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Forums > C64 Coding > other platform sid relocate tool ?
2007-04-04 00:23
Trifox
Account closed

Registered: Mar 2006
Posts: 108
other platform sid relocate tool ?

hi all,

now i want to move my sid files in memory, to make some space for gfx, what is the EASIEST way to relocate a sid ?
2007-04-04 01:39
fade
Account closed

Registered: Mar 2002
Posts: 290
i'm guessing the T command in action replay? :)
2007-04-04 03:07
null
Account closed

Registered: Jun 2006
Posts: 645
Ask the original composer...

Or, (the way I did it, after recomendations...)
relocate the program itself =)

------------------------------------
Knoeki/DigitalSoundsSystem/SwappersWithAttitude
2007-04-04 03:50
Platoon
Account closed

Registered: Mar 2004
Posts: 40
this is probally the hardest way .....
rewrite the whole player routine for the new address..
(i atleast did this one or twice back in the old days!)
it seemed like musicians always liked to put their music at $1000 :P
2007-04-04 05:55
Mason

Registered: Dec 2001
Posts: 461
Ofcourse they put it in $1000. The favorite place for the crackers to use for music in the intros and those intros were a good marketing place
2007-04-04 06:41
Scout

Registered: Dec 2002
Posts: 1570
Quote: Ofcourse they put it in $1000. The favorite place for the crackers to use for music in the intros and those intros were a good marketing place

Memoryaddresses between $1000-$1fff (and $9000-$9fff) are not accessible by the VIC.
The perfect spot for musicdata. That's why it's so popular.

To get on-topic again; back in the days we did it by hand.
Finding the memorypointers might be a pain but it's nice excersise :)
2007-04-04 07:01
Yodelking

Registered: Apr 2002
Posts: 189
Trifox, there are tools to relocate some of the players out there, but I don't think there's any "other platform tools" doing it. Which player is it?
Otherwise doing it manually is the best choice. (I hope it's not a lot of tunes...) :)
2007-04-04 07:31
Ninja

Registered: Jan 2002
Posts: 411
Try Implayers Relocator V3.01; that helped me occasionally. Be sure to read the goof-entry!
2007-04-04 09:11
Trifox
Account closed

Registered: Mar 2006
Posts: 108
"!Memoryaddresses between $1000-$1fff (and $9000-$9fff) are not accessible by the VIC.
The perfect spot for musicdata. That's why it's so popular."

too bad, i have a 6k sid tune ;) e.g. 4 sid tunes in one ... ;)

i mean, what is so hard about relocating ? there are some c64 prgs which do that, why isnt there a tool for other platforms ?
2007-04-04 09:41
Scout

Registered: Dec 2002
Posts: 1570
Quote:
i mean, what is so hard about relocating ?


Addresspointers.
2007-04-04 10:12
tlr

Registered: Sep 2003
Posts: 1790
It's not hard per se, but it's difficult to make a generic program that relocates _any_ tune.
The tool usually needs to be adapted to each player it supports.

You are right in that it is probably easier to implement a relocator on a modern platform though.
I guess nobody needed this.
Use vice if you need. You usually relocate once and that's it.
2007-04-04 10:33
Trifox
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Registered: Mar 2006
Posts: 108
how to relocate something with vice?
2007-04-04 10:56
Scout

Registered: Dec 2002
Posts: 1570
Quote: how to relocate something with vice?

I don't recommend the monitor in Vice; it sucks.

Load the Action Replay cart. binary and use the T, M and I commands.
2007-04-04 11:02
Trifox
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Registered: Mar 2006
Posts: 108
i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?
2007-04-04 11:22
Scout

Registered: Dec 2002
Posts: 1570
Quote: i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?


This configuration should be no problem.
2007-04-04 15:00
Mace

Registered: May 2002
Posts: 1799
Quote: i have a sid tune, ranging from $1000 to $2400

so it should be no problem to have the image from $3000-$3fff with $0400-$07ff and $d800-somewhere in mem,

are these ranges correct?


Image?
As in full screen picture?
Then the memory should be $2000-$3f3f.

But since you have music up till $2400, I'd recommend you put the picture at $4000-$5f3f and the screenmatrix at $6000-$63e7. $d800-$dbe7 is unchanged, of course.
Now set $dd00 to #$02 and $d018 to #$80 and you're ready.

2007-04-04 15:13
tlr

Registered: Sep 2003
Posts: 1790
Quote: I don't recommend the monitor in Vice; it sucks.

Load the Action Replay cart. binary and use the T, M and I commands.


Or even better use something like Hesmon or CCS-mon that has the 'N' new locate command so you don't have to do it entierly manually.
2007-04-04 19:14
Trifox
Account closed

Registered: Mar 2006
Posts: 108
thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64
2007-04-04 19:16
Scout

Registered: Dec 2002
Posts: 1570
Quote: thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64


Why don't you compress the gfx and decompress it on the fly.
There are some RLE packers (including mine ;-) here @ csdb which you could use.
2007-04-04 19:23
tlr

Registered: Sep 2003
Posts: 1790
Quote: thank you dudes, somehow i thoug gfx would range from $3000 to $4000 but, this would be only 4 k ;)

ok, ich have to drag it a bit farther ;)

damn, 8k is so much bytes for the good old c64


You can probably split your tune into many small parts scattered into free space between graphics.
6Kb, that's 25 blocks. Almost Galway-big. ;)
What player?
2007-04-05 08:08
Hein

Registered: Apr 2004
Posts: 954
I'd place screendata initially at $4400-$47e8 (so you dont have to transfer your screendata after depacking), colourmem initially at $4000 and bitmap at $6000-$7f40. Leaves you $4800-$6000 for sprite data. (and maybe $4000-$4400 after transfering your colourmem data.)

I remember having a tool to convert Hubbard tunes, but this hardly worked, since Hubbard's player was constantly improved.
2007-04-05 08:49
Scout

Registered: Dec 2002
Posts: 1570
Quote: I'd place screendata initially at $4400-$47e8 (so you dont have to transfer your screendata after depacking), colourmem initially at $4000 and bitmap at $6000-$7f40. Leaves you $4800-$6000 for sprite data. (and maybe $4000-$4400 after transfering your colourmem data.)

I remember having a tool to convert Hubbard tunes, but this hardly worked, since Hubbard's player was constantly improved.


Indeed, what Hein proposed.
You're not bound to the $2000-3fff area at all but it seems setting $DD00 too scares some coders off ;-)
2007-04-05 12:39
Trifox
Account closed

Registered: Mar 2006
Posts: 108
well thank you for the hints :)
but i won't move much of my 10.000 lines of codes in memory ;)
for brakpoint i have a cheaper version implemented ;)
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