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ksid64 1.0   [2018]

ksid64 1.0 Released by :
Kruthers

Release Date :
18 November 2018

Type :
Other Platform C64 Tool

AKA :
Kruthers Rastertime Debug SID Player

User rating:awaiting 8 votes (6 left)   See votestatistics

Credits :
Code .... Kruthers
Music .... Drax of Bonzai, Camelot, Crest, Maniacs of Noise, Vibrants
  Hermit of Samar Productions, SIDRIP Alliance, Singular
  Lft of Kryo
  Matt Gray


SIDs used in this release :
Air on a Rasterline(/MUSICIANS/L/Lft/Air_on_a_Rasterline.sid)
Caught in the Middle(/MUSICIANS/D/DRAX/Caught_in_the_Middle.sid)
Deliverance(/MUSICIANS/G/Gray_Matt/Deliverance.sid)
Samar Is 20(/MUSICIANS/H/Hermit/Samar_Is_20.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


Summary
Submitted by Kruthers on 19 November 2018
Usage: ksid64 <sidfile.sid> [<outfilename.prg>] [-fast]

Optional args:
<outfilename.prg> - defaults to ./sidfile.prg
-fast - fast graph (see graph details, below)

ksid64 attempts to turn a SID file into a runnable PRG file that will
show a realtime graph of rastertime usage and keep track of the worst
frame and max rastertime. SPACEBAR resets or goes to next subtune.

The name is a play on PSID64 by Roland Hermans, but ksid64 is not nearly
as complete or robust as that player. Many types of SID file are not
supported and will crash, play incorrectly or not work at all.

GRAPH DETAILS: By default the graph only draws a new line every other
frame, showing the maximum of the rastertimes for the two frames. Why?
Just because I find the slower scrolling speed less frentic and more
esthetically pleasing. However, for maximum accuracy you can use the
-fast flag and the graph will draw every frame and scroll faster.

CODE DETAILS: The player code fits into memory between $800 and $1000 and
will be relocated if this conflicts with memory occupied by the SID file.
Zeropage is not used at all. However, ksid64 uses standard screen memory
and all memory under I/O ($d000-dfff) and will fail if this conflicts
with the SID.

Sorry for the minimal interface but my goal was to keep the player under
$800 bytes and there's no memory left for more features.
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