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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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2021-10-25 15:50
chatGPZ

Registered: Dec 2001
Posts: 11293
I like how you ignore what was written and then repeat some unrelated babble combined with carefully crafted ad hominem. Good work!
2021-10-25 15:58
Krill

Registered: Apr 2002
Posts: 2940
But what keeps you from releasing a preliminary version along with the announcement in this thread's original post, which everybody can test for themselves and report problems, so you can put out a patch release some time later? :)
2021-10-25 17:51
Zibri
Account closed

Registered: May 2020
Posts: 304
Quoting Krill
But what keeps you from releasing a preliminary version along with the announcement in this thread's original post, which everybody can test for themselves and report problems, so you can put out a patch release some time later? :)

That is exactly my intention.. but for now is all very manual.. I have to automate things a little... to encode loader+game i have to do everything mostly manually as of now.
Perhaps I was wrong in posting the videos so early but you know... I was amazed that it worked so well on real hardware.
Imagine that the guys who make "CORE32" are updating their device because the fastest version of my program exposed a small timing bug :D

P.S.
As of now this has been tested mostly on PAL C64.
ON NTSC c64 the frequencies will be higher on tape and perhaps can give some problems. That's why I need some time to add some parameters.
If you want a sneak peek I can manually prepare a version for you if you are willing to test.
Drop me a message if you are.
2021-10-25 18:07
SLC

Registered: Jan 2002
Posts: 52
Here's my more or less working attempt just because I was bored. I just modified an old project right now to see if I could match Soci's RLL-attempt using a two pulse loader only, and this at least generates a TAP that can be written and loaded on my C2N. I somehow doubt if I can successfully load it on another C2N than what is used to write it with, though... but here it is anyway. No guarantees!

Archive includes the exe to create a .tap-file, the tap-file I wrote and the resulting tap-file from re-dumping just as a proof it still loads in VICE (you may need to disable wobble emulation).

https://colaku.com/~tomsk/pointless.zip
2021-10-25 18:27
Zibri
Account closed

Registered: May 2020
Posts: 304
Quoting SLC
Here's my more or less working attempt just because I was bored.

Would you be so kind to open your own thread for your own stuff, please?
2021-10-25 18:28
Zibri
Account closed

Registered: May 2020
Posts: 304
P.S.
I never heard nor tried RLL so I can't compare to it.
I just have to finish this first.
Then I will release a couple of TAP files for you to play with.
2021-10-25 19:00
SLC

Registered: Jan 2002
Posts: 52
Quoting Zibri
Quoting SLC
Here's my more or less working attempt just because I was bored.

Would you be so kind to open your own thread for your own stuff, please?


Not so much stuff, only contributing to the discussion with another reference point than Soci's RLL-based loader, and proof of concepts. Nothing I'm actively working on so creating an entire thread just for that seems silly :)
2021-10-26 00:09
Zibri
Account closed

Registered: May 2020
Posts: 304
Today's update:
the loader shrunk a little and improved.
Now I am starting to put parameters.
Today's game "Pharaohs curse" in it's original version, loads at 9150 bit per second at 80 cycle frequency "bandwidth" (or should I say accepted range?). As reliable as a commodore save.

Details:
The actual turbo data loads in 41 seconds.
The loader loads in about 21 seconds from tape (but if put on a cartridge in the future then that won't count).

I can post a video but it would be on emulators because it still needs to be tested on real hardware (but the standard is the same as before, so it will work unless I introduced some new bugs in the first refactoring).

If someone wants to be a beta tester, just write me a message, but no emulators. Only with real hardware.
Emulator tests are ongoing with core32/cute32 and they already hit 34 kilobit/sec.
2021-10-28 03:07
Adam

Registered: Jul 2009
Posts: 323
Quote: Quoting SLC
Here's my more or less working attempt just because I was bored.

Would you be so kind to open your own thread for your own stuff, please?


no code, no examples, only tweets and "just trust me, bro!" - ah, classic zibri. walls of text with nothing to show for it.

you're in no position to tell anyone what to do. never will be. would you be so kind as to go back to facebook or open up your own personal blog somewhere else? that'd be great, thanks.
2021-10-28 13:50
bugjam

Registered: Apr 2003
Posts: 2558
Relax, no harm done here.
Personally I find this thread fascinating, even though I don't understand much of it. :)
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