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About chainedlupine

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    Space Invader

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    Retro computers, game development
  1. Hello all! I'm releasing another piece of Apple II software. Buzzbox Tracker Buzzbox Tracker is a very simple tracker software for the Apple II. It lets you create sound effects/music which can then be easily used in games or other pieces of work. Some features: Note engine able to replicate (most) standard piano notes, at 7 volume levels Sequencer, so able to place 32 patterns together in 128 combinations Easy "keyboard piano" interface for making music Fully ProDOS compliant, so works with self-booting disks or ProFile disks with subdirectories, etc. Fairly self explanatory text GUI. "Raw mode" so you can create sound effects for games. Conversion utility so you can convert the song files (.BBT) into ca65 assembler source. Buzzbox on Gitlab Download disk images here: Buzzbox v1 (ProDOS self-booting 5.25 floppy and ProFiler image) There's still a fair amount of bugs in this release but I want to go ahead and get it out there so people can play with it. I have just one example song at the moment, but if you create anything neat I would love to hear it and I am willing to include it into future versions as more demo songs!
  2. I need to get one of those Ethernet emulators going so I can connect from my Apple II.
  3. Update: I was a dork. I was loading the binary straight into memory and jumping to it, while still in BASIC.SYSTEM command mode. That was messing up the ProDOS MLI. I just ran my code as a system file at $2000, and it worked just fine.
  4. Oh, good spot. Yeah, that's the ROM test routine. I haven't seen that in ages. That's sooooo weird.
  5. Has anyone seen this before? It's obviously my code doing it (I am calling the ProDOS MLI when it occurs). Just curious what it is. I'm pretty sure it's showing me the banks of RAM and the MMU flags.
  6. Thanks! I wasn't happy with the current HGR/DHGR converters out there, I wanted something which did a direct pixel-level conversion of artwork so I wrote a Python program to do that. Currently it can do HGR and DHGR, though no lo-res modes as of yet. It'll try to help me find color-clash problems by outputting an error file which pixels color-coded on what the converter found wrong (mixing group1/group2 in same 7 pixel span, byte-straddling pixels of the appropriate group, etc). It's not perfect but it works fairly well.
  7. Hello all! I thought I would post a project I've been working on. It's a small animated thing that pays homage to Hideaki Anno's anime, Neon Genesis Evangelion. I was a bit chuffed to learn that they dropped the Frank Sinatra song from the end credits, so I decided to make my own rendition on the Apple II. 😀 Requires: Apple II Plus or higher, 64KB of RAM (as it runs under ProDOS only). Real hardware tested on: Apple //e (64kB early, with 6502), Apple //e Enhanced (128KB w/ 65c02). It should work on the rest, though I'd love to hear your experiences! Location to download (including source code): Evangelion A.2 You can watch what it does in this video recording (made with AppleWin): https://www.youtube.com/watch?v=X4U1Gg--7JU
  8. I hope more emulators get better debuggers. MicroM8 is the only one I've found so far (that runs on Linux/Windows) which has a decent debugger. I find the A2-like debugger in AppleWin to be only useful for quick checks, and a lot of its functionality is still unfinished, like saving/restoring breakpoints. For me, MicroM8 doesn't do sound very well (it has a lot of choppy cut-outs) and I've had to fall back to AppleWin for testing sound routines. Haven't tried MAME yet.
  9. I also realized in that picture I had the spacebar re-installed backwards. Wizard of Wor, I think it would work pretty good on that machine! My first (and current) project is an adventure game. I originally created it for a 48-hour game jam, but I ended up running over into the 72-hour extension period and then I still wasn't able to complete it. I vastly overestimated my 6502 assembly coding skills! You can check it out here: https://ldjam.com/events/ludum-dare/44/exuber I'm still working on the game. I've had to practically re-write parts of it to reduce the memory usage. And this is after using (nearly) all 128K on the Enhanced //e! Next time I would like to make a game that would run on a 64k //e and has fast-moving graphics, so it will probably be something more arcade-y. Update: Oh, and my avatar was a joke for a game jam. I do own two VIC-20s that I need to restore and put back into service, and I do intend to make a game for that computer. Currently do not own a C-64 or any of the Amigas. My first PC was a Commodore Colt though, so I'm a weird Commodore/PC hybrid kid.
  10. Hello! I'm new and I wanted to share what I've been up to. I've had some Apple II equipment sitting in my basement for many years. I picked it all up from someone in the mid-90s. It's two Apple //es, a regular version and the other an Enhanced Platinum. I initially tried them out to make sure they worked, but then I put them in storage. Long story short, I haven't had time/room to mess with them until recently. Unfortunately, long-term storage had taken their toll. I tried to preserve them but the basement had leaks, so one of the Apples had corrosion damage. I've had to restore both. The power supplies only survived 15 minutes upon power up, but I'm handy with electronics so I have restored them. I was happy to find that there are schematics online for all the Apple II hardware! The Platinum is in great shape. Both computers were school computers; The Platinum was probably the teacher's machine and the //e clearly had been used by the students. The case is fairly dinged up (including crayon marks!), and it's missing two keys. The Platinum had two Unidisk 5.25 drives (both in perfect condition) and the //e one original Disk ][ drive (which also seems to be fine, though the ribbon cable was beyond repair). I have a lot of software on disks, and I am slowly archiving it. It mostly seems to be software from a computer user group swap-meet in Michigan USA. Why am I bringing these machines out? Well, part of it is nostalgia and a love for old hardware -- I want to see these machines restored and put to use again. The other is that I am a game developer, and I've always wanted to make an Apple II game. I was a PC user from fairly early on (we had IBM PC Jrs in school), but I did get to play around with a few Apple IIs and I was intrigued by them. Anyway, that's my story. I'm going to include some pictures from my recent Apple //e restoration project. Mechanical keyboard spring/contact cleaning. Thankfully, not all the keys needed such a detailed tear down. So many keys! Re-assembled product. Minus two keys. I'm unsure why the spacebar is such a different color. Was there a keyboard protector or something over this keyboard at one point?
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