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2008-06-28 10:55
Frantic

Registered: Mar 2003
Posts: 1641
C64 Codebase

Hello!

It was a while ago now that C64 Codebase Wiki opened its doors. I would just like to encourage good coders sympathetic with this project to actually add some code there. This is important in order to keep the quality of the site. I feel that the quality is somehow fading a little with the stuff that has been added during the last 6 months, to generalize a little.

If you are a decent coder: Just think for a moment about all those sources that you have lying around on your C64 disks and PC harddrives. Codebase needs you!

http://codebase64.org/doku.php

If someone feel like donating some cool stuff, I could use that as prices in some kind of add-good-stuff-to-codebase-competition or so.

A good codebase is a good base for the future C64 scene! ;)
 
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2011-05-24 17:56
Ninja

Registered: Jan 2002
Posts: 411
Stoff: Hehe, forgot about the online-version. Could you link to that?

After all, it's your choice if you want the 5% extra. My experience is that the memory can also be spent on some additional GFX or such (check Salute) which might add more to the part than the speedup. If you have those pages free anyhow, sure go for it. For me, though, with most effects having unrolled code and huge tables, 8 pages is quite a lot. YMMV.
2011-05-24 18:33
St0fF

Registered: Oct 2002
Posts: 40
... done - I just linked the articles-page. btw. it was Vandalism News #43 (stated on that articles-page).

About the 8 pages - what I mean is: you normally need some data-tables with your unrolled loops. Most of them do not need to be "a full page", but they are, just to not loose cycles for page boundary crossings. That's where some embedding of the routines might take place ;) Just stay tuned, I'm coding. It's been some time since the last Neoplasia-release of any kind ...

Another question just came to my mind while re-reading my article. My calculations about starting the timers - as a trained eye might already have noticed - add/subtract one cycle. This value just came from testing/trial and crash. But now I have an idea in mind: may it just be that an Interrupt is the only operation that happens in a 6510, which is not able to prefetch the next opcode? So this "one cycle earlier" starting of the NMI-timer and the "one additional cycle more delay" to the jitter-timer might be just that: the NMI actually needs another cycle for "1st command prefetch"?
2011-05-25 13:24
Frantic

Registered: Mar 2003
Posts: 1641
Thanks again for your efforts! Also thanks to HCL for adding some info as well! All in all a good initiative that more people should follow!
2011-05-25 13:34
bepp

Registered: Jun 2010
Posts: 265
On my wishlist is: more pictures... A simple screenshot next to an effect/routine would be very informative for somebody who doesn't speak the lingo but who likes to get a better understanding :)
2011-05-25 14:09
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Thanks for all the flowers. It indeed helps a lot if you code stuff you want to explain yourself. I mean, I had Ninjas source, but I restarted from scratch - it was also my first own "half variance delay" routine in there (3 A4-pages of sick and mostly wrong calculations ...).

I guess one has to turn 30 to feel the fun again, just the way it was with 15 years ...

@Jackasser: I've tried a lot to loose another cycle - but failed. How would you get 8 cycles of jitter?


What I mean is that with the one CIA you'd get 0..6 cycles of jitter and with the other CIA you'd get 1..7. I.e. treat the different CIA models as just one more cycle of jitter to take care of.
2011-05-26 07:31
Frantic

Registered: Mar 2003
Posts: 1641
@Bepp: Good point! I added hints and notes about adding pictures here and there in order to encourage people to add more (pedagogically motivated) pictures.
2011-05-26 18:43
MagerValp

Registered: Dec 2001
Posts: 1065
Quoting Frantic
(pedagogically motivated) pictures.


Goatse and lolcats in 3... 2...
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