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Everything posted by Yazwho

  1. I missed the first round, so mine is arrived in March I think. Looking forward to playing with it!
  2. Until there is a physical machine, no knows. There was an official case, but right now even that is a bit up in the air as the first versions could well be wholly FPGA based. If you're looking to buy a case now, i'd save your money until there is a release date and there is some certainty about what it actually is.
    Assembly subroutine for pixel perfect collision detection Damn right, had one pixel of the landers legs off the blue stuff and dead.
  3. Lots of C64 programming insights (some of which are applicable to the X16) but from a different 'angle' to most Dev type channels... https://www.youtube.com/channel/UCdHiji77FlppuNK6xemrsVA/videos
  4. If you didn't know, its the weekend of the Halloween Steam sale so lock up your wallets if you're opening a bottle of wine..! Is there anything there that people recommend? Especially X16 Dev related software? (Steam do more than games!) Personally I'm going to pick up Pro Motion NG which is half price. It's the spiritual modern day successor to DPaint. I've been using it and can recommend for the types of projects people here may be doing. For example it has a tile manager and supports 4 bit colours. https://store.steampowered.com/app/671190/Pro_Motion_NG/
  5. This is featured on this weeks 'This Week in Retro'.
  6. Yazwho


    Great stuff.
  7. Yazwho


  8. 1160 View File Hope you enjoy this little intro! More on the audio player: Original mod by Archyx. See their other mods here: https://modarchive.org/index.php?request=view_artist_modules&query=69244 Thanks for looking. Submitter Yazwho Submitted 10/16/21 Category Demos  
  9. Yazwho



    Hope you enjoy this little intro! Best viewed on a local emulator. The web one doesn't seem to handle the audio too well. More on the audio player: Original mod by Archyx. See their other mods here: https://modarchive.org/index.php?request=view_artist_modules&query=69244 Thanks for looking.
  10. The floppy constrains the coders to a set size and read rate, which imho is a good thing as it adds to the challenge. The X16's virtually unlimited and near instant read size of SD Cards does let you do things that aren't quite of the time.
  11. Indeed, this is not a machine thats good at rendering things on the fly, but is that a bad thing? Were there any 8 bit era machines that were? When you think of VRAM as a stream of data it becomes very interesting, especially when your data structures are variable in size and/or larger than 256 bytes. Throw in the ability to set the step amount, and you've got the hidden power of the system.
  12. Funny, I'd say 98% of the time I'm not using it to 'load stuff into VRAM'. Maybe you do, which is fine, but don't assume that is what everyone else is doing. Personally I find the idea of writing code that runs on all 6502 based machines boring. If I were writing a database or a spreadsheet then I guess so, but that's not where some people's interest is.
  13. The Mega 65 isn't available is it? Can't find anywhere to pre-order or anything similar?
  14. I have browns, they're great and you can use them around people. I bought one of these https://www.aliexpress.com/item/33006060286.html?spm=a2g0s.9042311.0.0.6de84c4deCTALI and love it, apart from whatever is on the board which doesn't read some of the control buttons quickly enough! (I seem to always end up with an 's' when trying to hit ctrl-s) Oh, and it's not exactly well made, the layers don't exactly line up. Would be nice to get a better version. I looked at the Ultimate Hackers Keyboard above, but I _need_ function and navigation keys, as well as ANSI support. There doesn't seem to be much available in the not-at-all-niche 'UK 75% split' category.
  15. This has been updated to support commands\effects. I've added Slide Up\Down to the note, and Pitch Shift Up, as well as Silence which forces the volume to 0. Now the framework is done, its relatively easy to add something new. Working on the demo track, and will update the upload once done.
  16. For my player, it's not triggered from its own interrupt. You call the audio routine once per frame, that's it. It's up to the callee to save anything that is needed, but as you control it you'd try to time it so you didn't need to. Not at all
  17. I don't know the YM well enough. Just going on what I've read. eg https://ayce.dev/emptyx16.html#9f41h---ym2151-register-data-w--status-r No idea if the emulator handles it correctly.
  18. I've uploaded the source for the PSG audio demo to github. The code is awful, and I highly suggest you don't bother. If you really want to try, you will need Visual Studio 2019, cc65, the X16 emulator, a MIDI input device, and I'd also suggest Visual Studio Code. Oh, and a whole lot of patience! With all of that, you'll be able to create the .prg that I uploaded previously. https://github.com/Yazwh0/BitPlayer In terms of updates, my aim is not to write a tracker, but to have one to use for what I want to do. So I'm only expecting to ensure its functional for my own goals. I don't want to make and maintain a 'ProTracker'! Good luck!
  19. I'm not sure what you mean. Where would any contention come from? The purple line at the top is the CPU time that the playback is using. I've not measured, but looks to be around 1% CPU usage for 7 voices. So once done should come under 2% w/o PCM. In this example the audio uses ~3k VRAM and ~2k RAM. Compared to typical audio usage of the 80s, this is minimal; as a comparison in RMCs interview with Rob Hubbard, he said audio was typically given 10% of both CPU and memory. (It's a good book, you can grab a copy here: https://rmcretro.store/ ) The YM audio is a bit of a pain to use, given the clock speed difference you have to wait 144 CPU cycles between each write. You can of course do other things waiting for the ready flag, but that makes it much harder to integrate into an application. Napkin maths of 144 cycles and 7 voices would be around 1% of CPU usage.
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