*************************************
Commodore Free Magazine
http://www.commodorefree.com/
*************************************
Issue 45, October 2010
Free to download magazine
dedicated to Commodore computers
Available as PDF, HTML, TXT, SEQ
and D64 disk image
---------------------------------
Benoît Mandelbrot dies at 85
Dr Benoît Mandelbrot, the
scientist who first posited
fractal geometry and a key
founder of chaos theory science,
has died of cancer at the age
of 85.
---------------------------------
=====================================
*************************************
CONTENTS
*************************************
* Editorial
* NEWS
- 1541U2 Update 2.0RC9
- Protovision October Update
- Viva Amiga Documentary Update
- Jim Scabery's Close-Out
- Catweasel Mk4 support page
- NetSurf 2.6 web browser for OS4
- 4GB CF IDE Hard Disk
- YAPE 10 Years Old
- The 1541 Ultimate v2 COMVEX Demo
- SIDizer VST Instrument
- BASIC on Bails!
- Balls to the Walls
- A Bit of History Preserved
- First Video of AMC for AmigaOS 4
- Origyn Web Browser 3.30
- C64SD v2.0
- The SEUCK Vault Updated
- Striker In The Crypt Of Trojan
- Plus4: Botticelli Bilderdisk 35
- ACID 64 Player Pro v3.04
- ZoomFloppy at ECCC 2010
- Mediator Multimedia CD UP 2.0
- Vince Clarke
* Commodore Programming
* Commodore Computer Club USA
* Interview with Sean - CCC USA
* Retro Gaming News Letter
* The Mensch Computer
* USB-64
* DotBASIC
* The Atari Arcade DotBASIC Project
* Back to the Past - Issue 6, Mar'07
=====================================
*************************************
EDITORIAL
*************************************
Hi welcome again to another issue of
Commodore Free
I HAVE A LIST
This month we have more "commodore
programming" examples from John
Fielden and yes they are type in
listings. John has sent in 6 type in
listings for the Commodore plus 4
/16 Computers. Of course the
Commodore graphics can't be
reproduced in the magazine except
for a scan of a printout, sadly we
don't have this so what's included
is an ASCII listing, this is an
example
$="{home}{down}
You see that {home} is the home key
on the keyboard and {down} is the
cursor down key etc. If you are
confused by these listings let me
know, I could work on something
better for the PDF version at least,
it was left this way for the text,
html and Disk versions of the
magazine, let me know what you think
about type in listings, do you still
want this sort of thing to play
with? Maybe you can improve the
listings, or convert them onto other
platforms; I would like to see
listings broken down line by line
with a full explanation of what is
happening, mainly for my sanity but
to help others who are dabbling in
BASIC programming
DOTBASIC
Some time ago; Loadstar released a
programming environment called
DotBASIC.
The idea of DotBASIC was to provide
a set up tools and commands
accessible to the basic programmer
harness more power from the machine
than is possible with Commodore
basic. This issue see a tutorial
about using DotBASIC to create a
menu system to launch a few classic
games. Some of you may know that the
Commodore Free Disk magazine is
written entirely in DotBASIC, and if
you have taken the time to look at
this version of the magazine; I am
sure you will agree its very slick.
The whole Application was written in
a few days, and then tested and
further details added. Each month
Commodore Free text is added to the
template in a very easy method to
quickly form each issue, you may
have noticed that the basic
formatting is the same each month.
If you love Basic and own a
Commodore 64 I would urge you to
investigate DotBASIC and while the
application isn't free, it is
available in a variety of formats to
tempt even the poor mans pocket.
CLUBS
I Always find Computer clubs
interesting, and so this month
features an interview with the
founder of Commodore Computer Club
USA so we have yet another CCC
group! Of course this one would be
CCC USA as the U.k club is CCC U.k.
It's great to know that people can
get together and share a passion in
something, Whether that be game
playing, preservation, operating
systems or just the old favorite of
mine "dabbling about" If you are in
a group or club maybe drop me a
message and I will print it on these
pages so others can contact you,
maybe I could create a club
directory page (or similar) grouped
into areas of the world.
That's about it with the usual news
items thrown in for good measure
Hope you enjoy the issue
Thanks for reading
Nigel
www.commodorefree.com
=====================================
*************************************
NEWS
*************************************
*************************************
1541U2 UPDATE 2.0RC9
*************************************
--------------------
r26 | gideonz | 2010-10-11 00:11:44
+0200 (Mon, 11 Oct 2010) | 9 lines
Release 2.0RC9: Some debug stuff
that appeared in menu removed!
--------------------
r25 | gideonz | 2010-10-10 23:34:02
+0200 (Sun, 10 Oct 2010) | 6 lines
- Tape Record implemented
- Capabilities register added (for
V1 compatibility later)
- Initial version of memory
controller for V1 hardware added
- Global menu items replaced by menu
objects that can generate menu
items based on the object's state.
- Some bug-fixes..
(I suppose this could be the
official 2.0RC9 release!)
--------------------
r24 | gideonz | 2010-10-09 02:21:50
+0200 (Sat, 09 Oct 2010) | 3 lines
Christmas lights eliminated in many
places..
64K AR/RR Ram support added; as well
as made to pass CountZero's test
program with 71 points.
Freezer bug is NOT yet tackled.
--------------------
r23 | gideonz | 2010-10-08 17:59:39
+0200 (Fri, 08 Oct 2010) | 2 lines
Preliminary USB hub support added
(not finished)
Tape recorder software file created,
but is still a copy of playback.
Needs to be implemented.
--------------------
r22 | gideonz | 2010-10-08 17:51:48
+0200 (Fri, 08 Oct 2010) | 3 lines
IEC processor implemented
Some clean up done in USB code
--------------------
r21 | gideonz | 2010-10-02 06:59:09
+0200 (Sat, 02 Oct 2010) | 1 line
Work in progress - DO NOT USE THIS
VERSION FOR UPGRADING - IT IS
UNTESTED!
--------------------
r20 | gideonz | 2010-09-25 06:03:33
+0200 (Sat, 25 Sep 2010) | 1 line
C2N Recorder added to Fpga
makefiles. (not for 250e yet)
--------------------
r19 | gideonz | 2010-09-25 06:02:54
+0200 (Sat, 25 Sep 2010) | 2 lines
TAP Encoder added.
ZPU altered for guaranteed IRQ
handling (not used yet)
QUICK PROJECT STATUS
October 10, 2010
* It is now possible to order
accessories for the 1541U-II. This
is possible through the "Order
Status" page. In case your unit
has already been shipped, please
create another order of 0 (zero)
1541U-II units, and add the
accessories to that order.
* Tape connector boards have been
received. One board clicks under
the 1541-II case; the other holds
the 2x6 pin tape connector and
tape feed-through. The two boards
connect to each other using a
standard 10-pin flat cable. The
part that clicks under the 1541-II
case can also be used to power the
cartridge for stand-alone mode
(requires software update).
Problem: the feed through doesn't
fit well (worst on C64C), as the
Commodore tape plug is thicker
than expected. I will order boards
that are a bit longer, delay:
approx 8 days. See pictures here
on this page.
* It's now possible with 2.0RC9 to
capture tape data to a .TAP file!
* Some serious issues with component
availability. The FPGAs were
confirmed for 4th of October, but
they have not arrived yet; more
news from the supplier expected on
Oct 12.
* Payments have been processed until
October 1, 2010.
* Payments for the new batch are now
accepted. I will put increased
attention on received payments in
the coming weeks. Please make your
payment before the end of October.
* Last firmware version: 2.0RC9 is
now downloadable from the download
page. See the download page and
read what issues have been
addresed!
Ultimate-II is open source!
http://www.1541ultimate.net/content/
-------------------------------------
*************************************
PROTOVISION OCTOBER UPDATE
*************************************
There is a new update at
Protovision. This time the headlines
are:
* The Richard Joseph Tribute
* GamePro reports about homebrew
developing labels, including
Protovision
* It's Magic 2 Trailer
* New cable: Mini DIN (S-Video)
Cable for LCD TVs now available
* Hardware Availabilities
* Protovision news as RSS Feed
* Protovision at X Party 2010
* Pricelist updated
* rr.c64.org relaunched and
@H:Replay Resources,2010
* Action Replay & Clones Acid
Ramtest v0.1 released
* 4 Player Interface Tester
From more information visit the
website
www.protovision-online.com
-------------------------------------
*************************************
VIVA AMIGA DOCUMENTARY UPDATE
*************************************
www.amigafilm.com
New Updated Official Movie Trailer,
now in HD - Viva Amiga Teaser
Trailer Version 1
New Official Blog -
http://vivaamiga.wordpress.com/
New Updated Bios of the Filmmakers -
amigafilm.com/The_Filmmakers.html
New Film Pre-Ordering
amigafilm.com/Pre-Ordering.html
We're now taking names of people who
would be interested in pre-ordering
the film! It's probably going to be
about $20-25 US for a region-free
DVD with extras galore. We will be
subtitling in French, German,
English and Spanish, possibly
others. Packages with t-shirts and
other merchandise will be offered as
well.
We'd like to make it clear that
despite the polished look of the
teaser trailer, this is an
independent film produced by an
Amiga user and mostly non-paid staff.
Your support means everything to us
and we thank you for your interest.
We will keep you posted as the film
develops. It is currently still in
production.
Please send an email with the word
"Pre-order" in the subject heading
to:
vivaamiga@gmail.com
You will be under no obligation.
Just on our "pre-ordering" mailing
list.
If you're interested in helping out
with the production, send an email
to vivaamiga@yahoo.com. We are
especially looking for high-quality
video of anything related to the
Amiga and Commodore. We love VHS.
COMMODORE FREE
Email sent to pre order list, I
couldn't resist this
-------------------------------------
*************************************
JIM SCABERY'S CLOSE-OUT ON
COMMODORE/AMIGA SOFTWARE
*************************************
To: Commodore Free
From: Robert Bernado
Subject: Jim Scabery's close-out on
Commodore/Amiga software
Jim Scabery, Portland, Oregon's last
Commodore dealer, is having a
close-out on Commodore and Amiga
software. To see the listing of
Commodore software, go to
http://retro-link.com/smf/index.php?t
opic=512.0 (titles A to C)
http://retro-link.com/smf/index.php?t
opic=513.0 (titles D to G)
http://retro-link.com/smf/index.php?t
opic=514.0 (titles H to L)
http://retro-link.com/smf/index.php?t
opic=515.0 (titles M to P)
http://retro-link.com/smf/index.php?t
opic=516.0 (titles Q to S)
http://retro-link.com/smf/index.php?t
opic=517.0 (titles T to Z)
To see the listing of Amiga
software, go to
http://retro-link.com/smf/index.php?t
opic=509.0 (titles A to F)
http://retro-link.com/smf/index.php?t
opic=510.0 (titles G to P)
http://retro-link.com/smf/index.php?t
opic=511.0 (titles Q to Z)
Truly,
Robert Bernardo
Fresno Commodore User Group
http://videocam.net.au/fcug
The Other Group of Amigoids
http://www.calweb.com/~rabel1/
Southern California Commodore &
Amiga Network
http://www.sccaners.org
-------------------------------------
*************************************
CATWEASEL MK4 FOR AMIGAOS 4
SUPPORT PAGE OPENED!
*************************************
Here is a website devoted to the
support for the Catweasel Mk4 driver
progress by Ian Gledhill
www.retroreview.com/iang/Catweasel/
I want to keep it up to date with
changes that I make, such as formats
being added and stuff like that. I'm
no web designer, so don't expect
anything flashy, but it should help.
-------------------------------------
*************************************
NETSURF 2.6 WEB BROWSER
RELEASED FOR OS4
*************************************
The NetSurf developers are happy to
announce the immediate availability
of NetSurf 2.6. This release
contains many bug fixes and
improvements. It is available to
download from
http://www.netsurf-browser.org/
Here is a change log detailing the
important changes in this release:
CORE / ALL
* Improvements to float positioning.
* Fix absolute positioned inlines.
* Improve handling of percentage
margins and paddings on floats.
* Fix several memory leaks.
* Rationalised memory allocation
functions.
* Updated SSL root certificates.
* Fix handling of PNGs with zero
data.
* Moved input handling into content
handlers.
* Simplified browser window module.
* Fix table borders specified in
em/ex units.
* Improved CSS content handling.
* Don't try to draw zero size images.
* Simplified and fixed save complete
feature.
* Reduce frequency of cache clean
attempts.
* Improve and optimise rendering of
borders in HTML.
* Fix URL comparison issue.
* Improve object handling in HTML.
* Fix absolute positioned root
element.
* Rewritten file: fetch handler for
local URLs.
* Much improved directory listings
for local file: paths.
* Improve handling of binary data in
plain text renderer.
* Fixed cache expiry problems.
LIBCSS LIBRARY (CSS PARSER AND
SELECTION ENGINE):
* Allow stylesheets to be used in
multiple contexts simultaneously.
* Fix possible stylesheet reuse
crash.
RISC OS-SPECIFIC
* Increased maximum allowed value
for memory cache size option.
* Update 'about' page to include
licences for linked components.
* Fix layout to paper width when
printing.
* Fix screen redraw after printing.
* Enable sideways print option.
GTK-SPECIFIC
* Avoid potential use of NULL
pointer.
* Fix for old versions of GTK.
* Improve internationalisation
support.
* Improve handling of bitmap opacity.
* Fix redraw issues with non-HTML
content.
* Cleaned up menu generation and
handling.
BEOS/HAIKU-SPECIFIC
* Fix build.
* Fix mimetype acquisition for local
files.
* Improve handling of bitmap opacity.
* Enable knockout rendering
optimisation.
* Improved polygon plotter accuracy.
* Fix colours on copy to clipboard.
AMIGAOS-SPECIFIC
* Fixed menus when switching tabs.
* Improved font handling.
* Text kerning.
* Update for OS4.1 Update 2.
* Simplify building of Cairo and
non-Cairo versions.
* Fixed scrollbar handling.
* Better NetSurf icon.
* Improve installer.
* Better support for ARexx commands.
* Context sensitive cut/copy/paste.
* Fix clipping for non-HTML contents.
* Option to show icon under drag
saves.
* Bitmap plot optimisations.
* Now uses core fetcher for file:
URLs.
FRAMEBUFFER-SPECIFIC
* Framebuffer toolkit rationalised.
* Improved scrollbar support.
* Added X surface handler.
* Improved scheduling.
* Fixed redraw issues.
* Improved key press handling.
* On screen keyboard.
* History window.
* Configurable window furniture size.
* Support for scaled bitmap plotting.
* Factored out common plot code for
rendering at different bpp.
* Load and save cookies file on
start and quit.
* Improve handling of bitmap opacity.
Also included are many smaller bug
fixes, improvements and
documentation enhancements.
-------------------------------------
*************************************
4GB CF IDE HARD DISK
*************************************
www.amigakit.com
ANNOUNCEMENT FROM AMIGAKIT
We are happy to announce that we
have just secured another new batch
of 4GB CF IDE hard disks
prepped/formatted ready for Amiga
1200, 600 or 4000 (specify on
ordering from AmigaKit store).
This batch is currently available at
a reduced special price for limited
time period.
The advantages of our drives are:
* completely silent operation
* responsive drives that run cool
* fully prepped and formatted with
our OS-Install installation
software pre-installed
* high quality media fully
compatible with Amiga
* A1200 / A4000 versions can be
ordered prepped/formatted with
SmartFileSystem (SFS)
DIRECT PRODUCT LINKS
USA Store:
http://www.amigakit.us/catalog/produ.
..roducts_id=883
UK Store:
http://amigakit.leamancomputing.com/.
..roducts_id=883
European Store:
http://amigakit.leamancomputing.com/.
..roducts_id=883
Canadian Store:
http://amigakit.leamancomputing.com/.
..roducts_id=883
www.amigakit.com
Amiga Computer Store
-------------------------------------
*************************************
YAPE 10 YEARS OLD
*************************************
The Commodore Plus/4 emulator YAPE
celebrates its 10 year anniversary
Exactly 10 years has passed since
the first public alpha (or rather:
WIP) of Yape saw the light of day.
It is just as unbelievable as it can
get... sheesh. It started off as an
attempt at a more intelligent
disassembler when I realized how
much fun it really is to learn the
hardware AND C++ programming at the
same time while dealing with my all
time favourite hobby. I thought this
anniversary would be also a nice
opportunity to abandon the rather
clumsy versioning I have been
following in the past. Anyway I have
not got much time to make a long
rant here, so you will be spared :-)
The main changes in the aptly named
- 10 years old - 1.0 compared to
0.86 are as follows:
* 32-bit and automatic bitdepth
option in fullscreen mode (8 bit
full screen mode might be slow
under newer Windoze's)
* copy & paste to/from the clipboard
now respects upper/lower case mode
* partially implemented 48 bps mode
of the T6721A speech LSI
* G64 image support is no longer
read only (yay, at last)
* reading from open address space
* plenty of bugfixes (drive, TED,
autostart, monitor etc.)
Of course 1.0 not to mean Yape is
ready and will be abandoned. A piece
of software never really is. Head on
over to the downloads section
http://yape.homeserver.hu/download.ht
m while it's still warm.
-------------------------------------
*************************************
THE 1541 ULTIMATE V2 COMVEX DEMO
*************************************
From July 25, 2010 at the Commodore
Vegas Expo v6. Josh Shiflet gives a
presentation on the 1541 Ultimate
v2, the latest incarnation of this
Commodore card drive
http://www.blip.tv/file/4083741
-------------------------------------
*************************************
SIDIZER VST INSTRUMENT
*************************************
SIDizer is a state-of-art emulation
of legendary SID chip in a form of a
modern software synthesizer. Using
circuit modelling technology nearly
all unique features of two versions
(6581-8580) of SID chip among their
famous flaws are accurately
modelled. This emulation focuses on
simulating nonlinear character of
SID filter and mimicking special
6581 distortion that mainly
influence the alternation of
filtered signal in a real SID chip.
It offers additional envelopes, LFOs
, mod matrix and a routable
bit-cruncher for adding extra lo-fi
sound quality. SIDizer GUI is
inspired from HyperSID that offers
easy tweaking for all parameters on
a single page. It is not only a
powerful instrument for creating
chip-tune style but it can produce a
unique type of analogue sound
coloured with harmonic distortion
that is suited for creating bass,
lead and drum sounds.
Main features:
* 3 oscillators offering 8
waveforms: Saw, Triangle, Square,
Pitched noise, "AND" combinations
of them
* Oscillators special features:
ring, sync, phase sync, Sqr PW,
level
* Selectable 6581-8580 D/A distortion
* 3 Amp envelopes ADSR
* 12 dB (LP & HP), 6 dB BP SID
modelled Filter
* Best matched Exponential-fitted
curves for 6581-8580 filter
frequencies
* Simulating 6581 half wave filter
distortion
* 1 Filter envelope + key track for
filter freq
* 2 LFOs each with 4 simultaneous
outputs offering sync and
retriggering option
* 1 Mod envelope
* Versatile Modulation matrix
* Bug-generator module for
reproducing famous bugs:
oscillator leakage, ex-input noise
* Bit Cruncher with pre and post
filter route option
* Advanced 8 step C64 like
arpeggiator
* Master: Pitch and Mod wheel,
Porta, Spread, Reverb, Delay
* Easy to use GUI
* Factory soundbank created by
Torben Hansen (aka Metal of
Vibrants)
www.hypersynth.com/sidizer.html
-------------------------------------
*************************************
BASIC ON BAILS!
*************************************
Do you want the harness your C64s
awesome 1 MHz compute power to build
state-of-the-art web applications?
Are you bored of OOP frameworks with
structured exception handling and
pine for a 40x25 IDE with good old
fashioned GOTOs?
Do you wish you could claim 30 yrs
experience with a web development
language at the next coding job you
apply for?
Then you need.... BASIC ON BAILS!
10 DHCP: REM SOCK ME SOME IP CONFIG,
MOFO!
20 HTTPD 80, 100
100 !"
LOOK MA! WEB STUFF!
"
110 !"THIS MESSAGE WAZ BRUNG 2 U BY
BASIC ON BAILS"
120 YIELD
Act now and for no extra charge
we'll chuck in Kipper BASIC :
command line PING, TFTP, NETCAT, and
other TCP socket goodness
lyonlabs.org/commodore/kb-bob/
-------------------------------------
*************************************
BALLS TO THE WALLS
*************************************
VIC 20 RELEASE
http://sleepingelephant.com/ipw-web/b
ulletin/bb/viewtopic.php?t=4769
The initial release of a completely
machine language game.
"Balls to the Walls" runs on a Vic
with 16K of memory. If you own a
Blackberry this game may seem
'vaguely familiar.'
There are 34 screens in the first
round. If you can get through all 34
they repeat at a much faster pace.
There are all sorts of hidden
'things' throughout the game. There
are special functions, ammo, etc.
Have fun.
The program can be downloaded here:
http://home.comcast.net/~aedb15t/ball
s%20to%20the%20walls.prg
-------------------------------------
*************************************
A BIT OF COMMODORE HISTORY
HAS BEEN PRESERVED
*************************************
Thanks to Raymond Day, a bit of
Commodore history has been preserved.
In 1989 he video-recorded a session
that he had while on-line at
QuantumLink, the Internet service
for Commodore users. He recently dug
out the VHS tape of that session,
rendered it to a video file, and
sent it to me. It is now available
for all to see! Entitled "The Real
Q-Link -- September, 1989", the file
is at
http://blip.tv/file/4138357
This unedited video runs 26 minutes,
and in it you can see the screen of
what Raymond is viewing -- going
through messages, choosing/listening
to SID music, and
downloading/viewing files. Except
for the SID music that runs at about
the 22-minute mark, the only thing
you hear is Raymond typing on the
Commodore keys. For those who have
never seen what Q-Link was like or
who want to relive the Q-Link
experience, this video is a must.
Waiting for the next batch of
CommVEx v6 2010 videos to be
uploaded,
Robert Bernardo
Fresno Commodore User Group
http://videocam.net.au/fcug
From Raymond Day. He wrote, "I think
I used a VCR with stereo, and I know
I had S/video to my Commodore
monitor and must of did composite in
the VCR with one side the Commodore
sound and the other a mic so you can
hear me typing. I did it from log on
to log off. I look at a message of
mine, then download some GEOS
programs on a 1581 disk. Go in the
music room and play music and type a
little, but you can see the other
typing a lot. I get off-line and
look at some pictures I downloaded
from Q-Link."
-------------------------------------
*************************************
FIRST VIDEO OF AMC FOR AMIGAOS 4
(SAM)
*************************************
www.youtube.com/watch?v=0em51_XIALI
Thanks to Trevor Dickinson and
especially Andrea Palmaté (he helped
a lot) we can show you the first
Video of AMC running on AmigaOS 4.x.
If everything goes fine (think so)
you will be able to see it live on a
X1000 at the Amiwest Event.
Please visit Fabio Falcucci's
developer blog for more INFO's about
AMC.
http://amcdev.wordpress.com/media/
Best Regards,
Pascal Papara
www.aros-broadway.de
-------------------------------------
*************************************
ORIGYN WEB BROWSER 3.30
FOR AMIGAOS 4.X. RELEASED
*************************************
Currently in the OS4Depot upload
queue.
CHANGELOG:
3.30 (5.9.2010)
* Disabled support for resizing the
window from Javascript again if
TABS is enabled (bugs.os4depot.net
issues #540 and #560).
* Added support for external tab
close image ("closetab(|_s|_g)",
#504).
* Fixed #545 "DSI on Google site".
* Fixed #555 "Mapmyrun.com crashed
on map".
* Fixed #546 "java script: Alt- /
Ctrl-Key combinations not fully
working".
* Fixed #549 "java script: Change of
cursor using .cur not immediately".
* Fixed #547 "CSS attribute
"overflow: hidden" not supported".
* Fixed #538 "Local files don't work
on my jfx partitions (bug #474)".
* Fixed #561 "Date format is not
local".
* Fixed #422 "OWB crashing on
resizing window (for a while)".
* Fixed #564 "OS4 repeatedly
locks-up with Reload/Home button".
* Fixed #542, #559, #565 "OWB window
disappears on certain sites".
* Fixed #331 "Complete system freeze
on closing(tabs) while menu is
open".
* Fixed #340 "GrimReaper when
posting on forum.wiibrew.org".
* Fixed #370 "Crashing closing OWB".
* Fixed #442 "Surfing this site in
'Liste'-mode crashes OWB".
* Fixed #541 "Forum complains about
posting twice every time".
-------------------------------------
*************************************
C64SD V2.0
*************************************
Manosoft released an advanced
version of his C64SD v2.0. The C64SD
emulates a IEC disk-drive and uses
an SD memory card to store your
diskette images in various formats
(.d64, .d71, .d81). The upgraded
version has an aluminium case, an
extra IEC connector to connect an
external disk-drive. Its also
possible to connect a second C64SD
(in dual mode).
WHAT 'THE C64SD ?
Circuit Plug & Play device that
emulates the floppy drive of a
Commodore machine you Just need an
SD (secure digital) card to uploaded
package of games or other software
Turn on your Commodore and LOAD your
favourite games Rekindle your
memories .....
http://c64sd.roxer.com/
-------------------------------------
*************************************
THE SEUCK VAULT UPDATED
*************************************
Another new batch of SEUCK games
enters the Vault, including the
recently recovered Spitti's Search,
Xenonoid, Casanova and more. With
thanks to Mason of C64Heaven for all
his help.
The next batch of games will be the
planned large Amiga update.
http://www.seuckvault.co.uk
-------------------------------------
*************************************
ORIG. TAP IMAGE: STRIKER IN THE
CRYPT OF TROJAN
*************************************
For preservation purposes
c64endings, has created a .TAP file
from the original tape of the
"Stryker in the crypt of Trojan"
game by Codemasters.
Before this release there doesn't
seemed to be a original .TAP
version of it anywhere on the Net.
C64endings used the DC2N for the
conversion.
http://www.c64scene.com/c64/wp-conten
t/downloads/STRYKER-vm.tap
-------------------------------------
*************************************
PLUS4: BOTTICELLI BILDERDISK 35
*************************************
The world of Plus/4: Erich/Unlimited
just released Botticelli Bilderdisk
35. The new addition to this series
continues the usual way: you get to
enjoy two disk sides worth of
converted multicolour pictures,
using the Magica driver. Check it
out and enjoy!
http://plus4world.powweb.com/dl/demos
/b/botticelli_bilderdisk_35.zip
-------------------------------------
*************************************
ACID 64 PLAYER PRO V3.04 RELEASED
*************************************
A new version of ACID 64 Player Pro
has been released. It can now play
SID tunes via JSidplay2 and
JSidDevice.
Check out all improvements and fixes
at:
http://www.acid64.com
-------------------------------------
*************************************
ZOOMFLOPPY TO BE DEMOED AT ECCC 2010
*************************************
Jim Brain and Nate Lawson demo the
ZoomFloppy, a new device for
accessing Commodore floppy drives
from a PC via USB. The firmware,
known as xum1541, has been available
since fall 2009 for those who want
to build their own board, but the
ZoomFloppy is the first device that
will be a complete product offered
for sale.
The ZoomFloppy has a number of
features beyond simple disk access,
which is implemented in OpenCBM. It
can also nibble protected disks
using a parallel cable and nibtools.
It is software-upgradeable and some
very interesting but secret features
are planned for the future.
We plan to bring a laptop with
nibtools and a 1541 with a parallel
port installed. It will have a batch
file that automates the process of
nibbling. Attendees can just plug in
a USB stick and hit a key to get an
image of their floppy.
So bring your rare floppies to be
backed up. All images will also be
sent to C64Preservation.com for
archival unless you request
otherwise.
www.root.org/~nate/c64/xum1541
http://jbrain.net/
-------------------------------------
*************************************
MEDIATOR MULTIMEDIA CD UP 2.0
RELEASED
*************************************
The Mediator Multimedia CD 2.0
update for registered users of
Mediator PCI 3/4000T, Mediator PCI
4000D, Mediator PCI 4000Di, Mediator
PCI 4000, Mediator PCI 3000D,
Mediator PCI 1200 TX, Mediator PCI
1200 SX, Mediator PCI 1200LT4,
Mediator PCI 1200, Mediator PCI
1200LT and Mediator PCI ZIV
busboards, has been released today.
The Mediator Multimedia CD UP 2.0
includes a new version of the gfx
drivers for the Radeon
9200/9250/9000 series cards for all
Mediator models:
RADEON.CARD VER. 2.12
Due to the new initialization
procedure, the new Radeon driver
supports all models of the gfx cards
from the Radeon 9000, 9200 and 9250
series (based on the ATI RV250 and
RV280 chipsets). However, only
"5-Volt only" versions of the Radeon
cards can run in some Mediator
models. To locate the Radeon card
suitable for your Mediator model,
contact the ELBOX Support
Department.
http://elbox.com/about_cu.html
In the A3000 and A4000 computers,
the new gfx driver adds the part of
the Radeon gfx cards SDRAM/SGRAM
memory which is not assigned to the
P96 system to the Amiga memory
system. This memory works as regular
Zorro III memory but it also can be
simultaneously accessible in the DMA
mode by any PCI busmaster cards.
This opens the way to enhance
performance of some PCI cards at
lower CPU usage.
You can use simultaneously use
Radeon and Voodoo gfx cards in your
system, connecting each of them to a
different monitor. If you want to
use only one of them as a gfx card,
you can add even the whole memory of
the other one to the Amiga system.
In case of the Radeon cards equipped
with the DVI output, the Amiga
screens are simultaneously available
on both outputs (analogue VGA and
digital DVI). The Radeon DVI output
operates not only with each monitor
equipped with digital input, but
also with any LCD or PDP TV with
HDMI input. In case of any LCD, PDP
panels, adjustment of the Amiga
screen to the native TV or monitor
resolution is strongly recommended.
To facilitate it, we have provided
in the RadeonGuide the reference
P96mode settings for the following
native monitor resolutions:
1360x768, 1680x1050, 1920x1080,
1920x1200 and 2560x1600.
If you do not have Mediator in your
A3000 or A4000, do not miss the
special offer for the newest version
of the Mediator boards with the
Radeon card with 256MB memory and a
DVI output.
The Mediator Multimedia CD UP 2.0
includes also a new version of the
gfx drivers for the Voodoo 5, Voodoo
4, Voodoo3 and Voodoo Banshee cards
for all Mediator models:
VOODOO.CARD VER. 4.30
In A3000 and A4000, the new gfx
driver adds the part of the Voodoo
gfx card SDRAM/SGRAM memory which is
not assigned to the P96 system to
the Amiga memory system. It has
exactly the same features as the
Radeon card memory.
The update includes also new
versions of:
* pci.library ver. 9.4
* fm801.audio ver. 4.14
* sb128.audio ver. 4.20
* mixer.library ver. 1.11
* FastEthernet.device ver. 1.24
* tv.library ver. 4.13
* tv.vhi ver. 1.5
* Virge.card ver. 1.13
The developer documentation for
tv.library and mixer.library is
enclosed with the MM CD 2.0.
If you are interested in the new
updated MediatorSDK, contact ELBOX
Developer Department.
http://elbox.com/about_cu.html
Information on the current versions
is available in the DOWNLOADS
http://elbox.com/downloads.html
Mediator section.
elbox.com/downloads_mediator.html
The current list of supported
PCI cards is available in the
Mediator Driver Guide
http://elbox.com/mdg.html .
Information about Mediator-related
sources you will find in the
COMMUNITY section.
http://elbox.com/community.html
-------------------------------------
*************************************
VINCE CLARKE
*************************************
Ok so this isn't Commodore related
in anyway!
However......
Sound Programming genius Vince
Clarke has started a video series
about Analogue keyboards on his
website the link is here
www.vinceclarkemusic.com/video
The main website here
www.vinceclarkemusic.com/intro
Now I have always loved Vince
Clark's music especially the older
Analogue sounding stuff, Early
Depeche mode, Yazoo even some of his
experimental collaborations and some
of the Erasure music.
Someone I am sure will find this
interesting - I know I did when I
found it
To my knowledge Vince never used a
Commodore64 but did use a BBC micro
computer as a sequencer, this was
also seen on some of the Erasure
tours.
You may also find this link useful
if you're a Vince fan
www.youtube.com/watch?v=wQthcAK9kAg
www.youtube.com/watch?v=rdP97lNHoCY
Now of course its all hi-tech, done
with soft synths
www.youtube.com/watch?v=dTNKBTLgYf4
www.youtube.com/watch?v=aoW8_ZExnB0
=====================================
*************************************
COMMODORE PROGRAMMING
By John Fielden
*************************************
FLAGS
I see now why the exalted Prof.
Andrew Colin resorted to not using
the Graphics screen in Part 1. of
his An Introduction to BASIC. I am
still looking out for part 2 in the
hope that the required answers may
be revealed. Until then, observe for
yourselves the failings of the
processor. This may only be within
BASIC but we/I won't know unless a
book can be found on c16/plus4
Assembler/TedMon. that covers
graphics etc. (Or of course I am
still looking for An Introduction to
Basic part 2. of Andrew Colin, which
may correct my short comings)
MATHS
Being about as much use as a
submarine at an airport on this
subject. I have completely relied on
a books for all the programs on this
subject. In programs measuring time
converting from decimal numeric's,
math formula has been avoided where
possible. It is also advisable to
use alternatives where formula
conversions aren't completely
accurate, for those with a more than
a passing interest. Besides Machine
Code accesses, Mathematics is yet to
be fully explored in this series.
RESTORE
The theme of my pages in this issue
has become 'bugs I don't understand'
where rarely has an issue gone by
where there hasn't been some form of
debugging (usually arising out of
need!). Feeling powerless that i am
unable to do anything about these. I
happened to remember what turns out
to be a confusion of cross talk with
different machines. I, while
dreaming of owning a 64, still very
much appreciated/ing The Sixteen and
trying to learn as much as I
could/can. As the emulator, Yape has
no qualms, though this is a plus4
emu. So it may either be only a
problem in the c16, or could be
something to do with the old
unexpanded BASIC of the c64 that the
person I was speaking to owned.
Before testing, anything deliberate
had been dismissed, though school
was full of attempts to confuse
still I wonder whether it was true
of older computers -pre-C64?. If so,
It gives hope that the error/s shown
in Flags etc. may be inherent only
in basic. Though, I can't promise as
I don't yet know much about machine
code.
Restore Counter: Is a more work
related test, and counts as the
command gets to the command in
question. My volume is switched off
as I write in windows. I can
honestly say it is still running in
the background at over 17000+
passes! This test utility won't work
on the c64 though. So it is good
practice to have a back-up counter.
As shown in the demo included.
CODE CONVERTER
While on the subject of things I
don't understand. Assembler or
Assembly Language has always
remained a great mystery and
fascination, ever since this love
affair with computers began. Here's
a program that converts Decimal,
Hex., and Binary. And what's more,
as far as I know...IT WORKS! The
c16/+4 with their extended BASIC are
ideal for this type of program!
(Also, This utility should work on
the even more extended c128's.). So,
as far as debugging goes. Gone are
the hours wondering whether it is a
mathematical error, or something
else. I believe the utility deserves
merit for bringing even base code
more accessible to the
mathematically challenged! -Though,
knowing my luck, some-one else
will/may have already done it!!!
Happy Prog'ing
John Fielden
LISTING OF: FLAGS1.PRG
10 REM *FLAGS OF THE WORLD*
20 COLOR0,9:COLOR4,1
30 DIMFL(10,10,10)
40 GRAPHIC1,1
45 REM GJOY310
50 COLOR1,6,5:REM ***ITALY***
60 BOX1,1,1,30,45,0,1
70 COLOR1,2
80 BOX1,30,1,60,45,0,1
90 COLOR1,3,4
100 BOX1,60,1,80,45,0,1
110 COLOR1,5 :REM **LUXEMBURG***
120 REM LOCATE1,400
130 BOX1,1,50,80,70,0,1
140 COLOR1,8
150 BOX1,1,65,80,80,0,1
160 COLOR1,6
170 BOX1,1,80,80,95,0,1
180 COLOR1,7,3:REM ***FRANCE**
190 BOX1,1,100,30,145,0,1
200 COLOR1,2
210 BOX1,30,100,60,145,0,1
220 COLOR1,3,4
230 BOX1,60,100,80,145,0,1
240 COLOR1,9
250 BOX1,1,147,80,147,0,1
260 COLOR1,3,4:REM *SWITZERLAND***
270 BOX1,1,155,80,195,0,1
280 COLOR1,2
290 BOX1,20,170,60,180,0,1
300 BOX1,35,160,47,190,0,1
310 COLOR1,2 :REM ***JAPAN***
320 LOCATE1,1
330 BOX1,85,1,155,45
340 COLOR1,3,5 :COLOR0,2
345 CIRCLE1,120,25,15,12,1
350 PAINT1,120,25,0
354 COLOR1,2
355 DRAW1,105,1 TO 100,45
356 DRAW1,140,1 TO 135,45
357 DRAW1,110,1 TO 130,6
358 DRAW1,100,40 TO 130,45
359 BOX 1, 90,35 , 100,40
360 COLOR1,2
370 PAINT1,90,7 ,1
375 PAINT1,140,7 ,1
380 REM CIRCLE1,120,25, 5,2 ,1
390 COLOR0,9
400 REM DRAW 1,84,0 TO 156,0:
DRAW1,84,49 TO 156,49
410 DRAW 1,84,0 TO 84,45:
DRAW1,155,0 TO 156,49
420 REM *TWO SHAPES TOGETHER: NOT
SOO SIMPLE AS YOU MIGHT THINK! *
430 REM * ...AND NOW I'VE HAD
ENOUGH!*
9390 GETKEYA$:PRINT"{clr}{black}":
COLOR0,2:COLOR4,14
9400 GRAPHIC0
LISTING OF: GSHAPE.PRG
5 REM *PG90REF4*
7 REM (50) 90,60 ,200,72
8 M=90:N=60:O=200:P=72
10 GRAPHIC1,1
12 X=5:Y=1
15 A=150:B=100:C=60:D=50:E=120
20 FORJ=0TO90STEP10
30 CIRCLE,A,B,C,D,,,J,E
40 NEXTJ
45 REM*SAVE AN AREA FROM THE DRAWING*
50 SSHAPEA$,M,N,O,P
55 REM *DISPLAY SAVED AREA, IN
REVERSE AT TOP OF SCREEN*
60 GETKEYS$
70 GSHAPEA$,0,5,1
80 GETKEYS$
90 GRAPHIC0
200 REM. P45,GSHAPE
LISTING OF: GSHAPE1.PRG
5 REM *PG90REF4*
7 REM (50) 90,60 ,200,72
8 M=90:N=60:O=200:P=72
9 R=63:Q=-2:S=2:T=50
10 GRAPHIC1,1
12 X=5:Y=2
15 A=150:B=100:C=60:D=50:E=120
20 FORJ=0TO90STEP10
30 CIRCLE,A,B,C,D,,,J,E
40 NEXTJ
45 REM*SAVE AN AREA FROM THE DRAWING*
50 SSHAPEA$,M ,N,O+R,P+Q
55 REM *DISPLAY SAVED AREA, IN
REVERSE AT TOP OF SCREEN*
60 GETKEYS$
70 GSHAPEA$,2 , 2 , 1
80 GETKEYS$
90 GRAPHIC0
200 REM. P45,GSHAPE
LISTING OF: RESTORE.PRG
10 FORJ=1TO20
20 READA$
30 PRINTA$
40 NEXTJ
50 PRINT"CONTINUE Y/N?"
55 GETKEYA$:IFA$="N"THENSTOP:ELSE10
60 RESTORE
70 DATA JOHN, FIELDEN, AT,
COMMODORE, FREE, DOT, COM
80 DATA THE, GREATEST, ONLINE,
MAGAZINE, THAT IS,
90 DATA DEDICATED, TO THE, COMMODORE,
100 DATA A, RETRO, TYPE, MAGAZINE,
FOR, COMPUTER, ENTHUSIASTS
110 DATA PLEASE, SEND, IN, ANY,
IDEAS, OR, ARTICLES, FOR, PUBLICATION
120 DATA BECAUSE, THE, KIND, EDITOR,
SAYS, YOU, CAN!
LISTING OF: RESTORE4.PRG
10 FORJ=1TO20
20 READA$ :X=X+1
30 PRINTA$,X
40 NEXTJ
50 PRINT"CONTINUE Y/N?"
55 GETKEYA$:IFA$="N"THENSTOP
60 IFX>21THENRESTORE
65 GOTO10
70 DATA, JOHN, FIELDEN, AT,
COMMODORE, FREE, DOT, COM
80 DATA THE, GREATEST, ONLINE,
MAGAZINE, THAT IS,
90 DATA DEDICATED, TO THE, COMMODORE,
100 DATA A, RETRO, TYPE, MAGAZINE,
FOR, COMPUTER, ENTHUSIASTS
110 DATA PLEASE, SEND, IN, ANY,
IDEAS, OR, ARTICLES, FOR, PUBLICATION
120 DATA BECAUSE, THE, KIND, EDITOR,
SAYS, YOU, CAN!
1000 REM *Q. HOW DO YOU MAKE SURE
ALL DATA IS READ BEFORE RESET. IE.
RESTORE?
1010 REM*Q2. WHY DIDN'T THIS WORK?*
1020 REM *Q3. WHAT DID WE / I
FORGET?*
LISTING OF: CODECONVERTER12B.PRG
10 REM *HEX TO DEC TO BIN AND BACK*
20 CC$="{home}{home}{clr} CODE
CONVERTER":XY$="{home}{down*16}"
25 XL$="{home}{down*10}":M1=0:
M2=65535
30 SCNCLR:PRINTCC$;"{down}":CF=-1
40 PRINT" 1 - ALL CODES FROM 0 TO
65535"
45 PRINT" (0 - TO SWITCH BETWEEN
CONTINUOUS LIST)":PRINT
50 PRINT" 2 - HEX TO DEC & BIN."
60 PRINT" 3 - DEC TO HEX & BIN."
70 PRINT" 4 - BIN TO HEX & DEC."
80 PRINT" 5 - TO EXIT"
100 PRINT"{down} HEX=HEXADECIMAL,
BASE 16"
110 PRINT" DEC=DECIMAL, BASE 10"
120 PRINT" BIN=BINARY, BASE 2"
130 PRINT
135 TRAP5010
140 GETKEY A$
150 X=VAL(A$)
155 IFA$="0"THENX=1:S1%=S1%+1:
IFS1%>1THENS1%=0
160 ONXGOTO8000,180,300,400,5000
170 GOTO140
180 REM *HEXADECIMAL TO DECIMAL*
190 PRINT" TYPE HEX TO CONVERT:"
200 INPUTH$
210 D=DEC(H$)
220 IFDEC(H$)<0 OR DEC(H$)>65535
THEN200
230 PRINT"DEC: ";DEC(H$)
235 GOSUB5500
240 PRINT"{lgreen}ANOTHER
Y/N?{black}"
250 GETKEYA$
260 IFA$="Y"THENONXGOTO9900,200,320,
1000
280 GOTO30
300 REM *DECIMAL TO HEXADECIMAL*
310 PRINT" TYPE DEC TO CONVERT:"
320 INPUTD
330 D=INT(D)
340 IFD<0 OR D >65535 THENPRINT
"RANGE: 0 - 65535 ON THE C=16/+4":
GOTO320
350 PRINT"HEX: ";HEX$(D)
352 IFCF>-1THENGOTO5500
355 GOSUB5500
360 GOTO240
400 REM *BINARY TO HEX & DEC.*
402 RESTORE
405 PRINTXL$;"{down}"
410 PRINT" TYPE 8 DIGIT BASE 2"
415 REM *USE POKE TO ?X'S PRIOR TO
NO.*
416 PRINT"{lred} 7 6 5 4 3 2 1 0 "
417 PRINT"{orange}128 64 32 16 8 4 2
1{black}"
420 FORP=0TO7
430 GETKEYA$
440 IFA$<"0" ORA$>"1"THEN430
450 IFA$="0" ORA$="1"THEN
B%(P)=VAL(A$)
460 PRINTXY$
470 FORK=0TO7
475 IFP< KTHEN490
480 PRINTB%(K);
490 NEXTK
500 NEXT P
510 FORT=0TO7
520 READB
530 B%(T)=B%(T)*B
540 C=C+B%(T)
550 NEXTT
560 RESTORE
570 DATA128,64,32,16,8,4,2,1
580 PRINT: PRINT" TO DEC = ";C,
590 PRINT":TO HEX = ";HEX$(C)
595 IFBY%=1THEN660
600 PRINT"{down} *TIMES* BY HIGH
BYTE? -Y/N?"
610 GETKEYA$
615 IFA$="N"THEN750
620 IFA$="Y"THEN630
625 GOTO610
630 PRINTA$:BY%=1:PRINT"{down*13}":
PRINT"LOW BYTE ":C1=C:C=0
640 FORJ=0TO7:PRINTB%(J);:NEXTJ:
PRINT"{up}"
650 GOTO400
660 BY%=0:C2=C1*C
670 PRINT"TOTAL: ";
671 PRINT"DEC ";C2;
675 PRINT" :HEX ";HEX$(C2)
680 C=0:C1=0:C2=0
690 PRINT"{grey3} PRESS KEY{black}"
700 GETKEYB$
750 GOTO240
1000 SCNCLR:GOTO400
5000 END
5010 RESUME30
5500 REM *FROM DEC TO BIN*
5510 PRINT" TO BINARY"
5512 IFD>255ANDCF>-1THEN
CF%=1:GOTO5650
5515 IFD>255ANDX>1THENPRINT"MANY
VARIATIONS{down}":GOTO5650
5520 IFD=>128THENBT%(7)=1:D=D-128
5530 IFD=>64THENBT%(6)=1:D=D-64
5540 IFD=>32THENBT%(5)=1:D=D-32
5550 IFD=>16THENBT%(4)=1:D=D-16
5560 IFD=> 8THENBT%(3)=1:D=D-8
5570 IFD=> 4THENBT%(2)=1:D=D-4
5580 IFD=> 2THENBT%(1)=1:D=D-2
5590 IFD= 1THENBT%(0)=1:D=D-1
5600 IFD<>0THEN PRINTD;" THERE HAS
BEEN AN ERROR!"
5605 PRINT"{lred} 7 6 5 4 3 2 1 0 "
5606 PRINT"{orange}128 64 32 16 8 4
2 1{black}"
5610 FORK=7TO0STEP-1
5620 PRINTBT%(K);
5630 NEXT K
5640 PRINT
5650 FORKB=0TO7
5660 BT%(KB)=0
5670 NEXTKB
6000 RETURN
8000 REM *LIST LENGTH*
8010 PRINT" LIST FROM:"
8020 INPUT"START";M1
8030 IFM1<1 ANDM1>65535THEN8020
8040 INPUT"FINISH";M2
8050 IFM265535THEN8040
9000 REM *LIST 0 TO 65535 ..."PFFF!"*
9010 SCNCLR:PRINTCC$;"{down}"
9020 PRINT"MAX. LIST: 0 - 65535";"
(";M1;"TO";M2;")"
9030 PRINTSPC(20);" (SWITCH = ";
9040 IFS1%=0THENPRINT"OFF";
9050 IFS1%=1THENPRINT"ON";
9060 PRINT")":PRINT:PRINTCHR$(27)+
CHR$(84)
9070 FORCF=M1TOM2
9080 GETA$
9090 IFA$="P"THENGOSUB12000
9100 IFA$="Q"THEN30
9110 D=CF:PRINT"DEC=";CF;" ";
9120 GOSUB330
9130 REM IFCF%=0THEN9900
9190 REM *POSS. VARIATIONS IN
DECIMAL*
9200 PRINT" *POSS. VARIATIONS IN
DECIMAL*"
9210 FORL=0TO255
9220 FORL1=0TO255
9225 GETA$
9226 IF A$<>""THENGOSUB12000
9230 C0=L*L1
9240 IFC0=CFTHENPRINTL;"*";L1;"=";
C0,CF
9250 NEXTL1
9260 NEXTL
9270 IFX=1ANDS1%=1THEN240
9900 NEXT CF
9910 CF%=0:GOSUB12000
9920 GOTO30
12000 REM *PAUSE ON*
12005 PRINT"PAUSED";L;L1;
12010 GETKEYA$
12020 IFA$="Q"ORA$="E"THEN30
12030 IFA$="P"ORA$=""THEN
PRINTCHR$(27)+CHR$(68);:RETURN
12040 GOTO12010
=====================================
*************************************
COMMODORE COMPUTER CLUB USA
Vancouver, WA Portland, OR
Commodore Users Group
*************************************
http://www.commodorecomputerclub.com/
Greetings program! My name is Sean.
I'm a Geek With Social Skills and as
of April 12, 2010 I've started up a
Commodore computer club and Users
Group in the Vancouver, WA
Portland, OR (PDX) and looking for
like minded people with an interest
in Commodore computers.
MISSION:
If you have an interest in the
Commodore 64 (C64), SX-64 and
Commodore 128 (C128) and all the
various hardware that comes with
that, like 1541 disk drives, modems,
1702 monitors, etc, then the
Commodore computer club and Users
Group of Vancouver, Washington is
for you.
We also discuss the Commodore Amiga,
VIC-20, Commodore 16 (C16), Plus/4
and even the C64 Direct-to-TV
(C64DTV) designed by Jeri Ellsworth.
If it's Commodore related, we
discuss it at our meetings.
The goal is to have monthly meetings
and discuss cool things that are
still happening in the scene as well
as share project ideas or concepts
and to inspire each other for new
ones.
MEMBERSHIP INFORMATION:
Currently, membership into the
Commodore Computer Club and Users
Group is free, but dues may be
collected in the future.
DONATIONS:
We gladly accept donations to the
Commodore Computer Club which can be
in the form of money (cash, checks
or PayPal), hardware, software,
books or magazines.
If you're interested in making a
donation to help support the club,
please contact us.
ABOUT THE FOUNDER:
For a little background about
myself, I've been involved with the
Commodore 64 computer for over 27
years now, basically since I was a
little kid
I received my first Commodore 64
back on Christmas morning, December
1983 from my grand parents. Prior to
getting my own C64 computer, I had
been using Apple IIe's in Elementary
school. I really enjoyed using Logo
back then.
In the early 1980's I was a Sysop
and ran various BBS's and did a lot
of programming on and for the
Commodore 64 computer. I was also a
founding member of USA (United
Sysop's Association), a group of
like minded BBS operators.
Fast forward to present day and I'm
still plugging away on my original
C64 and doing repairs for friends,
family and of course club members.
FINAL THOUGHTS:
The Commodore Computer Club and User
Group meetings are open to anyone
with an interest in Commodore
technology. Our attendees come from
a wide variety of backgrounds, and
all are welcome. Come to learn, come
to share. It's all for the love of
anything Commodore related.
Thank you in advance for your time
and consideration.
-Sean
Club Founder and Sysop
http://www.commodorecomputerclub.com/
=====================================
*************************************
INTERVIEW WITH SEAN
Founder and Sysop of the Commodore
Computer Club USA
*************************************
Q. Hello; please introduce yourself
Hello and greetings program, my name
is Sean, also known as the "Geek
With Social Skills" because it
describes me perfectly. I'm the
founder and Sysop of the Commodore
Computer Club and Users Group based
in Vancouver, WA - USA
(www.commodorecomputerclub.com).
I'm also into other vintage
consoles and computers. Currently
the Vectrex is my favourite system
next to my C64.
Q. Can you tell our readers how you
came to be aware of Commodore
I had my first experience with
Commodore computers when I was 11
years old back in 1983 when I
received my first C64 as a Christmas
present from my grand parents. Here
is a picture from back then of me
opening the present:
http://www.commodorecomputerclub.com/
christmas-1983-my-first-commodore-64/
Q. What does Commodore mean to you
and how has Commodore changed your
life
Commodore means a lot to me both
personally and professionally.
Personally, it was a great escape
for me as a kid. My home life was
pretty rough growing up but I could
always escape by diving into my
Commodore 64 computer, books and
magazines (RUN, PowerPlay, Ahoy!). I
would play text based adventure
games (Zork I, II and III), I got
into calling various BBS using my
300 baud modem and later ran a few
BBS myself and also did some
Co-Sysop work. Of course I did my
school work and reports on my first
C64 which I still own to this day. I
love my Commodore 64, but not as
much as my wife hehe, but speaking
of my wife, she is very supportive
of my addiction to all things
Commodore.
On the professional side of things,
if it wasn't for Commodore computers
I wouldn't be in the line of work
I'm in today. I do web, graphics and
application development and it's
because I was introduced to
computers at such an early age and
loved them. In second grade
elementary school we had Apple II's
and I programmed using Logo and
basic, so when the time came and I
got a C64, I already had the
computer bug in me. To this day I
can sit in front of my Commodore 64
computer and play games, write
programs and just have a good time.
Q. Tell our reader about the
Commodore Computer Club USA, when
did it start, where and what was the
motivation for the club
The Commodore Computer Club USA was
started April 12, 2010 in Vancouver,
Washington but I had been thinking
about it for a couple years prior.
As for motivation for starting the
club, it's a short story actually.
Read on...
For many years I've been meeting
with friends, family and co-workers
to hang out and play video games and
tinker with retro consoles (Atari
2600, Vectrex, Nintendo NES, Sega
Genesis and Dreamcast, etc.) and
vintage computer hardware (Commodore
Vic-20's, Commodore 64's and Apple
IIe's) at my home or at various
friends houses.
Basically since I was a little kid,
maybe 9 or 10 years old I've been
collecting and playing with all this
wonderful classic hardware and
software. In October 1977 my grand
parents purchased an Atari 2600
(they passed it on to me, which I
still have to this day) and my first
C64 that was a Christmas present
back in December 1983 which I also
still own and use.
After getting together over many
weekends playing games and fixing
broken down hardware, and keeping in
touch with all my geeky friends the
past few years, it was suggested
that I should do something amazing
with all this cool hardware and
software that I've collected and
kept working all these years?
So after thinking about it for a
little bit more, talking with
friends about the pros and cons of
everything, in late March 2010 I
came to the conclusion that I should
look around my area for a club doing
what I loved so much and there
wasn't a single club for close to
100+ miles away, so it was decided
at that moment I would start a
Commodore Computer Club. On April
12, 2010 at 6:34 am PST I registered
two domain names to be used for the
club, www.c64club.com and
www.commodorecomputerclub.com and
the rest is history as they say :)
Q. Do you have regular members and
how many, can you name and shame them
Yes, we currently have 10-15 regular
members that come to every meeting.
As time goes on we are getting more
people interested in our club which
is really nice. As for naming them
all... I can name a few off the top
of my head, but some I can't
disclose their last names for
privacy and/or work related
reasons... so in no special order
Sean (that's me), Michelle, Troy,
Jeremy, Brandon, Dan, Scott, Earl
Evans (RetroBits Podcast), Nick,
Victor, Pete Brown (Microsoft
Developer Community Program
Manager), Jeri Ellsworth (of C64DTV
fame), Kevin Savetz (founder of
AtariArchives.org). To see pictures
of our members, check out our
various meeting recaps:
http://www.commodorecomputerclub.com/
tag/meetings/
Q. Where do you meet when
We meet at Pied Pieper Pizza in
Vancouver, WA the first Friday of
every month at 6:00 pm PST. Our
meetings typically go until midnight
or later. We use a private banquet
room which can hold 40-50 people
without any issues, so we've got
room to expand. There are a lot of
tables, electrical outlets, free
Wi-Fi and of course tasty food. More
information can be found on our
meetings page:
http://www.commodorecomputerclub.com/
meetings/
Q. At meeting what is covered
Oh wow, we cover all sorts of
things... from programming in basic
and machine language, writing
homebrew video games, sprite graphic
design, SID music, Commodore repair
and troubleshooting (drive
alignments, chip replacements,
reviving dead machines, etc.),
making our Commodore computers do
things they were never intended to
do and so much more. We also discuss
classic movies and music from the
1980's.
At most meetings we try and have
some sort of scheduled presentation.
At one recent meeting we had Pete
Brown from Microsoft showing off his
Commodore 64 Emulator
(http://www.commodorecomputerclub.com
/meeting-recap-and-photos-friday-sept
ember-3-2010/) and at another
meeting Jeri Ellsworth showed off
some Easter Eggs in her C64DTV
(http://www.commodorecomputerclub.com
/meeting-recap-friday-august-6-2010/)
and John Hancock did a demo of the
Vic-20 multi-cartridge
(http://www.commodorecomputerclub.com
/vic-20-presentation-by-john-hancock/
).
Q. What is age range of the oldest
and youngest members of the club
This is a tricky question as we
don't usually ask how old someone is
at our meetings, but I do know from
personal experience that we've got a
few members in their early to mid
20's, 30's and 40's. At the next
meeting I'll be sure to say that you
want me to start asking for ID from
people hehe. Something to note,
recently we've had parents bringing
their children (8 to 10 years-old)
to our meetings which is nice. We're
helping get the wonderful world of
Commodore computers into the hands
of the next generation which is
really awesome.
Q. I see the club caters for All
Commodore hardware what's the most
unusual piece of hardware you have
seen in the club
Yes, we like all Commodore
computers, but as of this moment
while talking with you, the most
unusual piece of hardware I've seen
at a club meeting was a Commodore 64
computer with a custom paint job
that was modified to not only be a
normal C64, but it could also play
MP3's (not SID files), could use USB
joysticks and had an SD card
modification which gave it sort of a
unlimited 1541 hard drive of
available programs. Someone also
brought in a Commodore 1001 disk
drive. Looks sort of like a 1541 but
I had never seen one before. It was
pretty cool.
Q. what's the most rare item the
club has seen
A real Commodore 64 diagnostic test
harness with the original cartridges
for the Vic-20, C64 and C128
computers. This is now in my
personal Commodore collection and I
bring it to every meeting to be used
to diagnose Commodore computer
issues. It sure helps in tracking
down issues quickly with various
chips on the PCB's. I like to use it
for burning in systems after repairs
too.
Q. Do you think there is a need for
clubs to be maintained, why keep
looking at old machines what's the
fascination
Yes I think clubs should be
maintained. Every day more and more
information about anything to do
with Commodore computers is going
away. A lot of the original club and
user group people have died off, so
it's younger people like us who need
to keep it going. Being 39 years
old, I'm part of the last generation
to remember when there wasn't an
internet. That makes my head spin
just thinking about it. As mentioned
in an earlier question, we've
started having younger kids, like 8
to 10 years-old coming with their
parents to our meetings... and they
enjoy the computers and programs,
especially the games, so there is
hope - at least in the Pacific
Northwest that Commodore computers
will continue on for a few more
years :) thanks to these awesome
little kids.
Q. Do you think today's kids are
missing out on something, I mean
they have Facebook, Google and
iPhones but isn't something missing
like where is the fun of it all
Indeed, I think that kids today are
missing out on a lot of things with
old school or classic consoles and
computers, which is part of the
reason our Commodore Computer Club
and Users Group was recently the
exclusive club to represent
Commodore computers at the 2010
Portland Retro Gaming Expo (PRGE).
With the earlier systems like
Commodore Vic-20's and 64's, you can
just pick up a joystick (with one
button) and have fun... no reading a
manual, figuring out the 12 button
controller and analogue stick,
etc... games back in the day were
just fun and not all about killing
and sniping people. At the PRGE we
had kids from 5 to 10 years of age
just picking up a controller and
having fun on Vic-20's and C64's.
They were smiling and having a great
time and even saying things to their
parents like "wow, this is fun, we
should get a Commodore computer",
which we had for sale at our vendor
booth. Here are a couple links to
see the fun both the kids and
parents had:
PRGE 2010: Kids using Commodore
Computers:
http://www.commodorecomputerclub.com/
prge-2010-commodore-computer-kids/
At The PRGE 2010: Commodore Computer
Club:
http://www.commodorecomputerclub.com/
at-the-prge-2010-commodore-computer-c
lub/
Portland Retro Gaming Expo Welcomes
Commodore Computer Club:
http://www.commodorecomputerclub.com/
prge-welcomes-commodore-computer-club
/
Q. Do you take members from all over
the world, although I guess meeting
would be difficult
Yes, we have members from all around
the USA, Canada and Europe. The best
part is we don't have membership
dues. It's completely free to be
apart of our club, but we do accept
donations in the form of hardware,
software or even money if someone
wants to do that. Everything that
gets donated goes to other club
members, or we donate some of it to
other organizations (abused children
homes for one). We also sell
hardware from time to time which
helps raise money to help the club
or other worthy causes. It does make
for interesting times with people in
different cities or countries but
since we have Wi-Fi at our meetings,
we can use Skype and do video chats
with our members and friends around
the world. It's awesome. Yes our
meetings are about classic Commodore
computers, software and accessories,
but we also use modern computers to
help bring our club and computers to
the masses.
Q. What plans do you have for the
club
I've got a lot of plans for the
club. I'm always moving and shaking
to help get our club promoted or
getting us involved in something to
help our local community or spread
the word about Commodore computers.
As mentioned before, we recently
represented Commodore computers to
thousands of people at the 2010
Portland Retro Gaming Expo which was
a two-day event. It was a huge
success for everyone involved. I'm
sure at our upcoming meetings we'll
see a lot more people coming because
a lot of people showed interest in
what we were doing at the expo:
http://www.retrogamingexpo.com/exhibi
tors.php (shows we were an exhibitor
at the Expo)
http://www.retrogamingexpo.com/auctio
n.php (we donated a boxed SX-64 and
boxed C64 for the PRGE Auction)
At the PRGE 2010 we made an
announcement that our attendees come
from a wide variety of backgrounds,
and all are welcome, so that made
people happy to know that even if
they don't know much about Commodore
computers, we welcome them to the
club and our events. No elitism or
"I'm better then you" in our club.
To all of our core members it's all
about fun. Come to learn, come to
share, but leave your attitude at
the door.
Our club also works on hardware and
software projects
(http://www.commodorecomputerclub.com
/projects/). One fun project we are
just wrapping up is multi-player
Zork for the C64. I can't disclose
to much here, but keep an eye on our
website for more details to be
posted soon as we've made some
really awesome developments and even
designed a special board to be used
on all Commodore computers for
online game play.
Thank you Commodore Free!
Thank you for taking the time to
find out about the Commodore
Computer Club (USA) based out of
Vancouver, WA and sharing it with
your readers, subscribers and
members.
=====================================
*************************************
RETRO GAMING NEWS LETTER
*************************************
We are proud to present you our
latest newsletter.
Now we have the TOP 3 classic
computer running on the Multiple
Classic Computer.
TOP 3 CLASSIC COMPUTERS ON THE
MULTIPLE CLASSIC COMPUTER (MCC-216)
We proudly present our latest
development with the TOP 3 classic
computer and game consoles from the
70s and 80s running now on the
Multiple Classic Computer MCC-216.
The Commodore C64, Commodore AMIGA
and the ATARI 2600 where shown last
weekend at the Portland Retro Gaming
Expo for the first time to the
public.
With the Multiple Classic Computer
you get the ultimate classic
computer and retro gaming console.
The MCC is easy to connect to every
TV set or computer monitor. Two
different versions will support
s-video and VGA output.
Please watch our short video on
YouTube:
www.youtube.com/watch?v=gFcXr_PabkI
and visit our Home Page for the
latest information.
NEW PRODUCT IN OUR ONLINE STORE:
Arcade Joystick including 100 SEGA
MEGA DRIVE GAMES
This real Arcade Joystick has 100
Sega Mega Drive games included and
is ready to connect to your TV.
Combined with 6+2 Arcade push
buttons and a 4 direction rocker
switch the systems transforms your
living room into a mega Arcade game
hall.
Easy to connect to every TV and
ships already with a 9V power supply
this Sega Arcade Joystick provides
hours of fun for every generation.
Try it out today and be the first to
have the Sega Mega Drive Arcade
Joystick.
Don't forget to visit our Online
Stores for the latest product offers.
http://s318412817.e-shop.info/;
http://shop.ebay.com/merchant/arcader
etrogaming
ARG WEBSITES AND EMAIL ADDRESS:
Mail: contact@arcaderetrogaming.com
Online:
http://www.arcaderetrogaming.com;
http://www.mcc-home.com
Online Shops:
http://s318412817.e-shop.info/;
http://shop.ebay.com/merchant/arcader
etrogaming
=====================================
*************************************
THE MENSCH COMPUTER
*************************************
Western Design Center (American
spelling) have an under-promoted
computer based around the 65xx CPU
and hardware. Bill Mench worked with
Chuck Peddle at Commodore, so this
should mean that, essentially, you
could do true emulation of a PET,
VIC or perhaps even a C64/128 and
C16/+4.
Details are here:
http://www.westerndesigncenter.com/wd
c/mensch_computer.cfm
--------------------
Hello Nigel,
I give you permission to reprint the
below identified page.
Please acknowledge that you are
reprinting with my permission.
Best,
-Bill
William D. Mensch, Jr.
Chairman & CEO
www.WesternDesignCenter.com
65xx - Yesterday, Today, and Tomorrow
--------------------
ABOUT WESTERN DESIGN CENTER
The WDC supplies a CMOS 65xx
microprocessor family of
microprocessors (MPU),
microcontrollers (MCU), and micro
peripherals IC/Chips for your new
designs as well as replacements for
obsolete chips from our licensees.
Please refer to our replacement
notes on our Applications Guide page
for some detailed help when
replacing obsolete 65xx, 68xx, x86,
68K or 8051 family processors. Below
is a brief description of each of
our 65xx chips and a link to a quick
reference page providing access to
detailed information.
http://www.westerndesigncenter.com/wd
c/chips.cfm
THE JOY OF PROGRAMMING IS BACK
OVERVIEW
The Mensch Computer is a reference
design using WDC chips. We provide a
FREE, digital form of the W65C265
Develop Board in our PCB Design
Kits. For the individual who loves
the legacy of the 65xx technology
line of products this system
displays some of the numerous
possibilities of the technology. To
program this marvel means to program
without limitations. There is no
operating system but instead
firmware allows quick access to
memory and registers, and internal
working reference libraries show how
to program the hardware. Call the
internal functions, or program your
own. Use the ROM monitor to jump to
your applications or use a timer to
create a multitasking operating
system. With the Mensch Computer,
you're the boss.
INTRODUCTION
The Mensch Computer is a solid state
computer that was never designed to
compete in the PC market. It's not a
PDA, calculator, home controller or
personal organizer, but it could be
any of these things. It was designed
to provide simplicity without
complexity allowing users to evolve
it into their own creation. Many
people put a lot of thought and many
years into the design to provide a
head start for many projects. There
are several assembly language
library routines built into firmware
and a ROM monitor allowing the ease
of programming any of the included
devices including graphics, sound,
game controllers, communication to a
PC, Printer or Modem or other solid
state devices. The ROM monitor
provides an easy interface menu for
checking registers and modifying
data in memory. All software
listings, schematics and
documentation are included.
The Mensch Computer is a popularized
project to develop rapid prototyping
of consumer electronics devices. For
the first time, it is being offered
for sale in limited quantities. The
Mensch Computer has unlimited
potential and has been used for the
design of messaging systems,
personal digital assistants (PDA),
portable computers, communication
devices and video game systems to
name a few. This limited package
includes the complete reference
design, the Mensch Computer with
keyboard and display, complete
documentation and everything you
need to excel with 65xx technology.
Additional accessories are available
to suit your needs.
FEATURES INCLUDE
W65C265 Microcontroller featuring
the W65C816 core microprocessor
8 16-bit timers
2 W65C22 Versatile Interface Adapters
32KB SRAM
32KB EPROM
2 PCMCIA v1.0 expansion slots
2 Tone generators
Volume control knob
Internal Speaker
Stereo Mini headphone jack
Power, Reset and Charge LED display
Reset Button
Internal Expansion headers
Internal rechargeable battery power
connector (battery sold separately)
4 RJ-12 UART Ports
24 pin I/O slot
Game controller port (game
controller sold separately)
Mensch Computer Developer Guide
Datasheet
The complete Mensch Computer
Developer Guide is available for
downloading
http://www.westerndesigncenter.com/wd
c/documentation/Mensch%20Computer%20M
anual.pdf
PLENTY OF IO
The Mensch Computer has built in
software to drive all of its IO,
includes complete documentation and
boots immediately after power up.
Configuration options let you choose
between programming from the built
in operating system or you can
develop your own, using the built in
system as a guide. You can leave it
running all the time because of the
low power 65xx technology inside, or
take it with you using the internal
rechargeable battery.
Accessories
* 128KB PCMCIA memory expansion card
* Game Controller
* Rechargeable battery
* Modem
* Mensch Works software expansion
card
* Printer
* PC Connector Cable
* Power Supply
=====================================
*************************************
USB-64
*************************************
USB-64 - Turning Commodore 64 into a
USB host for Mass Storage Drives
www.luigidifraia.com/c64/usb-64/
FROM AN IDEA TO A PROTOTYPE
Back in April I was attending
Breakpoint 2010 in Bingen Am Rhein,
Germany. There, among several modern
PCs you could easily spot a few
Commodore compurers with people
actually developing some code,
pixellating some picture, and the
Metalvotze guys watching a pron
movie on a Commodore 64.
Long story short: there are people
who keep using their Commodore 64
for all sorts of creative work.
Nice, isn't it?
Over time several guys have designed
and made all sorts of add-ons for
the Commodore 64 to make using it a
more enjoyable experience nowadays.
That's 25+ years after it first came
out.
I've probably been a voice out of
the chorus with my DC2N project:
something that can play back tape
ROMs at the same painfully low speed
as the original ones did. That's
great nostalgic stuff for those who
enjoy sitting back and watching a
game load, listening to its load
music, and so on.
Not much of interest for people in
the development area though. Well,
DC2N made the task of creating tape
ROMs a very straightforward one;
that was the original purpose anyway.
I personally also used my DC2N to
transfer files from PC, where my
cross-development toolchain runs, to
the Commodore 64. That occurred
quite a few times during the
devolopment I did for this project,
of course.
So that, after Breakpoint I felt I
had been lingering for too long and
had to move on, explore the
available options in order to add
some new "nice-to-have" feature to
my Commodore 64: I personally always
felt the need to have file transfer
using simple, fast, and cheap means.
It was a rainy day in August when I
had the idea: turn the C64 into a
USB host and load/save files
directly from/to a USB drive: the
idea of USB-64 was born.
It took a few days to arrange the
hardware and write a driver in
assembly. The first properly
assembled prototype was going to
appear on the 24th of August. Nobody
had been informed about the
progress, but a few close friends.
This is what it looked like:
[Image]
USB-64 prototype (serial transfer
version)
- - - - - - - - - - - - - - - - - - -
SUPPORTED USB MASS STORAGE DEVICES
Theoretically USB-64 supports all
those devices that implement the
standard USB mass-storage device
class:
* external magnetic hard drives
* external optical drives, including
CD and DVD reader and writer drives
* portable flash memory devices
* adapters bridging between standard
flash memory cards and a USB
connection
* digital cameras
* various digital audio players &
portable media players
* Card readers
* PDAs
* mobile phones
The above list is given for
reference purposes only, as found on
Wikipedia here:
http://en.wikipedia.org/wiki/USB_mass
-storage_device_class
I personally tried USB-64 with a
card reader and with 2 external hard
drives without issues.
- - - - - - - - - - - - - - - - - - -
USER INTERFACE
One of the first things I realized
was: I need this to be hassle free.
It also needs to look and feel like
a genuine device from the 80's for
what concerns the user experience.
With a few "must have"
enchancements, of course.
So what does that mean? Well, to me
it meant writing a superset of the
CBM BASIC interpreter with new
commands: USB-BASIC. Examples of new
commands would include:
USAVE
ULOAD
UVERIFY
etc.
The error messages had to look and
feel like the original ones too.
E.g.:
?DISK NOT PRESENT ERROR
?DISK FULL ERROR
Of course, the superset would need
to be available in a simple way,
possibly having it on a cartridge so
that it's ready to use at startup,
as enthusi suggested.
It was at that time that I started
the BASIC-Plus project: a complete
framework to extend the Commodore
BASIC V2 with new commands and, why
not, functions.
It took a while to check around what
was already available. Thanks to
Fungus I came across the Transactor
magazines which indeed presented an
interesting framework for doing
exactly what I needed. However, it
showed a few features that I thought
I could not live with: non
BASIC-style tokens, and redefinition
of IF (with the added bonus of ELSE,
though).
So that, I started working my way
through the BASIC and Kernel ROMs
and looking for other software here
and there. I eventually came to the
solution I knew I would have liked.
On the 28th of August I did my
biggest CVS commit of the whole
framework, which included by default
two new BASIC commands: COMMANDS and
QUIT.
Everything else is up to the
programmer who wants to extend the
CBM BASIC, including myself when
working at USB-BASIC.
[Image]
BASIC-Plus: my framework to extend
CBM BASIC
- - - - - - - - - - - - - - - - - - -
THE USB KERNEL WRITTEN IN ASSEMBLY
At the same time I worked at
BASIC-Plus, I wrote most of the USB
Kernel sitting on the device driver
and on which the new BASIC commands
would have been sitting themselves.
A first proof of concept for USAVE
was already available on the 20th of
August (USB-64 was still almost
entirely on an evaluation kit at
that time), therefore not yet
integrated in USB-BASIC:
SYS 49501"BASICRAM.PRG",2049,40960
It took 33 seconds to complete
without disabling interrupts or
blanking the screen. Well, not too
bad for a serial transfer. With
interrupts disabled and the screen
blanked, I later tried the same
benchmark test and ended up with 31
seconds. That's 1.2 kB/s transfer
rate. Not too bad, but not too good
either if you want to handle big
files or stream from/to the USB
drive.
I went back one step and designed a
parallel interface. Unfortunately,
this meant more I/O lines required
on the Commodore 64 side; so that I
had to borrow three from its Serial
Port.
- - - - - - - - - - - - - - - - - - -
PARALLEL TRANSFER
When I finally got the missing
components I built the test device
for parallel transfer. It looks like
it is fast enough now:
SYS 49501"BASICRAM.PRG",2049,40960
This time it took less than 4
seconds to complete: 9.5 kB/s about.
That's less than half the time it
takes for the Action Replay VI
fastload to save the same amount of
data to disk.
Is there room for improvement? Yes,
there is. The driver and the
software that sits on top of it are
far from being 100% optimized. This
could be pushed a little bit more,
if wanted.
[Image]
USB-64 prototype (parallel transfer
version)
[Image]
USB-64 connected to a Commodore 64
- - - - - - - - - - - - - - - - - - -
CARTRIDGE DIY
I plan to flash the cartridge
version of the handling software on
my blank EEPROM at some point. Other
users will be able to flash the new
ROM into their preferred cart, e.g.
EasyFlash.
[Image]
USB-64 software on a cartridge
[Image]
USB-64 selection menu
[Video]
USB-64 oldskool cartridge (EPROM
based!)
[Image]
USB-BASIC with a few new USB-related
commands
[Video]
USB-BASIC in action
- - - - - - - - - - - - - - - - - - -
SOFTWARE
The USB-64 software consists of ALL
of the following components:
* low level drivers
* USB Kernel
* BASIC extension (available in
direct mode and program mode)
Programmers wanting to support the
USB-64 hardware in their software
have two options:
* BASIC programmers should use the
BASIC extension: UINIT, USAVE, etc
* assembly programmers should use
the USB Kernel: jsr UINIT, jsr
USAVE, etc
Programmers might benefit of the
USB-64 capabilities for different
reasons. Examples include:
* save animations to a USB drive
from a painting program
* stream an ASCII movie from a USB
drive
* save huge amounts of samples to a
USB drive, coming from a custom
data acquisition device
* store DB data on a USB drive
No device number is assigned to
USB-64. My USB Kernel is alone
responsible for all access to a
single USB-64 device. CBM Kernel
routines are simply not used for USB
access and therefore do not need to
see a new device number to pass
control to my USB Kernel.
In this way, I can keep the two
Kernels distinct and I don't have to
give custom ROMs to users in order
to change their CBM Kernel
($E000-$FFFF) into something that
understands new device numbers.
- - - - - - - - - - - - - - - - - - -
WHAT NEXT
I plan to make a third version that
fits into the serial port of the
Commodore 64 and draws power from an
external PSU rather than from the
C64 itself. The reason is that the
user port connectors are becoming
very rare and expensive. (Update: I
was told that these connectors are
not so rare; in fact, they are still
manufactured, e.g. in Germany, and
sold at a reasonable price - 2 euros
about)
Of course, it will only allow serial
transfer at 1.2 kB/s.
Because of the transfer rate
achievable with the parallel version
and because of the amount of RAM
available for buffering, I wrote the
proof of concept for a tape dumping
software (in assembly) for the
Commodore 64, a la DC2N.
[Image]
Update: my tests suggest that the
C64 is not fast enough to store
16-bit values in RAM and move the
content around (to USB or to other
RAM locations, i.e. to anywhere
else) as soon as enough data has
been received.
I might explore the feasibility of
making 8-bit dumps, but that's not
something that excites me too much.
I am also writing a tool (mixed
BASIC and Assembly) that uses the
serial version of the device to make
D64 images (free time allowing).
[Image]
The API will be documented in order
to let developers take advantage of
USB-64 in their own software.
- - - - - - - - - - - - - - - - - - -
CONTACT
Comments? Feedback? If you are
interested in a USB-64 device, let
me know: if enough people are
interested I might consider
producing a batch. The total cost
could be around 25 GBP - 30 euros,
for an average batch of the parallel
version (that does NOT include the
cartridge: you would only get the
.CRT file to use with your existing
cartridge).
Just e-mail me: armaeth@libero.it
Note: I do appreciate those wanting
to help, offering to share
knowledge, source, etc.
However, I do not require support
for the time being. Besides, my
experience with DC2N buyers suggests
me that most of those who look
enthusiastic and offer their time to
help, disappear as soon as they get
what they want. Before you claim
you'll stick to your word, be warned
that I've read that a zillion times
already.
Are you reading this, Tom-arne?
Good, for you're never gonna get any
firmware update or anything else
from me ever again.
=====================================
*************************************
DOTBASIC
*************************************
http://www.8bitcentral.com/dotbasic/
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DotBASIC Plus. DB+ provides the
means to create sophisticated,
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the same time perfect for the
programming novice
Included with DotBASIC Plus is a
nice looking 80 page reference guide
in PDF format. The guide includes
detailed DotCommand descriptions, as
well as an extensive series of
tutorials. Click the cover image to
the left for a few sample pages.
Tutorial 1 is available on YouTube
and shows how to setup the
environment
http://www.youtube.com/dotbasic
DOTBASIC PLUS Download Version
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When you purchase the Download
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disk images and an 80 page manual in
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DOTBASIC PLUS CD-ROM
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=====================================
*************************************
THE ATARI ARCADE DOTBASIC
PROGRAMMING PROJECT
*************************************
COMMODORE FREE
The Following text is a reprint from
the forum the tutorial is provided
by DOTBOY you can buy DotBASIC from
here
http://www.8bitcentral.com/dotbasic/
I love the old Atarisoft games for
the Commodore 64-- Pac-Man, Donkey
Kong, etc. Some of my very
favourites. So when I recently put
them all together on a disk I used
DotBASIC to create a simple, yet
very slick menu. The menu uses
Region Text (see Page 51 of the DB+
Manual) to display a bit of info
about each game at the bottom of the
screen. It also plays some music
Let's take a closer look at the
program and see how it was done.
For me, the first step in just about
every DotBASIC program is designing
an FTS screen. In fact, I'll admit
that I enjoy creating things with
DBDesign about as much as writing
the programs themselves. I'll often
load in DBDesign and just play
around with fonts and layouts, often
getting ideas for programs in the
process.
If you take a look at ATARI.FTS,
you'll notice that the background is
actually black, not light blue, and
that I simply cover the screen with
reversed light blue spaces. This is
a little trick I learned from Dave
Moorman that creates an effective
illusion.
The fonts, with the exception of the
Pac-Man characters at the top of the
screen, can all be found on the
FONTS.D81 disk that is available in
the Download Section.
Before we leave DBDesign, there's
one more thing to explore. Draw a
box around the first menu item
(Battlezone) by selecting Edit/Box.
After drawing the box, notice the
numbers in the top right corner of
the screen: 22 7 16 1. This is the
location and dimensions of the box.
X=22, Y=7, 16 characters long, and 1
character deep. I wrote this down to
make defining regions easier when
writing the program. If you have a
program that defines lots of
regions, this is a very useful
feature.
Let's move on.
After creating the new project, I
copied ATARI.FTS to my work disk,
and now I'm ready to begin.
LISTing ATARI.DBS, here are the
DotCommands I used.
10 rem begin list
11
rem.fts,.bl,.edrtext,.dreg,.areg,.prt
ext,.rk,.ri,.pc,.sid
20 rem.endlist
Remember, you don't have to list all
the DotCommands here at once. Just
sit down and start banging out your
code. When you get to a point where
you realize you need a new
DotCommand, just add it to the list
above, save your work (GOTO 60000)
and then run B.DEV from you DB+
Library disk. Whammo, in a few
seconds you will be right where you
left off, armed with a new
DotCommand. BASIC has a lot of
limitations, but what makes it such
a fun language is that you can just
sit down and start coding without
having to do a lot of pre-planning.
DotBASIC carries on that philosophy.
Let's approach the program
line-by-line now:
44 .qs
I decided I didn't want to use the
mouse pointer for this program.
After all, it's a menu for Atarisoft
games, none of which, of course, use
a mouse. So, I turned off the mouse
pointer (and all other sprites) with
the .QS command. Turning sprites
back on is done with .QR
50 .bl,"atari.fts",d,224*256:.fts,224
Now I BLOAD the FTS screen. 'd' is
the default drive number, which
DotBASIC keeps track of for you. As
long as you don't redefine 'd', it
will always have the value of your
active disk drive. That means you
can run most DB+ programs from any
drive, as long as you use 'd'.
The FTS will be loaded into Page 224
(224*256=57344), and then I display
it with the .FTS,224 command. Note
that once you display your FTS
screen, you can then use those 16
pages of memory for other things.
54 .bl,"names",d,240*256
This BLOADS a Mr.Edstar text file
into Page 240. "names" contains the
actual filenames of the programs on
the menu. In this case, the real
filenames are all identical to the
names listed in the menu, so maybe
this seems unnecessary. But what if
one of the programs on the menu is
"B.C.'s Quest For Tires"? In this
case you can print the full name in
your menu, but have the
corresponding entry in the "names"
file be "bcs qft" or whatever the
real filename is.
56 .bl,"regiontxt",d,224*256
This is another Mr.Edstar file that
contains the info for each game that
is displayed at the bottom of the
menu. Note that I re-used the memory
that I had previously loaded the FTS
screen into. Since the FTS screen is
now displayed, I can use this RAM
for other things.
58 .bl,"m.album leaf",d,144*256
This is the SID file that plays in
the background.
59 gm=1:.sid,144*256
GM is the current Game Number that
is highlighted. When the program is
first run, I want the first game
(Battlezone) to be highlighted.
Thus, GM=1. Then I start playing
music with .SID.
60 .edrtext,224*256
This sets up the Region Text that
will be displayed at the bottom of
the screen. With .EDRTEXT, I'm
simply telling DB+ where the data is
located.
75 x=1:.do:.dreg,x,22,6+x,16,1:x=x+1:
.unx=13:.areg,1,255,13
Each menu item will be defined as a
Region. Here is where the 22 7 16 1
that we wrote down when using
DBDesign comes in. So I set up my Do
Loop with x=1, I define each Region,
incrementing x until I define all 12
regions. Then, I use .AREG to go
ahead and "light up" Region 1
(Battlezone) in light green.
80 pokemv+22,7+128+32:pokemv+23,23:
.prtext,1
Define the colour and location of
the Region Text. MV+22 is colour - 7
(yellow) + 128 (reversed) + 32
(cantered). By default, DotBASIC
places Region Text on row 24, the
very bottom line of the screen.
Since my text will be displayed on
line 23, I need to POKE a 23 into
MV+23. Refer to pages 72-73 in the
manual for a complete list of MV
values.
Next, I go ahead and print the
Region Text for the first menu item
(Battlezone).
100 .do:.kp,"{down}{up}"+chr$(13)+
"msq":.uni%
The Main Loop. This line waits for a
key press of down, up, RETURN, m, s,
or q and keeps looping forever
otherwise.
105 oni%goto150,155,175,200,200,10000
This line branches the program off
to react to whatever key press is
detected.
150 .areg,gm,255,05:gm=gm+1:ifgm=13
thengm=1
152 .areg,gm,255,13:.prtext,gm:
goto100
These two lines are executed if a
{down} key is detected. Using .AREG,
I first colour the current menu item
green (not selected) and then I
increment the GM variable by one. We
only have 12 games, so if GM = 13 I
need to go back to game 1
(Battlezone).
The next line uses .AREG to
highlight the new menu selection,
prints the appropriate Region Text
for that game, and then returns to
the main loop on line 100.
155 .areg,gm,255,05:gm=gm-1:ifgm=00
thengm=12
157 .areg,gm,255,13:.prtext,gm:
goto100
These lines are executed when {up}
is pressed, and is thus very similar
to the two lines of code previous.
175 .rk,240*256:.ri,gm:goto1000
If RETURN is pressed, the filename
data we loaded from the "names" file
is racked up. Then I retrieve the
appropriate filename from that
racked data with .RI,GM. DotBASIC
stores that retrieved item in the
variable W$.
Racking data is a lot like creating
a string array in plain BASIC 2.0.
.RI is then used to access an
element in that array.
200 x=peek(49152):.sidoff:ifx=0then:
.sid,144*256
202 goto100
If either M or S is pressed the
music is toggled on or off. I do
that by first PEEKing 49152. If
there is a non-zero value there,
that means music is playing and that
the user must want to turn in off.
If there is a 0 there, that means
music is NOT playing and that the
user wants to turn it on.
1000 print"{clr}":.tx,7:.pc,12,
"loading"+w$:.tx,0
1009 print"{home}{down}{down}{down}
load"+chr$(34)+w$+chr$(34)+",8"
This sets up the screen to use the
dynamic keyboard technique to LOAD
and RUN the selected game. Remember,
W$ is the name of the game that was
assigned by the .RI DotCommand in
line 175. Note the .PC DotCommand.
This prints the string cantered on
row 12.
1010 .sidoff:.of:poke53272,22:
poke44,8:poke8*256,0:poke56,160:clr
Remember this line. It totally
deactivates DotBASIC Plus and resets
memory pointers to where they should
be. I'd suggest you always use this
line when using a DB+ program to
LOAD and RUN a non-DB+ program.
1020 print"{down}{down}{down}{down}
run"+chr$(142)+"{home}"
1030 poke631,13:poke632,13:poke198,2
:end
This is the remainder of the dynamic
keyboard routine. If you aren't
familiar with this trick, I'm
basically setting up by PRINTing the
LOAD and RUN commands on the screen,
then I {home} the cursor and put two
RETURNs (CHR$(13)) into the keyboard
buffer. When the program ends, those
two RETURNs in the buffer are dumped
out, thereby LOADing and RUNning the
game.
I have lines 1000 - 1030 saved to a
different file that I call 'LOAD AND
RUN". Then I can quickly insert them
into whatever program I may be
writing that needs it. If you use
the dynamic keyboard technique a
lot, you might want to do that too.
10000 sys64738
Finally, if 'Q" is pressed, the
system does a reset.
And there you have it.
=====================================
*************************************
BACK TO THE PAST
Issue 6, March 2007
By Neil Reive
*************************************
As we continue our Back to the Past
feature, we go back to March 2007
and look at issue six of Commodore
Free?
The front cover was restrained as it
paid respect to Richard Joseph, a
computer game musician, who passed
away on the 4 March 2007. A superb
interview with Richard himself is
re-printed from the remix64 website
as homage to the talented composer.
There was a fantastic feature on the
6502 microprocessor hardware
extension, designed by Nicolas
Welte. Included were insightful
images, test report, and
step-by-step process. An
interview/feature combo as CF spoke
to Lance Lyon of Commodore128.org, a
website devoted to Commodore's 128k
machine.
Another fine interview, this time
with HOXS-project's David Horrocks.
With Vice and CCS providing
retrogamers with good emulators, CF
asked what HOXS offered that those
couldn't? "As far as I know," David
replied, "Hoxs64 is the only C64
emulator in the world to emulate
cycle based sprite collision and the
only one that can run Emu-Fuxx0r
protected software."
'The Hex Files' series began,
written by Jason Kelk, of Oldschool
Gaming and Retro Gamer's Homebrew
column fame. Here, Jason took the
readers through the ins and outs of
machine code.
In 'New Games on C64', Luke Lynde
took a look at some of the recent
games that had appeared on the
Commodore 64. Bomberman C64 was the
pick of bunch, coming away with 96%,
while Greenrunner by Aleksi Eeben
came close to matching that rating
with 90%.
The 'Commodore Preservation Project'
article detailed how the project is
archiving original versions of
Commodore 64 software, without any
additional intros, hacks, etc. This
was followed by an interview with
Pete Rittage, owner of the C64
Preservation Project.
Another interview followed, as
Andrew Fisher let the readers know
all about his retro experiences with
hardware and journalism, including
stints on Commodore Force, Commodore
Format, Commodore Scene and still
contributes to Retro Gamer.
=====================================