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StinkerB06

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Everything posted by StinkerB06

  1. Have you ever seen the FAQ page? It says "WDC 65C02S @ 8 MHz".
  2. AMAZING JOB!!!!!! This likely wouldn't be reliable for use in an actual game though, considering how CPU-intensive synthesizing PCM audio on the fly is. If you want to reduce the CPU usage though, have you thought about using some of the additional 65C02 instructions? All of them are said to be compatible with R38.
  3. I have another version that does a dummy read: rewindChannelNumber: LDY $9F22 ; Save ADDRx_H and auto-indexing factor LDA $9F25 ; Retrieve CTRL register AND #$01 ; Mask all but the ADDRSEL bit TAX ; Put in X index register LDA #$38 STA $9F22 ; Decrement=4 LDA $9F23,X ; Do the dummy read and decrement (Can you give a clue why I used an index register?) STY $9F22 ; Restore ADDRx_H and auto-indexing factor RTS This one probably is less efficient, but it only takes 1 label instead of 2.
  4. Yep! After the code is executed, ADDR0 points to $1F9C4, which is the start of the 2nd channel. So you'll need to manually rewind it by 4: rewindChannelNumber: LDA $9F20 ; Retrieve ADDRx_L BEQ rewindChannel16 ; Skip this if zero SEC SBC #4 ; Subtract 4 STA $9F20 ; We're done RTS rewindChannel16: DEC $9F21 ; If past 16th channel, decrement ADDRx_M LDA #$FC STA $9F20 ; ADDRx=$1F9FC RTS
  5. Why are you re-setting $9F20 every byte written? You could just use the VERA's auto-increment feature. Here, this code should work better: STZ $9F25 ; ADDRSEL=0, DCSEL=0 LDA #$C0 STA $9F20 ; ADDR0=$xxxC0 LDA #$F9 STA $9F21 ; ADDR0=$xF9C0 LDA #$11 STA $9F22 ; ADDR0=$1F9C0, Increment=1 LDA #$4A STA $9F23 ; Frequency=$xx4A LDA #$04 STA $9F23 ; Frequency=$044A LDA #$FF STA $9F23 ; Volume=63, Left=1, Right=1 LDA #$3F STA $9F23 ; Duty=50%, Waveform=Square
  6. Also, don't forget the "LDA #0 / STA addr" combo can be replaced with "STZ addr" on the 65C02.
  7. Ok then. At first, people thought he was a good-enough retro tech-content creator with over a million subscribers. But when his video of his IBM "restoration attempt" came about, people have started to become angry. Even when I don't have any experience with electronics, I pointed out that he was doing many things wrong. He didn't test the monitor power lines correctly, so he went ahead and bent a paperclip, shoved it into the PSU's male connector, turned it on and SNAP! Blown fuse! Next, he used a Dremel saw and some other tool to pull out the 4 security screws, only to find the fuse. He then bought the wrong type from the hardware store, putting it in the PSU caused the machine to not turn on. After this, he refused to do additional work and sent the rare IBM back. PS: I don't know if this discussion should stay here or go to off-topic. But this thing he did is really dumb in my opinion, and is a good starting point for hardware technicians to know what not to do.
  8. Are any of you aware of the controversy he caused from destroying that one extremely-rare IBM prototype? By bending the paper clip to short out the whole system and cutting open the PSU with the saw? Although this should probably be on-topic: Is the controversy declining interests in the X16, or would it still do well?
  9. Why is "YM2612" in the title? That's the FM chip used in the SEGA Genesis/Mega Drive! The YM2151 is pretty different (notably, it's from the OPM series, while the 2612 is the OPN series).
  10. ¡Hola! This forum is in English, by the way.
  11. Don't forget, the VERA has an integrated 16-channel PSG, and the DAC that was considered a while back was replaced with a 4KB PCM playback buffer. So make this "VERA PSG + VERA PCM + YM2151 + SAA1099".
  12. Oh yeah, what a complete disaster the OUYA was.
  13. Except it's buffered. There would be a pause in the audio at AFLOW intervals, as the CPU spends its time computing the new samples to be written to the buffer. There's no DAC mode for that matter.
  14. To me, the YM2151 FM chip in the CX16 feels very Genesis-like (since that system has a very-similar chip). It was the FM chip found in a lot of 16-bit arcade games, and was also part of the SHARP X68000 Japanese computer. The addition of the VERA PSG (which is more SID-like) and the SAA1099 (which was a pretty advanced AY/SN7 sibling for its time) pushes the X16 beyond the level of what I think is "8-bit" music. It would sound more like 16-bit (or even 32-bit?) arcade games, as the channel count currently surpasses even the PS1's SPU. The 8 MHz 65C02S probably won't be able to catch up with playback, so the music engine would have to be heavily cut in features for it to work within a game or demo. Or just follow a simple convention: Don't use all channels at once.
  15. The X16 will have a user port. However, cassettes won't be supported by the base design (at least for now). The system will read from SD cards (provided by the VERA's SPI controller) and floppy disks (using the Commodore IEC serial interface). There aren't any cartridge slots, however, there will be 4 general-purpose expansion slots in favor of using expansion carts.
  16. Each of the 4 bits represent 4 groups of sprites that collisions would be checked for. For example, if 2 or more sprites with bit 0 set are "touching" each other on a given pixel, then the VERA knows there's a collision in group 0, thereby setting the corresponding bit in the ISR register upon V-Blank. The flags must be cleared after they're checked, so collisions that just happened won't "spill" into the next frame. PS: Using the hardware collisions is known to cause different behavior/side effects, depending on the video output mode, start/stop/scaling, and (as I'm pretty sure) the sprite "work units" that are being spent on each line. It's considered best to use software collision detection (though it may not be pixel-perfect, considering that's a CPU-intensive operation).
  17. The PSG registers aren't exposed to the CPU. They must be accessed through the VERA's ports.
  18. The X16 has two MOS 6522 VIA chips in it, both of which contain 2 timers (A and B) for a total of 4 timers. However, these aren't implemented in the emulator yet, I think. Expect them to be not changed when changing VERA output modes. Also, the YM2151 FM sound chip has 2 extra timers, totaling to 6.
  19. Tbh, the dual-port techniques really conflict with being able to use the VERA PSG in your music/SFX engine. In my case, when wanting to write to the PSG, I'd save the values of the CTRL register and the Port 0 address/stride to 4 locations in RAM, so I can restore them back when the PSG writes are done.
  20. Why not put a clock divider on the expansion card (if that's how you're supplying the SID chip)?
  21. From Wikipedia: INC and DEC with no parameters now increment or decrement the accumulator. This was an odd oversight in the original instruction set, which only included INX/DEX,INY/DEY and INC addr/DEC addr. Some assemblers use the alternate forms INA/DEA or INC A/DEC A.
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