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Forums > C64 Coding > New life for your underloved datassette unit :D
2021-10-21 02:22
Zibri
Account closed

Registered: May 2020
Posts: 304
New life for your underloved datassette unit :D

The first phase of testing just ended.
(Still in the packaging and refining phase)

But I wish to share with you all my latest accomplishment.

You might want to check this out:
https://twitter.com/zibri/status/1450979434916417540
and this:
https://twitter.com/zibri/status/1450979005117644800

The fastest example (11 kilobit/sec) has the same (or better) error rlsilience as "turbo250" but it is 3 times faster.

The slowest one (8 kilobit/sec) has the same error resilience as the standard commodore slow "save", but it is 100 times faster and twice as fast as turbo250.

;)

Notes:

1) faster speeds are possible if the tape is written with a professional equipment or hi-fi with a stabilized speed and virtually no wobbling.

2) if the tape is emulated (tapuino or similar projects) the speed can go up to 34 kilobit/sec.

3) even with datassette, higher speeds are possible but the highly depend on the status of the tape, the datassette speed and azimuth.
 
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2021-11-06 07:03
Zibri
Account closed

Registered: May 2020
Posts: 304
Quoting Neo-Rio
Well that's my point. Your turbo at that speed loads twice as many bytes as gyrospeed does - on average.
Not sure how much the crunching of the Remember crack would affect your turbo - since you said that crunching isn't needed - but with a smaller number of bytes to load would we get even faster times?

Either way, well done :)

Sincerely I have no idea how it performs in many situations.
But it can handle more than 251 blocks.
Probably some very efficient cruncher will gain in loading times but probably will lose everything in the decrunching.
Not sure though.
2021-11-06 07:25
Neo-Rio
Account closed

Registered: Jan 2004
Posts: 63
Personally I don't mind if time is lost in the decrunch, although it may matter more for other people.

For me anyway - the dream is to pack as many games as possible onto a C90 mixtape. Playing around with Gyrospeed, I managed to get around 620 games onto 10 C90 cassettes.
Every bit of saved tape counts!
2021-11-06 09:21
Krill

Registered: Apr 2002
Posts: 2871
Quoting Zibri
Probably some very efficient cruncher will gain in loading times but probably will lose everything in the decrunching.
Not sure though.
To be honest, i believe basically any given cruncher will reduce total loading time of a compressible program, with any given tape loader.

Even the slower decrunchers would take maybe "only" 10-15 seconds to decrunch about almost the entire RAM.
Tape loading is in the order of minutes, so those 10-15 seconds added to the end while a minute or so of loading time is saved would still come out faster overall. =)
2021-11-06 09:26
Neo-Rio
Account closed

Registered: Jan 2004
Posts: 63
I just tried out the Slushload v2 implentation of Zibri's loader ideas on a testfile at 0x0a speed and pitched it against Gyrospeed.
Simply speaking, Slushload v2 completely blew Gyrospeed away and finished in half the time! If we assume that 0x0a is of the same reliability as Gyrospeed is, then Gyrospeed isn't even in the race anymore! It's going to be decided between Slushload v2 vs Zibri's masterpiece.
2021-11-06 09:30
Krill

Registered: Apr 2002
Posts: 2871
Quoting Neo-Rio
I just tried out the Slushload v2 implentation of Zibri's loader ideas
Er, please elaborate on that.
2021-11-06 09:34
Burglar

Registered: Dec 2004
Posts: 1054
Quoting Krill
Quoting Neo-Rio
I just tried out the Slushload v2 implentation of Zibri's loader ideas
Er, please elaborate on that.

Slushload V2?
2021-11-06 09:37
Krill

Registered: Apr 2002
Posts: 2871
I was aware of that. My point was what makes it an implementation of Zibri's ideas? That it uses 4 pulse widths for 2-bit symbols and optimises symbol choice based on the payload file's stats? Pretty low bar for (TM)(C). :)
2021-11-06 09:51
Zibri
Account closed

Registered: May 2020
Posts: 304
Quoting Krill
Quoting Neo-Rio
I just tried out the Slushload v2 implentation of Zibri's loader ideas
Er, please elaborate on that.

Slushload came out immediately after I spoke about my loader.
It implements the ideas I exposed on this toxic forum.
Instead of cooperating, people here just project their life frustrations by doing mock ups or insulting or trying to prove something.
As of me I have a beautiful life in a wonderful place. I do this for fun and to challenge MYSELF, not others.
If then I find some new idea and implementation I am glad to share it, but I hate people appropriating other people ideas without a purpose.
And if you care so much about who is first to do what, then just know I did it first, 3 weeks ago. Published the results way before the "bootlegged" loader was posted by the dynamic duo groepaz and slc.
Really, guys. I never imagined a fun hobby could lead to a so toxic forum.
Anyway, think what you want, use what you like and have fun.
Fortunately this is just a small part of my day, I live in the best place in the world where winter does not exist.
I swim surrounded by turtles, dolphins and tropical fishes.
I eat good fodd and have a very nice love life.
I wish you all could have the same and relax, start cooperating and stop challenging each other on things nobody cares or ever cared even at the time...
Probably 40 years ago I could have made some good money out of all this, fortunately I did in the last years in other fields.
I could just say "BITE ME" but I really wish everyone of you to have a beautiful life as I do. Sincerely.
2021-11-06 10:33
Zibri
Account closed

Registered: May 2020
Posts: 304
Quoting Krill
I was aware of that. My point was what makes it an implementation of Zibri's ideas? That it uses 4 pulse widths for 2-bit symbols and optimises symbol choice based on the payload file's stats? Pretty low bar for (TM)(C). :)


Low bar? Was never done before I did. Period.
2021-11-06 10:53
Krill

Registered: Apr 2002
Posts: 2871
Quoting Zibri
Quoting Krill
I was aware of that. My point was what makes it an implementation of Zibri's ideas? That it uses 4 pulse widths for 2-bit symbols and optimises symbol choice based on the payload file's stats? Pretty low bar for (TM)(C). :)
Low bar? Was never done before I did. Period.
If you're referring to 4 pulse widths for 2-bit symbols only, then... was done before (and the idea itself isn't novel at all - getting it reliable on real hardware might be). =) https://csdb.dk/forums/?roomid=11&topicid=133521#133523
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