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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
DE00-DFFF
I read just about everything I could find about this memory area, but I remembered something, perhaps from a chat on IRC or something..
This mem area contains the program-counter, the last accessed line nr, cycle-counter, well - just about everything the machine does.
Is this true ?
Who knows anything ?
I can dig that any expansions put into the machine must have some input data, so naturally there has to be some important info in this memblock - but which ones exactly ?
I also read that it don't nessecarily behave the same way on every C64.
So ?
Help!!
I am also looking for a way to read the read-only registers of the SID.
My friend Kaze/TST did it once, but that program is lost forever, and he didn't code since 1988 on C64. damn.
The program was running a modified KERNAL, and it enabled us to write the music while playing, out to disk as a D400+ dump - but it was way to slow and the disk just got filled up very fast.
But it worked!
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Frantic
Registered: Mar 2003 Posts: 1648 |
yeah.. Hmm.. I thought just a little bit more about this and when I think of it I'm not so sure what reasons a player would have for writing to a certain register more than once per call to the player? (That there might me more than one call per frame is obvious though, of course.) Hardrestart does after all operate on a timespan of roughly two frames, so maybe that post by me earlier in this thread was not so relevant after all. (Kingfisher/TRIAD wrote somewhere: "The actual minimum time [for hard restart] is 33 ms = 2^15 cycles according to Dag Lem, author of reSID.") Any experienced player-coders in here might have something to say about this? Is there any (other) "common" reason for why you would want to write more than once to a register each call? |
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Stryyker
Registered: Dec 2001 Posts: 468 |
Matt Gray's player used for Last Ninja 2 often writes to SID registers more than once when initialising a note. |
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Hoogo
Registered: Jun 2002 Posts: 105 |
If you want to increase the sustainlevel while the voice is in its sustain-phase, the sound will enter its release-phase. You have to reset the gatebit and set it again, 2 writes. But I dont know if that is used in any player. |
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