Tag Archives: old-computers

C64 Multipart Loader

Today I tested part loading for a demo.

I wanted this to be a multipart loader, instead of a trackloader.
A trackloader can load sector parts which I would like more.
But the C64Pico can’t do disk images. (Mcume)

C64Pico based on MCUME see building of this in other posts.

2nd reason: While I’ve written a track loader for 8086, I never did it for C64. As a kid I didn’t have a C64, so all knowledge I have is from later years.
I’ve written only a few C64 machinecode programs.

See below explanation of what happens
  • Showing makefile
  • Showing first part assembly (without text Hello 2nd part)
  • Showing second part (no sysheader) needs to be loaded at $2000
  • Compile using Acme
  • make disk image
  • and run using autostart x64 (Vice emulator)

You see the first text from the 1st assemby code, then it will load the second at $2000 and does a jmp to this address.
Second text will but displayed.

While i’ve been using KickAss in the past and some other 6502 compilers, I manly use acme.

Makefile I created to compile, create a C64 diskimage and run the program is as below. (No exomizer tools in this Makefile)

all: acme disk run

acme:
	acme testloader.asm
	acme 2ndpart.asm

disk:
	c1541 -format diskname,id d64 my_diskimage.d64 -attach my_diskimage.d64 -write loader.prg loader.prg -write 2nd 2nd

run:
	x64 my_diskimage.d64 

C64Pico part 3

Today we worked on this project again. (Bigred and me)

There were some problems we needed to fix since last time:

  • It was quite hard to get the correct parts.
    Our display connector was only fitted with connection pins on the wrong side of the connector. (up/down)
    So I bought a connector with both positions populated.
    So we had to replace this hard to solder (40 pin) connector.
  • It was not clear what the orientation should be of the atmega328pb.
    We looked at the pinout, and followed the VCC/GND. But these are also available of the opposite side of the chip. (We missed that)
    Later, we saw a tiny line on the PCB, which showed the pin 1 placement.
    So we had to remove and replace the chip.
    When turning on the power, (with incorrect placement) probably fried R5 (10k resistor), on both our boards.
    Had to replace those also.
  • Programming the atmega328pb was not easy, see below fixes.
  • Compiling the pico firmware resulted in a black screen.
    Below the fixes I had to make to get the screen working.

Other things still to fix.

  • Bigreds screen.
  • atmega328p didn’t work for Bigred, so probably needs to replace with the pb version.
  • My battery controller is not charging.
    See bottom of page
  • Some of my buttons are working. The pewpew and some of the cursor keys (not as I expect, there are some up/down issues)
    And none of the other keys are working.

Some other things we noticed.

  • sdcard: remove partitions, format using mkfs.exfat
    Create a c64 directory on this filesystem where you can put the d64 files!
  • 0402 SMD is far too small for me.
    There is enough room on the board to use 0805 for example.
    Even THT is possible, there are only a few components.
  • Some components are TOO close together, removing a component resulted in other small parts disconnecting also.

My friend Bigred said: If I can see it, I can solder it.
But it is not easy. This probably keeps a lot of people from building it!

Below the diff from the source we got from:

https://github.com/silvervest/MCUME/tree/c64pico

UPDATE 20240501: We needed to clone the c64pico branch!

git clone -b c64pico https://github.com/silvervest/MCUME.git

Then it worked with the screen and keyboard!

Programming the atmega328pb using usbasp

https://www.henriaanstoot.nl/2022/06/30/morse-with-a-attiny85/
Link above shows the programmer.

To get your Arduino IDE up and running

  • Open the Arduino IDE.
  • Open the File > Preferences menu item.
  • Enter the following URL in Additional Boards Manager URLs:https://mcudude.github.io/MiniCore/package_MCUdude_MiniCore_index.json
  • Open the Tools > Board > Boards Manager… menu item.
  • Wait for the platform indexes to finish downloading.
  • Scroll down until you see the MiniCore entry and click on it.
  • Click Install.
  • After installation is complete close the Boards Manager window.

Above settings worked for me, maybe you can also try Programmer: usbasp (slow)

First install the bootloader.

When compiling the keyboard program of silvervest, you can find “Upload using programmer” in the Sketch menu!
(https://github.com/silvervest/c64pico/tree/master/keyboard)

CHARGING using BQ24230RGTT

Maybe I’ve got a problem with the ground plating of the charger.
Also very hard to solder the sides!

Amiga Action Replay

A long time ago I had an Action Replay II.

I modded it and was planning to rebuild this using pluggable eurocard-prints.
Then it got lost, somewhere.

Today I went to Almelo with Tyrone.
In the morning reverse engineering a lift controller print, and afternoon going to a guy selling a lot of Retro stuff.

And there it was, an Action Replay II for Amiga just catching dust.

I had to buy it, and got a sh*tload of 27256 Eproms for free!

Action Replay Mk I

This version is compatible with the A500/A1000 version only. It also plugs into the side expansion port. It introduces the following features:

1.0 Version

  • Shows and modifies registers (even read-only ones) and memory contents.
  • Trainer maker.
  • M68000 assembler / disassembler.
  • Copper assembler / disassembler.
  • Sprite editor.
  • Virus detector.
  • Picture / music (tracker format) / sample ripper.
  • Save computer memory (freezed programs) to disk.
  • Shows computer status (disk parameters, ChipRAM, FastRAM…).

Features added to the 1.5 Version

  • Mempeeker.
  • Ability to save freezed programs to RAM.
  • RAM testing.
  • Illegal opcode – jumps to freezer mode.

Action Replay Mk II

A special A2000 version is available for this particular revision. Instead of plugging into the side expansion port it plugs into the 86 pin CPU slot.

Features added since MK 1.5 version

  • Boot selector.
  • Picture editor.
  • Sound tracker.
  • Turbo fire manager (separately for both joysticks).
  • Disk encoder.
  • Start menu.
  • Disk monitor.
  • Integrated DOS commands (Dir, Format,…).
  • Diskcopy.
  • 80 characters display with two-way scrolling.
  • Calculator.
  • Notepad.
  • Memory and drive switch (enabling / disabling).
  • Music ripper now finds all tracker formats (SoundTracker, NoiseTracker, other formats with 32 samples).
  • Ripped music / pictures are saved in IFF format.

C64Pico Follow-up

Soldering almost done, except for the space bar all tactile buttons in place.

Using my USBasp programmer I tried to program the Atmega328pb.

Same one I used for:

I first needed to implement some udev rules to get the rights for the reader correct.

#/etc/udev/rules.d/99-usbasp.rules
SUBSYSTEM=="usb", ATTRS{idVendor}=="16c0", ATTRS{idProduct}=="05dc", GROUP="dialout"

Next I tried to burn a bootloader.

Well, not as planned, back to the drawing board.

Hopefully I compiled at least the Pico part correctly.

Started working on C64Pico with Bigred

A week ago I got the last components delivered to my doorstep.

This project was made by Silvervest and it’s f*ckin awesome.

https://github.com/silvervest/c64pico

I was afraid to start this myself, SMD is on another level for me.
But my good friend Marco said … No problem!

So I ordered components online, which was not easy.
Selecting the correct parts, sizes and options.

These things are really really small

Using tweezers to place the components was even difficult.
The slippery tiny bastard got catapulted everywhere. (Or got stuck on fingers, soldering iron and alike)
Many small components got lost into the 7th dimension. Never to be found again.

Awesome to work on this together, but Marco said that I have to try it myself.
Welllll, I got 3/4 of the ATmega328PB-A perfectly soldered, then I notished that it was crooked.
Desoldering was a mess, and I heated the PCB TOO much with the heatgun.

My messed-up PCB, and f*cked-up IC. Leave it to the professionals.

Next step for me is soldering the 75 mini buttons!

Got a Trinitron display from him, I was looking for this for a long time.

A “new” sound chip for 6502

UPDATE: 20240225

I’ve written about General Instrument AY-3-8910 before, here is some work I did today.

This sound chip i wanted to implement in my amiga, and now it’s a alternative for my 6502 computer. ( As an alternative setup for the SID chip. )
Btw this is the same kind of chip used in the Atari ST.

A clean setup … I’ve got the sound chip and a Amplifier chip.

Above a Kicad drawing I made today, a little different from my design from the 90’s.

Below a movie clip I recorded today. Running a test setup using an Arduino nano and a sdcard reader.
The sound is bad, this is due to clipping and the absence of multiple resistors and capacitors.
Music is a register dump from a YM music file.
Amplifier is a bare LM386.

UPDATE: 20240225

I don’t like tying those three outputs together, and amplifying those.

So I’m going to use a LM324 i’ve got left from my 8085 interface, and make a 3-channel amplifier.

Something like this

Soldering a 6502 PCB

A while ago I started a soldering a 6502 bare SBC.

Note pin 1 is not connected, VPB (vector pull is not supported on this PCB. But i’m planning to design a new one anyway.)

I got it running now.

It has an EPROM with Wozmon and Basic for now.
I have to redo the address decoder, but I like the simple serial interface by Geoffrey. (I hate the PIC18F15Q41, made by Microchip, but still the best minimal option .. for now)

Probably the last time i’ve used a pic was in 1998

PL/M-86

I’ve posted in the past something about pl/m.
Today i got this running again in a dosbox.

The PL/M programming language (an acronym of Programming Language for Microcomputers) is a high-level language conceived and developed by Gary Kildall in 1973 for Intel’s microprocessors.

A link to information about Gary, and ebook (pdf) he wrote.

We learned to program PL/M at school (MTS)

Below the compiler and lib files

https://media.henriaanstoot.nl/plm86.zip

Example program Tic Tac Toe I wrote in 1990

Compiling a PLM source code

PLM86 PROGRAM.PLM
LINK86 PROGRAM.OBJ, PLM\DOSLIBS.LIB, PLM\UTILS.LIB TO %1.LNK INITCODE
LINK PROGRAM.LNK;;;

Tic Tac Toe in PLM

bke:do;
/*DOEL:                                              */
/*Dit programma is boter kaas en eieren voor twee    */
/*spelers, er wordt gecontroleerd of iemand gewonnen */
/*heeft. (Je speelt niet tegen de computer)          */
/*UPDATE:12/2/90,15/2/90,18/2/90  RELDATE:19/2/90    */
/*PROGRAMMER:H.M.Aanstoot                            */
/*UPDATE 5/3/90 1:13:23                              */
/*De volgende 4 regels zorgen ervoor dat de compiler */
/*de PLM  DOS,UTIL routines die op disk staan        */
/*meestuurt naar de linker                           */
/* bla bla 2de versie met STRINGS!! eindelijk gelukt */

$include(plm\doslibs.inc)
$include(plm\doslibs.dcl)
$include(plm\utils.dcl)
dcl naam(3)           pointer;
dcl plaats(9)         word;
dcl teken(2)          pointer;
dcl aanzet            word;
dcl loop              word;
dcl a                 word;
dcl winnaar           word;
dcl nummer            word;
dcl item              word;
dcl error_status      word;

spelerzet:procedure;
call dsso(naam(aanzet));
call dsso(@(', geef een getal: $'));
invoer:
nummer=dsin;
nummer=nummer-48;
if nummer<1 or nummer>9 then goto invoer;
if plaats(nummer)<>0 then goto invoer;
call dso(nummer+48);
plaats(nummer)=aanzet;
end spelerzet;

update:procedure;
item=1;
call dsso(@(cr,lf,'+-----+-----+-----+',cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dso(124);call zet;call dso(124);call zet;call dso(124);call zet;
 call dsso(@(124,cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dsso(@('+-----+-----+-----+',cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dso(124);call zet;call dso(124);call zet;call dso(124);call zet;
 call dsso(@(124,cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dsso(@('+-----+-----+-----+',cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dso(124);call zet;call dso(124);call zet;call dso(124);call zet;
 call dsso(@(124,cr,lf,eos));
call dsso(@('|     |     |     |',cr,lf,eos));
call dsso(@('+-----+-----+-----+',cr,lf,eos));

  call dsso(@('    1   2   3',cr,lf,eos));
  call dsso(@('    4   5   6',cr,lf,eos));
  call dsso(@('    7   8   9',cr,lf,eos));
end update;


zet:procedure;
if plaats(item)=0 then call dsso(@('     $'));
if plaats(item)=1 then call dsso(@('  X  $'));
if plaats(item)=2 then call dsso(@('  O  $'));
item=item+1;
end zet;

check:procedure;
   do a=1 to 2;
   if plaats(1)=a and plaats(2)=a and plaats(3)=a then winnaar=a;
   if plaats(4)=a and plaats(5)=a and plaats(6)=a then winnaar=a;
   if plaats(7)=a and plaats(8)=a and plaats(9)=a then winnaar=a;

   if plaats(1)=a and plaats(4)=a and plaats(7)=a then winnaar=a;
   if plaats(2)=a and plaats(5)=a and plaats(8)=a then winnaar=a;
   if plaats(3)=a and plaats(6)=a and plaats(9)=a then winnaar=a;

   if plaats(1)=a and plaats(5)=a and plaats(9)=a then winnaar=a;
   if plaats(3)=a and plaats(5)=a and plaats(7)=a then winnaar=a;
   end;
end check;


hoofdprogramma:
winnaar=3;
naam(1)=@('Speler 1$');
naam(2)=@('Speler 2$');
naam(3)=@('Niemand$');
do a=1 to 9; plaats(a)=0; end;
teken(1)=@('kruisje$');
teken(2)=@('rondje$');
aanzet=1;

    do loop=1 to 9;
    call update;
    call check;
    if winnaar<>3 then goto gewonnen;
    call spelerzet;
    aanzet=3-aanzet;
    end;
    
call update;
gewonnen:
call dsso(naam(winnaar));
call dsso(@(' heeft gewonnen',cr,lf,eos));
if winnaar=3 then call dsso(@('Helaas, pindakaas!$'));
			 else call dsso(@('Gefeliciteerd ermee!$'));

call dexit(error_status);
end;

Micro Adlib player in Assembly

Plays RAW adlib songs in 100 lines of code … kindda

Using information from here:
https://moddingwiki.shikadi.net/wiki/RAW_Format_(Adlib)

And using fasm to compile I can play captured raw songs.

But something is still off ?!?

It sounds a little different, and I need to implement a better timer routine. (Below my version and opencubicplayer)

This is a test for my bootloader, playing music from my bootblock!

CODE

use16
org 0x100

ctrlreg=0388h
datareg=0389h


mainloop:
	; set speed (Byte 8,9 from the raw file)
	mov ax,[tune+8]
	mov [clockspeed],ax
	; call player
	call rawreg
	; wait 0.5 sec for exit
	mov bx,6
	call waitmore
	jmp exit

rawreg:
	mov bx,tune+0ah		; start of song at offset ah

; order registerdata, register!
; Are there more control codes? ???

lraw:
	mov cx,[bx]
; reg = 2 - check data
	cmp ch,2
	je checkreg2
; reg = 0 - cyclewait
	cmp ch,0
	je cyclewait
; data = FFFF - end song - end play routine
	cmp cx,0ffffh
	jne skipr
	ret

cyclewait:		; waits cl times waitroutine
cylloop:	
	call waitlong
	dec cl
	jnz cylloop
	inc bx
	inc bx
	jmp lraw

checkreg2:
; check low opl
	cmp cl,1
	jne checkh
	mov ch,0
	mov [highlow],ch
	jmp incandret
checkh:
; check high opl
	cmp cl,2
	jne check00
	mov ch,1
	mov [highlow],ch
	jmp incandret
check00:
; set new speed
	cmp cl,0
	jne incandret
	inc bx
	inc bx
	mov ax,[bx]
	mov [clockspeed],ax
	
incandret:
; next double byte in the song please
	inc bx     
	inc bx     
	jmp lraw

skipr:
; sends data to the control and data registers
	mov dx,ctrlreg
	mov al,[highlow]
	cmp al,0
	je regokay
	inc dx
	inc dx
regokay:
	mov al,ch
	out dx,al
;	call waitshort ; not needed for newer adlib cards
	mov dx,datareg
	mov al,[highlow]
	cmp al,0
	je regokay2
	inc dx
	inc dx
regokay2:
	mov al,cl
	out dx,al
	call waitlong
	inc bx
	inc bx
	jmp lraw

waitshort:
	push ax
	push cx
	push dx
	mov cx, 0      ;HIGH WORD.
	mov dx, 010h ;LOW WORD.
	mov ah, 86h    ;WAIT.
	int 15h
	pop dx
	pop cx
	pop ax
	ret

waitlong:
	push bx
	push ax
	push cx
	push dx
	mov cx, 0      ;HIGH WORD.
	mov dx, [clockspeed]
	shr dx,1
	mov ah, 86h    ;WAIT.
	int 15h
	pop dx
	pop cx
	pop ax
	pop bx
	ret

waitmore:
; in bx == 12h is 1 sec
; destroys ax,bx,cx,dx
	push ax
	push bx
	push cx
	push dx
	mov ax,0h
	int 1ah
	add dx, bx
	mov bx,dx
waitloop:
	mov ax,0h
	int 1ah
	cmp bx,dx
	jnz waitloop
	pop dx
	pop cx
	pop bx
	pop ax
	ret

exit:
	mov dx,0388h
	mov al,0b0h
	out dx,al
	inc dx
	xor al,al
	out dx,al
	mov ax,04c00h
	int 21h

clockspeed: dw 0

highlow:	db 0

tune:
	file 'RAWSONG.RAW'

Rewrote 8086 bootblock trackloader

Loading a 320×200 image from 14 cilinders. There is no msdos on the floppy!

9 sectors, 14 cilinders, 1 head * sector size (512 bytes) = 64512 bytes

Mode 13h (320×200 265 colors)

Cuting the raw part from a BMP (see previous post)

root@battlestation:/mnt/# ls -la MAD.bmp
-rw-rw-r-- 1 fash fash 65078 Sep 14 15:57 MAD.bmp

I need 64000 bytes (320x200)
65078-64000 = 1078

root@battlestation:/mnt/# dd if=MAD.bmp of=mad.raw skip=1078 bs=1
64000+0 records in
64000+0 records out
64000 bytes (64 kB, 62 KiB) copied, 0.441618 s, 145 kB/s

I use debug to write to the sectors

debug mad.raw
-w100 0 9 7f
(write from address 100 drive=0 startsector=9 (cylinder 1) and 7f sectors long

Wrote a little sector viewer to debug/view data written.

  • r – read sector again
  • s – next sector (shift previous)
  • c – next cylinder (shift previous)
  • h – toggle head 0 – 1
  • p – load palette from current 2 sectors
  • l – clear screen
  • 1 – goto graphic mode
  • 2 – goto text mode and show sector,head and cylinder info
  • q – quit
  • -/+ tweak palette offset ( was needed for debugging

I will post the code after some code cleaning and adding some comments