-
Content Count
2,282 -
Joined
-
Last visited
-
Days Won
3
Posts posted by ivop
-
-
Where can I find a 1.02 ROM image? I googled around but didn't have any luck.
-
Perhaps we should start a thread for these? (i.e. games, utilities that do not work out of the box with a sic! cart)
Here's and .xex file which contains DOS 2.5 + Atmas II which can be used to boot both at once from a SIC! Cart.
This file can also be used to boot from several emulators (boot file/image) and other $700 based boot loaders. Aspeqt file loader works as well. DOS is loaded at $5700 and moved to $700 before initializing DOS and running the application, atmas 2 in this case.
-
Here's a zipfile containing detokenized [1] .m65 files, slightly modified to assemble with atasm 1.07.
I adjusted pathnames in FMS.m65, replaced labels starting with ':' and fixed @ORG and @ERROR macros to work with atasm.
Assemble with:
atasm FMS.m65
It only contains the FMS (DOS.SYS), I do not really care about DUP.SYS.
[1]
-
http://raster.infos....art/ramcart.htm
Basically, get the zipfile at the bottom, unzip, boot ramcart.atr from the software directory (use APE, Aspeqt, etc...) , and have a rom-file ready on D2:
(preferably a XEGS ROM, like Hardball
) -
I agree on level codes. I am playing on real hardware, too. Continuity saves its state in a cookie (I had to turn them on for that particular domain though
). As for the rest, if the music bothers you, turn the volume down. If you can't find the right transition between screens, look harder!
Or perhaps you cannot leave the screen at that side at all. Happens in Continuity and I have seen it in RR already. That's the whole point of the puzzles. Which leads me to the puzzles. As there's is no time limit and unlimited lives, it's not really an arcade game, but a logic game. That's why I got really frustrated when I had solved the puzzle, but didn't advance to the next level for over 10 minutes because the way to solve it needed to be pixel perfect. Still, it's a great game IMHO. A remarkable piece of programming! -
Very nice! Thanks. I just put it on a SIC! cart and it works flawlessly so far, including loading of the next level. Guess I'm going to waste some time on this game

-
Yes 4164 is 64Kx1, so you need 8 for 64Kx8 which is 64 kB.
-12 and -15 is 120ns and 150ns BTW

-
Most stuff you can buy cheaper ready-made, but it's a lot more fun to build stuff yourself

-
Here's an MS-DOS port of xfd tools I wrote back in 95. I cannot seem to find my original Unix version online anymore. Perhaps I have a backup somewhere

-
Alrighty... no interest, so off to the Bay they go...

Perhaps the people that read it had no interest, but I'm sure there are people interested. Could you record the audio and share it with us or are you only interested in selling the tapes?
-
German mini series "Ijon Tichy: Raumpilot"
This reminds me a little of Red Dwarf. Looks like this could be fun

-
There's one on side B of Mega Magazine #3, including source code. Please keep in mind that I was a kid when I wrote all that, including the article on side A.

-
Or a wiznet 5100. I have one hooked up here for well over a year, but did not get around to actually do something with it. Also, I'd rather want it in a cart instead of hanging at the joystick port and bitbang SPI to it.
-
Do not forget that the amount of data to be processed has also increased enormously. A single cycle faster per pixel faster in assembly can mean the difference between being able to play a H264 encoded video on your hardware or not being able to. Look at FFmpeg (a cross-platform multimedia project), there's still a lot of assembly code in there for the speed criticical stuff.
Also, for a long while, most compilers did not take any advantage of SIMD instructions.
As for 8-bit c-compilers, IMHO the biggest mistake is to switch to a "simulated" stack. Just use the CPU's stack for return addresses, make function variables static (i.e. fixed memory addresses, not on the stack) and forget about recursion. Most of the time, you don't need it, and if you do, program around the compiler's limitation. The resulting code will be way faster than sdcc, cc65, etc...
-
2
-
-
Seconded.
Your avatar btw. shows how simple graphics can be sometimes, and still highly effective. With only a few pixels it is obvious that the guy dressed in black is way older than the other one

-
-
Here's a patch with some fixes for Linux and g++ (warnings, deprecated stuff, etc...) and an updated Makefile. One can now do a normal build (make), a profile generate build (make pg) and after running the rastaconv-pg binary for a while, one can make a profile-use build (make pu). The resulting rastaconv-pu binary should be faster

-
I tried getting the Qt Libraries on my computer. didn't work
I don't have a Mac running Mac OS X at the moment, but it should be possible to get this to work with MacPorts and the Qt libraries. Perhaps you can get one of the Aspeqt devs to (cross)-compile a (static?) binary or work together to get the problems you experience resolved?
-
Yeah, tape takes ages. But I have fond memories of waiting 15 minutes for Boulder Dash to load from tape, fail once, reload and after about 35 minutes we had the game running. And this was a special day, mostly sundays, on which we took the Atari downstairs to our colour TV (on week days, my brother and I played games in black and white on our old TV upstairs). If you really want to relive the old days, press play on tape

edit: oh, and Boulder Dash was worth the wait and still is

-
1
-
-
I'm interested in a second run, too.
BTW any words on what throughput you can get with the current drivers and stack?
-
Here's a schematic (original by Nick Kennedy) and pcb I did a while ago. I etched it myself with a mixture of hydrochloric acid and hydrogen peroxide. This was also a test board to see how well it would etch. The schematic is simple enough to build on a protoboard though.
-
1
-
-
Could it be that you forgot to push some changes? A lot of cfg variables are not declared.
-
I think the fastest is still to use a 512-byte look-up table, if you can sacrifice the memory.
ldx 128 ; 3 lda lsbtab,x ; 4, tables must be page-aligned sta 129 ; 3 lda msbtab,x ; 4 sta 130 ; 3 ; += 17
If, as you say, bit 7 of the value in 128 is for other use and should not be part of the calculation, you do not even need to mask it out before using it as an index. Just ignore it when calculating the tables. If you do mask it out before you use it as an index (lda 128, and #127, tax) you can reduce the tables to 128 bytes each.
-
Thanks. I see it's a buffer for the address lines. BTW one could probably use a 173, too, which is a quad D-type latch with tri-state outputs and hence has a lower pin count.

SIC! Cart conversions
in Atari 8-Bit Computers
Posted
Although I still don't have a v1.02 MAC/65 dump at my disposal, I investigated how it (and Action, Basic XL,XE) can be converted to a SIC! cart.
OSS carts use the address lines to do bank-switching, i.e. write something to $d500, $d501 or $d509 selects a different 4k bank at $a000-$afff ($b000-$bfff is a fixed bank)
SIC on the other hand uses the databus to do bank-switching, i.e. write $00, $01, $02, etc... to $d500. It can disable $8000-$9fff (which is off by default) so the amount of free RAM will be the same.
All of the above mentioned OSS carts use single store instructions to switch banks, which leaves all registers (A,X,Y) unchanged. Switching to a different SIC bank needs something like PHA, LDA #$02, STA $D500, PLA, which does not fit in the same space, so it should be put in a subroutine (jsr foo fits in place of sta foo). Sadly, there is no free ROM space in bank M to put three such routines, so that only leaves RAM. My idea is to use SIC bank0 to setup the switching routines at, let's say the bottom of the stack, then switch to bank 1 and run the cart which has all bank switching stores replaced by the corresponding jsr's.
If this works, you can also put a menu in bank $00 (plenty of space) and select one of four carts and fill 4-6, 7-9 and 10-12 with the other three M019 OSS carts and run one of those instead
ATM I am busy with other stuff and I don't want to do too many things at once, but this should get you or anybody else started in porting these carts to a sic cart.