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x16tial

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Everything posted by x16tial

  1. I'll fully admit to not being an expert here. But I think the VERA has enough memory to double buffer the 1bpp 640x480 bmp mode. Does that still not work for the frame rate you're trying to achieve?
  2. Edited: I just realized you did that cool demo, you're obviously not developing in BASIC. But yeah, Screen RAM can be pretty efficiently filled/cleared in assembly, let me know if you need any tips. But yeah, perhaps that even isn't fast enough for what you want to do. But with 2 channels and auto incrementing, there might be possibilities.
  3. You might be talking about the 65XE debugger: https://sourceforge.net/projects/c64-debugger/ But also, if you run the emulator with the -debug option, you can then use the debug commands detailed at https://github.com/commanderx16/x16-emulator#debugger
  4. Actually, you could replace 51 with: 51 VPOKE1,$F9C1,I And it'll print the numbers as it goes.
  5. If you do want to do it that way, take out the PRINT statement (line 52). your output to $9f23 is colliding with PRINT which is using the VERA channel(s) as well. Or use VPOKEs, as @DusanStrakl mentioned.
  6. x16tial renumber View File Version 0.1.1: renumber your BASIC programs! BUT, for now, GOTOs, GOSUBs, THENs, and ONs will have to be manually fixed with the aid of the cross reference that prints when you execute the renumber. (Copy the cross reference list from the shell window and paste it somewhere handy. Make sure you have -echo on when you start your emulator!) To activate: LOAD "XREN.PRG",8,1 SYS 1300 NEW (this resets BASIC's memory pointers) and load your basic program, then type: REN <starting line number>, <increment> The old line number, an arrow, and the new line number will then print, giving you a cross reference for fixing gotos and such. Currently, <increment> needs to be 1-255 HIGHLY RECOMMENDED: Download and activate XMA (x16tial mouse aid) from the Dev Tools area as well, which is very handy for getting around your program to make those changes. FUTURE VERSION(s) will incorporate making the changes to the references, but for now, this should save some work in renumbering your program(s). This is good for R38, future revisions of ROMs will probably break this. But I will try to supply updates as quickly as possible. Note: It *is* possible to get illegal line numbers (> 63999). What you do after this, you do so at your own risk! Submitter x16tial Submitted 03/02/21 Category Dev Tools  
  7. Version 0.1.1

    31 downloads

    Version 0.1.1: renumber your BASIC programs! BUT, for now, GOTOs, GOSUBs, THENs, and ONs will have to be manually fixed with the aid of the cross reference that prints when you execute the renumber. (Copy the cross reference list from the shell window and paste it somewhere handy. Make sure you have -echo on when you start your emulator!) To activate: LOAD "XREN.PRG",8,1 SYS 1300 NEW (this resets BASIC's memory pointers) and load your basic program, then type: REN <starting line number>, <increment> The old line number, an arrow, and the new line number will then print, giving you a cross reference for fixing gotos and such. Currently, <increment> needs to be 1-255 HIGHLY RECOMMENDED: Download and activate XMA (x16tial mouse aid) from the Dev Tools area as well, which is very handy for getting around your program to make those changes. FUTURE VERSION(s) will incorporate making the changes to the references, but for now, this should save some work in renumbering your program(s). This is good for R38, future revisions of ROMs will probably break this. But I will try to supply updates as quickly as possible. Note: It *is* possible to get illegal line numbers (> 63999). What you do after this, you do so at your own risk!
  8. I agree to a point, but if the lower price comes at a cost of complexity, it's probably not worth it, in the long run. Personally, I'd rather it not be obtainable to some, if the choice ends up being it not being produced at all. Which would happen if there's low market uptake.
  9. I just want to throw out there, while it may be terribly obvious, that simpler is going to beat more complex. You're already dealing with a small-ish market, how many people under age, say 30, are even going to be remotely interested in retro stuff? Some yes, but your largest market is going to be older-ish folks yes? This market is probably going to have a fair amount of discretionary income, therefore drop any options that save on the initial purchase price, I'm mainly talking about RAM here, just fix it at the 2MB and go. (The optional keyboard is fine, I'm talking about internal specs) This market is going to have more money than time, don't make the consumers or the developers that will exist in this market spend time trying to sort out permutations of all kinds of configurations, set the specs and then in higher Phases, just reduce form factor. A handheld CX16 sounds awesome. I'm even starting to think a speed boost may not be a good idea in higher phases, since it might break existing software's timing (unless the speed is configurable, easily) The most successful portion of the C64 market (all the games, then and now, and all the demos then and now) relied on stock hardware (I said *most* successful portion of the market). Having all kinds of configurations, while sounding nice on paper, is more likely than not going to muddy the waters, causing fragmentation and confusion, and hurting your market penetration, in my opinion. My 2 cents. Thanks.
  10. Well, for most of us the emulator is the ONLY choice at the moment. I can see myself, especially with the upgrade keyboard, doing a fair amount of development on the actual hardware. Especially if there's any "pain" to transferring files, which I kind of foresee, until some kind of networking is available. Even a direct serial link would be nice.
  11. Oh my. That. Sounds. Awesome. I love and hate you right now.
  12. And a bit of other info. My program above is pretty inefficient on space, by doing one statement per line. Every BASIC line has 5 bytes of "overhead", so each additional statement on one BASIC line saves 5 bytes per statement, by not having it on its own line. I might play with how many PRINTA$;'s I could get by packing in the statements, and I could do it two ways. One way, by using the 80 character limit per line that you get when entering lines in the screen editor and a 2nd way that allows you to get 250 bytes per line, when building the BASIC lines from Assembly. Possibly more "Fun" to come!
  13. Yeah, all basic keywords (and operators) are tokenized whether you input the full keyword, or use the shortcut. PRINT's token is $99, for example. So all *V2* keywords and operators use only one byte. They also are all $80 and greater (bit 7 set). The new keywords introduced in the X16 ROM take two bytes, one for the "escape" code $CE, and another for a token, again $80 and greater. There are 68 V2 keywords, and 8 operators, making 76 tokens ($80 through $CB), and X16 includes 22 new keywords ($80 through $95).
  14. Thanks for pointing out an alternative. But personally in the long run, for a bit extra money I get Petscii keycaps and a matching design, and choice of switches/spacers.
  15. Sorry, lost interest in doing something silly, not in your upload, didn't mean that to sound that way. Cool demo!
  16. meh, was trying to do an inline animated gif, might be a way, but i've lost interest ;D
  17. Welcome to 1982 In best old man voice: "In MY day, we didn't have command buffers! We retyped or we cursored back and hit enter on it again! We didn't care there was other stuff on the screen! And we liked it!
  18. Oh no! I've gone cross-eyed! Seriously though, looks good, some dazzling effects!
  19. Version 1.0.0

    19 downloads

    Here's a utility that will display the contents of any memory page at the top of the screen, actively and persistently. Helps to see what's going on in different areas of memory, like zero page, the stack, page $02, page $03, page $9f, page $a0 (bank 0). I found it useful to track down memory locations for the mouse aid program, specifically quote mode and insert mode flag locations. LOAD"XPAGEX",8,1 SYS 1024 (NEW to reset BASIC memory pointers, if need) Just POKE 99,<page number> to change pages. There's a "ruler" to help you determine what location you're looking at. The 4 lines are 64 bytes each.
  20. x16tial Page Examiner View File Here's a utility that will display the contents of any memory page at the top of the screen, actively and persistently. Helps to see what's going on in different areas of memory, like zero page, the stack, page $02, page $03, page $9f, page $a0 (bank 0). I found it useful to track down memory locations for the mouse aid program, specifically quote mode and insert mode flag locations. LOAD"XPAGEX",8,1 SYS 1024 (NEW to reset BASIC memory pointers, if need) Just POKE 99,<page number> to change pages. There's a "ruler" to help you determine what location you're looking at. The 4 lines are 64 bytes each. Submitter x16tial Submitted 02/23/21 Category Dev Tools  
  21. New version uploaded that fixes some bugs, but still need to NEW or load a file to refresh BASIC's memory pointers. You'll get a lockup or Out Of Memory error when trying to enter basic program lines otherwise.
  22. x16tial

    Lemonade Stand

    Kinda fun, the delays before being able to move on could be tweaked or eliminated imho. (In other words, why have a delay before presenting "press space to continue"?)
  23. Just because something is rare doesn't mean it's valuable. Funny how certain people will bash David, but then I don't see anyone clamoring for the other identical machines. According to a post on another of David's videos, from someone claiming to have worked for IBM, the machines were most likely prototypes and were very likely bricked at IBM when they were rejected for full production. So all this nonsense, in the end, will be about him "destroying" something that was already non-functional. The comment I'm talking about is by "LAO SpeedWagon" on this video: I just re-watched David's video on the machine and had forgotten that he went back to Computer Reset and they tried powering on the other 4 machines, 3 of which were dead just like the one he tested and 1 had video corruption and wouldn't boot off disk. David also noted that they were probably prototypes for these reasons: No serial numbers Hand written part numbers No signs of use No other information available on the web. 1 had a different monitor All corroborating LAO SpeedWagon's comment.
  24. I'd recommend watching David's (8-bit Guy) videos on his "Dream Computer", there are 2 parts. He goes into many of the details and design decisions. They are close to the top of the FAQ page.
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