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These Space Invaders soundtracks are written for the Atari 2600 TIA chip but can be played on the Commodore 64 SID via emulation. When played through the SID distinctly different soundscapes emerge. Try them on the Commodore 64: spcinvsids.D64 Use the loader program on the D64: load"loader",8 run Here are the Atari 2600 ROM binaries to compare: NewSpaceInvaders.bin NewSpaceInvadersAlt.bin The Tracker prototype written in Commodore BASIC is included on the D64 image and illustrates streaming a TIA chiptune to the SID. I used a 6581 NTSC SID for development. Filter effects may vary.
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Linus got the great idea to wire up two C64 and a stash of floppy disks to make an accordion! Rwas more: https://linusakesson.net/commodordion/index.php
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Round 1, Fight!
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And we have another option to connect SID to Atari - NOMari. Many announce and foretell, and here we have a living example. Tori has already connected a lot of other sound circuits to Atari (OPL3 - YMF262, YM2149, AY-3-8910, SAA1099, SN76489AN, SID) so what another could be expected? You plug in and it works. http://atari.myftp.org/index.html There are a few novelties in this project, for some the advantages will be debatable: advantages: additional filter settings, reset button, mono-stereo button debatable: the ability to change the addressing with dip - but most will find it an advantage. disadvantages: difficult to buy, maybe someone will start production? this is not a comparison but it should be noted that SlightSID has a mix input and SwinSID does not. I'm adding a video and a few songs recorded directly from the SlightSID and NOMari card as if someone wanted to compare. and if someone would like to see how UltraSpeed works in xBIOS, see the video ? Overall: NOMari has SwinSID not the original SID. I was skeptical about it, I thought that can't compare to SlightSID but I have nothing to complain about, both products are excellent and fortunately I do not have to choose between one of them: DDD nomari-1.mp3 nomari-2.mp3 slightsid-1.mp3 slightsid-2.mp3
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Building „The Voice“ into a PHILIPS G7400/Magnavox Odyssey and staying fully compatible There I was with my PHILIPS G7400 console and a newly acquired „The Voice“ speech-add-on, which was only made for the PHILIPS G7000, not the G7400, and therefore does not fit onto the G7400 housing at all. And which uses an inbuilt speaker, which makes it sounding odd - speech and sound comeing out of two different sources. Wouldn’t it be nice to put „The Voice’s“ circuitry into the G7400? Problems: Electronically - not all extensions and cartridges are compatible with „The Voice“. It must be possible to switch it off and „remove“ it electronically. Mechanical - how to fit all those components into the G7400 housing and attach them firmly. "The Voice" interrupts a few lines of the regular cartridge interface, to control the speech synthesizer's actions and to provide a memory interface for external cartridge speech roms. So far, this has only been used for „SID, the Spellbinder“, but who knows, maybe some future homebrew project will need this too. The memory interface uses lines, that are not used by most of the game cartridges, except i. e. C7010 CHESS and C7420 BASIC. These plugins do not expect „The Voice“ to be sitting on the lines to the G7400 console. Therefore, to stay compatible, it is necessary to reconnect the interrupted lines. „SID, the spellbinder“-PCB. Cartridge with programme rom and the GI speech rom: Looking at PCB and schematics, I identified six affected lines: Leading from G7400 to „The Voice“: A(!CartWriteEnsble) —> to reset logic IC1 pin 2 B(PlusModeSelect) —> ground E(ChipSelect) —> not connected 1(T0) —> to SP256 synthesizer chip !LRQ 10(A10) —> not connected 11(!ChipSelect P14) —> to reset logic IC1 pin 1 Leading from „The Voice“ to cartridge port: A(!CartWriteEnsble) —> memory interface: C2 B(PlusModeSelect) —> memory interface: serial in E(ChipSelect) —> memory interface: C3 1(T0) —> memory interface: C1 10(A10) —> memory interface: serial out 11(!ChipSelect P14) —> memory interface: rom clock All the other lines are just fed through. I decided to use some simple changeover contact relais, which are operated by a mechanical switch turning on and off 12 VDC for the coils. Mechanically there surely are many possibilities. I decided to shorten the cartridge duct, to gain space inside the housing and to put my switch-device between G7400-PCB and cartridge connector. Be warned: It is a lot of work and I had to abuse the PCBs quite badly. This might not be an adequate job, if you are doing something like this for the first time. Some practice is helpful. There is a chance to destroy your console . I wanted the switching-device to consist only of one board and I wanted the whole thing to be plugable, which makes repairs or future changes easier. I’ll present some pictures, just to give you an impression. I have more. If somebody should have more interest and want to do the same, I can provide more pictures and information. Feel free to PM me anytime. „The Voice“ as we know it: The G7400 ripped apart during a test run: The switch device with the new cartridge connector board: Changes on the duct: New cartrige connector attached: Fom the other side: The G7400 PCB with removed cartridge connector and new connector cables leading to the switch device: The speech synthesizers audio line soldered onto G7400-PCB: „The Voice“. Desoldered cartridge connector and "The Voice" rom board, now connected via cables to gain some space below the cartridge duct: The Sandwich: connector board, switch device, speech synthesizer and G7400-PCB. Look, how the synthesizer board is attached to the upper housing. It is just pinched between cartridge duct and the middle plastic distance holder. PCB and holder can be adapted a bit with a file: Everything back into the housing: That’s what it looks like now. The cartridges are sitting a few centimeters higher, now. With voice on/off switch and a volume knop for speech output. Nice, compact — and working:) Special thanks all the guys at http://www.videopac.nl and its forum, who are providing excellent information on all aspects of the Videopac/Odyssey related systems. A MUST-website for all friends of the platform! And of course to all the guys on all the other VIDEOPAC related websites, where people posted schematics, service manuals or their own papers, with explanations, how the G7000 works. Best regards!
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Siddasm v2.1 (sid, sap and nsf disassembler) win32/win64 binaries
ivop posted a blog entry in ivop's Blog
I just cross-compiled these from within Debian Linux (wheezy) and instead of only sharing them with the person I did this for, I thought I might just as well share them with everybody. Source code (GPL) is included. The win32 binary has been tested to work with wine under Linux. I cannot test the win64 binary, but it should work as well. Note that this is a command line utility. siddasm2.exe input.sid > output.asm. The output is in atasm format. It takes NSF (NES) and SAP (Atari 8-bit) files as well. Sid files need to be PSID. RSID is not yet supported. Edit [2015-07-17]: Updated to v2.2, hopefully fixed /dev/null issue on windows. Edit2: added source code. siddasm2-2.1-win.zip siddasm2-2.2-win.zip siddasm2-2.2-src.zip -
Long time, no blog. Let's start at the beginning. In 2009 I wrote my first version of a SID Emulator, running directly on the Atari 8-bit hardware. The emulation loop ran in the main loop and synchronisation was done with STA WSYNC. I had created a raw register dump of a .sid file with a modified version of TinySid and every frame I left the main loop a few times for a few cycles to stuff the SID emulation engine with new values. I didn't take long to realize I didn't have quite enough time to do much else. I wanted to ditch the idea of playing a register dump. Even RLE compressed it took way too much memory to store a decently sized song. I wanted to run the original C64 player routine. That led me to the source code of siddasm and a rewrite with more features, which I called siddasm2 (really original). I moved the emulation code to page zero to save some cycles, but that did not really help enough. At the same time, I stumbled upon a bug in Atasm and instead of fixing that, I ended up writing my own assembler. I had always wanted to do that. I won't go into details here. See my previous blog entries on shasm65 and siddasm2. After that, I kind of lost interrest, but a few weeks ago I continued this project. I completely rewrote my SID emulator in shasm65. Now the emulation engine was running of a timer interrupt, leaving the main loop free to periodically call a C64 player routine. This routine had to be patched though to write to shadow SID registers instead of the C64 hardware registers. This is where siddasm2 came in again. Early in the process of disassembling Laxity's song "Freeze" I noticed that the resulting assembly code couldn't be assembled again by atasm AT ALL. Which shouldn't be the case. I fixed a few bugs in siddasm2 and shortly after that I was able to recreate the .sid file from source code with the help of atasm -r and unix dd (for the header). So far, so good. Now I was able to patch the source code of 'Freeze' and run it alongside my sid emulation code. I added code that converted the shadow sid registers to values my engine could work with, added ADSR envelope handling, everything I used to do in my modified TinySid. A few debugging sessions later, I had it all working! After that, I disassembled and patched the International Karate tune. This triggered a new bug in my emulation, which is now fixed. I sent out an example to Freddy (F#Ready on AA), which he turned into a youtube video and posted a link on AA to see what all of you would think about it. And now I figured it's time to release the source code and a few binaries to play with Attached you'll find version 2.1 of siddasm2. A slightly modified shasm65 which is now verbose in hex instead of decimal (but the original shasm65 is still fine to assemble the code, too. The assembler itself did not change). .xex binaries for Laxity's Freeze, Rob Hubbard's International Karate and Jeroen Tel's JT42. The source code for everything. Regards and have fun! binaries.zip shasm65.zip siddasm2-2.1.zip sid-songs.zip atarisid2.zip
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I am trying to use the StereoSID Player 10.3 with my SD2IEC. It locks up when loading SID files (first .MUS file.) Has anyone else run into this problem?
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Hi there ! I will start publishing a series of interviews from musicians and people who are still using this mighty SID chip to compose their music...64 sceners or not, they make wonders with it ! First interview is with Mariusz Wasilewski (KATOD)... Here is the link : > http://www.iamretro.gr/a-sid-adventure-introducing-katod/ Enjoy !
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How hard is to produce sound waveforms like in C64's sid music from games Driller and Dark side ? I'm interested in making a game that would use such spacy, trippy dragged sounds and would like to know how hard it would be ? Driller: Dark side: Mostly I want those sounds at beginning that look like square waveform.
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Hi all, Here's the final release of Atari Sid 5. All sources have been converted to MADS and tidied up. I tried to use as many MADS features that were useful. The 'preview' sources should be considered obsolete(!). Thanks to Phaeron's 3 IRQ idea, it's a bit faster than version 4 (small gr. 3 screen on should now be possible). Thanks to Wrathchild, the envelope handling state machine has been removed and replaced by code. Some bugs that were present earlier are fixed. I have converted 30 songs and assembled the .xex files, which are attached in a separate ZIP-archive. My mind's a bit fuzzy atm, so I'm sure I'm forgetting to mention something here Regards, Ivo atarisid5-src.zip atarisid5-xex.zip
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https://www.youtube.com/watch?v=NIxN2Izx2Sk
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Even as hardcore and lifetime Atari user, I’m also a fan of SID music like the tunes from Rob Hubbard, Maniacs of Noise, Matt Gray etc. even though I rarely played games on the C64. The popularity of SID music have sprawled many remixes with modern instruments (see remix.kwed.org). And even a couple of studio albums like the “Back in Time” series, “Press Play on Tape” and “Sidologie” (see www.c64audio.com). And I have them all :-p Currently Marcel Donné is working on a sequel to his “Sidologie” CD and has started a KickStarter project to fund it. It will contain 3 to 6 CDs (depending on the amount raised) with SID remixes coated with a Jean-Michel Jarre (and Vangelis) sauce. As both a SID remix and Jarre fan I of course backed the KickStarter in an instant. One of the Sidologie CDs will contain remixes from Rob Hubbard. As you probably know Rob Hubbard did only do the music for 4 games on the Atari 8-bit. Three of them are conversions of the C64 version (International Karate, War Hawk and Extirpator). But one of them was an Atari 8-bit exclusive namely “Jet Set Willy” which I consider one of the best Pokey tunes of that era. There was never a C64 version of Rob’s JSW tune on the C64. Because there never was a C64 version I pitched the idea to include an Atari Jet Set Willy remix on the Sidologie CD. And to my surprise and amazement Marcel Donné liked the idea of doing a JSW remix. So Rob Hubbard's Atari "Jet Set Willy" tune is now officially on the track list of the Sidologie CD dedicated to Rob Hubbard. Since a unique Atari Pokey remix is part of the Sidologie CD, I’m sure there might be more Atari fans that are interested in the Sidology KickStarter project. Thus if you want to support Marcel Donné for his daring choice to do an Atari Pokey remix for a largely C64 fan base, go to the Sidologie KickStarter page and pledge some money Robert
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Hi guys. In Lemon64 and other C64 websites there's many of .sid files and there's lots of A8 conversions of them (like in ASAP). I know that for musicians you may have other ways and/or resources but I was wondering if there is a simple way for a guy like me to take a .sid an then try some experimentals at RMT. I also know that there is also that SidPlay but don't remember now if it's just playing what is already converted or it also can, in someway, import and convert .sid files (and I can't get it now because I'm at the streets and sorry but this is just another crazy idea I just had and 'shooted' it in here ). So, my idea is to load a .sid file and in someway get it in such a way that I can load it into RMT. Thanks.
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Forgive me if I'm posting in the wrong area, I didn't see a Commodore 64 specific thread, but I'm using a stupid tablet and it's possible I overlooked it. I have a question regarding the use of digitized sound effect and speech on the C64. I'm pretty familiar with programming, and have even made several games using BASIC with ML subs, but I can't figure this one out. Why is it that some games can play digitized audio over two voice music without stopping all the on-screen action, but some stop all sprite movement and audio before playing the sample? For instance, Way of the Exploding Fist has no trouble playing the digitized samples during the action. Thanks for reading!
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- Programming
- C64
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I recently picked up a Commodore 64C with a Rev. 4 mainboard inside. It's had some modifications done to it, one of which was the installation of a 28-pin JiffyDos kernel ROM. The other change, I'm not so sure of. From what I can tell, the SID has been replaced by either a third party module or some kind of custom job. (You can see what a stock 8580 in that slot looks like here.) Of course, I'm by no means up on the Commodore modding scene. Can one of you guys take a look at the below pic of the mainboard and tell me what exactly that is in the SID slot and what it does different from the standard 8580? The "chip" in question is circled as number 2 in the above pic. I've played a few games on it, and the music and effects sound just like they do on my stock bread box, for the most part. (I did notice a very slight bit of humming a couple of times.) Any ideas? I'm pretty sure it's not the SID stereo-out mod I've read about, although it would be awesome if it was and I just had to finish the wiring. Also notice what I believe is the 28-pin JiffyDos kernel replacement ROM circled as number 1 in the pic above. There is some wiring on the back of the mainboard associated with that chip, as such: I haven't seen any instructions for JiffyDos that required soldering wire bridges on the back of the board. Was that simply for the purpose of foregoing an external switch and instead hardwiring it to keep JiffyDos permanently enabled? Thanks in advance for any help explaining things to a C= hacking newb. - m@
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- commodore 64
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Very nice SID emulation: http://atariki.krap.pl/index.php/SID_Player Could someone please explain how Pokey emulates SID?