• Commodore Free - Issue 55 - Part 3

    From Stephen Walsh@39:901/281 to all on Mon Nov 7 14:38:19 2011
    ----- 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


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    * Origin: --:)-- Dragon's Lair BBS --(:-- (39:901/281)