Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 12/04/21 in all areas

  1. https://github.com/commanderx16/x16-emulator/releases
    19 points
  2. Greetings Commandos. With the start of the new year, some changes are coming to the Commander X16 forums. Today, we are here to announce a new management team for the Commander X16 community. As you know, @Perifractic has taken a step back to focus on other matters. As a result, he has handed off his stewardship of the Commander X16 forums to key members of the community whilst ensuring hosting and licenses are safely in place through most of 2022. Likewise, @MattGrandis is stepping back from managing the forum software. As of Jan 4, the members of your new Forum moderation and management team are: Community Manager: @Cyber Cyber will be handling community communication. He will manage the forum moderation, as well as liaise between this forum and all of the other social media where things X16-related are happening. If you have a question about the forum, a suggestion, or need moderation help, Cyber is your new point of contact. Accounts: @JimmyDansbo One of the exciting new things we plan to do in the Commander X16 community is allow you, its members, to contribute to the community’s development and maintenance. Jimmy will be leading this effort and keeping the bills paid. IT: @TomXP411 Tom will be handling the web site and the forum software. So hit him up with technical or web site issues. In addition, we have two new moderators on staff: @VincentF and @Scott Robison Both have been prolific posters here on the forum, and Scott has worked with The 8-Bit Guy on the PETSCII Robots project, coding the Commodore 128 version. As we progress into 2022, we’ll have some big decisions to make. We want all of the members to be part of those decisions, so we will bring you questions and take your input over the coming months. In the meantime, know that all of our efforts are going to make this an inclusive and rewarding space for Commander X16 fans and retrocomputing enthusiasts of all types. So let’s get set for a great 2022 and beyond.
    15 points
  3. It's official! We now own the CommanderX16.com domain and the forum hosting. By "We", I mean I am the primary account holder, and responsibility will be shared between me, @JimmyDansbo and @Cyber. The domain name actually expires in March, so before that, we will work out a donation system to allow everyone to contribute to the system's ongoing maintenance. We'll discuss the specific financial situation, too, and let everyone weigh in on the best course for the future. Until then, have fun!
    15 points
  4. Big thanks to the new team members for stepping up. We’re excited that the website and community will endure. Happy 2022 everyone!
    15 points
  5. Hey, guys. A thing happened yesterday. Frank van den Hoef, the maker of VERA, has opened the VERA Github archive to the public at https://github.com/fvdhoef/vera-module. However, Frank has not yet placed an open source license on it, this means we can use the source code and designs for our own personal use, but we cannot sell or otherwise distribute products made using Frank's design files or source code. Feel free to discuss the design of VERA here on the forums, but there are some things that we still can't do (unless Frank posts a license): You can legally use VERA in your personal project. Are you making a homebrew computer or a Commodore 64 cartridge? You can legally use his designs and FPGA code to build such a unit. You cannot can make VERA modules to sell or give away. (Including "group buys".) This includes manufacturing the physical board or programming FPGA chips. You can discuss VERA's design here, both the FPGA and the circuit board. We encourage people to talk about their homebrew computers, and feel free to talk about your homebrew computer designs in the Maker forum. However, we still ask that you respect the "no clones" rule and not build a VERA or CX16 clone for sale or distribution. UPDATE: VERA is now MIT. You can now distribute and/or modify Frank's designs for your own use.
    13 points
  6. Off-topic: Just to clarify a little further, yes I am hosting the site still. The site’s creation came about with the endorsement of the whole X16 dev team on Slack, and indeed everyone seemed quite pleased with it initially. It even allowed David to shut down his own forum Murray2 with his brother and move the archives to this one. The team were all encouraged to post official updates here first, and copy the forum url to Facebook. However I think people just find Facebook quicker, and ultimately I couldn’t force the team to keep updates going here without starting to sound like I was nagging them each time Still I think it’s a wonderful site and @MattGrandisand I are very pleased with it, particularly the software library with built in emulator. Don’t see that very often elsewhere! That is why, when there were no other offers from the team to keep the site alive, I financed another year of it recently even though I had stepped back from the X16 project itself. There’s a ton of time and work here that would’ve been lost and disappointed hundreds of people We’re open to passing the baton to the community as long as it is properly maintained and moderated. Feel free to DM @MattGrandis and I in a group message if you are serious about taking it on. I’m already discussing with one member also but we have about 8 months before we have to make the switch so no rush. Thanks for your belief in the site as a cool place to be and a useful ecosystem. Happy new year!
    13 points
  7. Great news everyone: The motley Discord X16 dev crew got the PS/2 keyboard working with the ATTINY861 and delivering keystrokes to the host / KERNAL over I2C at 8MHz! This was the biggest obstacle in David's top issue list. I'd list all the folks involved, but I'm sure I'd miss a few so I'll let them chime in here. It was a fun international dev-and-debug-by-mob session over the last couple of days that got kicked into gear after enabling a clock stretching module so that the X16 can read from the YM2151 at 8MHz (special thanks to @Kevin Williams for installing the clock module and spending the time with us to solve the impedance mismatch between the official hardware and mine). It's about to get real!
    12 points
  8. The activity here on the forums has been increased as of late, and the Discord server is particularly active. Anyone not participating there may not be aware of the rapid advancements that are going on with the recent collaborations there. Overall, I'd have to say that things are starting to feel much more positive with the X16 project and community, and I just wanted to take a moment to recognize a few individuals who I think have really helped make this happen. A huge thanks to M. Steil for getting the Github Repo active again and being so approachable for patches and PRs to improve the kernal and emulator. Thanks to Tom, Scott, and all of the others who have picked up the ball in maintaining this website and forums! Thanks to Frank for opensourcing the VERA code - this has helped the emulator/kernal devs tremendously, and has even helped identify and patch a bug in the FPGA's sprite rendering Wavicle and Jeffrey H. have both been producing their own home-brew X16-on-a-breadboard projects, which have also helped in the general debugging of issues and brought new insights to the community and dev team. There are many others active on the Discord, and it's quite an upbeat place to be these days, and I just wanted to share my excitement for the state of the union, so to speak.
    12 points
  9. Hi everyone while waiting for the X16 to get real, I started to design my own computer case. I want it to resemble the keyboard or wedge-shape cases of the 80ies era. I owned a TI-994A and a Atari ST back then and I wanted to have something similar where I can put the X16 board in. As I just started with 3D printing I fired up Blender and started designing. After many, many hours of sketching, klicking, dragging and swearing I started printing the whole thing. Then I integrated a xtrify ten-keyless keyboard (which I want to lower a bit) and integrated a MISTER, Raspberry Pi (and a KVM Switch). This now gives me the full retro vibe - until the X16 will arrive... So this is how it looks now, what do you think? EDIT: updated pictures with most current version. This is the finished case. Now I have to stuff all the hardware in...
    12 points
  10. Thank you all for your enthusiasm and making sure that the Commander X16 community will continue to thrive in 2022 and beyond!
    11 points
  11. From @Kevin Williams, via Discord: Hey everyone. It's taking a bit longer than I planned, but here is the current state of the X16 Developer Board. I'm still routing it and I do need to nudge a few things around and stuff can happen, but this is more or less the layout I'll be going with. It is a little different than Proto 3, and perhaps a bit more than planned which is part of the reason it has been taking longer. For one, after adding Wavicle's clock stretching circuit, I felt the urge to revisit some of my decoding logic and was able to simplify it a little and move some things around. I undid a part of my logic (interestingly, something Adrian and I added) that was incompatible with the clock stretching and wound up saving another IC. But then, I subsequently put another IC on the board for another feature, ROM carts. A total of 2MB of RAM is accessible via 256 'pages' of 8k each in the HI-RAM area. The ROM functionally works the same, but we only have 512k onboard and a 16k window. We could theoretically support up to 4MB of ROM with this arrangement but, 512k is probably more than enough. Looking down the road however, David suggested moving these pins to the bus so we could later support a cartridge. I did quite a bit of shuffling of pins on the bus and managed to squeeze everything we wanted in there, for the most part. I'm sure some may disagree, but 60 pins are all we have. Some other parts have been moved to hopefully optimize the audio ground paths, as well as other ground considerations. Pretty happy with it, but the board is pretty crowded now. Some other notes and changes: I decided not to change the expansion port. I intentionally picked 60 pins on Proto 3 because it's uncommon and a lot of pins. This prevents A2 & ISA cards and I think none of the console carts will fit in here, maybe Famicom? But hey, it is its own thing, so please, only X16 stuff! I'm thinking about printing it on the production PCB. Image Added a ton of UGLY TVS Diodes for port protection. I think they will be a little less ugly in real-life, but safety third, or something. Added a relay on the audio circuit to mute it on reset or power off. The caps on the opamps make a squeal when powering off, and the YM tends to squeal a hair too, so I wanted it to mute to prevent spurious noise. I know a relay may be annoying, but it truly is the best ‘invisible’ mute circuit in my opinion. I moved the ATX power connector to a more traditional location on the side of the board. IE, a more traditional location. The last big one, was something I wanted to add, which is an audio-option header. I haven’t labeled much of anything in this pic yet, but the header directly to the left of the power connector is meant for an add-on audio board. Directly to the right of the connector are several on-board jumper pads which can be cut, and optional PCBs can be designed to do some cool stuff. We don’t really have a volume control, except via SW, but this header has the VERA, YM & BUS audio input pins individual addressable, the output opamp is still there, as well as the i2c pins. So you could get an i2c variable pot to set volumes, with code! You could also add effects, and all manner of cool stuff! Or leave it alone and it still works as it did originally. I’m probably forgetting something, but that is the bulk of it. It’s a daunting board to layout, and it takes a ton of optimization. However, I really want the dev board to be as close to the prod as possible to make sure we work out any issues now before we start making a TON more. Take care everyone and thanks for your involvement. I truly will be the software available which makes this machine successful, and I have high hopes for what we can achieve, it’s really the best DIY made in many years in my opinion. Yes, I am biased, but I do think it’s true in this case
    10 points
  12. David has the final prototype in hand! Also, news about dev units and upcoming plans!
    10 points
  13. Tracking an issue in my latest PCB gave me a brain tickle back to a conversation I had with Adrian Black (who famously has a Digital Basement) and Tech Man Dan Retro Tech Dan at VCFMW this past weekend. The '816 wouldn't boot on X16 due to a VERA timing sensitivity. Fixing VERA's timing issue should, in theory, correct both problems. Presenting Commander X16 booted on a W65C816S at 8MHz:
    10 points
  14. I've been making mentions lately about my work-in-progress sound tools for X16 which I call Zsound. After getting it to the point where it currently stands, I've hit a little bit of burnout. I haven't made much progress in the past few weeks, so I've decided that it might be a good time to go ahead and unveil the project in its current form so that the community may begin making use of what is already there, and possibly writing more programs to go into the intended ecosystem that i hope to engender with this project. Zsound is intended to serve two main purposes. The most important one is to provide a set of audio routines and tools that make it easier for developers to include audio in their projects without having to learn the ins and outs of the chips themselves. The second goal is to create a standard data format for music and SFX on the X16. In a green field environment such as the X16, you have to do everything yourself from scratch. Lots of people are having to invent the wheel for themselves. It would be more beneficial if there were an agreed-upon format for audio on the system so that various projects can benefit from each other's efforts. The format and routines were inspired by the way iD Software handled sound in Wolfenstein3d. This is strictly a playback-oriented system and thus it is not a synth and does not have ADSR enelopes, etc. It's just include, load data, start playback, and call once per frame. I will post more information about the tools and library shortly, but in the mean time, if you're interested, I've also created a Discord for discussing the project. Discord Invite: https://discord.gg/EmQ6TXQc4s I hope to see you there!
    10 points
  15. https://github.com/commanderx16/x16-emulator/releases
    10 points
  16. adding an mp3 recording of it x16_funk.mp3
    10 points
  17. I created a pair of tools that I've been using to create and edit tile sets, tile maps, and bitmaps for the Commander X16 (or anything else that uses the VERA). The purpose of these tools is to allow you to use GIMP and Tiled for creating your graphics. The first tool is a GIMP export plugin that can output VERA compatible tile sets and bitmaps. This eliminates the need for post processing like is needed when exporting a raw indexed file that the GIMP does out of the box. It can also go a step further by generating a Tiled tile set file (*.tsx) that can be used to draw tile maps. Best of all, the plugin supports non-interactive mode, meaning it can be called from a command line or makefile, treating your GIMP project file (*xcf) as a source for your resources. https://github.com/jestin/gimp-vera-tileset-plugin The second tool is a command line converter from Tiled's tile map file format (*.tmx) to a VERA compatible tile map file. This is also intended to be called from a makefile, so you can just edit your maps in Tiled and rebuild. I've figured out a simple way to use Tiled's automapping feature in combination with a command line argument in my converter to generate collision maps based on the layers you export. These collision maps wouldn't load into the VERA, but rather the Commander X16's main memory, and you'd have to write the code to make use of them in your game. However, once all that is complete, collisions (as well as map interactions) become a by product of your map design. https://github.com/jestin/tmx2vera I've created a quick demonstration video of these tools, so you can get a feel for what they offer: To keep it short, I didn't go into collision maps, but I'll likely create a follow up video to cover that topic in depth.
    9 points
  18. Now that the emulator loads files at the same speed as the actual hardware, I decided to revisit video. This one is from the opening scene to The Spy Who Loved Me, including one of the greatest stunts ever recorded on film. The video was extracted to bmp images, and those were compressed to 160x32 pixels, and then the closest color in a custom palette was found for each pixel. The color palette was not chosen for this video. It's a palette I'm using on another project, and most of the colors are based on the Wolfenstein 3D wall images. These images are stretched to the desired 2.35:1 widescreen aspect ratio by setting the HSCALE to $20 and the VSCALE to $0F. The sound file was recorded in Audacity as 16 bit mono at 12970 Hz, and then cut up into files consisting of a 2 byte header and 2594 bytes of PCM audio data each. There are 10 audio files played per second. The video is shown at 15 frames per second at 5 kb each, so that's about 100 kb per second being loaded from the SD card and pushed to VERA. This should work on the actual hardware. By the end of the video the audio and video are slightly out of sync, with the video lagging slightly. I could probably make the video and audio line up exactly if I dropped the video frame rate down to 12 frames per second, but that's getting into slideshow territory. I got the PCM audio figured out so that there's no bursts of static anymore; unfortunately the audio is so good that YouTube flagged it for copyright violation, even though the copyright owners do allow the use of it on YouTube. I'm attaching a zip file containing BOND.PRG and the BOND folder, as well as the metadata files in the META folder. If you unzip this into the same folder as the emulator, it should work for you if you type LOAD"BOND.PRG",8,1 RUN If you also have the META/L editor, changing the BASIC bootstrap to 1 SYS$0400 will load up the editor and metadata so you can look at the code. BOND.zip
    9 points
  19. https://github.com/commanderx16/x16-emulator/releases
    9 points
  20. M. Steil recently ran my demo on real HW and uploaded a video of it to the Discord server, so I thought I'd repost here. FYI the scroll speed is faster because I changed that value in my source at some point after uploading to the Demos repo here. sonic.mp4
    9 points
  21. Ok, I think this topic has honestly been talked out as far as it can go. I'd rather not see this come up in another 11 months...
    9 points
  22. I'm glad there are people to step up and take managing this community on, and there is time to figure out a way forward. To me the site IS the product at the moment. While we patently wait for a shipping X16 there is so much here to enjoy: the forum with all its users who have posted from the technical to the social (with their own wit, insight and opinions) the library of software available, and the ability to run a web emulator. I believe the majority here will gladly become consumers because they are part of the community. One the hardware ships I hope there is an explosion of more free software here, rather than spread far and wide on the interweb. Finally, this site has the best forum implementation I've ever seen. Kudos to those who built it, those who will manage this community. and those who contribute content.
    9 points
  23. Version 1.0.0

    511 downloads

    Tetrads is a clone of a popular falling brick style game. So you'll know how to play it. This version has an amazing soundtrack, which changes tunes every 40 lines cleared. There's a total of 5 unique songs which were designed specifically for the X16's combination of FM and PSG. The backgrounds, which represent science and technology, also change every 20 lines cleared. This gives the game a sense of progression and makes it not only a fun game by an adventure in sight and sound! Keyboard controls: ----------------- LEFT/RIGHT/DOWN - move bricks Z/X - rotate left/right SPACE - Drop brick ESC or RUN/STOP - Abort game RETURN - Pause game SNES controls: ----------------- LEFT/RIGHT/DOWN - move bricks Y/B - Rotate left/right X - Drop brick START - Pause SELECT+START - abort game
    8 points
  24. The following is a copy of information posted by David to the Facebook group, copied here for your convenience.
    8 points
  25. Late November is when I officially released Zsound. That was at the ultimate nadir of Commander X16's community enthusiasm level. Things had stalled out. R38 was a year and a half old. It had serious broken things about it. The community was having to build everything for R38 and for the potential R39 that never would seem to come to pass. Then in March, @Michael Steil started merging pull requests to the repo, and we suddenly shot up to version r41 in a matter of mere weeks. Furthermore, @Wavicle got his Breadboard16 up and running and was very involved with the community members who wanted to see their projects run on real hardware. This led to the discovery and correction of a few bugs in the VERA code, read/write timing fixes for the YM2151 (quite a finnicky chip to deal with on the bus!) and most importantly of all - spearheading the efforts to resolve the long standing problems of PS/2 and SD card stability at 4MHz / 8MHz. For once, we started making real headway! You can see how much stuff I started working on in the spring. This new synergy led to renewed excitement and progress on the parts of Kevin and Dave, and now we really are able to feel excited - like there really will be a Commander X16 on people's desktops in the not-too-distant future! Many others have been making amazing contributions to these efforts over the summer, especially @Stefan and @Jeffrey who worked tirelessly with Wavicle on getting the new PS/2 functionality ironed out in the Kernal and in the ATTiny SMC code. The code in September was me helping David get Zsound working in PETSCII Robots for a great upgrade to the X16 version's audio aspect, and then on to my latest project, Calliope. I would probably not have ended up making Calliope were it not for the reinvigoration that's taken place this year. Thanks, everyone!
    8 points
  26. More HW savvy readers may ask the obvious question of why I needed to add capacitance to VERA when Kevin's PCB did not. The most likely answer (to me, anyway) comes from a size comparison of the two PCBs: Kevin's board is micro-ATX and mine is mini-ITX. The trace length of the address and data lines on the official board are 2.5-3 times longer than mine. Those longer wires necessarily have more stray capacitance, and one doesn't need a great deal of additional capacitance to get it working. Considering all of the wires on the official board have to cross nearly the full width of the micro ATX board *twice* and then some, it seems to make sense. The reason I had to dig down on this timing issue and not continue using a 30pF cap on A2 is that on my latest board (the green one in the first post) I tightened up my trace lengths even more and now VERA was missing A4 and occasionally A0. While pondering the exact cause and solution to the problem, my brain wandered back to the discussion I had with the other retro hardware experts Sunday evening and then had my eureka moment: the issue causing my current board to misbehave worse than the previous one and the issue preventing 65816 from working on the board had the same underlying cause: /WE deassertion wasn't seen by VERA until we were right on the edge of missing the correct bus state. After getting the board to boot from 65C02 without adding more load caps, I swapped in a 65C816 to test the theory. After removing the 30pF load cap from A2, it worked!
    8 points
  27. Hi all, I recently started a retro-style FPGA-based computer project and Blog. I have decided to use VERA as the graphics controller for this project. I thought it relevant to post here. Here is the latest Blog post: https://epsilon537.github.io/boxlambda/graphics-and-sound/ Cheers, Epsilon.
    8 points
  28. For those that do not follow the (unofficial) discord channel, here is a video showing the Ben Eater Style Commander X16 that I have been building lately. See the video: With much help from the X16 discord community (most notably Wavicle) it is now mostly working. Much is still to be done, but I wanted to share my progress in the form of a (silly) video which is a nod to Ben Eater's 6502 videos. What you hear is the latest addition of a DAC producing 44,1KHz stereo sound. the picture is the nod mentioned earlier. The machine consists of soldered prototype boards and breadboards. VERA is implemented using a (modified) UPDuino 3.1 Cheers, Jeffrey
    8 points
  29. This is implemented now. https://github.com/commanderx16/x16-rom/commit/674f6e036463f1af09be3a38298d2e04f4cdab08 The new screen modes are documented here: https://github.com/commanderx16/x16-docs/blob/master/Commander X16 Programmer's Reference Guide.md#screen
    8 points
  30. From @Michael Steil (Discord: @mist64) over on Discord: -------- Hi! And I'm back. For real now. * For now, I'll mostly work on the ROM, mostly on bugs (not features), to target an r39 release. * I am very happy that @StephenHorn has offered to help me with the emulator. He has already done lots of great work in this field. There are many open pull requests, as well as fixes and features in his own fork that should make it into the main repo, ideally also in the context of an r39 release. * I have also started trying to make the GitHub issue tracker as useful as possible. I am creating bugs for everything I can think of (or I have notes for) that would be necessary for the release and I'm tagging them accordingly, to have a better understanding about which bugs really need fixing before hardware can be shipped. How anyone can help at this point: Please add issues to GitHub! If you find anything weird, or read about a bug in the forum or in Discord, please create an issue on GitHub. It doesn't have to be well worded, it's enough to link to the forum post, or cut&paste the Discord discussion. I'll take care of it from there. If you don't have a GitHub account, DM me here. -------- And the Github repositories for the emulator and ROM, and documentation are here: https://github.com/commanderx16/
    8 points
  31. We haven't had a chance to talk with Frank about it, and anything we can suggest would be speculation. Rather than look a gift horse in the mouth, I'm going to just say "Thank you," to Frank for his gift to the community, and see what we can do with it.
    8 points
  32. I've bit-banged the PS/2 protocol by inhibiting the clock and checking it periodically (15 times per second). I tested against a wide range of keyboards and found it can take up to 4000us for some keyboards to respond when the clock is released. And I would say it is often the case that a keyboard will respond fast (within 100us) and then take a while (>2000us) on a fairly random basis. I have the Perixx keyboard (the same model planned for this project) and it tends to be more on the temperamental side. I think that's why bit-banging with the 6502 has been abandoned and the plan is to now use the AVR processor for the keyboard interface.
    8 points
  33. I was driving home from work, and I started to hear music, somewhere in the car. It was very, very faint, and I though it was coming from a car next to me on the road. But then I pulled off the freeway, and I could still hear it. I thought "is that my iPad?" So I pulled my iPad out of the bag. Nope. It was silent. My phone was likewise silent. And I was becoming very concerned about my mental health. Am I hearing things? I asked myself. Do I need to see a doctor? Finally, I pulled into the Wal-Mart parking lot (I needed a new coat, some screwdrivers, and a gift bag. Don't ask.) I listened closer, and I realized the sound was coming from my Bluetooth headphones, in my bag. My Bluetooth headphones had been triggered by accident, and a song from @Perifractic's "Insta: Mental" was playing. Apparently Perifractic's music lives up to its name. I was pretty sure I'd gone mental during that trip home.
    8 points
  34. Updated and added pictures in the starting post. Here's one for those who do not like to scroll up : I'm quite pleased with the outcome. I'll change some of the parts so assembly is easier and the case gets more sturdy. Then I'll print a 2nd one and then upload the design to Thingiverse. This will probably happen after Christmas.
    8 points
  35. Version 1.0.0

    1024 downloads

    The Complete Game! New version with better graphics, sound, and music than before!
    7 points
  36. Version 1.1

    690 downloads

    This is the initial version of Calliope, a music library player for Zsound's ZSM music files. The current version of the player is complete as a simple browser/player. You can put any .ZSM files into any folder and it will let you browse to it and play them. This is the initial version, and is far from implementing all the features I want to do. However, this is not a work-in-progress mockup - it is fully functional and useful for browsing your audio assets if you're making a game, or just like listening to tunes. The download includes a collection of various music I've collected and converted into ZSM format. The folders are organized by their source - most are from VGMrips.net (Arcade folder) but since the Zsound VGM conversion tool is able to convert other chips into the Commander X16's chips' formats, you'll find many tunes from Sega Genesis or games that used the YM2202. In the future, I will be adding even more chips to the conversion tool (NES APU being the one I intend to do next). Furnace / Deflemask folders are also present with a few examples from Deflemask's demos collection, and in the Furnace folder is a collection of tunes designed NATIVELY for the Commander X16. Furnace tracker supports VERA PSG, and it can export these tunes directly into ZSM format. Some members of the Furnace discord have submitted demo tunes which are included along with .TXT files giving them credit (no meta data in ZSM for such details). The next major feature will be to create, save, and load playlists of music and leave it running with your tunes playing back on REAL HARDWARE. What could be cooler than that? The download is in the form of an SD image, as emulators do not let you change directories on the Host FS. I've also included ZIP archives for the entire collection+Calliope, as well as only Calliope and the default skin in case you only need to upgrade your player from 1.0
    7 points
  37. Hiya folks, Just a 40-something Aussie who grew up with a Pong -> Atari 2600 -> VIC-20 -> C-64 -> Amiga 500... progression, until sadly finally succumbing to the inevitable PC/MS-DOS/Windows and Mac market dominance later in life. I learned to code on the VIC-20 and C-64, and was pondering returning to write some more ambitious C64 "new retro" software for the C64 / 128 again... until I belatedly realised the X16 emulator had been unleashed upon the world, and that the physical machine is miraculously (in this day and age) looking like it will be more than vapourware. Looking forward to delving into the extensive capabilities of this awesome new machine, via emulation, until I can (hopefully?) get my hands on the real thing.
    7 points
  38. Some more good news to share with everyone... Big shout outs to @Stefan and @ZeroByte for many hours of help with code and debugging both on the ATTINY SMC and KERNAL while getting this working. I haven't yet found a game or application to show off the mouse in action that works on R41, let me know if there's a diamond out there that I've overlooked.
    7 points
  39. Another brief update - the reliability of the I2C protocol, and by extension the keyboard, continues to be at least five 9s (i.e. 99.999% or no more than 1 error in 100,000 transactions). I'm not patient enough to leave the test running long enough to find out if it is six or seven 9s. Thanks to @Stefan's continued commitment to inlining everything that reasonably can be inlined, single byte register reads over I2C are down to ~285 microseconds which compares favorably to PS/2's ~900 microseconds for single byte. The one remaining optimization is multi-byte PS/2 scan codes which currently must be fetched one byte at a time over I2C (285us per byte). Stefan wrote the kernel code that should handle this, it is just waiting for the SMC code to support it. At this point I feel pretty confident that this keyboard solution is good enough for a beta release. I am shifting my focus to PS/2 mouse support. If anyone has experience coding PS/2 wire protocol for microcontrollers talking to a mouse, feel free to join us over on Discord. All you need is an Arduino, a PS/2 Mouse, and a way to connect the two (e.g. a breakout board, or a pair of scissors, wire strippers, and a disregard for the future utility of that mouse).
    7 points
  40. When programming in assembly language, quite often you will need to do calculations that would normally require floating point math. Those subroutines are available, the same ones that BASIC uses, but they are very slow. And if you're programming in assembly, you're doing so because it's much faster than BASIC, so using those routines can defeat the purpose, particularly if you need to do a lot of such calculations. Ideally in assembly language you want to have most of your variables consisting of single bytes, not the four used for floating point. It's having to move all those bytes around and doing calculations involving all of them that makes the floating point subroutines slow. And if you're going for speed, you can make a tradeoff: increased speed at the expense of accuracy. A function involving a single byte can just be a lookup table. Over the last several years I have developed a number of lookup tables and subroutines that enable some very fast math on the 6502 and now 65c02. Inspired by @svenvandevelde's question about ATAN2, I decided to compile many of them into a single 8kb file that can be loaded into banked RAM. I have other such routines and lookup tables, but I decided to just include those that would most likely be useful to the broadest range of applications. These lookup tables and functions will work on all revisions of the X16 emulator, and indeed will work on any 65c02 system as long as the file is loaded at $A000. The functions are all called through JMP redirects in page BF, and those JMP table locations will not change if I do revisions on the code. I'm pretty sure I killed all the bugs, but some might have slipped through. I'll be using further posts in this thread as sort of a user guide, but attached to this post is the file FASTMATH.BIN (the lookup tables and functions) and a text file containing the BASIC program that made all of the lookup tables (but don't copy and paste it into the emulator or it will overwrite FASTMATH.BIN). When using FASTMATH.BIN, you must use a relocated load to put it into banked RAM, otherwise it will load into memory at $7000 and won't work. Or you could load it into its default location at $7000 and just copy it up into the RAM bank of your choice. This software is released under an MIT license, meaning you can use it freely for any purpose, commercial or non-commercial, as long as you leave the MIT license in there (it's located at $BF7F). And please, these functions are all just approximations accurate to about 1%, so don't use the software for controlling a nuclear power plant or medical equipment. maketables.txt FASTMATH.BIN
    7 points
  41. Guys, I didn't like what I read in Kastrup's post, either, but he has a right to an opinion. Regardless of how Mr. Kastrup has presented himself, we have a responsibility here to keep it classy and not resort to ad-hominem attacks on anyone - even if we dislike what they have to say. And this board is not a place for profanity. In case it needs to be spelled out, discussion here should always be appropriate for all ages. Thanks
    7 points
  42. With much help from @StephenHorn on Discord, and many thanks to @Frank van den Hoef for opening up VERA to all of us, I've created VERAduino: Upduino-based VERA being driven by an Arduino Uno!
    7 points
  43. To add to this: I won't have the time to participate too much in discussions here in the forum, but I don't think I'm needed anyway – there are enough people who are very familiar with all kinds of details of the X16. I'd just like to ask that you do bring bugs in the emulator, the ROM or the documentation to my attention. As mentioned before, preferably as GitHub issues, or through any channel available to you.
    7 points
  44. Lelz. That's me, by the way. I still expect I'm about a week away from having real time to work on x16emu and begin porting bugfixes and the like from Box16. But when I do have time, my plan is to go through existing PRs first, then port bugfixes and performance improvements from Box16. After that... we'll see. There are a truckload of issues in Github now, and we'd like to address some of them before releasing r39, I'll probably start working on those if nobody else beats me to them. Don't let me demotivate you, however! I have the power to accept PRs, and I'm totally happy to do so.
    7 points
  45. Version 1.0.0

    66 downloads

    Slideshow showing some of the progress of the Commander X16 project.
    7 points
  46. Frank van den Hoef I have not gone missing. I am still here. As the people on the X16 team know I just don’t have much time at the moment since I am renovating my new house. I can only spent my time once. Also there are some serious communication issues within the team. If people don’t respond to my questions or only respond in a way like ‘do whatever you think is best’ then I can’t really find much motivation to move forward. Also we never had group meetings within the team to decide on features and stop feature creep from happening. I won’t have time to work on the project at least until summer. Also since many people have requested access to the VERA design I recently made that publicly available. It would be a shame if all those hours and money I put in the design would go to waste. So hopefully someone will find it useful. Via Facebook: https://www.facebook.com/groups/CommanderX16/posts/1128759767875116?comment_id=1128823364535423
    7 points
  47. Speaking as a BBS junkie from the 80s and 90s, I agree. The only thing that would make this place better is if it had an actual text-based BBS attached. Which I'm considering trying to make happen...
    7 points
  48. Hello, all. As we work toward making the CX16 Community an independent entity, we will be moving the website hosting to a new account on the same provider. This should be relatively painless, but there's the possibility that there will be some disruptions as we move the data and files over. If this does happen, try back in an hour or so to see if things are better. While we don't yet have a specific time the transfer will take place, we'll try to give you a warning before it actually happens. Thank you all, and I hope your second week of the new year is as fantastic as you are. -- The Management
    7 points
  49. Sites like this offer features and functionality that just aren't possible / reasonable on sites like Facebook. Social media is all in the here and now. Sites like this have more permanence. If someone announces a game on the FB group, for instance, it will get focus for a little while and then fade into the past, whereas a thread about it is much more searchable and focused. To me, the number 1 feature is the software area. Once a project is uploaded there, it remains visible and accessible where on FB it would quickly fade into the past as new posts push it out of view. I totally get why Dave et al would consider it an extra workload to have yet another inbox to check, and why they may not be interested in participating directly, but the site is very important to me and many others. Having team members who run the community is just as important as team members who crunch kernal code or test HW designs. In fact, this is the one job that will continue to exist once the HW and Kernal are finally done and "in production."
    7 points
  50. I agree! @Perifractic did a fantastic job with this site and it is very kind of him to fund yet another year of license and operation cost from his own pockets, and nice to see that other voluntary members will take over and not let it die (which I think is what would have happend otherwise as 8-Bit Productions LLC has zero interest in it). This is the best 8-bit retro computer forum. Thanks for keeping it a live and giving it an extented future!
    7 points
×
×
  • Create New...

Important Information

Please review our Terms of Use