 7 Source code is here https://github.com/irmen/cx16assem Here's a small example file HELLO.ASM that you can try: * = $8000 CHROUT = $FFD2 START LDY #$00 LOOP: LDA MESSAGE,Y BEQ EXIT JSR CHROUT INY BNE LOOP EXIT: RTS MESSAGE: .STR "HELLO, WORLD!" .BYTE 13, 0
    1 point
  2. Version 0.5

    173 downloads

    I had been lurking on the forums for a few months when I found Prog8 and though this looked interesting. I.e. I could learn a new language and test out the emulator. I recently saw some good demos using C64 emulator but just based on PETSCII graphics and I though this looked surprisingly cool. Then I remembered the old Galaga game on the C64, the one using just (a few) petscii chars. I thought making something similar would be a nice challenge. The game is continuing to move toward what I consider a complete (but short) game. There are now 12 levels at which point the game will end in victory (bonus points for lives remaning). I am currently inclined to thinking that it's ok to end up with a fairly short and "completable" game. I still need to add some sort of simple high score handling. And there are always places that could use a bit of extra polishing but perhaps it would be better to spend that effort on another game. If anyone want to have a look at the code, it's here : https://github.com/cyborgar/Petaxian
    1 point
  3. Version 0.7.1

    762 downloads

    This is a space invaders inspired game. Use the mouse or joystick to control the player ship. The shield segments can take 2 hits each. If enemies get too close you retreat back to the last level. You lose when all your lives are gone or you fall back to earth level again. Now with 7 playable levels Requires emulator R38! Roadmap: more diverse enemy formations enemy attack raids over the sides power ups (shields, double cannon, disruptors etc.) boss enemy joystick control done music done Different enemy sprites. done Sprite animations. done for player sprite and enemies fade in/out of palettes and backgrounds. done more levels with more backgrounds (all planets of the solar system), done sound effects basics done title screen How to use with the local emulator: Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter LOAD"INVADERZ.PRG" RUN
    1 point
  4. Version 1.0.0

    384 downloads

    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)
    1 point
  5. Version 0.9

    77 downloads

    Modplayer Plays audio files that are stored in Amiga tracker module format. Usage when running via emulator, increase the audio buffers by starting it with: x16emu -abufs 32 LOAD "MODPLAYER.PRG" RUN type file name, e.g. "D1.MOD" (you can change or correct it by using the "del" key) press "enter" enjoy! Features supports standard 4 channel mod files supports mod files with size up to 504 KB or higher depending on CX16 memory configuration user interface shows each channel with tone, instrument number and effect mod file name can be set via keyboard Known issues and limitations sample rate is set to about 18 kHz, 8 bit, stereo to fix timing issues with channel mixer volume is reduced by half to avoid clipping no finetune for instruments only supported effects are: "slide up/down", "set volume", "pattern break" and "set speed" "set speed" effect doesn't support BPM setting player speed can be slightly off as it is based on 60 Hz vsync signal wheras many mod files are based on 50 Hz PAL signal first 2 letters of song name are missing due to the way how the kernal load routine is implemented no control unit yet License Some sample mod files from different composers are included with this application. All included mod files were downloaded from [The Mod Archive](https://modarchive.org) and are licensed under Public Domain or Creative Commons. The original file names were changed to work around file name problems. List of included mod files and its original file names: D1.mod source: [songerson_-_dog39.mod](https://api.modarchive.org/downloads.php?moduleid=189675#songerson_-_dog39.mod) by [Songerson](https://modarchive.org/member.php?90970) is licensed under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/) D2.mod source: [musix-retrospective.mod](https://api.modarchive.org/downloads.php?moduleid=65133#musix-retrospective.mod) by [m0d](https://modarchive.org/member.php?69141) is licensed under Public Domain D3.mod source: [music-jump.mod](https://api.modarchive.org/downloads.php?moduleid=53213#music-jump.mod) by [m0d](https://modarchive.org/member.php?69141) is licensed under Public Domain D4.mod source: [evil_minded.mod](https://api.modarchive.org/downloads.php?moduleid=170000#evil_minded.mod) by [Zilly Mike](https://modarchive.org/member.php?69027) is licensed under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)
    1 point
  6. I missed the punched card era by just a few years. I never had to use them (or paper tape). However, I saw plenty of them. The professor of that FORTRAN class had a ton of punch cards, some unused, some punched. He would have several on him at all times and would use them for note cards. One reason why I got the TA job a couple years later: I found a bug in the mainframe compiler. Of course, it seems every student says that at some point in time, but I really did. He would not believe it until I was able to demonstrate that my program worked on the PC version of the compiler from the same vendor (WATFOR77) and only had problems on the mainframe.
    1 point
  7. Hi everybody, I decided to port (rewrite) a python game I made a long time ago. I started by writing a commodore64 version using CC65, then I tried to port it to CX16; it works but there're some issues I need to fix before uploading to the software library. In the C64 version I'm using a custom charset, where every character tile has two defined color; to complete the graphics, I exploited the global two bgcolors (so 4 total colors per character, two defined for every tile and two global); I'm not sure if I can do the same thing with the VERA, still trying to figure out. Source code and precompiled binary for both c64 and cx16 are available here: https://github.com/dakk/alchemist64
    1 point
  8. 'Dumb' terminal is a term, for a terminal. Some weren't so dumb. I am just looking to offload cycles onto another processor with dedicated capabilities, like how C64's 'talked' to disc drives with their own 6502s.
    1 point
  9. I'm old school and love old dumb terminals! I was thinking of building a 6502 based VT100 terminal VERA. haha I was actually thinking of grabbing Ben's kit as well, but want to get a better breadboard setup. And writing my own terminal, I could 'add' my own special codes to redefine the character glyphs, play sound, sprites, etc. Even upload 65c02 code via ANSI to run as a background process and report back on a separate VIA port with results.
    1 point
  10. I was thinking of something similar a couple days ago. Except I'm not a hardware guy typically. So I bought the Ben Eater kits and just starting putting them together tonight to try to get a handle on some of this kind of stuff. Not the exact split, but the separate CPUs with their own RAM and communicating through VIAs. Good luck!
    1 point
  11. This thread should be in the non-cx16 retro channel, but: I've been thinking of tinkering with two 65c02s to build a breadboard machine. The first would be the main system, the secondary would handle screen and keyboard (ala terminal). They'd communicate through 6522's. The secondary would just take VT52 or VT100 style codes for video as input and send keyboard / escape code response codes back as output. That would free up the main CPU to run full bore, while the terminal CPU could buffer and state-machine the ANSI codes and handle keyboard voodoo while in vblank/hblank when driving video.
    1 point
  12. An OLED display would be awesome! Though I suspect it would cost a bit more than $12. lol I also agree about USB C, if I am not mistaken, it's mainly a cost issue. The older types are just cheaper and they probably have a huge supply on hand. Would be nice to have 3.1 instead of 3.0, but 5Gbps is plenty fast for this usage. Overall, I am happy with it. Though I am seriously thinking about printing custom labels for it, something Commodore themed.
    1 point
  13. Version 1.0.0

    89 downloads

    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)
    1 point
  14. Version 1.0.0

    42 downloads

    This is a very basic text CYOA game. I made it in about a day as a proof on concept to prove to myself I could make a video game. My next projects will be more complex as I get a grasp of basic and assembly code. I hope you enjoy here is a short description. You play an adventurer looking for the lost chalice of King Linus. You finally find the right pyramid and must go through some puzzles and avoid traps to finally find what has eluded you for over a decade. Will you survive to tell the tale? egyptadv.wmv
    1 point
  15. Is the specification of the V4 VERA the same as before?
    1 point
  16. Version 1.0.1

    79 downloads

    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
    1 point
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