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<channel><title>CSDb - Latest Forum posts</title>
<link>http://csdb.dk/latestforumposts.php</link>
<description>The Commodore 64 Scene Database</description>
<language>en-us</language>
<pubDate>Wed, 19 Jun 2013 20:30:45 +0200</pubDate>
<generator>CSDb latest forum posts RSS generator V1.0</generator>
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<ttl>15</ttl>
<image><url>http://csdb.dk/gfx/csdb-logo.gif</url>
<title>CSDb - Latest Forum posts</title>
<link>http://csdb.dk/latestforumposts.php</link>
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<item><title>C64 Coding: How did you get started? /Adam</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=96749&amp;rss#98685</link>
<description><![CDATA[first got started? well, it all started in 1987 (when i was 7yo) when my school teacher introduced us to BASIC programming. the man was light years ahead of other teachers and the education department. he knew computers were the future and educating his students to know how to use them was high on his list of teaching priorities. I didn't bother to learn assembler for the c64 until many years later. during my time on the amiga i did try and learn 680x0 but never got too far. music, girls and partying was more important then ;D <br />
<br />
Here's what I used to try and learn machine language for the C64:<br />
<br />
1. C= programmers reference guide<br />
2. Commodore 64 Exposed by Bruce Bayley, published by Melbourne House (ISBN: 0-86161-133-0) (c)'83 beam software<br />
3. How to program your Commodore 64 by Sam D. Robers, Ing.W. Hofacker (ISBN: 3-88963-184-3) (c)'84 Ing.W.Hofacker (germany)<br />
4. Machine Code Graphics and Sound by Mark England and David Lawrence (ISBN: 0-946408-28-9) (c)'84<br />
<br />
..and a few other books ;)]]></description>
<author>Adam</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=96749#98685</guid>
<pubDate>Wed, 19 Jun 2013 19:56:39 +0200</pubDate>
</item>
<item><title>C64 Composing: straight from YOUR playlist /tlr</title>
<link>http://csdb.dk/forums/?roomid=14&amp;topicid=82878&amp;rss#98684</link>
<description><![CDATA[Clock DVA &quot;Techno Geist&quot;<br />
<br />
<a href="http://www.youtube.com/watch?v=amgD1l5uwGA" target=_blank>http://www.youtube.com/watch?v=amgD1l5uwGA</a>]]></description>
<author>tlr</author>
<guid>http://csdb.dk/forums/?roomid=14&amp;topicid=82878#98684</guid>
<pubDate>Wed, 19 Jun 2013 19:48:10 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /ChristopherJam</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss#98683</link>
<description><![CDATA[Ah!  $34 was the answer.  Thanks, @tlr.  I've not used the RAM under IO for anything other than charsets or sprites for a very long time.<br />
<br />
@algorithm, fair point about saving/restoring $01 in the general case, but in this instance I know the mainline code isn't touching IO.]]></description>
<author>ChristopherJam</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675#98683</guid>
<pubDate>Wed, 19 Jun 2013 19:45:19 +0200</pubDate>
</item>
<item><title>C64 Composing: straight from YOUR playlist /Adam</title>
<link>http://csdb.dk/forums/?roomid=14&amp;topicid=82878&amp;rss#98682</link>
<description><![CDATA[Wu-Tang Clan - Triumph<br />
<br />
<a href="http://www.youtube.com/watch?v=_ClFw-ekZ08" target=_blank>http://www.youtube.com/watch?v=_ClFw-ekZ08</a>]]></description>
<author>Adam</author>
<guid>http://csdb.dk/forums/?roomid=14&amp;topicid=82878#98682</guid>
<pubDate>Wed, 19 Jun 2013 19:32:29 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Count Zero</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98681</link>
<description><![CDATA[You and anybody who wants to add stuff or need download/web space for any such project - just let me know.]]></description>
<author>Count Zero</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98681</guid>
<pubDate>Wed, 19 Jun 2013 18:12:01 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /algorithm</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss#98680</link>
<description><![CDATA[I would recommend something such as<br />
<br />
sta $40<br />
stx $41<br />
sty $42<br />
lda $01<br />
sta $43<br />
lda #$35<br />
sta $01<br />
irq routines..<br />
....<br />
ldx $41<br />
ldy $42<br />
asl $d019<br />
lda $43<br />
sta $01<br />
lda $40<br />
rti<br />
<br />
And main routine outside IRQ can make any other adjustments to $01<br />
rti]]></description>
<author>algorithm</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675#98680</guid>
<pubDate>Wed, 19 Jun 2013 18:03:41 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /tlr</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss#98679</link>
<description><![CDATA[Seems reasonable, although I usually use $34 instead.<br />
<br />
Is $00 setup correctly? Typically $2f.]]></description>
<author>tlr</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675#98679</guid>
<pubDate>Wed, 19 Jun 2013 17:54:21 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /ChristopherJam</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss#98678</link>
<description><![CDATA[..in which case there must be a bug in my display routine instead *blush*<br />
<br />
If I set $01 to $35 at the start of every IRQ (before acknowledging the interrupt and setting up the next), and clear it to $30 at the end, my mainline should have access to all of RAM, should it not?]]></description>
<author>ChristopherJam</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675#98678</guid>
<pubDate>Wed, 19 Jun 2013 17:31:26 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /tlr</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss#98677</link>
<description><![CDATA[Exomizer, pucrunch and basically all native decrunchers do that by default.<br />
What problem are you encountering more specifically?]]></description>
<author>tlr</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675#98677</guid>
<pubDate>Wed, 19 Jun 2013 17:07:00 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Silver Dream !</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98676</link>
<description><![CDATA[<font color="#7c7c7c" size="1">Quoting Lemming<blockquote><i><br />
It's a proto version but it's awesome - as for autorouting and such details, we used white boards as you can see, so not much is visible regarding the signal paths :)</i></blockquote></font><br />
<br />
:-) At least the &quot;decoupling&quot; caps don't get reminded too often that they don't really do anything useful :-)<br />
<br />
<font color="#7c7c7c" size="1">Quoting Lemming<blockquote><i>And now it's time for me to make a few DolphinDos3 boards, it seems.</i></blockquote></font><br />
<br />
You are welcome and Good Luck! - that's what it is for. I shall hopefully complete more data, ROM payloads, tools etc. soon.]]></description>
<author>Silver Dream !</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98676</guid>
<pubDate>Wed, 19 Jun 2013 16:09:09 +0200</pubDate>
</item>
<item><title>C64 Coding: Packer/decruncher for under IO? /ChristopherJam</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98675&amp;rss</link>
<description><![CDATA[So, what's the current rec for tools that let you load stuff that will crunch down to less than 51199 bytes, but decompresses to the entire area from from (ooh, for example) $0801 to $e1e0?  I thought pucrunch took care of that, but either I'm mistaken or I don't know what flags to use.<br />
<br />
(why yes, I do have an entry for Show Me Your (Vector) Balls that fits that criteria)]]></description>
<author>ChristopherJam</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98675</guid>
<pubDate>Wed, 19 Jun 2013 16:05:30 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Lemming</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98674</link>
<description><![CDATA[<img src="http://punainen.org/~lemming/dd2work.jpg"><br />
<br />
It's a proto version but it's awesome - as for autorouting and such details, we used white boards as you can see, so not much is visible regarding the signal paths :) thanks for perfecting my 1541 family heirloom SilverDream!<br />
And now it's time for me to make a few DolphinDos3 boards, it seems. Your work is simply awesome.]]></description>
<author>Lemming</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98674</guid>
<pubDate>Wed, 19 Jun 2013 09:25:46 +0200</pubDate>
</item>
<item><title>C64 Composing: straight from YOUR playlist /G-Fellow</title>
<link>http://csdb.dk/forums/?roomid=14&amp;topicid=82878&amp;rss#98673</link>
<description><![CDATA[&quot;We live as we dream: alone&quot;..<br />
<br />
EPIC AWESOME: <a href="http://www.youtube.com/watch?v=6xdk8aQqrFU" target=_blank>http://www.youtube.com/watch?v=6xdk8aQqrFU</a><br />
<br />
C64 Alien (1984) LIVE - SID Main Theme [LukHash]]]></description>
<author>G-Fellow</author>
<guid>http://csdb.dk/forums/?roomid=14&amp;topicid=82878#98673</guid>
<pubDate>Wed, 19 Jun 2013 01:14:40 +0200</pubDate>
</item>
<item><title>C64 Coding: How did you get started? /Flimsoft</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=96749&amp;rss#98672</link>
<description><![CDATA[I have just began reading on assembly language. I am reading the Commodore Reference Guide to begin with. It seems a challenge but BASIC did when I was learning that, suddenly things click into place. <br />
<br />
I think once I understand what different memory locations do I might be onto a winner! Many things to grasp in the world of assembly. <br />
<br />
I just ordered a beginners book by Shiva which I also have for BASIC programming. So hopefully in a couple of years time I might just be releasing my own demos :)]]></description>
<author>Flimsoft</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=96749#98672</guid>
<pubDate>Wed, 19 Jun 2013 00:29:51 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Silver Dream !</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98671</link>
<description><![CDATA[<font color="#7c7c7c" size="1">Quoting Count Zero<blockquote><i>As the dolphin page on the rr-wiki is pretty incomplete I added those links prominently to <a href="http://rr.pokefinder.org/wiki/Dolphin_DOS" target=_blank>http://rr.pokefinder.org/wiki/Dolphin_DOS</a><br />
</i></blockquote></font><br />
<br />
Thank you! That's more than I could have expected! TNX!]]></description>
<author>Silver Dream !</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98671</guid>
<pubDate>Tue, 18 Jun 2013 21:23:57 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Silver Dream !</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98670</link>
<description><![CDATA[<font color="#7c7c7c" size="1">Quoting sailor<blockquote><i>Thanks!<br />
I made a couple of boards of (an earlier) DD2 by Silver Dream, excellent work!</i></blockquote></font><br />
<br />
You're welcome!<br />
<br />
Oops! You made yours probably using the very first, autorouted proto layout, where the only thing being correct were the electrical connections ;-) I think I sent you the files once, after recovering what could be recovered of the HDD crash...<br />
<br />
Well, I think the current revision is something I don't have to be so much ashamed anymore when compared to that first one ;-)]]></description>
<author>Silver Dream !</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98670</guid>
<pubDate>Tue, 18 Jun 2013 21:23:02 +0200</pubDate>
</item>
<item><title>C64 Composing: The sid stealing continues! ... /Groepaz</title>
<link>http://csdb.dk/forums/?roomid=14&amp;topicid=62860&amp;rss#98669</link>
<description><![CDATA[&quot;Grover's song is cute, but 'AjE' is different song.&quot;<br />
err yes, except the beat and the chord progression and part of the lead is same =) if that daft punk tune just slightly resembles artellery, then &quot;acidjazzed evening&quot; is a straight cover of &quot;just the two of us&quot;.<br />
<br />
or maybe both are just coincedence and some people are getting winding up about nothing.]]></description>
<author>Groepaz</author>
<guid>http://csdb.dk/forums/?roomid=14&amp;topicid=62860#98669</guid>
<pubDate>Tue, 18 Jun 2013 20:56:55 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Count Zero</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98667</link>
<description><![CDATA[As the dolphin page on the rr-wiki is pretty incomplete I added those links prominently to <a href="http://rr.pokefinder.org/wiki/Dolphin_DOS" target=_blank>http://rr.pokefinder.org/wiki/Dolphin_DOS</a><br />
<br />
Nice job from what I caught at first glance!]]></description>
<author>Count Zero</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98667</guid>
<pubDate>Tue, 18 Jun 2013 18:44:30 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /sailor</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss#98665</link>
<description><![CDATA[Thanks!<br />
<br />
I made a couple of boards of (an earlier) DD2 by Silver Dream, excellent work! :)<br />
<br />
Regards<br />
SAILOR/TRIAD]]></description>
<author>sailor</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662#98665</guid>
<pubDate>Tue, 18 Jun 2013 18:03:14 +0200</pubDate>
</item>
<item><title>C64 Coding: Compotime: Show me your (vector)balls /HCL</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98269&amp;rss#98663</link>
<description><![CDATA[@Oswald: No, i *gained* some 16 frames. Calm down boy ;).<br />
<br />
@Mixer: I think the sprite-shit will be hard to get working.. The faces are just a tad bit bigger than one sprite. That also rules out the popular sprite-filler (by updating sprite x-pos each rasterline), since it would require masking the right edge with a white sprite, and there are possibly more than 4 red ares on one rasterline..]]></description>
<author>HCL</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98269#98663</guid>
<pubDate>Tue, 18 Jun 2013 13:51:55 +0200</pubDate>
</item>
<item><title>CSDb Discussions: DolphinDOS 2 and 3 remake /Silver Dream !</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=98662&amp;rss</link>
<description><![CDATA[I mostly completed both DolphinDOS 2 and 3 remake pages:<br />
<br />
<a href="" target="_blank"></a><a href="http://e4aws.silverdr.com/hard_projects/dolphindos2/" target=_blank>http://e4aws.silverdr.com/hard_projects/dolphindos2/</a><br />
<a href="" target="_blank"></a><a href="http://e4aws.silverdr.com/hard_projects/dolphindos3/" target=_blank>http://e4aws.silverdr.com/hard_projects/dolphindos3/</a><br />
<br />
Would be grateful for proofreading/comments/additions/corrections.<br />
-- <br />
SD!]]></description>
<author>Silver Dream !</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=98662</guid>
<pubDate>Tue, 18 Jun 2013 13:34:39 +0200</pubDate>
</item>
<item><title>C64 Coding: Compotime: Show me your (vector)balls /Oswald</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98269&amp;rss#98661</link>
<description><![CDATA[dont get it, drawing 256 phases in 16 frames is like 20 rasterlines to draw one phase? :)]]></description>
<author>Oswald</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98269#98661</guid>
<pubDate>Tue, 18 Jun 2013 13:14:43 +0200</pubDate>
</item>
<item><title>C64 Coding: Compotime: Show me your (vector)balls /Mixer</title>
<link>http://csdb.dk/forums/?roomid=11&amp;topicid=98269&amp;rss#98660</link>
<description><![CDATA[My version is round faced and runs on PC! I might join in, but I'll cheat! naah, no time.<br />
<br />
I've been thinking whether this could be done by rearranging and organizing the animation coordinates by drawing each red face on sprites with somewhat hardcoded sprite filler and then just multiplexing sorted sprites on screen. Perhaps one could even shrink all the continuous vertical edges and expand them with sprite stretcher, however stretching eat precious cycles. Similar approach might work with chars, but I guess the overhead makes it pointless.]]></description>
<author>Mixer</author>
<guid>http://csdb.dk/forums/?roomid=11&amp;topicid=98269#98660</guid>
<pubDate>Tue, 18 Jun 2013 13:08:48 +0200</pubDate>
</item>
<item><title>CSDb Entries: Release id #114706 : C64List V3.03 /jwhoag</title>
<link>http://csdb.dk/forums/?roomid=12&amp;topicid=98658&amp;rss</link>
<description><![CDATA[I'm opening a forum thread to address comments.<br />
<br />
Yogibear: Thanks for the thumbs up!  Much appreciated, and I'm glad you like this tool.<br />
<br />
sXp: Thanks for the detailed bug report. I'll look into this issue and fix it in an upcoming release.<br />
<br />
CountZero: Thanks for the comment.  I haven't used PetCat so I can't compare the two products.  C64List's machine language-to-assembly text function works well, but I'm certain there are more in-depth tools for that kind of work.  I wanted to focus C64List on development activities rather than reverse engineering.  My philosophy for C64List is that there should be a one-time conversion from existing programs to the C64List source format, and many times compiling from text to .prg files.  So while C64List does have some reverse engineering-type functions (such as de-tokenizing existing BASIC programs and converting them int line number-less labeled text, renumbering, assembly listings, and hex dumps), I put much more time and energy into going the other direction: making it easy to develop and compile source code.  I hope that makes things more clear for you.]]></description>
<author>jwhoag</author>
<guid>http://csdb.dk/forums/?roomid=12&amp;topicid=98658</guid>
<pubDate>Tue, 18 Jun 2013 08:48:40 +0200</pubDate>
</item>
<item><title>CSDb Discussions: Modding a C64G /dink</title>
<link>http://csdb.dk/forums/?roomid=7&amp;topicid=97784&amp;rss#98657</link>
<description><![CDATA[Kisiel, very nice :)  some people are going to be jealous :)]]></description>
<author>dink</author>
<guid>http://csdb.dk/forums/?roomid=7&amp;topicid=97784#98657</guid>
<pubDate>Tue, 18 Jun 2013 03:30:59 +0200</pubDate>
</item>
<item><title>C64 Composing: The sid stealing continues! ... /CreaMD</title>
<link>http://csdb.dk/forums/?roomid=14&amp;topicid=62860&amp;rss#98656</link>
<description><![CDATA[Grover's song is cute, but 'AjE' is different song. Putting vs. between them is only acceptable for purely academical reasons... ;-)]]></description>
<author>CreaMD</author>
<guid>http://csdb.dk/forums/?roomid=14&amp;topicid=62860#98656</guid>
<pubDate>Tue, 18 Jun 2013 00:35:26 +0200</pubDate>
</item>
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