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  1. 13 points
    Hi Everyone, If you happened to see David's video on the Color Maximite 2, then you probably noticed that the new Commander X16 PCBs have arrived! David @The 8-Bit Guy just happened to swing by my house the day they arrived, and he picked them up before I was even able to get all of the parts in. I am still waiting on a few things, so I haven't been able to complete assembly yet. The VERA is also not complete for this reason, but I had to mock it up for the pics! Bear in mind, this is not the correct case, this is from an old tower ATX case I had sitting around. It's a nice platform to mount the board and make sure I have the placement of screws, slots & of course the rear ATX panel aligned correctly. I will likely make a few placement tweaks but overall I am quite happy with the physical layout so I just had to post some photos! So far, it's working but my ATX soft-start circuit is a bit squirrelly. Not only that, I kinda wired it wrong and didn't catch it before the run. Worked great on the breadboard, but I will have to revamp that before the final. There are also a few other little things discovered since this proto was run, but the real tests will be coming when @Michael Steil is able to get the Kernal up and running. (I would write some test code, but one part I'm missing is the ZIF socket for the ROM. Should be here in a day or two.) @Perifractic is also sending me the X16 case, so I should be able to install the board in there later this week. Happy Sunday, and Take Care Everyone! -Kevin Williams https://TexElec.com
  2. 11 points
    Hi all, I started developing a game for the X16 last September - coming up on a year ago now! I come from same the 1980s 8-bit BASIC programming vintage as Director-in-Chief Murray and probably most of you lot too, but I've never developed a whole game before. The X16 project has inspired me to learn assembly, with the goal of writing this game. More than a whiff of nostalgia about it all too - fond memories of passing POKEs to schoolmates to get infinite lives in Manic Miner and Jet Set Willy. Loosely, my game is a turn-based strategy/resource management thing with a passing resemblance to the hex-based board game settlers of catan. But the resemblance is only skin deep - this game has a strong story-based adventuring/survival/exploration leaning, all mixed together and served up with a hearty dose of good old fashioned text adventure. Blimey, I'll tell you what - it's been a steep curve. Simultaneously learning assembly; learning the vera / X16 hardware whilst developing how the game is going to work: combat systems - resource / asset / fatigue management - display; writing the code ; creating the graphics; writing the prose. It turns out taking on a game (even an 8-bit style game) single-handedly is a HUGE undertaking. I doff my hat to @SlithyMatt - you sir are a legend I've no idea how you churn out the code with such amazing regularity!! But the great thing about the X16 is - IT CAN BE DONE. It might take ages, but if I can do it, anyone can! It's been a long time coming, but I've got to the stage now where I've finalised the gameplay, memory management, and the overarching story of the game. I've also battered my head against my assembly inadequacies sufficiently (with lots of help from proper programmers - again, hat tip to @SlithyMatt , @StephenHorn, @Greg King , @togster510 and others - sorry if I've missed you out!) such that the code for the main game loop is now (pretty much!) in place. Things I've learned so far: 1. Planning everything out on paper before starting to code ABSOLUTELY VITAL! I was keen to get into the 'interesting stuff' straight away (drawing the graphics, putting things on screen) but in the long run, having the whole game pretty much drawn out in principle on paper first meant I've avoided a number of unpleasantries in the coding thereof. How are you going to address the screen - one layer? two layers? What is going onto each layer? How many bpp will you need for each layer? How many sprites will you need? How many frames of animation? How much vram will all that take? How are you going to encode the various aspects of gameplay? Which memory banks are you going to put them in? Which leads me onto - 2. Plan out your memory management. The X16 only has 40k of low memory + 64 x 8k memory banks to play with (in the base model) plus 128kB of video memory, so you can't just splurge on huge 256 colour graphics all over the place - the limitations of the system require some thought on how much you're going to fit in, and how you're going to fit it in. I've used up three memory banks just storing the hex tiles for the whole game board (64 x 64 hexes in total, although not all visible on screen at once) - made up of 32 different types of hex terrain, each with its own individual replenishing resources, roads, rivers and bridges. 3. Assembly is HARD but not IMPOSSIBLE. I've lost count the number of times my eyes have glazed over whilst looking at what I've lda'd and what I've sta'd wondering why the hell it doesn't do what I've CLEARLY just told it to do... persevere, and post questions on the software support forum. There are kind people out there who will help you (me included, if it's within my power to do so!!) 4. You will probably end up writing programs that help you write your program. This one was a bit of a surprise for me - but I've done it twice so far already. For example, I wrote a bitmap converter that loads up 16x16 pixel .bmp graphic files I've drawn in photoshop, and it spews them into memory as four sequential 8x8 tiles for storing in the vram tile map (my graphics are 16x16 but they need to be placed on an 8x8 tile grid because of how the hexes work). It took me an afternoon to write but it would have been immensely complicated and taken a LOT longer to hand-convert every terrain and item graphic in a hex-editor! 5. Things change. Roll with the punches. If the gameplay has to change slightly to fit within the limitations, so be it. The people playing the finished game aren't bothered about what you thought the game was going to be like. Deciding on the layout of the main screen was a hassle for me - there's more stuff I wanted to show than there was room for, and I tried various ways of cramming it all in, whilst still getting it to look attractive. Eventually I decided I couldn't do it, so I've split the information across two screens that can be toggled between. The main screen now shows a bar that fills up as the amount of stuff you're carrying increases. A handful of grain fills up one backpack 'slot'; an apple fills up 3, and one load of stone fills 16 slots etc. so you have to be careful about choosing what to carry around with you. But you can toggle to the backpack screen that itemises all the resources and equipment you're carrying so you know for example how many apples you've got and how much stone you're carrying etc. I should add this game is a bit of a nod towards the now legendary Planet X2 - if you've got half an hour spare, David's 'making of' video https://www.youtube.com/watch?v=NB_VBl7ut9Y is really helpful and has some great tips particularly about memory management - it's aimed specifically at the C64, but a lot of it is pertinent to the X16 too. I hope this is of some help for others considering embarking on a similar coding journey. At the very least, I'm writing all this down now in the hope that you lovely X16 people will hold me to account and spur me on to actually finish writing this blasted game..! The hexes await... in the meantime, have a peek at the notes in the photos below, it'll give you a flavour of what kind of things are included in the game. Also a screenshot of how the game currently looks. Ta ta for now!
  3. 11 points
    Hi again! I've been working for quite awhile to get the new layout complete, and I think we are just about ready to run the second prototype! There are quite a number of changes to this board over the previous version, so I do expect a few, ahem, challenges perhaps? That said, a lot of time has been spent testing on breadboards and optimizing so I think we should be close to the final specs on this system. As mentioned, there are code breaking changes with the system. I will post more for the devs out there in a post below. The VERA has also changed quite a bit. Namely, it now has 32 registers, but I'll let @Frank van den Hoef talk more about that when he is ready to post some updates. Also, I made two proto boards to test the bus and get the alignment right for the final design. Progress is being made, thanks for everyone's patience and have a great day!
  4. 8 points
    Hello all, My name is Frank van den Hoef and I am responsible for the design of the VERA module (the audio, video and storage hardware module), which is part of the Commander X16.
  5. 8 points
    Hi everyone, while The 8-Bit guys needs no introduction, we thought the rest of the team should properly introduce themselves! I'll start the ball rolling... I'm a husband & father of 3 (furbabies), & actor-writer with a love of retrogaming. You might have seen or heard me at Perifractic’s Retro Recipes on YouTube. I do a bit of acting and writing from time to time, & have been making retro music since before it was retro! For the fantastic Commander X16 project I'm proud to be heading up the design and branding, among other things. Here's what falls under my umbrella, along with the help of some other very talented folks: This website's creation and hosting Case design & manufacture Keyboard design & manufacture X16 Butterfly Logo design & implementation Licensing Commodore BASIC & Kernel "Just the BASICs" user guide Packaging design & manufacture BASIC screen visual design/logo... I'm super excited as David's vision of his dream computer comes closer to fruition and am proud to be a small part of making that dream come true. I look forward to chatting with you all here further! Your friend in retro, Perifractic
  6. 7 points
    Hello Everyone! I know it's been awhile since there has been an update, so here goes: Earlier this year I had mostly completed the "Proto #2" motherboard. It was a mad dash to get the PCB made before we met in New Jersey at VCF. Right at the end, @Frank van den Hoef made a pretty substantial change to the VERA, which required a bit of reworking. April came, the trip was cancelled and life went sideways for a bit for the world. As such, I decided I needed to focus on a few things for TexElec, and took a bit of time off from the project. Last month I picked up where I left off and planned to make minor changes for the VERA and get the PCB made. However, the team had some time to think and oversights and optimizations became apparent. One change led to another, and let's just say, we're gonna break some code. Sorry. I do believe the changes made will not disappoint. I'm not going to reveal them just yet. I am still laying out the PCB and would like to do some testing to make sure it's going to work as designed. I am trying not to release too much of the schematic until the end, as anything is subject to change at this point. The pic below is how I have the expansion bus pinned out. I may well move some the pins around to simplify layout, so again, not in stone yet, but I do think this is pretty close to what pins will be present. This post is majorly TLDR already, so I'll add a comment below with more info on the pins, and the idea behind some of it. Take care!
  7. 7 points
    Looks like we're quite a few people here from Denmark My name is Michael Jørgensen, and I started programming when I was 12 years old, first on the Sinclair ZX80 and then ZX81. I quickly learned BASIC, and started looking into Z80 assembly. But my first true love was the Commodore 64, which I had from the age of 15. I had a printer too, but not a disk drive, so all my programs were stored on cassette tape. I learned 6502 assembly on the C64, and made my own Turbo Loader. Most of my learning came from manually disassembling other programs (typically games), and trying to figure out how the game behaviour correlated with the disassembly. I also mod'ed my C64 with an additional 8 kB of static RAM. This was connected to a separate battery, and could therefore keep the contents even when the C64 was powered off. The RAM functioned like a cartridge (except it was writeable), and the C64 would boot up from it. The RAM contained a welcome greeting and my Turbo Loader program. That was so much fun, and gave me a real sense of success! In high school I teamed up with my classmate Morten who had a Z80-based Memotech MTX 512, We studied the disassembly of the builtin ROMs of both our machines and were frustrated over how slow the BASIC interpreters were. Together, we built a BASIC+KERNEL from scratch: our own TOS (= Tape Operating System), ported to both machines. Morten did most of the BASIC interpreter, while I did the floating point arithmetic and graphic routines. We never did finish the project past the prototype level, but we had a lot of fun. I've submitted a Pull Request for the X16 ROM with some faster floating point arithmetic, based on my ideas from back then. At university (Master in Electrical Engeering) I learned myself to program in C, mainly small programs doing numerical simulations for my thesis. I completed a PhD in mathematics, and a PostDoc in quantum mechanics, but finally gave up on the academic career path and went to work in industry as a software developer, despite no formal education in computer science. Most of my professional work has been developing drivers in small embedded systems using C++. I initially found the language hard to learn; the compiler errors were particularly obfuscated as well as learning the more high-level programming paradigm. But now I'm very comfortable with C++. Later in my professional life I got a chance to work with developing FPGAs, i.e. designing chips, and I've been doing that ever since! Most of the work has centered around squeezing out every ounce of performance from the largest FPGAs. I really enjoy the fun challenge of optimizations: pushing against the limits of speed and size. I had a brief period of 8 years as a high school teacher, teaching math and physics, and programming. I enjoyed it very much, but it was way too much work I have an FPGA board at home for my own personal projects. Initially I only made were simple stuff, but then a few years ago I saw a video series by Ben Eater about how he made his own 8-bit computer on a breadboard. I got super excited and decided to re-implement his project on my FPGA board. Once that was done, I got all ambitious and wanted to make a re-implementation of the complete Commodore 64 on an FPGA, but then found out that the guys behind the MIST project had already done that! Nevertheless I began designing my own 8-bit FPGA computer based on the 6502 processor, and I even wrote a tutorial about it (https://github.com/MJoergen/nexys4ddr/tree/master/dyoc). I wanted to write a complete operating system, but the project lost steam once the hardware was complete; I couldn't decide on what I wanted to make. That's when I saw David's video about his dream computer. I resonate with David's ideas about the X16, and am very eager to help out as best I can. So far I've written a tutorial on making games in assembly for the X16 (https://github.com/MJoergen/x16-assembly-tutorial). On a side note, I'm working on making my own clone of the X16 on my FPGA development board, but that is all still Work In Progres, and not publicly available. I really like this project and being part of this amazing community! facebook : https://www.facebook.com/michael.finn.jorgensen/ linkedin : https://www.linkedin.com/in/michaeljoergensen/ github   : https://www.github.com/MJoergen/
  8. 7 points
    Hello everyone! My name is Michael Steil, and I'm a member of the X16 development team. I am the lead developer of: the X16 ROM the (advanced) KERNAL operating system our version of the Microsoft/Commodore BASIC interpreter our MONITOR the DOS for the SD card the GEOS port the X16 character sets the X16 Emulator the X16 Reference Documentation I'm thankful for any help on these projects, all of which are Open Source projects on GitHub: https://github.com/commanderx16/x16-rom https://github.com/commanderx16/x16-emulator https://github.com/commanderx16/x16-docs (Edit: Or via this website's Support page: https://www.commanderx16.com/forum/index.php?/forum/17-x16-help-support-lounge/) Technical discussions on these projects should happen in the form of "Issues" on GitHub, but I'm happy to discuss more generic topic here in this forum! Michael
  9. 7 points
    Hi Commandos (is that the right term?), I'm the guy writing the Assembly Environment / Super Monitor. I've been posting releases on FB and Murray**2. I'm still plugging away, and will be posting new updates here, too! In retro, Mike Allison
  10. 6 points
    The Emulator and the ROM have been adapted for the new board. You can check out branches x16_board_r2 in the source of the two projects. The official reference manual has also been updated. In short, these are the major breaking changes: RAM and ROM banking is done through magic zero page locations 0 and 1. Up to 512 KB of ROM are now supported. VIA#1 is now at $9F00, VIA#2 at $9F10 YM is at $9F40 All I/O (PS/2, Controllers, Serial) has been moved to VIA#1 PA and PB.
  11. 6 points
    I am an expat professor teaching in English before our students transfer to the US. My first computer was a Timex Sinclair, which turned out to be closet compatible, but the next summer when I had the chance to buy better, I was shopping for the cheapest home computer with a real keyboard and disk drive, which was the C64. I used it to edit my undergrad senior thesis, play a few type in with error check magazine games and get started programming in Forth. I took a Epson Geneva with me to the Peace Corps, and got a C128D when I got back... which I all too soon fried with a power tap for my parallel printer interface which didn't have the block inserted to prevent plugging in upside down and shorting out the datasette lines connected directly to the processor. So it was my old C64 breadbox and portable color TV with bad ghosting on one color which was the computer I took to grad school in the late 80s early 90s. My daisywheel printer was slow but looked prettier than classmates with IBM pcs and dot matrix printers, and my 1581 which survived my C128D dying worked fine with my warpspeed cartridge. But I got a cheap Amstrad double floppy transportable with flip up LCD screen and it was on my PC compatible I did my only serious programming, a brute force maximum entropy estimator of an economic Input-Output model. It took near a day to do a run, while I am sure with the right R package I could do it today in a couple of minutes. I went off for a decade to teach in Australia, and played around with Forth now and again, but if I turned on my PC for research it was mostly using Excel to figure out what suspect games public planning agencies were playing with public transport cost benefit analysis. Now there are no kids in the house, and I have some notions I never followed up on in the 80s which would be a lot more pleasant to play around with on the CX16 than on a C64. So I can't wait to get my hand on a CX16c or e (depending on what I can afford with 8 grandkids to get gifts for).
  12. 6 points
    I'm Matt and I'm helping out with the boring tech stuff behind the scenes on here. My journey began with a VIC-20 in the early 80s, followed by a C64 and an Amiga 500 before being dragged kicking and screaming into the PC era in the mid 90s. And basically, it's all downhill from there, which is why when I saw David's video on his dream computer, I simply sat there with an open mouth, nodding along vigorously. Other than that, I'm the writer and producer of the Blue Skies Chronicles® series of novels and audiobooks. Give them a listen, people seem to like them.
  13. 6 points
    I'm a long time 6502 assembly language programmer (I had an Apple ][+ back in the 80s, although not a C64, alas), so am looking forward to seeing what I can do on the X16. I admit I haven't gotten around to playing with the emulator yet, since most of my recent free time has been spent playing with my brand new ZX Spectrum Next (don't worry, I won't be rambling on about that). But I have to say that I still prefer programming the 6502 over the Z80!
  14. 5 points

    Version 0.6b

    47 downloads

    Chase Vault: a game for the Commander X16 by Matt Heffernan You are a pith-helmeted adventurer trying to collect artifacts from an ancient Caribbean crypt, haunted by the ghosts that want to keep their secrets. Collect all the artifacts in each room and try to make it to the end. There are many locked doors, so make sure to pick up any keys you find! If you collect each kind of native fruit, you will have more lives, so be on the lookout for them in each room. Also, the ghosts are vulnerable for a short amount of time after you collect each voodoo talisman, so you can chase them for a change. To play, load CHASVALT.PRG and run. You can use joystick 1 or the keyboard (cursor keys to move) if no joystick/controller is connected. Keep up to date with future releases on GitHub: https://github.com/SlithyMatt/x16-chasevault Enjoy and good luck!
  15. 5 points
    Hello chaps. My real name and facebook name is Ani Kirilov. I'm husband and father of 1 daughter. I've studied Computer Science in the university. Professionally I'm software developer mainly Delphi/Pascal, but proficient in C/C++ and Assembler (x86, 65xx). On the net I'm known as Squall, but since so many people use that nick, I go with Squall_FF8 in the last 8-10 years. As the nick suggest I'm huge Final Fantasy fan! I have written couple of utils for editing, extracting,... content for/from FF games. Although FF5 is not my most fav game, I kind of specialized in it. You might have come across by FF5_Viewer, FF5_DamageCalculator, Visual SAK (general console tool) and my legacy: FF5 Wiki (https://www.ff6hacking.com/ff5wiki/index.php/Main_Page). My first zeal to program started with a home computer, a clone of Oric 1 Atmos called Pravetz 8D. First with BASIC, but immediately turned to 6502 asm. There is always this nostalgia to retro (with limited things to produce something that is considered beyond the limit). At the same time the reasoning that tells you that doing it is in the past (and thus a waste of time). That is why in Commander X16 I saw both things fulfilled - a contemporary approach to retro in contemporary system (no emulation, no old hardware). For sure I will produce number of tools for X16, but my primary goal is to make a contemporary, retro looking FF like game:
  16. 5 points
    Hello I've been slowly trying to learn 6502 assembler by building an X16 game engine. But better than that - you can watch me do it on twitch as I stare confused at my screen whilst mumbling to myself next to a microphone! Please visit the channel and say hi or follow
  17. 5 points
    My path is recounted in my intro in the intro thread, so the quick shortcut version ... Timex Sinclair, membrane keyboard, tape storage, 16KB RAM expansion crashing, into the closet, next comes the C64, an Epson Geneva for my Peace Corps teaching in Grenada in the mid 80s, back to US, a C128D where I fried the processor, back to my C64, off to Grad School where my C64, BusyBee PerfectWriter, Big Blue Reader, 1541 and 1581 drives and daisywheel printer were my paper writing setup for two years, then a cheap liquidation two floppy transportable as hard drive systems were becoming the main thing, then relying on office PCs and cheap two generations old PCs until the present.
  18. 5 points
    Hi everyone I'm Andy (Andreas, actually) from Switzerland. Back in the 80ies I came into computing because of my father. It all started with a Texas Instruments TI99/4A he bought in 1982, I was 12 by then. So I did some Basic programming, even got a little into assembler. The machine was quite limited, but I loved it - it did what I told it to do! Mostly that was also what I wanted it to do... We then moved on to a Commodore SX64 (the 'portable' version of the C64) in 1984, although that was my fathers machine he brought home from the office frequently. The amount of software and games for that machine was quite overwhelming. In 1986 we then got an Atari ST. For me this was just plain magic! With it's large memory, colorful graphics and (not so much sound) capabilities it was just crazy! I there got into programming with structured languages like Pascal and C - there I decided to go into computer science as a profession. Around 1989 onwards the IBM compatibles took over and I started my study. That was the time when computers kind of lost their magic for me... Don't know, but somehow they were just boring tools which did their job. But they were never as exciting again. Just boring grey boxes which initially didn't even compare with the Atari ST. So now I stumbled over this project here - and I get it! 8 bit computers like the C64 or to some extend the original Atari ST were simple and actually easy to understand. My dayjob doesn't involve programming any more - and I miss it. Tinkering with IoT stuff and my smart home setup is fun, yes, but not as rewarding as getting the maximung out of a limited machine. I'm now thinking about getting into developing for the X16 - just don't know what it should be yet... so let's see what happens ...
  19. 5 points
    XCI: eXtremely Compact Interpreter View File XCI is a graphical adventure game engine for the Commander X16. It is inspired by past engines such as SCI and SCUMM, but designed to maximize the potential of the X16 and keep the games just small enough to run, and allow developers to create games without having to program in BASIC or Assembly. Learn more about XCI on the official GitHub page: https://github.com/SlithyMatt/x16-xci There you will find all the source code, documentation, and example code and templates. There is also a tutorial series currently in production on YouTube: In the downloadable ZIP file you will find the engine executable binary for the X16 (XCI.PRG) and two embedded archives of the Windows and Linux software development kits (xci.exe). The SDK is written in standard C and can be compiled to pretty much any modern platform, including Mac and Raspberry Pi. Stay up to date by watching the GitHub, and occasional builds will also be uploaded here. Submitter SlithyMatt Submitted 05/01/20 Category Dev Tools  
  20. 5 points
    Agreed! In future we'll try to only make announcement posts here, then paste the link into FB (which will generate a preview of the post anyway). The website will be the go-to #1 source.
  21. 5 points
    Game jams are community events that typically give 24-48 hours to create a game with a certain theme or special rule. The games don't have to be big or complete, most entries in a typical game are little more than prototypes showing a single idea, maybe even on a single level. Obviously, the X16 can pose unique challenges due to its limited resources, but that would be part of the fun, yes?
  22. 5 points
    Hola! My name is Dee and I am super excited to see where this project goes. I am working on a tetris clone using CC65.
  23. 5 points
    Good to see you here Mike! And Commandos is a great term. I think we should all adopt it!
  24. 5 points
    My name is Chris Love. So far I've been behind the port of Lode Runner to the Commander X16, along with a couple other C-based utility libraries that will hopefully grow over time. Growing up I went from a Vic-20 to C-64 to Amiga 1000 which took me through undergrad and grad school. Back then I programmed in BASIC and a bit of assembly 8-bit; since then I've done mostly C/C++ professionally along with Python and some other languages at times (Java, Go). The Lode Runner port was kind of an experiment to explore the viability of C on an 8-bit platform; currently pondering what the next project might be. I first discovered the 8-Bit Guy's Youtube channel back in December when some sort of upper respiratory plague was keeping me up at night; from binge-watching episodes then I found out about the Commander X16 project and it brought back memories from the C-64 days. Looking forward to how the project continues to evolve and looking forward to actual hardware!
  25. 5 points
    This video from Modern Vintage Gamer is a look at the graphics capabilities of the Game Boy Color, which to my knowledge is the last massively popular 8-bit gaming platform. It has some very interesting similarities to the X16 capabilities and I think some good lessons to learn for new development strategies.
  26. 5 points
    Figured I should break the glass here. Hi, I go by Julien Savard on the FB group, I'm also known as juju2143 or Yuki elsewhere. I'm from Québec City, Canada, I usually work as a web developer and I run a few forums and communities as well, so I'm very knowledgeable about that if you need some help. The only piece of software I released on the X16 so far was pretty much the X16 BBS server software I wrote in Node.js, but I hope to do more on my free time eventually. I own a Commodore 64, but I don't have the cable to plug it to my 1541, or any means to transfer software on it yet. So... cheers, y'all. Hoping to a great community on here as well.
  27. 4 points
    Look what Lego are about to release...
  28. 4 points
    YM2151 SYNTH UI View File A simple user interface for the YM2151 synth. Usage: LOAD "SYNTHUI.PRG",8,1 SYS$1000 Use the keys as any tracker to play. Use the sliders an buttons with the mouse to adjust synth params. Submitter Miklós Pathy Submitted 07/11/20 Category Audio Apps  
  29. 4 points
    Brixx View File This is a Breakout/Blockout/Arkanoid inspired game. . It is early stages, this is my very first try on the X16. You have to use a mouse. I'd also like to improve it with more sound effects, title screen, intro music etc. I've only tested it on the emulator, so if anyone of the few with real hardware can give it a go, I'm eager to know the result. Available power ups (no keycodes, you have to catch the dropping batches): [L]: adds one live to player [M]: paddle is magnetic for 30 seconds. Can only hold one ball at a time. [C]: twin laser cannon for 15 seconds, 16 rounds in a row (if you are quick). [D]:Duplicates ball, so now you can have fun with 2... Keyboard commands: 's': sound on/off. 'q': quit game. Roadmap: - basic sound effects. done - power ups like double size paddle, 3 balls at once etc. done - Joystick support - Intro screen (with intro music?) - High-score screen Let me know what you think... Submitter AndyMt Submitted 06/29/20 Category Games  
  30. 4 points
    The debugger doesn't currently allow you to fill values in memory... that said, I happen to be in the middle of some changes to the debugger based on a separate suggestion to make it possible to dump VRAM, so I think I'll go ahead and add a "fill" command while I'm at it. So hopefully it'd make it into r38, which shouldn't be too far off on the horizon.
  31. 4 points
    Maintenance releases? How about more regular releases? I'll try that!
  32. 4 points
    I started to program as a young child in the early/mid 80's on an Acorn Electron (you may not have picked up on it, but there's a clue to my first favourite game, and most nostalgic). Eventually got an Amiga 500, and soon after that an Amiga 1200 - loved using AMOS, Octamed, Deluxe Paint, WordPerfect (for course work) and of course hundreds of games and demos, which I used throughout college. While at university I had moved on to a 486dx66 with DOS and Windows 3.11 (although I still far preferred the Amiga). The last 20 years I've almost exclusively been using Linux, although I still occasionally use my A1200 and Acorn Electron, both of which have been upgraded to varying degrees since I first got them.
  33. 4 points
    Hi, Mike Ketchen here, anxiously awaiting the day I can get my hands on an actual Commander X-16. My first computer was a Tandy Color Computer (with the chiclet keys), which I traded for a TI-99/4a (TI Invaders was a particular addiction, just don't bump the machine or the cartridge slot will short out and crash it!), but when expanding that proved to be prohibitively expensive and it seemed like it might not be around that long, we upgraded to a Commodore 64 with a 1541. Started with BASIC, moved on to assembly language (even managed to crack my Impossible Mission disk's copy protection), and got as far as writing a couple GEOS programs. All sadly lost to time and moves, though. (I think my nephews ended up with my Commodore 128D. I wonder what they did with it.) But they started me down a software engineering career that's lasted three decades so far. Anyway, I stumbled onto the X-16 a few months ago and it and the whole retro computing scene have awakened a little nostalgia in me and given me a hobby more productive than killing orcs in Lord of the Rings Online. So I'm dusting off the 6502 brain cells and diving back into retro programming. The first program is Ziggurat, a Z-machine interpreter (I've always wanted to write one), available here and on GitHub. I may take the text windowing routines in it and bundle them into their own library. And also I don't know if anyone's working on a ZIP or TAR app, so I may tackle that at some point, too.
  34. 4 points
    Hi, I updated the web version x16 emulator at https://sebastianvog.github.io/x16-emulator/x16emu.html It has the latest R37 code, and some web assembly related fixes (audio, rendering on hdpi displays) As an added feature for developers, who would like to show case their work online, you can now point a remote web folder to the emulator. As example I used @SlithyMatt awesome ChaseVault game and put the chase vault files on a static web site and then pass in that URL via the ?manifest parameter https://sebastianvog.github.io/x16-emulator/x16emu.html?manifest=https://x16repos.s3.amazonaws.com/chasevault/ The web emulator expects/loads a manifest.json file from that location, loads all resources and then executes it. The manifest structure looks like this { "manifest_version": "1.0", "name": "Chase Vault", "author": "Matt Heffernan", "app_version": "0.4", "license": "GPL 3", "start_prg": "CHASVALT.PRG", "resources": [ "CHASVALT.PRG", "BITMAP.BIN", "MUSIC.BIN", "PAL.BIN", "SPRTATTR.BIN", "SPRITES.BIN", "STARTBG.BIN", "TILEMAP.BIN", "TILES.BIN", "WINMUSIC.BIN" ] } The format of the manifest is subject to change. This was a first shot at this. Let me know what you think. I hope this will be useful to showcase/share application with the community for easy consumption in a web browser. cheers, Sebastian
  35. 4 points
    So I've made up my mind what to do. I'll start by implementing a Breakout/Arkanoid alike game in C using cc65 and maybe some assembler . I think this will get me into sprites and tiled graphics. Some very early prototype is already working, showing some sprites, accessing the mouse and switching video modes etc. It was fun digging into the VERA documentation and fiddling with bit fields again... I'll post a Prg when there is something playable.
  36. 4 points
    Y'all know PCB stands for Potentially Could Be Blue. Or is it? PCBWAAAAAAYYYYYY Sorry, had to do it. In any case, it looks pretty cool
  37. 4 points
    I have been looking into the audio code a bit it should sound less 'crunchy' now. https://x16emu.s3.amazonaws.com/x16emu.html?manifest=https://x16repos.s3.amazonaws.com/chase.zip (compared to https://www.commanderx16.com/emulator/x16emu.html?manifest=/emulator/9-chase-vault/ ) I tested on a Mac with Chrome and Safari. Please let me know if that improves it for you too.
  38. 4 points
    Rest assured even if things seem to slightly pause "publicly" in certain departments, there's always a ton going on behind the scenes. Our Slack channels are buzzing every day and emails flying back and forth between China and here, as we work towards releasing the best incarnation of that retro dream computer possible.
  39. 4 points
    Hi Commander X16 fans. I'm a software guy from South Australia. First computer was the TI-99/4A. I started out copying programs from books at around 6yo which gave me the programming bug. Was always envious of my C64 friends (they had much better games ) Recently dabbled in electronics and have built a breadboard CPU which is capable of very simple games on a 16x2 character LCD. But, being a software guy, also wrote an emulator for it which you can run in a browser. Have been watching (and thoroughly enjoying) David's videos for a couple of years and following this project with great interest. Also love some Retro Recipes Have had a blast playing with the X16 emulator, but really looking forward to getting my hands on a physical Commander X16. Aren't we all? Cheers Troy
  40. 4 points

    Version 0.1.1

    11 downloads

    This is an early build of my engine for side-scrolling shooters in the style of the original Mega Man games. Running the game: Load the file SSE.PRG into the commander X16 emulator. On windows, the easiest way to run it is the copy the emulator files into the game's directory and run the rungame_controller.bat or rungame_keyboard.bat files It currently contains only three levels and placeholder graphics. There is some basic sound support, but it is not used much. The game is played with Joystick 1 or the keyboard. If using an SNES controller, the L/R buttons may be used to quick switch between sections of the first level and the A-button may be used as a secondary attack. There is an experimental 2-player mode, that can be activated by pressing start on joystick 2 at the title screen, but it does not handle screen transitions so is not really usable at the moment. I have been keeping track of progress of the game on youtube. Here is the latest video showing gameplay. Changing levels: The json files in the tilemaps directory can be opened in the Tiled Map editor (https://www.mapeditor.org/) levels.cfg can also be changed to add or remove levels and change the overworld navigation data. After changes are made, run buildlevel.exe or buildlevel.py to rebuild the binary files from the json files. Player sprite by: sylvius fischer https://opengameart.org/content/fumiko-complete-charset
  41. 4 points
    Hello all! Nice to be in the forums. I hope to find a lot of useful information from here once I get actually programming on X16 emulator. My first computer was C64 and I learned some basic with it. Then I stepped up to i386 (Atari ST was in between but I didn't really use it that much at all) With the PC I learned some Pascal and assembler that led me to my University studies with computer science. I've been working ever since as a developer / software architect. C64 was however the thing that got me into the business in the first place. Have a great spring time everyone!
  42. 4 points
    ...well, actually I'm not. My real name is Helge, my "normal" internet name is EgonOlsen, my Facebook name is Blanka Hohn (which is a play on words that only works in german). I'm a software developer and the creator of the MOSpeed BASIC V2.0 cross compiler that supports the X16 as a target platform: https://github.com/EgonOlsen71/basicv2
  43. 4 points
    My name is Jimmy Dansbo, I am from Denmark and my first experience with 6502 assembler is the Commander X16. As a kid we had an Amstrad CPC 464 and later a Commodore 64. I dabbled a bit in writing BASIC programs, but at the time I had no help and could not read english so it was an uphill battle, that I lost While my brother continued on to Amiga, I skipped to the PC with an old Olivietti computer with an 8086 CPU running DOS 3.3. On the PC, I continued writing BASIC programs in GW-Basic, but quickly moved to Poly-Pascal in order to be able to compile my programs. For years I continued with Pascal programming, through Turbo- & Borland Pascal, all the way to Delphi on Windows. During my education I received training in C/C++ programming as well as Assembler programming for x86. As most of my programming projects are purely hobby, I usually choose the language I know best that suits the task at hand. For web-projects, I go for PHP. In Windows it is usually C#, on Linux I can usually get by with Bash scripts, but have tried my hand at both perl, python and C for linux. A few years back I kind of tired of all these high-level languages and decided I wanted to understand what actually goes on underneath so I started reading up on computer architecture and actually designed my own CPU. This led me back to Assembler programming. First for my own CPU, then back to x86 assembler for DOS and now 6502 assembler for CX16. It is a continuing journey, but one that I am glad to be on.
  44. 4 points
    My name is Matt Heffernan, and if you've been following the Commander X16 Facebook group or activity on YouTube, you have probably come across some of my demos, games, and videos. My main projects (both in beta release) right now are a game called Chase Vault (a Zelda-like spin on Pac-Man) and the eXtremely Compact Interpreter, or XCI, an adventure game engine for the X16 inspired by past engines such as SCI and SCUMM, but designed to maximize the potential of the 8-Bit X16 to create the types of games that previously only existed on 16+ bit platforms in the late 1980s and 1990s. All of my projects are free and open source, and you can check them out on GitHub: https://github.com/SlithyMatt Also, my progress can be tracked on my YouTube channel: https://www.youtube.com/user/slithymatt I love 8-bit computers, and I am very excited to witness the rebirth of interest in the more immediate platforms of that bygone era.
  45. 4 points
    Hi All, My name is Dušan and I am orginally from Slovenia but live in Silicon Valley for last 20 years. During 80s I wrote few games for Oric-1 and played around a bit also with Sinclair Spectrum and Commodore 64 and later Amiga 500. I spent most of my career as software developer, from PC/DOS/Novell times to various Unix platforms. I started on business software and later moved more to large enterprise system software in C/C++. Last 10 years or so I am on a business side of Software industry but in spare time my fingers still itch to do some coding so just to keep in touch I wrote some Android apps, some web apps in NodeJS/Angular, even some PHP and of course still keep my C/C++ and Java environments. Of course my orginal love for programming is 6502 Assembly and that is one of the reasons I jumped on Commander X16 waggon. I enjoy coding but even more I enjoy the design/graphics part of it. Few months ago I started my X16 blog but need to update all posts and most of source code to be compatible with latest version of Emulator: https://www.8bitcoding.com/p/commander-x16.html I have pretty limited time right now, but I do hope to write some games for X16. Currently I am fooling around by writing a text editor and trying to implement gap buffer in 65C02. Cheers, Dušan
  46. 3 points
    If you have a Best Buy or similar store nearby, they have Corsair keyboards on display that you can try out. Granted, you'll want to wash your hands thoroughly afterwards (or wear rubber gloves), due to COVID. But the Corsair keyboards will use Cherry MX switches of some sort, and you can get an idea for how they feel. If it's not evident, just pop a keycap off and look at the color of the stem, and you'll know what kind of switch it is. I'm typing this on a keyboard with MX Reds. I'd prefer Blues, but I spend too much time on conference calls for the noise level to be acceptable. I used to get comments from coworkers when I was on calls and typing on an old IBM keyboard with buckling springs (best keyboard ever).
  47. 3 points
    Hi everybody, I've had a C-128 in the early 90ies and had my first programming expericene on it. I've been following this project since the beginning, but wasn't on FB. I'm mostly interested in programming C for the CX16, gradually optimizing it as my assembler skills improve. Looking forward to buying the machine, once it goes on sale. So all in all, a big shout out to the CX16 team. You guys are amazing!
  48. 3 points

    Version 0.2.2b

    6 downloads

    An implementation of Tic Tac Toe using the XCI game engine. Follow the development on GitHub: https://github.com/SlithyMatt/xci-tictactoe To learn more about the XCI game engine and how you can develop your own game: https://github.com/SlithyMatt/x16-xci To play, load XCI.PRG and run. Then, when the menu appears, select "New Game". See a demo with a little explanation on YouTube:
  49. 3 points
    Please, by all means, take full use of my code. It's why I put it up on GitHub with GPL3 licenses, to maximize reuse. If you are scared of coding in BASIC or assembly, you don't have to use either with XCI: https://github.com/SlithyMatt/x16-xci I made a whole video series about how you can make your own game, holding your hand through the whole process:
  50. 3 points
    Well an adventure game might be an easy place to start: https://www.commanderx16.com/forum/index.php?/files/file/18-xci-extremely-compact-interpreter/
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