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12 hours ago, atari2600land said:

Why was Galactic Space Wars and Pro Football described as Keyboard controllers when they apparently didn't need the keyboard controller because the games were released and the keyboard controller wasn't? 

Seems a different version was planned according to images - and I'd guess they had to change things to an easier interface...?

Maybe there's remnants in the code... 

11 hours ago, atari2600land said:

What is Microtronix?

I think it's just one of the resellers. 

 

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8 hours ago, e5frog said:
20 hours ago, atari2600land said:

What is Microtronix?

I think it's just one of the resellers. 

 

 Yes Early licensed reseller, Zircon & Microtronix worked with Fairchild  for a while prior to
Zircon taking over

 

additional Rear Label, otherwise exactly the same

 

http://fndcollectables.com/Fairchild/Cart11/n11_g2.jpg

 

example of the Zircon Rear Label

 

http://fndcollectables.com/Fairchild/Cart10/cart10-text-whitebox-rear.jpg

Edited by FND
add photo

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21 hours ago, atari2600land said:

Why was Galactic Space Wars and Pro Football described as Keyboard controllers when they apparently didn't need the keyboard controller because the games were released and the keyboard controller wasn't? :?

The Keyboard controller was planned but never completed, these ads were printed showing future release expectation

If I remember correctly only a wooden mock-up was made for the controller shown on the front of the
system II box (center bottom picture shows Black K-1 cart and keyboard controller).
I suspect the cart code would of been updated to use the controller but apparently not required as
released

 

image.thumb.png.7ad4de678a55b9bb4025b400e318ae18.png

 

image.thumb.png.7d243bd5f3fd509a664cf67d981999a5.png

Edited by FND
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How would the keyboard controller be put in if the controllers were hard-wired into the console?

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4 minutes ago, atari2600land said:

How would the keyboard controller be put in if the controllers were hard-wired into the console?

This is a good question, did either model have unpluggable controllers? The only other way would have been a port in the cartridge which would be more things to take into account. 

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50 minutes ago, atari2600land said:

How would the keyboard controller be put in if the controllers were hard-wired into the console?

It's my belief it would push people to get the Channel F II that has the external ports. 

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system II only add-on.

 

There it is from my email interview with Nicholas Talesfore

 

5.
Any thing you can remember about the Keyboard Carts and Controller ?
The Controller and K-1 Casino Poker is pictured on the System II box and
mentioned in a Brochure, Were any of these ever produced (Carts or
Controller) ? None have ever turned up, also noticed the K-1 Casino Poker
cart pictured on the system II box must be a mock up as the instructions
printed on the label are for Robot War/Torpedo Alley

[Nicholas F. Talesfore]
The Keyboard shown in the photo (was to plug in to a hand controller
port and was not a cartridge) was a solid model I designed it but it was never built. I was asked by
Jerry Lawson to design probably to be used in some games the programmers were developing but it never
was engineered or put into production.

 

Link to full interview
http://fndcollectables.com/NINTENDO/NES_C_thru_D/SHIPPING/VIDEO_GAMES/INTELLIVISION/working_interview_notes.html

Edited by FND
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11 minutes ago, atari2601 said:

e5frog how can you do samples on channel f?

I can't, I haven't suceeded in doing so on a real machine, in emulation it works though, the emulation differs a lot from the real thing regarding sound.

Things need to be explored further. 

 

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2 minutes ago, e5frog said:

I can't, I haven't suceeded in doing so on a real machine, in emulation it works though, the emulation differs a lot from the real thing regarding sound.

Things need to be explored further. 

 

even if its on an emulator i am just curious how you did it on that tetris thing

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Sample data is output with this code:

 

	processor f8
	org	$800

;------------;
; BIOS Calls ;
;------------;
clrscrn	= 	$00d0		; uses r31
delay		= 	$008f		; parameter in r5, uses r6
pushk		=	$0107		; uses r7, allows more subroutine stack space
popk		=	$011e		; uses r7 

game_size	=	32


CartridgeStart:
	.byte $55, $FB

	clr
	outs	0
	outs	1
	outs	4
;	ins	5
;	ni	%11000000			; Keep audio bits as is (no click)
	outs	5

CartridgeEntry: 

	dci	colordata
	lm
	xdc					; Store data counter for color in DC1

clearagain:
	lr	3, A
	pi	clrscrn



	dci	sample_buffer	; set data pointer to buffer
	clr
	com
	lr	0, A			;output_state = 0

outer_loop:
	clr				; 1  cycle
	am				; 2.5 cycles
	bz	end_sample
	lr	1, A			; 1  cycle		Sample counter stores data


	lr	A, 0			; 1  cycle		Fetch output state
	com				; 1  cycle		Invert output state
;	ni	%11000000		; 2.5 cycles	Only  keep the two sound bits
	lr	0, A			; 1  cycle		Store for next data invert

	outs	5			; 4 cycles		Put output state on port


	lr	A, 1			; 1c
	outs	1			; 2c	Color
	outs	4			; 4c	Column
	li	%11100001		; Set top two bits to 1
	ns	0			; And with r0 to set any 0 in top two
	outs	5			; 4c	Row
	lis	6			; 1c
	sl	4			; 1c
	outs	0			; 2c
	sl	1			; 1c
	outs	0			; 2c


inner_loop:
;	nop				; 1 cycle
;	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle


	ds	1			; 1.5 cycles	Decrease sample counter
	bnz	inner_loop		; 3.5 cycles branch, 3 cycles no branch
	br	outer_loop		; 3.5 cycles


end_sample:
	li	%00000000
	outs	5


	xdc				; back to color 
	clr
	am				; Add ram data to set flags
	xdc				; Change back
	bnz	clearagain		; Restart if not 0
	br	CartridgeEntry	; Start over

colordata:
	.byte $d6			; grey
	.byte $c0			; green
	.byte $21			; b/w
	.byte $93			; blue
	.byte 0
	.byte 0


;	jmp	CartridgeEntry
	
sample_buffer:
	include "tetris.smp.inc"
	.byte 0



;===========================================================================
; Signature 
;===========================================================================


	; signature
	org [$800 + [game_size * $400] -$10]

;signature:
	.byte "- e5frog - 2020 "

I converted this code that was given to me by utz (Sleizsa Duo/Trio):
 

  sample_pointer = sample_buffer
  output_state = 0

outer_loop:
  output_state = ~output_state
  sample_counter = [sample_pointer]
  ++sample_pointer

inner_loop:
  output_state -> port
  --sample_counter
  if sample_counter != 0
   goto inner_loop
  goto outer_loop

sample_buffer
  // PWM data goes here




sample_buffer is where the sample data starts, the end is marked with $00. 

Sample data is made from wav by a program called wav2pwm. 
https://github.com/JeffAlyanak/pcm2pwm/releases

I used a 44100kHz, 8-bit, mono-file saved as Windows PCM

I was considering using an address-bit for output and have a small speaker in the cart but... feature creep. 

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On 5/11/2021 at 7:10 AM, e5frog said:

Sample data is output with this code:

 


	processor f8
	org	$800

;------------;
; BIOS Calls ;
;------------;
clrscrn	= 	$00d0		; uses r31
delay		= 	$008f		; parameter in r5, uses r6
pushk		=	$0107		; uses r7, allows more subroutine stack space
popk		=	$011e		; uses r7 

game_size	=	32


CartridgeStart:
	.byte $55, $FB

	clr
	outs	0
	outs	1
	outs	4
;	ins	5
;	ni	%11000000			; Keep audio bits as is (no click)
	outs	5

CartridgeEntry: 

	dci	colordata
	lm
	xdc					; Store data counter for color in DC1

clearagain:
	lr	3, A
	pi	clrscrn



	dci	sample_buffer	; set data pointer to buffer
	clr
	com
	lr	0, A			;output_state = 0

outer_loop:
	clr				; 1  cycle
	am				; 2.5 cycles
	bz	end_sample
	lr	1, A			; 1  cycle		Sample counter stores data


	lr	A, 0			; 1  cycle		Fetch output state
	com				; 1  cycle		Invert output state
;	ni	%11000000		; 2.5 cycles	Only  keep the two sound bits
	lr	0, A			; 1  cycle		Store for next data invert

	outs	5			; 4 cycles		Put output state on port


	lr	A, 1			; 1c
	outs	1			; 2c	Color
	outs	4			; 4c	Column
	li	%11100001		; Set top two bits to 1
	ns	0			; And with r0 to set any 0 in top two
	outs	5			; 4c	Row
	lis	6			; 1c
	sl	4			; 1c
	outs	0			; 2c
	sl	1			; 1c
	outs	0			; 2c


inner_loop:
;	nop				; 1 cycle
;	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle


	ds	1			; 1.5 cycles	Decrease sample counter
	bnz	inner_loop		; 3.5 cycles branch, 3 cycles no branch
	br	outer_loop		; 3.5 cycles


end_sample:
	li	%00000000
	outs	5


	xdc				; back to color 
	clr
	am				; Add ram data to set flags
	xdc				; Change back
	bnz	clearagain		; Restart if not 0
	br	CartridgeEntry	; Start over

colordata:
	.byte $d6			; grey
	.byte $c0			; green
	.byte $21			; b/w
	.byte $93			; blue
	.byte 0
	.byte 0


;	jmp	CartridgeEntry
	
sample_buffer:
	include "tetris.smp.inc"
	.byte 0



;===========================================================================
; Signature 
;===========================================================================


	; signature
	org [$800 + [game_size * $400] -$10]

;signature:
	.byte "- e5frog - 2020 "

I converted this code that was given to me by utz (Sleizsa Duo/Trio):
 


  sample_pointer = sample_buffer
  output_state = 0

outer_loop:
  output_state = ~output_state
  sample_counter = [sample_pointer]
  ++sample_pointer

inner_loop:
  output_state -> port
  --sample_counter
  if sample_counter != 0
   goto inner_loop
  goto outer_loop

sample_buffer
  // PWM data goes here




sample_buffer is where the sample data starts, the end is marked with $00. 

Sample data is made from wav by a program called wav2pwm. 
https://github.com/JeffAlyanak/pcm2pwm/releases

I used a 44100kHz, 8-bit, mono-file saved as Windows PCM

I was considering using an address-bit for output and have a small speaker in the cart but... feature creep. 

Soo. Should i use both what do i call them and is this code here fine?

 

    .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03

    .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C

    .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02

    .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04

    .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03

    .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07

    .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06

    .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07

    .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04

    .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A

    .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05

    .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01

    .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03

    .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF

 so. I dont understand anything

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Only the first part is the actual used code, the other is an explanation how playing pwm is played in general. 

If you put your data in a file called "tetris.smp.inc" you'd be able to run it right away. 

 

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6 minutes ago, e5frog said:

Only the first part is the actual used code, the other is an explanation how playing pwm is played in general. 

If you put your data in a file called "tetris.smp.inc" you'd be able to run it right away. 

 

so now my code looks like this

 

  sample_pointer = sample_buffer
  output_state = 0

outer_loop:
  output_state = ~output_state
  sample_counter = [sample_pointer]
  ++sample_pointer

inner_loop:
  output_state -> port
  --sample_counter
  if sample_counter != 0
   goto inner_loop
  goto outer_loop

sample_buffer
  // PWM data goes here
    .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03
    .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C
    .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02
    .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04
    .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03
    .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07
    .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06
    .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07
    .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04
    .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A
    .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05
    .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01
    .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03
    .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
 

 

and why would converting it to .smp.inc make you be able to run it right away?

 

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That would be the second part of the text marked as code. 
Save your data with filename "tetris.smp.inc" and use this code (which was the first part): 
... or change the name, or paste your code in there instead of the "include" statement. 

 

	processor f8
	org	$800

;------------;
; BIOS Calls ;
;------------;
clrscrn	= 	$00d0		; uses r31
delay		= 	$008f		; parameter in r5, uses r6
pushk		=	$0107		; uses r7, allows more subroutine stack space
popk		=	$011e		; uses r7 

game_size	=	32


CartridgeStart:
	.byte $55, $FB

	clr
	outs	0
	outs	1
	outs	4
;	ins	5
;	ni	%11000000			; Keep audio bits as is (no click)
	outs	5

CartridgeEntry: 

	dci	colordata
	lm
	xdc					; Store data counter for color in DC1

clearagain:
	lr	3, A
	pi	clrscrn



	dci	sample_buffer	; set data pointer to buffer
	clr
	com
	lr	0, A			;output_state = 0

outer_loop:
	clr				; 1  cycle
	am				; 2.5 cycles
	bz	end_sample
	lr	1, A			; 1  cycle		Sample counter stores data


	lr	A, 0			; 1  cycle		Fetch output state
	com				; 1  cycle		Invert output state
;	ni	%11000000		; 2.5 cycles	Only  keep the two sound bits
	lr	0, A			; 1  cycle		Store for next data invert

	outs	5			; 4 cycles		Put output state on port


	lr	A, 1			; 1c
	outs	1			; 2c	Color
	outs	4			; 4c	Column
	li	%11100001		; Set top two bits to 1
	ns	0			; And with r0 to set any 0 in top two
	outs	5			; 4c	Row
	lis	6			; 1c
	sl	4			; 1c
	outs	0			; 2c
	sl	1			; 1c
	outs	0			; 2c


inner_loop:
;	nop				; 1 cycle
;	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle


	ds	1			; 1.5 cycles	Decrease sample counter
	bnz	inner_loop		; 3.5 cycles branch, 3 cycles no branch
	br	outer_loop		; 3.5 cycles


end_sample:
	li	%00000000
	outs	5


	xdc				; back to color 
	clr
	am				; Add ram data to set flags
	xdc				; Change back
	bnz	clearagain		; Restart if not 0
	br	CartridgeEntry	; Start over

colordata:
	.byte $d6			; grey
	.byte $c0			; green
	.byte $21			; b/w
	.byte $93			; blue
	.byte 0
	.byte 0


;	jmp	CartridgeEntry
	
sample_buffer:
	include "tetris.smp.inc"
	.byte 0



;===========================================================================
; Signature 
;===========================================================================


	; signature
	org [$800 + [game_size * $400] -$10]

;signature:
	.byte "- e5frog - 2020 "

 

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Posted (edited)
7 minutes ago, e5frog said:

That would be the second part of the text marked as code. 
Save your data with filename "tetris.smp.inc" and use this code (which was the first part): 
... or change the name, or paste your code in there instead of the "include" statement. 

 


	processor f8
	org	$800

;------------;
; BIOS Calls ;
;------------;
clrscrn	= 	$00d0		; uses r31
delay		= 	$008f		; parameter in r5, uses r6
pushk		=	$0107		; uses r7, allows more subroutine stack space
popk		=	$011e		; uses r7 

game_size	=	32


CartridgeStart:
	.byte $55, $FB

	clr
	outs	0
	outs	1
	outs	4
;	ins	5
;	ni	%11000000			; Keep audio bits as is (no click)
	outs	5

CartridgeEntry: 

	dci	colordata
	lm
	xdc					; Store data counter for color in DC1

clearagain:
	lr	3, A
	pi	clrscrn



	dci	sample_buffer	; set data pointer to buffer
	clr
	com
	lr	0, A			;output_state = 0

outer_loop:
	clr				; 1  cycle
	am				; 2.5 cycles
	bz	end_sample
	lr	1, A			; 1  cycle		Sample counter stores data


	lr	A, 0			; 1  cycle		Fetch output state
	com				; 1  cycle		Invert output state
;	ni	%11000000		; 2.5 cycles	Only  keep the two sound bits
	lr	0, A			; 1  cycle		Store for next data invert

	outs	5			; 4 cycles		Put output state on port


	lr	A, 1			; 1c
	outs	1			; 2c	Color
	outs	4			; 4c	Column
	li	%11100001		; Set top two bits to 1
	ns	0			; And with r0 to set any 0 in top two
	outs	5			; 4c	Row
	lis	6			; 1c
	sl	4			; 1c
	outs	0			; 2c
	sl	1			; 1c
	outs	0			; 2c


inner_loop:
;	nop				; 1 cycle
;	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle
	nop				; 1 cycle


	ds	1			; 1.5 cycles	Decrease sample counter
	bnz	inner_loop		; 3.5 cycles branch, 3 cycles no branch
	br	outer_loop		; 3.5 cycles


end_sample:
	li	%00000000
	outs	5


	xdc				; back to color 
	clr
	am				; Add ram data to set flags
	xdc				; Change back
	bnz	clearagain		; Restart if not 0
	br	CartridgeEntry	; Start over

colordata:
	.byte $d6			; grey
	.byte $c0			; green
	.byte $21			; b/w
	.byte $93			; blue
	.byte 0
	.byte 0


;	jmp	CartridgeEntry
	
sample_buffer:
	include "tetris.smp.inc"
	.byte 0



;===========================================================================
; Signature 
;===========================================================================


	; signature
	org [$800 + [game_size * $400] -$10]

;signature:
	.byte "- e5frog - 2020 "

 

well im thinking of adding my own sample so. Yeah. where do i add my own data and how do you rum .smp.inc files?

Edited by atari2601

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now my code looks like this 

    processor f8
    org    $800

;------------;
; BIOS Calls ;
;------------;
clrscrn    =     $00d0        ; uses r31
delay        =     $008f        ; parameter in r5, uses r6
pushk        =    $0107        ; uses r7, allows more subroutine stack space
popk        =    $011e        ; uses r7 

game_size    =    32


CartridgeStart:
    .byte $55, $FB

    clr
    outs    0
    outs    1
    outs    4
;    ins    5
;    ni    %11000000            ; Keep audio bits as is (no click)
    outs    5

CartridgeEntry: 

    dci    colordata
    lm
    xdc                    ; Store data counter for color in DC1

clearagain:
    lr    3, A
    pi    clrscrn

    dci    sample_buffer    ; set data pointer to buffer
    clr
    com
    lr    0, A            ;output_state = 0

outer_loop:
    clr                ; 1  cycle
    am                ; 2.5 cycles
    bz    end_sample
    lr    1, A            ; 1  cycle        Sample counter stores data


    lr    A, 0            ; 1  cycle        Fetch output state
    com                ; 1  cycle        Invert output state
;    ni    %11000000        ; 2.5 cycles    Only  keep the two sound bits
    lr    0, A            ; 1  cycle        Store for next data invert

    outs    5            ; 4 cycles        Put output state on port


    lr    A, 1            ; 1c
    outs    1            ; 2c    Color
    outs    4            ; 4c    Column
    li    %11100001        ; Set top two bits to 1
    ns    0            ; And with r0 to set any 0 in top two
    outs    5            ; 4c    Row
    lis    6            ; 1c
    sl    4            ; 1c
    outs    0            ; 2c
    sl    1            ; 1c
    outs    0            ; 2c


inner_loop:
;    nop                ; 1 cycle
;    nop                ; 1 cycle
    nop                ; 1 cycle
    nop                ; 1 cycle
    nop                ; 1 cycle
    nop                ; 1 cycle


    ds    1            ; 1.5 cycles    Decrease sample counter
    bnz    inner_loop        ; 3.5 cycles branch, 3 cycles no branch
    br    outer_loop        ; 3.5 cycles


end_sample:
    li    %00000000
    outs    5


    xdc                ; back to color 
    clr
    am                ; Add ram data to set flags
    xdc                ; Change back
    bnz    clearagain        ; Restart if not 0
    br    CartridgeEntry    ; Start over

colordata:
    .byte $d6            ; grey
    .byte $c0            ; green
    .byte $21            ; b/w
    .byte $93            ; blue
    .byte 0
    .byte 0


;    jmp    CartridgeEntry
    
sample_buffer:
    .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03
    .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C
    .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02
    .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04
    .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03
    .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07
    .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06
    .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07
    .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04
    .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A
    .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05
    .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01
    .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03
    .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
    .byte 0

;===========================================================================
; Signature 
;===========================================================================


    ; signature
    org [$800 + [game_size * $400] -$10]

;signature:
    .byte "- e5frog - 2020 "
 

 

 

 

is this good enough or am i missing something

 

 

 

 

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Try it, I think it'll work. 
I recall having to play around with the sample before it sounding the way it was supposed to. 
 

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1 minute ago, e5frog said:

Try it, I think it'll work. 
I recall having to play around with the sample before it sounding the way it was supposed to. 
 

it dosent run if i compile it with sleiszatrio. so. yeah

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No need to involve sleiszatrio, the code is standalone, no need for any other code.
You use dasm.exe to compile it from command prompt:
dasm codefilename.asm -f3 -oFILENAME.bin

Your sample data sounds like some sort of thump or maybe like a puff when a steam engine is about to start. 

Try this: 
 

; The format is 0
; High value is 140
; Low value is 110

    .byte $FF,$03,$02,$1D,$B5,$02,$02,$02,$02,$02,$2A,$18,$02,$03,$11,$2A
    .byte $6F,$65,$59,$76,$4E,$3F,$37,$43,$36,$01,$32,$42,$31,$3F,$52,$43
    .byte $2A,$44,$0C,$0B,$0F,$17,$45,$3B,$2D,$3D,$3D,$0D,$2F,$02,$0E,$2D
    .byte $39,$3E,$28,$0E,$0B,$08,$30,$3C,$2E,$39,$38,$13,$09,$0A,$2D,$39
    .byte $2D,$3C,$39,$1B,$04,$01,$03,$03,$34,$39,$29,$3D,$2B,$33,$3A,$37
    .byte $2B,$3D,$2D,$32,$42,$02,$03,$2D,$25,$44,$2B,$25,$56,$0C,$09,$92
    .byte $0B,$0B,$A9,$44,$0C,$44,$5B,$07,$4D,$5B,$0C,$2F,$58,$0D,$5E,$47
    .byte $08,$0B,$0C,$2B,$49,$08,$0D,$0C,$0C,$02,$1B,$0E,$16,$01,$03,$02
    .byte $0F,$0F,$02,$35,$0A,$0C,$09,$2A,$48,$10,$0B,$0A,$25,$10,$1A,$02
    .byte $10,$44,$15,$2F,$39,$25,$2B,$23,$2C,$84,$32,$14,$42,$16,$02,$02
    .byte $3A,$89,$6D,$2A,$56,$02,$0D,$4C,$32,$21,$38,$2B,$6B,$52,$4A,$30
    .byte $39,$24,$33,$8C,$3B,$3B,$FF,$69,$C0,$8D,$AA,$A1,$DE,$93,$FF,$5B
    .byte $CB,$80,$2C,$2E,$8D,$3D,$2C,$1F,$02,$0A,$02,$03,$02,$02,$30,$02
    .byte $06,$18,$02,$0F,$02,$05,$02,$03,$02,$02,$03,$02,$2C,$02,$03,$01
    .byte $0B,$02,$02,$02,$03,$02,$02,$02,$02,$02,$02,$02,$03,$04,$02,$02
    .byte $05,$02,$02,$03,$02,$02,$02,$0B,$02,$0E,$02,$03,$01,$0C,$02,$06
    .byte $03,$03,$01,$03,$02,$06,$02,$02,$02,$06,$02,$03,$1A,$02,$03,$02
    .byte $02,$15,$03,$02,$02,$02,$4B,$2B,$02,$06,$02,$0B,$02,$24,$3D,$01
    .byte $03,$02,$02,$0B,$01,$2B,$0B,$01,$03,$02,$49,$45,$39,$36,$37,$02
    .byte $02,$02,$03,$01,$03,$02,$02,$02,$3B,$02,$02,$4B,$2A,$2E,$3E,$31
    .byte $39,$30,$37,$41,$3C,$33,$33,$28,$32,$3A,$8B,$78,$AB,$39,$36,$30
    .byte $3C,$2D,$2F,$3F,$3B,$2B,$9D,$53,$2F,$2D,$3B,$26,$45,$19,$02,$02
    .byte $3D,$48,$3B,$2D,$39,$2F,$32,$22,$02,$01,$09,$09,$2F,$41,$35,$30
    .byte $3B,$02,$02,$2E,$2D,$01,$03,$02,$02,$03,$01,$29,$02,$02,$02,$02
    .byte $03,$01,$2B,$01,$03,$01,$03,$02,$02,$3A,$3B,$2D,$3B,$03,$01,$3A
    .byte $33,$34,$02,$02,$02,$02,$4C,$46,$20,$4C,$30,$22,$43,$32,$3F,$4A
    .byte $28,$32,$3E,$28,$43,$3A,$64,$66,$2F,$1E,$87,$32,$03,$02,$85,$41
    .byte $36,$30,$A4,$26,$3D,$2F,$2D,$94,$BE,$A4,$47,$1D,$02,$2E,$2A,$03
    .byte $12,$02,$25,$02,$15,$02,$03,$02,$0B,$01,$04,$02,$09,$02,$0F,$02
    .byte $0A,$02,$03,$02,$03,$02,$0B,$02,$03,$02,$02,$02,$03,$01,$03,$02
    .byte $03,$02,$02,$02,$06,$03,$06,$15,$03,$04,$02,$03,$02,$04,$02,$03
    .byte $02,$03,$02,$0A,$02,$04,$02,$03,$02,$04,$02,$0B,$02,$08,$02,$03
    .byte $02,$03,$02,$03,$02,$07,$02,$02,$02,$03,$02,$08,$02,$07,$02,$02
    .byte $03,$03,$02,$04,$02,$04,$02,$02,$03,$02,$03,$03,$02,$03,$04,$06
    .byte $04,$04,$03,$02,$03,$02,$03,$02,$03,$02,$02,$03,$07,$02,$02,$02
    .byte $03,$03,$08,$02,$07,$02,$03,$02,$03,$02,$05,$02,$09,$03,$03,$02
    .byte $03,$03,$02,$03,$03,$03,$03,$02,$03,$03,$03,$03,$09,$02,$08,$03
    .byte $03,$02,$02,$02,$06,$03,$09,$03,$03,$03,$06,$02,$02,$02,$03,$02
    .byte $02,$03,$03,$02,$02,$02,$02,$01,$03,$02,$03,$02,$03,$03,$02,$06
    .byte $02,$02,$03,$03,$02,$03,$03,$02,$03,$03,$0A,$02,$03,$03,$05,$02
    .byte $03,$03,$02,$03,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$03,$03
    .byte $03,$03,$03,$02,$03,$04,$03,$03,$02,$02,$02,$02,$03,$02,$03,$05
    .byte $02,$03,$02,$03,$03,$03,$04,$02,$03,$02,$02,$03,$03,$03,$04,$02
    .byte $02,$03,$03,$04,$02,$03,$02,$03,$03,$09,$03,$02,$03,$02,$02,$07
    .byte $03,$05,$02,$06,$03,$02,$03,$02,$01,$02,$03,$02,$03,$02,$03,$02
    .byte $03,$03,$05,$06,$02,$02,$02,$03,$02,$02,$02,$03,$04,$06,$03,$03
    .byte $02,$02,$03,$02,$03,$02,$02,$06,$03,$03,$0F,$03,$03,$01,$04,$02
    .byte $16,$02,$03,$02,$04,$02,$03,$02,$03,$02,$02,$03,$03,$03,$02,$03
    .byte $01,$02,$04,$04,$03,$02,$03,$02,$03,$02,$02,$02,$03,$02,$02,$03
    .byte $04,$03,$03,$02,$02,$02,$03,$02,$03,$02,$02,$02,$02,$03,$04,$02
    .byte $02,$03,$03,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03,$03
    .byte $06,$05,$03,$02,$03,$02,$0A,$03,$03,$02,$03,$02,$02,$02,$02,$03
    .byte $03,$03,$02,$03,$03,$02,$02,$02,$03,$02,$02,$02,$03,$02,$03,$02
    .byte $03,$06,$02,$03,$02,$02,$03,$02,$02,$05,$03,$03,$05,$05,$03,$02
    .byte $02,$03,$02,$03,$02,$02,$04,$03,$03,$05,$02,$03,$02,$03,$03,$02
    .byte $03,$02,$02,$03,$02,$03,$02,$02,$01,$02,$03,$03,$02,$02,$02,$03
    .byte $02,$02,$02,$03,$02,$02,$02,$04,$02,$03,$03,$03,$03,$03,$02,$04
    .byte $03,$03,$02,$02,$03,$03,$05,$03,$02,$02,$02,$02,$02,$02,$03,$02
    .byte $02,$03,$04,$06,$03,$03,$03,$05,$02,$02,$05,$03,$07,$02,$07,$02
    .byte $03,$02,$03,$02,$06,$01,$03,$02,$06,$02,$03,$02,$03,$03,$03,$02
    .byte $02,$02,$02,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02
    .byte $0A,$02,$07,$02,$0F,$03,$0B,$02,$03,$02,$02,$02,$03,$05,$02,$03
    .byte $02,$03,$02,$03,$02,$02,$02,$03,$02,$03,$03,$02,$02,$03,$02,$03
    .byte $03,$03,$03,$06,$02,$02,$03,$02,$02,$07,$03,$03,$02,$03,$02,$06
    .byte $03,$09,$02,$04,$02,$06,$02,$02,$03,$03,$05,$03,$03,$02,$02,$03
    .byte $04,$07,$03,$03,$02,$02,$03,$04,$05,$03,$03,$02,$03,$03,$03,$03
    .byte $06,$05,$07,$03,$23,$02,$02,$03,$02,$02,$03,$02,$03,$02,$02,$04
    .byte $03,$03,$02,$02,$03,$05,$05,$03,$03,$03,$03,$03,$02,$03,$04,$02
    .byte $03,$02,$03,$03,$04,$02,$02,$03,$03,$03,$03,$03,$05,$02,$03,$02
    .byte $02,$02,$02,$03,$02,$02,$02,$03,$02,$02,$03,$03,$03,$02,$02,$03
    .byte $04,$07,$05,$03,$03,$03,$02,$02,$03,$03,$02,$04,$03,$02,$03,$02
    .byte $02,$03,$05,$03,$05,$02,$03,$02,$04,$03,$07,$02,$05,$03,$02,$02
    .byte $03,$03,$04,$02,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$02,$02
    .byte $05,$03,$03,$03,$03,$03,$02,$03,$03,$02,$02,$03,$0A,$03,$03,$03
    .byte $03,$03,$03,$01,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02
    .byte $02,$03,$02,$03,$02,$05,$02,$11,$02,$03,$07,$03,$03,$02,$02,$02
    .byte $02,$03,$02,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02,$03
    .byte $06,$03,$06,$05,$03,$04,$02,$02,$03,$03,$04,$03,$02,$02,$03,$02
    .byte $0A,$02,$03,$02,$03,$03,$04,$02,$04,$03,$07,$02,$03,$03,$03,$02
    .byte $04,$03,$03,$02,$03,$03,$02,$03,$02,$03,$02,$05,$03,$02,$03,$03
    .byte $03,$02,$02,$02,$03,$05,$02,$02,$03,$03,$02,$02,$05,$03,$03,$02
    .byte $02,$03,$03,$06,$02,$02,$02,$03,$03,$06,$06,$02,$03,$02,$02,$03
    .byte $02,$03,$02,$02,$03,$02,$03,$02,$04,$03,$02,$03,$02,$02,$03,$02
    .byte $02,$02,$03,$02,$02,$02,$03,$03,$02,$01,$02,$02,$03,$03,$05,$05
    .byte $04,$05,$05,$03,$06,$02,$03,$01,$03,$03,$09,$03,$02,$02,$02,$03
    .byte $05,$03,$02,$02,$02,$03,$02,$02,$03,$02,$02,$02,$03,$02,$02,$02
    .byte $03,$04,$04,$06,$04,$06,$05,$04,$06,$04,$03,$03,$02,$03,$04,$03
    .byte $04,$07,$04,$05,$04,$05,$04,$04,$02,$02,$03,$03,$05,$03,$07,$04
    .byte $05,$04,$04,$03,$02,$02,$03,$02,$03,$01,$04,$05,$03,$03,$07,$03
    .byte $05,$02,$02,$02,$04,$05,$06,$03,$06,$06,$03,$03,$06,$06,$03,$05
    .byte $04,$05,$03,$02,$02,$03,$03,$05,$07,$03,$05,$06,$04,$03,$08,$02
    .byte $03,$02,$02,$02,$03,$05,$04,$08,$03,$04,$03,$01,$02,$03,$02,$02
    .byte $03,$03,$02,$01,$03,$03,$06,$03,$05,$03,$05,$02,$02,$03,$02,$03
    .byte $02,$02,$07,$02,$03,$02,$02,$02,$03,$02,$03,$02,$02,$03,$01,$03
    .byte $02,$06,$06,$02,$06,$03,$09,$02,$05,$04,$06,$03,$06,$02,$02,$02
    .byte $03,$02,$02,$02,$03,$04,$05,$05,$04,$06,$03,$05,$06,$03,$06,$06
    .byte $03,$06,$06,$03,$03,$04,$07,$02,$02,$02,$04,$08,$03,$03,$05,$05
    .byte $06,$03,$07,$02,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03
    .byte $06,$02,$02,$03,$03,$04,$03,$02,$03,$03,$03,$02,$02,$03,$03,$03
    .byte $02,$03,$03,$03,$02,$02,$03,$02,$0A,$03,$03,$07,$05,$02,$03,$02
    .byte $03,$02,$03,$03,$12,$02,$03,$02,$04,$02,$02,$03,$03,$02,$04,$03
    .byte $0B,$02,$02,$03,$1B,$02,$1B,$02,$03,$02,$03,$02,$05,$03,$07,$03
    .byte $67

 

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5 minutes ago, e5frog said:

No need to involve sleiszatrio, the code is standalone, no need for any other code.
You use dasm.exe to compile it from command prompt:
dasm codefilename.asm -f3 -oFILENAME.bin

Your sample data sounds like some sort of thump or maybe like a puff when a steam engine is about to start. 

Try this: 
 


; The format is 0
; High value is 140
; Low value is 110

    .byte $FF,$03,$02,$1D,$B5,$02,$02,$02,$02,$02,$2A,$18,$02,$03,$11,$2A
    .byte $6F,$65,$59,$76,$4E,$3F,$37,$43,$36,$01,$32,$42,$31,$3F,$52,$43
    .byte $2A,$44,$0C,$0B,$0F,$17,$45,$3B,$2D,$3D,$3D,$0D,$2F,$02,$0E,$2D
    .byte $39,$3E,$28,$0E,$0B,$08,$30,$3C,$2E,$39,$38,$13,$09,$0A,$2D,$39
    .byte $2D,$3C,$39,$1B,$04,$01,$03,$03,$34,$39,$29,$3D,$2B,$33,$3A,$37
    .byte $2B,$3D,$2D,$32,$42,$02,$03,$2D,$25,$44,$2B,$25,$56,$0C,$09,$92
    .byte $0B,$0B,$A9,$44,$0C,$44,$5B,$07,$4D,$5B,$0C,$2F,$58,$0D,$5E,$47
    .byte $08,$0B,$0C,$2B,$49,$08,$0D,$0C,$0C,$02,$1B,$0E,$16,$01,$03,$02
    .byte $0F,$0F,$02,$35,$0A,$0C,$09,$2A,$48,$10,$0B,$0A,$25,$10,$1A,$02
    .byte $10,$44,$15,$2F,$39,$25,$2B,$23,$2C,$84,$32,$14,$42,$16,$02,$02
    .byte $3A,$89,$6D,$2A,$56,$02,$0D,$4C,$32,$21,$38,$2B,$6B,$52,$4A,$30
    .byte $39,$24,$33,$8C,$3B,$3B,$FF,$69,$C0,$8D,$AA,$A1,$DE,$93,$FF,$5B
    .byte $CB,$80,$2C,$2E,$8D,$3D,$2C,$1F,$02,$0A,$02,$03,$02,$02,$30,$02
    .byte $06,$18,$02,$0F,$02,$05,$02,$03,$02,$02,$03,$02,$2C,$02,$03,$01
    .byte $0B,$02,$02,$02,$03,$02,$02,$02,$02,$02,$02,$02,$03,$04,$02,$02
    .byte $05,$02,$02,$03,$02,$02,$02,$0B,$02,$0E,$02,$03,$01,$0C,$02,$06
    .byte $03,$03,$01,$03,$02,$06,$02,$02,$02,$06,$02,$03,$1A,$02,$03,$02
    .byte $02,$15,$03,$02,$02,$02,$4B,$2B,$02,$06,$02,$0B,$02,$24,$3D,$01
    .byte $03,$02,$02,$0B,$01,$2B,$0B,$01,$03,$02,$49,$45,$39,$36,$37,$02
    .byte $02,$02,$03,$01,$03,$02,$02,$02,$3B,$02,$02,$4B,$2A,$2E,$3E,$31
    .byte $39,$30,$37,$41,$3C,$33,$33,$28,$32,$3A,$8B,$78,$AB,$39,$36,$30
    .byte $3C,$2D,$2F,$3F,$3B,$2B,$9D,$53,$2F,$2D,$3B,$26,$45,$19,$02,$02
    .byte $3D,$48,$3B,$2D,$39,$2F,$32,$22,$02,$01,$09,$09,$2F,$41,$35,$30
    .byte $3B,$02,$02,$2E,$2D,$01,$03,$02,$02,$03,$01,$29,$02,$02,$02,$02
    .byte $03,$01,$2B,$01,$03,$01,$03,$02,$02,$3A,$3B,$2D,$3B,$03,$01,$3A
    .byte $33,$34,$02,$02,$02,$02,$4C,$46,$20,$4C,$30,$22,$43,$32,$3F,$4A
    .byte $28,$32,$3E,$28,$43,$3A,$64,$66,$2F,$1E,$87,$32,$03,$02,$85,$41
    .byte $36,$30,$A4,$26,$3D,$2F,$2D,$94,$BE,$A4,$47,$1D,$02,$2E,$2A,$03
    .byte $12,$02,$25,$02,$15,$02,$03,$02,$0B,$01,$04,$02,$09,$02,$0F,$02
    .byte $0A,$02,$03,$02,$03,$02,$0B,$02,$03,$02,$02,$02,$03,$01,$03,$02
    .byte $03,$02,$02,$02,$06,$03,$06,$15,$03,$04,$02,$03,$02,$04,$02,$03
    .byte $02,$03,$02,$0A,$02,$04,$02,$03,$02,$04,$02,$0B,$02,$08,$02,$03
    .byte $02,$03,$02,$03,$02,$07,$02,$02,$02,$03,$02,$08,$02,$07,$02,$02
    .byte $03,$03,$02,$04,$02,$04,$02,$02,$03,$02,$03,$03,$02,$03,$04,$06
    .byte $04,$04,$03,$02,$03,$02,$03,$02,$03,$02,$02,$03,$07,$02,$02,$02
    .byte $03,$03,$08,$02,$07,$02,$03,$02,$03,$02,$05,$02,$09,$03,$03,$02
    .byte $03,$03,$02,$03,$03,$03,$03,$02,$03,$03,$03,$03,$09,$02,$08,$03
    .byte $03,$02,$02,$02,$06,$03,$09,$03,$03,$03,$06,$02,$02,$02,$03,$02
    .byte $02,$03,$03,$02,$02,$02,$02,$01,$03,$02,$03,$02,$03,$03,$02,$06
    .byte $02,$02,$03,$03,$02,$03,$03,$02,$03,$03,$0A,$02,$03,$03,$05,$02
    .byte $03,$03,$02,$03,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$03,$03
    .byte $03,$03,$03,$02,$03,$04,$03,$03,$02,$02,$02,$02,$03,$02,$03,$05
    .byte $02,$03,$02,$03,$03,$03,$04,$02,$03,$02,$02,$03,$03,$03,$04,$02
    .byte $02,$03,$03,$04,$02,$03,$02,$03,$03,$09,$03,$02,$03,$02,$02,$07
    .byte $03,$05,$02,$06,$03,$02,$03,$02,$01,$02,$03,$02,$03,$02,$03,$02
    .byte $03,$03,$05,$06,$02,$02,$02,$03,$02,$02,$02,$03,$04,$06,$03,$03
    .byte $02,$02,$03,$02,$03,$02,$02,$06,$03,$03,$0F,$03,$03,$01,$04,$02
    .byte $16,$02,$03,$02,$04,$02,$03,$02,$03,$02,$02,$03,$03,$03,$02,$03
    .byte $01,$02,$04,$04,$03,$02,$03,$02,$03,$02,$02,$02,$03,$02,$02,$03
    .byte $04,$03,$03,$02,$02,$02,$03,$02,$03,$02,$02,$02,$02,$03,$04,$02
    .byte $02,$03,$03,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03,$03
    .byte $06,$05,$03,$02,$03,$02,$0A,$03,$03,$02,$03,$02,$02,$02,$02,$03
    .byte $03,$03,$02,$03,$03,$02,$02,$02,$03,$02,$02,$02,$03,$02,$03,$02
    .byte $03,$06,$02,$03,$02,$02,$03,$02,$02,$05,$03,$03,$05,$05,$03,$02
    .byte $02,$03,$02,$03,$02,$02,$04,$03,$03,$05,$02,$03,$02,$03,$03,$02
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    .byte $67

 

my sample is a kick

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Posted (edited)
7 minutes ago, atari2601 said:

my sample is a kick

@e5frog do i just need to write that to a .asm file and compile it?

im getting the error Fatal assembly error: Source is not resolvable.

Edited by atari2601

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Does anybody know who owns the rights to the Channel F and its games? Is it still Zircon (https://www.zircon.com)? The Evercade folks expressed interest in releasing a Channel F compilation for the Evercade, and that would be amazing!

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Posted (edited)
2 hours ago, atari2601 said:

@e5frog do i just need to write that to a .asm file and compile it?

im getting the error Fatal assembly error: Source is not resolvable.

If I copy your code and save it as a text-file with suffix .asm - it works just fine. 
So I don't know what you're doing differently. 

The suffix doesn't matter at all, you can use .xxx as suffix or none at all, you type what file dasm is going to compile. 
Using .asm is just to make it easier for you to know what's in the file.

Edited by e5frog

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