• Commodore Free Magazine, Issue 88 - Part 6

    From Stephen Walsh@39:901/280 to All on Wed Jul 1 16:56:31 2015
    r it not being a
    Commodore(TM) machine, that's totally true -- we aren't Commodore!

    However, we are making a computer that we believe captures the spirit of
    what made the C64 and C65 fun and interesting -- a capable yet limited
    machine, that gives you full access to the hardware, and inspires fun and exploration and stretching of limits (think for example how you can display
    a 4,096 colour 1920x1200 pixel image on using a video chip that can only
    see 128KB of RAM -- that's less than one bit for every two pixels).

    Q. I can feel from you that it's a well loved project, and as you say the spirit of Old 8 bit commodore machines is there. On the website the
    machine looks to be running a core of the Commodore 65, I presume it's
    heavily modified, Will other operating systems run on this device, or is
    the plan just to implement a supped up Commodore 65?

    We will offer a simple hypervisor operating system initially, that will
    behave like a freeze cartridge on steroids. So apart from that, it does currently feel like a C65 that has been taking banned substances for some
    time. The horrible internal drive routines could hardly load 1KB/sec on a
    real C65. You wouldn't believe if I told you just what it does each time
    you read a byte. The MEGA65 loads between 20x and 80x faster just using
    those standard DOS routines.

    Q. Sounds exciting but will the machine run existing Commodore 64
    software; and if so what is the compatibility with such software?

    It can already run some C64 software. Our plan is full compatibility with
    the C64's specifications, and then as we are able, to add support for undocumented functionality so that, for example, many demos can run. Thus
    we expect somewhere between the C65's C64 compatibility, and complete C64 compatibility.

    This raises an interesting point, which is that the real C65 was much less
    C64 compatible than was perhaps hoped. This might have been one of the
    reasons the C65 was cancelled, although it had other Fatal Flaws that we
    have tried to address.

    The main problem was that its CPU didn't mimic the read-modify-write instruction behaviour of the C64's 6510 CPU. This means that while the instruction INC $D019 will clear a raster interrupt on the C64, it doesn't
    on the C65. This little bug stops perhaps 50% of all C64 games from
    running on a stock C65.

    Also, the C65's CPU has all the undocumented opcodes assigned to new instructions. This will present a problem to any C64 game or demo that
    uses undocumented opcodes. The MEGA65 will work around this by emulating a 1MHz 6510 when required. This is possible because of how fast the MEGA65's
    CPU is at 48MHz.

    - - - - - - - - - -

    Q. Sounds good, so the FPGA cores the machine runs on, they are readily available, but have you tweaked them or are they completely re-written from scratch?

    With the exception of the SIDs, I have implemented it all from scratch.

    - - - - - - - - - -

    Q. We talk about FPGA but can you briefly explain FPGA for the benefit of
    our readers who may not be aware of the technology?

    FPGAs are basically "programmable chips". They let you design new chips without having to have a few million dollars on hand to build each new prototype. They are what make projects like this and the Chameleon64
    possible.

    - - - - - - - - - -

    Q. your website is currently asking for Donations of $5 USD to register interest and obtain the latest cores, what other benefits will the user who donates receive?

    Right now, the core (FPGA program) is the main benefit, along with the warm feeling of knowing that you will be supporting our ongoing development,
    which as you can probably guess costs much more than that. I am sure we
    will have other benefits later on. One idea we are exploring is that
    people who give more than some minimum amount will be recognised in an
    honour roll on the machine in some way. We are open to other people's suggestions on this point.

    But stepping back a little, we have taken this approach because we want the MEGA65 design to be completely open, so that anyone can build them (or
    improve on them). Aside from my philosophical view that sharing is the foundation and driver of civil society and progress, even if it diminishes individual return, this also means that the MEGA65 can outlive ourselves
    and our project.

    - - - - - - - - - -

    Q. How does our reader purchase the hardware and of course how much does
    the hardware cost?

    Google for "Nexys4 FPGA board", but make sure you get the DDR version. It seems that almost all suppliers are out of stock until late May. If you
    have an academic email address, you can get the board for US$160, otherwise
    it is US$320. We know this is fairly expensive, but history shows that
    these boards decrease in cost over time, and the Nexys4 board is the first
    FPGA board with the necessary functionality and a big and fast-enough FPGA
    to implement the MEGA65.

    - - - - - - - - - -

    Q. Do you have a planned schedule for releasing Cores for the machine,
    will other machines be implemented?

    We are busy working on the main MEGA65 core for now, and have no current
    plans for other cores, although others are welcome to create them. For us, they simply aren't a priority right now.

    - - - - - - - - - -

    Q. So you have the hardware and downloaded cores how do you get these onto
    the machine and can you explain basically how you would use the machine to
    for example load a prg file or D64?

    We have put a video up on m-e-g-a.org www.m-e-g-a.org/ that explains how to
    get started. Note that right now it only supports .D81 files, as there is
    no 1541 emulation just yet. At its simplest, you just turn it on, and use
    LOAD as you would on a C64 or C65 to load a file from the default disk
    image.

    - - - - - - - - - -

    Q. Who tests the Cores and ... Do you need helpers / Volunteers and for
    what areas are you in need of help?

    Currently myself and the folks at m-e-g-a.org are the only testers, along
    with an engineering project student at my University. We could benefit
    from other testers who are willing to perform systematic testing, and
    provide us with actionable bug reports.

    We could also really do with the assistance of anyone with VHDL skills to
    help find and fix bugs in the core while we focus on implementing missing functionality.

    - - - - - - - - - -

    Q. I see the machine uses SOFT SIDS (i.e. none physical SID chips) did
    you consider a modification, maybe to use real SID chips on the device, or
    was it more, the hardware is standard and it's the easiest option to
    implement?

    We are planning to have two physical sockets in which to place SIDs on the
    PCB.

    - - - - - - - - - -

    Q. That would be great as nothing beats a physical SID chip , I have to
    ask; "what is your favourite computer of all time" and "what is your
    favourite 8 bit machine" assuming they are not the same device?

    The C65 is still my favourite, being fun to use, as well as a bit of a unicorn's horn. A big goal of this project is to share that fun by
    creating instructions to assemble your own unicorn's horn from common house-hold ingredients.

    - - - - - - - - - -

    Q. Nice answer! So Do you have any further hardware devices or software planned in the near future?

    I always have crazy projects on the boil, but this and the Serval Project (servalproject.org) keep me busy enough for now.

    - - - - - - - - - -

    Q. finally is there a question I should have asked you but didn't?

    I think that covers it for now, Thanks Paul.

    - - - - - - - - - - - - - - - - - - -

    MEGA65 FACTS

    For those interested in details, here are some current technical
    specifications of the MEGA65. These details are subject to change as we progress through the project.

    CPU: 48MHz GS4510 single-core, in-order, no-branch-prediction, no-cache, single-scalar, no-fpu, no-smd, no-HCF, non-pipelined, enhanced 4502 8-bit processor, with 32-bit ZP indirect and 32-bit far-JSR/JMP/RTS operations, 28-bit address space, fast hypervisor traps, virtual memory, IO
    virtualisation (coming soon).

    Speed: Synthmark64 score: 44.5x (C64 = 1x). Bouldermark score: 29,970
    (C64 = 313).

    DMA: C65 DMAgic compatible DMA controller. Fills at 48MB/sec, copies at 24MB/sec, swaps at 12MB/sec.

    Video Controller: VIC-IV advanced rasterised video controller, like the
    VIC-II and VIC-III no framebuffer. Native resolution 1920x1200 (192MHz
    pixel clock). Supports all documented VIC-II modes (hi-res, multi-colour
    mode, extended-background-colour mode, sprites) and VIC-III modes
    (bitplanes are in the process of adding). Independent horizontal and
    vertical hardware scaling allows text and graphics resolutions as high as 1920x1200 and as low as 60x38. Separate 256-colour palettes for sprites, bitplanes and character graphics, allowing up to 1,024 colours on screen without changing the palette in real-time. VGA output 12-bit (4,096
    colours). The planned DVI/HDMI output will support 23-bit colour (8.3
    million colours). Text mode extensions including proportional width characters, super-extended background colour mode, as well as the standard VIC-III extended attributes.

    Sound: Dual soft-SIDs + dual 8-bit DACs.

    RAM: 128KB RAM visible to VIC-IV, 32KB colour RAM visible to VIC-IV, 128KB ROM/RAM. 128MB of (extended) DDR2 RAM being worked on to be made
    accessible.

    Media: D81 disk images from SD card (native VFAT32 file system support
    coming soon). Real 3.5" floppy drive support planned. Standard loading
    speed without fast loader ~20KB second. Loading speed direct from SD card
    300 - 3000KB/second (1200 - 12000 blocks per second), depending on SD card.

    Outputs: Joystick ports 1 and 2 (9-Pin Atari Standard), VGA, 10/100mbit Ethernet, Mono Audio (Stereo soon), USB, Micro USB. Planned: HDMI,
    analogue video, extension port, maybe external floppy.

    Inputs: USB (supports PC keyboards and KeyRah II), Micro USB, Ethernet,
    Micro SD slot, and coming soon: 3D accelerometer, on-board microphone and thermometer.

    Operating System: MEGA-OS all-in-one hypervisor and compact operating
    system, including integrated freezer and task switcher, VFAT32 file system driver and inter-process communications.

    Form factor: C65-like all-in-one. A laptop form is planned for a future release. Full-height 19" rack option extra.

    Supported FGPAs: Nexys4DDR (and soon) Nexys4PSRAM. These boards include a Xilinx Artix7 100T FPGA, which is a high-performance FPGA, much faster and larger than the Spartan FPGAs used in other retro computing projects. Unfortunately the old Spartan FPGA boards cannot run the MEGA65 core.

    Development options: Right now: Use Ophis with the -4 option to target
    the 4502 CPU. The etherload utility can be used to push compiled programs
    to the MEGA65 practically instantly to make for a convenient cross-platform development environment. For the future: MEGA-OS will support
    interprocess communications, making it possible to write assemblers and compilers that assemble directly into a separate process, and then launches that process when it is ready. Thus it becomes possible to use the MEGA65
    as an 8-bit development platform for 8-bit software (or to run a
    cross-compiler for Linux or Windows if you wish to be really strange).

    Milestones: Reached: the computer is fully operational as a stand alone machine. We are now adding bitplanes, extended Hypervisor and more DOS.

    ETA: The MEGA65 computer is expected to be ready for sale in 03/2016.
    However you can always start playing with and programming MEGA65 software
    on a NEXYS4 DDR board with the latest bitstream Download



    *************************************
    REVIEW: BOXING
    For the PET
    By Commodore Free
    *************************************

    From Retro Revival Studios

    HOW TO PLAY

    Press left and right (o and p) to move your boxer and up and down (q and a)
    to change your blocking. Press fire (e or i) to punch.

    * Runs on all Commodore PET models (except 2001)

    * Available on Tape and as Digital Download

    * Large range of offense and defence moves

    * Flickerfree gameplay

    * Sound support

    Boxing on the Commodore PET can this be true, who would attempt such a mad
    game on such limited hardware, however on saying that the game not only
    looks good it plays really well. To my knowledge the Boxing game hasn't
    been released by revival studios on any other format (at this point) so
    it's a bit like a PET exclusive, I love how the revival studios folds on
    screen then peels apart this is very classy.

    SO HOW DOES THE GAME PLAY ON THE PET?

    Well really well actually I was surprised, its in a pseudo 3d environment
    and looks like its set outside in the street with street lights and
    buildings in the background, (well it looks like that to my eyes) the two boxers look identical, although you are on the left and the computer plays
    on the right, It would have been nice if at least on opponent had different graphics somehow or maybe different shaded shorts on. However you won't
    get lost in a 3d environment so... It appears to be single player which
    limits the fun a little but you do have to work out a strategy to guard or attack and the action is smooth and surprisingly fast.

    Sound wise we hear the odd bleep as you try to knock each others blocks off with wild punches and try to stay above the belt. The controls work well
    and the game is well executed.

    SCORES

    Gameplay: 7/10
    Sound: 7/10
    bleep
    Graphics: 7/10
    pseudo 3D
    Overall: 7/10

    SUMMARY

    Nice implementation very creative and playable, if it were 2 player then
    the score would have been more towards 8/10

    www.revival-studios.com

    Price: 9,95 euro (Cassette Tape) / 3,95 (Digital Download)

    If you buy the tape version, you will of course get the digital download
    for free.



    *************************************
    REVIEW: SOPWITHS AND PTERRORDONS
    By Commodore Free
    *************************************

    Text from the website

    This simple, single-level Shoot'Em Up Construction Kit (SEUCK) game was a project I assigned myself to celebrate August, the unofficial C64 month. I didn't hit my deadline (Ed: we ain't complaining).

    This is my first completed SEUCK game. My only other attempt was a long,
    long time ago (I tried to get a bubble to float gracefully across the
    screen, couldn't get it to look any way decent, and gave up).

    There's no back-story to Sopwiths and Pterrordons. I just thought of two things that would be cool - my love of World War I and World War II planes,
    and who doesn't like dinosaurs? They seemed like a great mix (and from feedback I've received, other people feel the same). Feel free to make up
    your own backstory. Make sure the pilot is dashing, handsome and says,
    "Tally ho!" and "Chocks away!" an awful lot.

    Special thanks to Andrew Fisher, David Rayfield and Cameron Davis for their valued advice, support and feedback.

    The author has more information on his website

    www.ausretrogamer.com/c64-shmuptember-action

    Commodore Free

    I reviewed this game mainly as the author claims its his first real attempt
    at a SEUCK game, as such it shows good potential, not only is it fast, its extremely smooth, something that some of the SEUCK games lack due to people thinking they have to put everything on screen at once, with clever
    programming and in the right environment, very credible games can be
    created as this version shows.

    A minimal title screen doesn't show much but using a joystick and hitting
    the fire button takes you into the action

    True its nothing earth shattering as the game starts you control a plane
    moving over a scrolling landscape

    You can move forwards back and left and right and shoot things, some clever placement of enemies and crafty programming movements means items come from
    the screen sides and behind you, it has all the elements of a credible
    game, it plays well, with some random sound effects, although they don't
    really suit the action and it could do with a nice music track to
    com

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