----- Original Message -----
From: Vanessa Ezekowitz
To: Commodore Free
Subject: SID Symphony II Cartridges now available
Announcement:
The "SID Symphony II" cartridge is now available, and can be found on the
Digital Audio Concepts website (
http://digitalaudioconcepts.com/), along with
the internal stereo SID board and my prototyping cartridge board.
The SID Symphony II can be mapped into any 32-byte slot from $DE00 to $DFE0,
and should be work fine alongside most other hardware expansions. Works with
all stereo-aware software that can address a SID in the above range. It is
possible to add a jumper to the cartridge to pick up other page address
signals inside the computer (such as $D7xx in the C128).
Each board features an access LED, reset button, and a proper 12v DC-to-DC
converter for use with the good old 6581 SID chip. Each board comes preset for
$DE00, which can be changed by flipping one or more DIP switches. The audio-in
line is grounded by default to reduce background noise, which one can undo by
simply cutting a jumper pad.
The SID Symphony II is supplied without a SID chip, and is designed to fit
into standard Commodore-issue case shells and their clones.
$39.95 each, plus shipping
This is a limited edition run, so as the old trope goes, "Hurry, while
supplies last!" :-)
"There are some things in life worth obsessing over. Most things aren't, and
when you learn that, life improves."
http://digitalaudioconcepts.com/
Vanessa Ezekowitz
OTHER PRODUCTS ON THE WEBSITE INCLUDE
Prototyping Cartridge $7.95
If none of the other products on this page suit your needs, maybe you'd like
to build your own cartridges instead? For that purpose, we created this simple
prototyping board. Holes are on a 0.1" grid, with power rails down the left
side. This board also sports a 9/13/25 pin D-Sub connector footprint at the
back end, and is sized to fit standard Commodore cartridge shells and their
clones.
SID Symphony II Cartridge $39.95
If you'd rather not open your C64 or 128, and have an expansion port free, we
also offer an external cartridge option: The SID Symphony II. Designed to be
as simple to use as possible, this cartridge is built for a 6581 SID, and
works with any software that can access a SID chip anywhere in the $DE00 to
$DFE0 address range (the address can be changed by moving a few simple DIP
switches). Sized to fit standard Commodore 64/128 case shells (such as those
sold by Protovision or Vesalia Online).
DigiMAX Card Available for Pre-order! Price: $29.95
If the beautiful analogue sound of the SID chip isn't suitable, maybe it's
time to go digital instead? For this, we've created the DigiMAX. When plugged
into your User Port, it provides four 8-bit digital sound channels (in stereo)
through a separate output on the card. With appropriate cables and mixer (not
included), one can even use the SID and DigiMAX together.
8BSS Card Available for Pre-order! Price: $29.95
Maybe you would rather record sounds into your Commodore 64 or 128 and process
them in some way (or just play them back). In that case, the 8BSS is right up
your alley. It supplies two 8-bit analogue input channels, taken through a
stereo 1/8" "miniplug" on the card. This device is best used with a slightly
amplified source such as a CD player or radio.
*********************************
Bit Fox FOR THE COMMODORE Plus/4
*********************************
Roepipi has created a new game for the Commodore Plus/4. Although the game has
been written using the Commodore’s BASIC language it runs quite quickly. Can
you beat this colouring game? It will take about 10 minutes to play the game.
Roepipi has also released notes about the game and some of the variables used
see text below.
Scope Variable
===== ========
cycle A$: pressed key
draw B: block code (96: border, 250: path)
cycle C: coloured blocks count / count while drawing
end C$: entered name
cycle D: direction (0=undecided) / title loop counter (1-6, 7:game init,
8:high scores)
prg D(0-3): direction deltas for drawing paths (1,40,-1,-40)
game D$: down key
E: enough of new path (-random)
cycle F: frequency of new path appearing (+: wait, 0:trigger, -:draw)
cycle G: gamer poke
stage H: colour code of coloured block / music state at title (1-92) / high
score position at enter high scores
prg H(1-10): high scores
prg H$(1-10): high score names
cycle I,J,K: loop variables
stage L: length of path (1-250, resets at every stage) / sound length at
title
game L$: left key
cycle M: move of gamer (direction)
stage O: goal # of coloured blocks
cycle P: will poke at / P%() index while D=0
stage P%(1-250): poke address of block
game R$: right key
game S: stage (1-9) / sound pitch at title
stage T: time left
game U: ultimate score (sum of remaining times + coloured blocks + stage
bonuses)
game U$: up key
prg V: sound volume
cycle W: will of gamer (direction) / dummy for some tricks
prg Z: zone diff between colour map and char map (1024)
prg Z$: timer reset string ("000000")
0 program init --> title screen
10 game init
20 next stage init
100 randomize and draw paths
200 control gamer --> out of time OR stage win OR other commands OR randomize
and draw paths
250 out of time (game over) --> enter high scores OR next stage init
300 other commands --> next stage init OR control gamer
350 stage win --> next stage init OR game win
390 game win --> enter high scores
400 overall score display - RETURN
500 draw stage - RETURN
900 draw path (returns C=0) - RETURN
990 stage data lines (seed, start, count, direction, ..., count, direction, 0)
1000 title screen
1100 title loop --> game init OR high scores
1120 music loop - RETURN
--- CrashWrite 2.0
* Origin: --:)-- Dragon's Lair BBS --(:-- (39:901/281)