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The 8-Bit Guy

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  1. Attack of the Petscii Robots (Shareware) View File This is a shareware version of Petscii Robots. It only includes 2 maps. It also lacks SNES controls and the cheat-code. It is also only presented in "color PETSCII" mode, as there hasn't been a version made yet with custom graphics and sound. The music routine is a direct port from the PET, which only uses 1 square-wave voice. (Not currently compatible with the web-based emulator)
  2. Version 1.0.0

    62 downloads

    This is a shareware version of Petscii Robots. It only includes 2 maps. It also lacks SNES controls and the cheat-code. It is also only presented in "color PETSCII" mode, as there hasn't been a version made yet with custom graphics and sound. The music routine is a direct port from the PET, which only uses 1 square-wave voice. (Not currently compatible with the web-based emulator) PETFONT.PRG
  3. I'll probably be doing an update on the X16 in a month or two. It might be good to show this assembly environment off again. Has anyone written anything in the environment that would make for a good demonstration?
  4. For a text adventure, I'd definitely go with BASIC on the X16. It should be plenty fast. There were plenty of text adventures written for Commodore systems in BASIC and those were only 1 Mhz. BASIC is certainly a lot better for dealing with strings.
  5. Indeed. The 8 Mhz limitation is due to various components on the board such as ROM, the sound chip, the Vera, etc. In fact, we only have it working stable at 4 Mhz at the moment on the latest rev of the proto-board. But, with a few minor changes we still fully expect to get it back up to 8 Mhz and stable. Having said that, stage 2 and stage 3 do present the possibility to go faster. Specifically stage 3, which is all inside a single FPGA. We have a prototype of that which runs at 14 mhz and seems stable. But, as far as the DIP style board, which serves as the basis for the whole computer architecture, 8 Mhz will likely be all you will ever see.
  6. The X8 is a somewhat cut-down X16 that exists entirely in FPGA. It has much less RAM. It does use the VERA, albeit with reduced VRAM. I have one of the few prototypes in existence on my desk. It is a concept we have toyed with and may or may not release at some point after the X16 launches. The core team is somewhat divided over whether or not it is a good idea as it does somewhat compete with "stage 3" of the X16.
  7. Excellent idea. I hadn't considered this. It would still require changing the data port before and after the IRQ runs, but that's probably less code and CPU cycles than backing up the registers.
  8. During my conversion of Petscii Robots over to the X16, it was relatively smooth until I added sound support. So, I thought I'd talk about the one big issue I ran into, which I wasn't expecting due to my previous experience coding for Commodore machines. Because the Vera has it's own video RAM, you have to set the VERA_L, VERA_M, and VERA_H every time you are about to write something to video RAM. It's a little more cumbersome than the way things are done on other Commodore computers, but not terribly so. In fact, in about 25% of cases, I found it easier to use this than the C64, depending on what I was trying to modify on the screen. So, In my sound/music routine, I'm using the VERA's built-in PSG. Which means my sound routine is changing VERA_L, VERA_M, and VERA_H every time the IRQ routine runs. And the IRQ can run right in the middle of your writes to VRAM. And unless you want to add an SEI and CLI before and after every routine that writes data to VRAM, you'll need to backup the VERA address registers in your IRQ routine. So, I did this: LDA VERA_H PHA LDA VERA_M PHA LDA VERA_L PHA ***insert IRQ code here *** PLA STA VERA_L PLA STA VERA_M PLA STA VERA_H Now, while this may sound obvious to some people, I wasn't accustomed to dealing with this sort of thing when writing to sound registers in the SID or VIC-20 or whatever, since they were their own separate registers. Anyway, hopefully this piece of advice will help somebody else not pull their hair out in the future.
  9. I spent some time the last few days converting Petscii Robots over to the X16. It's now more or less fully functional. Well, you can play the game from beginning to end, anyway.. But it still lacks sound, and it is using the default font, which I hope to change soon to the PET font, which will make it look nicer. It also lacks a lot of effects like screen-shake, EMP flash, etc. I'll be working to add those in over the next few days. Also, since the game is designed for 40x25 screen, there is some black area at the bottom. That being said, once I get this version completed, I'll slowly begin the transition to a custom graphic version for the X16 as originally promised, which should fill the whole screen.
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