badco
Windows User
Posts: 8
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Post by badco on Aug 3, 2018 18:36:26 GMT
This is a game that I believe would port reasonably well to the 128 in 80 columns... If I were to consider a game port, I think this would be an excellent candidate.
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badco
Windows User
Posts: 8
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Post by badco on Aug 3, 2018 18:32:27 GMT
Interesting find.. the problem with most vector ports to the 64, were that the hardware really just wasn't fast enough to make a great experience in the port... Trying to play star wars on a 64 is painful, especially once you have a good number of objects being rendered on the screen... The 128 does for faster processing and in 80 columns higher fidelity graphics... but pushing bits around in the VDC is not exactly quick....
But if someone is dedicated, this base project could be a decent starting point.
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badco
Windows User
Posts: 8
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Post by badco on Jun 19, 2015 14:42:09 GMT
Here are the bit breakdowns for 1C00
$1C00 DSKCNT
DISK CONTROLLER 6522 ($1C00-$1C0F)
DATA PORT B - Disk controller I/O
Bit. 0 - $01 Bit.s 0 & 1 are cycled to
Bit. 1 - $02 step t.he head
Bit 2 - $04 Motor on (1) or off (0)
Bit- 3 - $08 Drive active LED on/off
Bit 4 - $10 Write protect sense
Bit 5 - $20 Density select (0)
Bit 6 - $40 Density select (1)
Bit 7 - $80 SYNC detect line
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badco
Windows User
Posts: 8
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Post by badco on Jun 19, 2015 14:28:32 GMT
Its a nature of the plot command, the carry flag determines if the plot sets the cursor to the location passed, or whether it loads those locations with the value of the current cursor...
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badco
Windows User
Posts: 8
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Post by badco on Jun 19, 2015 14:25:31 GMT
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badco
Windows User
Posts: 8
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Post by badco on Mar 3, 2015 19:50:29 GMT
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badco
Windows User
Posts: 8
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Post by badco on Feb 6, 2015 19:54:51 GMT
So, I'm working on decompiling some binaries using DASMx, and I was wondering, if anyone had made complete symbol files for the c64 and c128 for all Kernel and Basic routine locations?
Would be a lot easier to read the decompiled code if the calls into the kernels decompiled to common names instead of just address locations.
Obviously can create them myself, just curious if someone else already had done so that could be downloaded, to save the work.
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badco
Windows User
Posts: 8
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Post by badco on Jan 28, 2015 17:08:58 GMT
I am in discussions to try to have a run of MEGABIT 128 roms produced, and trying to get an idea of interest... The lower the run count, the more it will cost per unit, so I am trying to see if there is enough interest to make the price per unit low enough to justify the run.
Sadly low count runs are very expensive, so if there is little interest, the cost per board is proabably not worth the effort, I believe I am looking at around $45 a board, let alone all the other components for the minimal run size.
So, is there any interest in this, and what are folks willing to comfortably pay? I know in the past this thing was selling for about $25 or so, but obviously for a very tiny run the cost of the board alone is more than twice that, so that price point isn't possible.
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