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PostPosted: Mon Jun 06, 2011 9:37 pm 
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I've made some small changes to my version.

A change to the way the overall timing is done means faster execution on slow machines and a lower CPU load on fast machines.

Lee.


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PostPosted: Tue Jun 07, 2011 1:31 am 
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leeeeee wrote:
To make sure decimal mode isn't used I searched the C64 sources for SED and CLD.

No SED at all and only one CLD which is in the reset code.

Lee.

Thanks for checking that Lee!
Simply doing a hex search for the opcode values $D8 (CLD) and $F8 (SED) will not suffice, as I found out quickly.
One has to observe the hex values within the code simultaneously, requiring extra effort...

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PostPosted: Tue Jun 07, 2011 6:56 am 
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When I have a good month I will certainly try make an effort (this happens alot as I'm not feeling too good in periods of my life because of sickness).

Wiill upload latest versions to its webpage later on as fits (For example Peter's version and mine is screen compact version for visually impaired). Similiar to the one you got to see one version of.

I see many ppl already starts making use of the tiny emulator, doing online versions etc. Very nice.
This was the very intention, very happy about the results.

Got some ideas how to push the envelope further, but right now I really have to stay laidback to not get worse. Will post here when further progress happens for sure.

I want to personally want to say thankyou one would not know how much work I put down into that little emu.
My sickness is literally worse because of it. Stupid move of me trying to hard.

For the ones who loves the Commodore or just retro and want a breeze of nostalgia
you may check these out, very nice reading.

http://www.commodore128.org/Library/ind ... +64+Books/

Best wishes!
/Jay


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PostPosted: Tue Jun 07, 2011 4:58 pm 
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Updated.

Cycle timings for opcodes are now almost all correct. Still some work to do on indexed address modes.

Lee.


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PostPosted: Wed Jun 08, 2011 1:40 am 
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Another updare.

This is much faster, it no longer maxes out the CPU in my crappy laptop in debug mode. Well, 98% isn't quite maxed out.

I was going to include a compiled version for download but no matter how I try I can't get it to run on any other machine but the one I compiled it on. It gives up with a "Memory access violation!" error. I spent a couple of hours chasing that but even after trying many 'fixes' for this error it still didn't work.

Anyone else tried and got it to work?

Writing to the C64 screen is still a huge time sink as it writes 64*2 pixels for every character written to the screen RAM. Is there no way to use the character bitmap data directly?

This actually looks like a viable 6502 emulator, even on my crappy old laptop it now executes the 6502 code more than 20 times faster than the original C64 did, just don't write to the screen.

Is anyone else apart from JayPanda trying this out?

Lee.


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PostPosted: Wed Jun 08, 2011 1:55 am 
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leeeeee wrote:
...Anyone else tried and got it to work?...

Is anyone else apart from JayPanda trying this out?

Lee.


Not yet, although I am a 'serious' C-64 fan... And JayPanda's last link is much appreciated!
Your guys' work will not go un-noticed...

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PostPosted: Wed Jun 08, 2011 3:13 am 
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leeeeee wrote:
...Is anyone else apart from JayPanda trying this out?
Lee.


I downloaded the Blitz3D demo, your modified code, and the 3 rom files.

It would not run under the demo version as it reports the source file is too large for demo mode.

I spent 10 minutes stripping out all the comments and extra lines and just barely got it to fit within the apparent 16k limit.

It did run after that. I'm not sure I want to spend $100 for the Blitz3D full version. However, this does look like a decent platform for those who want to pursue it.

Daryl


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PostPosted: Wed Jun 08, 2011 2:12 pm 
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Yet another update replaces pixel by pixel screen drawing with character tiles. No more stripey screen, unless you want it, and much faster screen updates.

Enjoy.

Lee.


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PostPosted: Thu Jun 09, 2011 10:10 pm 
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Just for giggles I made a VIC 20 version as well.

Lee.


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PostPosted: Sun Jun 12, 2011 9:41 pm 
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JayPanda

I see from the Blitz forum that you have made some optimizations to my 0.53 version of the code.

I've looked through your code a few times but can't work out where your optimizations are. Could you point them out to me?

Cheers,
Lee.


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PostPosted: Mon Jun 13, 2011 10:48 pm 
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Both the C64 and Vic emulators have been updated.

Cycle timings completed, alternate character sets available and more keys mapped to CBM keycodes.

If I ever implement a storage device you can LOAD from and SAVE to these would then be almost usefull.

Lee.


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