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Forums > C64 Coding > other platform sid relocate tool ?
2007-04-04 00:23
Trifox
Account closed

Registered: Mar 2006
Posts: 108
other platform sid relocate tool ?

hi all,

now i want to move my sid files in memory, to make some space for gfx, what is the EASIEST way to relocate a sid ?
 
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2007-04-04 11:02
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?
2007-04-04 11:22
Scout

Registered: Dec 2002
Posts: 1568
Quote: i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?


This configuration should be no problem.
2007-04-04 15:00
Mace

Registered: May 2002
Posts: 1799
Quote: i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?


Image?
As in full screen picture?
Then the memory should be $2000-$3f3f.

But since you have music up till $2400, I'd recommend you put the picture at $4000-$5f3f and the screenmatrix at $6000-$63e7. $d800-$dbe7 is unchanged, of course.
Now set $dd00 to #$02 and $d018 to #$80 and you're ready.

2007-04-04 15:13
tlr

Registered: Sep 2003
Posts: 1723
Quote: I don't recommend the monitor in Vice; it sucks.

Load the Action Replay cart. binary and use the T, M and I commands.


Or even better use something like Hesmon or CCS-mon that has the 'N' new locate command so you don't have to do it entierly manually.
2007-04-04 19:14
Trifox
Account closed

Registered: Mar 2006
Posts: 108
thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64
2007-04-04 19:16
Scout

Registered: Dec 2002
Posts: 1568
Quote: thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64


Why don't you compress the gfx and decompress it on the fly.
There are some RLE packers (including mine ;-) here @ csdb which you could use.
2007-04-04 19:23
tlr

Registered: Sep 2003
Posts: 1723
Quote: thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64


You can probably split your tune into many small parts scattered into free space between graphics.
6Kb, that's 25 blocks. Almost Galway-big. ;)
What player?
2007-04-05 08:08
Hein

Registered: Apr 2004
Posts: 933
I'd place screendata initially at $4400-$47e8 (so you dont have to transfer your screendata after depacking), colourmem initially at $4000 and bitmap at $6000-$7f40. Leaves you $4800-$6000 for sprite data. (and maybe $4000-$4400 after transfering your colourmem data.)

I remember having a tool to convert Hubbard tunes, but this hardly worked, since Hubbard's player was constantly improved.
2007-04-05 08:49
Scout

Registered: Dec 2002
Posts: 1568
Quote: I'd place screendata initially at $4400-$47e8 (so you dont have to transfer your screendata after depacking), colourmem initially at $4000 and bitmap at $6000-$7f40. Leaves you $4800-$6000 for sprite data. (and maybe $4000-$4400 after transfering your colourmem data.)

I remember having a tool to convert Hubbard tunes, but this hardly worked, since Hubbard's player was constantly improved.


Indeed, what Hein proposed.
You're not bound to the $2000-3fff area at all but it seems setting $DD00 too scares some coders off ;-)
2007-04-05 12:39
Trifox
Account closed

Registered: Mar 2006
Posts: 108
well thank you for the hints :)
but i won't move much of my 10.000 lines of codes in memory ;)
for brakpoint i have a cheaper version implemented ;)
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