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Everything posted by Ender

  1. It took me a minute to find where I'd seen it. The emulator's README mentions it, although it says to do shift+backspace. I guess both work. https://github.com/commanderx16/x16-emulator/blob/master/README.md
  2. Ctrl+backspace will move the line after over, and then you'd type spaces.
  3. You can wait for input with just the INPUT command. Unless I'm misunderstanding the question? You can definitely make some simple sound effects with the PSG register in BASIC (you could do any sound in BASIC, really, but using the YM2151 is more complicated). You mentioned though that you'd like it to be compatible with the C64, and any sound-related stuff wouldn't be.
  4. This is subject to change as development of the kernel continues, but there are kernel variables for the screen size in characters: $386 has the width (llen), and $387 has the height (nlines). Maybe for pixels, you could just grab the HSCALE and VSCALE from the VERA configuration and calculate it ((PEEK($9F2A)/128)*640, (PEEK($9F2B)/128)*480).
  5. A good place to start would be to take a look here: https://github.com/commanderx16/x16-rom/blob/master/dos/README.md You could also take a look at this dos unit test here for some good examples: https://github.com/commanderx16/x16-rom/blob/master/test/dos.bas
  6. Yes, as SerErris said, the "@:" comes before the filename.
  7. I believe you have to save it with "@:" in front, to tell it to overwrite it. You'll notice if you do a save without "@:" in front, and then type just "DOS" to see the status, it shows an error 63, which is "file exists".
  8. Only Michael could answer that. He probably added it for debugging something he was working on. It's probably just a temporary thing anyway since it won't be in the actual hardware. If you want to use a timer you can set though, you could use the soft timer in the kernel. It's 24-bit and 60Hz. You set A to bits 0-7, X to bits 8-15, and Y to bits 16-23 and call $FFDB. Then you can get the timer with $FFDE, it returns the bits the same way.
  9. Ah, right. Makes sense then. I didn't notice it was amongst those other obviously emulator-specific things.
  10. There should be a 32-bit cycle counter up to 500 seconds at $9FB8-$9FBB, at least according to https://github.com/commanderx16/x16-emulator/commit/9e271d1513704838e4e37123e46c255e8bb23146 I couldn't find any documentation regarding it though. The reference guide just lists $9FA0-$9FBF as "future expansion."
  11. Not the way it is now. The framebuffer driver is pretty much hard coded at 320x200. You'd have to write your own driver for the GRAPH API to use (which Michael intended for people to be able to do). I think the reason it's set at that resolution currently, however, is that, when starting your layer 0 at $10000, that's all there is room for in video RAM. In fact, at 320x200, I think it might still be too big? It looks like it would end at $1FA00, which would overwrite the PSG registers? I'm not sure how he's getting away with that.
  12. Just as a little bit of background, those pseudo registers are ones used by GEOS. When Michael was designing the graphics API he basically ripped code from GEOS for it, and so they use those same registers. I don't think they're going to be expanded on or anything like that.
  13. Ah I see. Makes sense, thanks.
  14. Can someone explain why setting the color to 0 makes it use layer 0 if it's enabled instead of black? Is this documented anywhere? I couldn't find it.
  15. This is very polished-looking and sounding! Pretty much just as much fun as the original Breakout. Do you plan to share the source code at any point?
  16. Hi all, Software engineer from Massachusetts here I've been a fan of 8-bit Guy and following the X16 for a while now. I first became interested in computers after my uncle showed me a simple C64 BASIC program when I was 8 and I loved the idea that giving commands to a computer could be so simple. Back then I never got further than learning BASIC, but since I started digging in to the X16 and all the various software out there I've learned a lot about 6502 assembly and the underpinnings of how the kernel works. I'm really excited to see where the X16 goes and what people make for it! Maybe I'll even work on a few things myself .
  17. For debugging I like to use the emulator's debugger. It's probably more reliable than the monitor right now, and you can easily switch between banks, etc. You can get to it by running the emulator with "-debug" and hitting F12.
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