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NEWS
64JPX - JoyPad eXpander
for Commodore and Atari compatible
systems
OVERVIEW
64JPX is a small interface designed to
rejuvenate the way with which you play
your favourite games on the Commodore
or Atari system.
Whilst joysticks were all the range in
the 70s and 80s,the 1990s saw a move
towards joypad style controllers with
more buttons and ergonomic feel. 64JPY
not only allows you to safely connect
Sega Genesis/MegaDrive 3 and 6 button
controllers to your retro system, it
enhances game play with a number of
on-the-fly selectable play modes.
64JPX will give your favourite old
games a new lease of life, and may
actually make you play better!
Note: an SNES version of 64JPX is also
under development.
FEATURES
-Simple to use plug-in smart interface
-Safely connect Sega MegaDrive/Genesis
3 and 6 button joypad, and other
controllers
-Enhances game play with a number of
on-the-fly selectable gaming
enhancement modes
-Works out-of-the-box with Commodore,
Atari and other compatible systems
CONNECTIVITY
-Provides diode protection to
Commodore and Atari systems
-Provides signal conversion from Sega
joypads (via adaptors) Provides
connection to other controllers such
as PC Wheels, flight yokes, 8-button
joypads, and more...
ENHANCEMENT MODES (SEGA):
-default: A=fire, B=rapid fire1,
C=rapid fire2
-racing: A=fire, B=up, C=down
-waddle: A=fire, B=waddle1, C=waddle2
-creep: A=fire, B=creep left, C=creep
right
FURTHER INFO
Additional information can be found in
the preliminary user manual which can
be downloaded here
http://www.64hdd.com/64jpx/64jpx.pdf
(PDF format)
64jpx Update
The PCB has gone out for manufacture.
The final PCB ended up being very
similar in size to the prototype
shown.
Now I need to finalise orders for the
parts; the micro being the most
expensive - and so I am hoping to
avoid ending up with a huge stockpile
of them!
Plans are to support a variety of
versions based on feedback. Currently
on the list to offer are:
-Sega only
-Sega/PCanalog combo
-Sega/SNES/NES combo
-SNES/NES enhanced combo
I was surprised by the interest in the
older NES controller since it doesn't
have many extra buttons, but due to
the interest I have decided to support
the controller.
Note: SNES/NES controllers have a
specialised connector. The cheapest
hack is to splice a DB9 connector into
the original controller cable.
Instructions will be supplied for
this, but will require some soldering
skills. eBay has SNES/NES extension
cables for sale. I have a limited
number which I can also provide as
pre-made pin-adaptors on a
first-come-first- served basis.
I will be working on finalising the
software whilst I await the components
from suppliers. Last chance for some
brainstorming if people want extra
enhancement functions!
A dual-ported version worked out to be
more expensive than two individual
interfaces, so has been dropped.
Website has been updated with some
extra pictures.
http://www.64hdd.com/64jpx/
Discount pricing will be given to
those that pre-order by 28 Aug 2008.
The early pre-order information you
supply will help me estimate and
budget for the parts that need to be
purchased.
===============================
The Aztec C Website
The Aztec C Website has been updated
and now has its own domain:
http://www.aztecmuseum.ca/
The history has been revised and since
Harry Suckow (who holds the
Copyrights) has given permission for
the site the conditions of use have
been revised and clarified. More
updates and complete revamping and
expansion of the site are planned in
the near future, but this update and a
dedicated domain was long overdue. The
site can still be accessed through the
previous links as well, since both
point to the same server. Also getting
theirown domains are:
http://www.appleoldies.ca/ and
http://www.c64classics.ca/
These sites are related to Aztec C in
a big way and will also see major
changes and expansion in the near
future.
Have Fun! Bill Buckels
PS - any of you "Philadephia Lawyers"
who have made uncharitable comments
about the Aztec C site's legitimacy
and my own as well in this effort can
now return to normal programming.
-------------
Programming protection manual
I found a book called "Program
protection manual for the C-64 Volume
I" by TN Simstad. I have two
questions:
- The book mentions a floppy disk. Is
anyone willing to share the D64 of
this with me?
- "Volume I" implies that there is a
volume 2. Can anybody confirm this
and, even better, share a PDF of it
with me?
I wish, but it's unlikely a part 2 was
every written. I remember I read about
this underground pubblication around
1987 in mags when did my first steps
about game cracking and drooled at the
idea of getting a copy of this
"phantom" book. :D Now I found that
contains nothing more than I have
learned by myself, just had to spend
years to collect all these infos ;) On
my turn I'm willing to share the PDF
of this book. was already posted here
and it's hosted there:
http://70.116.30.93:6809/
ppm1.pdf 37.9 MB
ppm1_36.pdf 3.63 MB
---------------
C64 Coding: IRQ Coding Tutorial
C64 Coding: IRQ Coding Tutorial
Using the Monitor feature of "Action
Replay Version 6" Cartridge
http://www.youtube.com/watch?v=Z-AINpOu
lGs
http://www.youtube.com/watch?v=qfkcmBpw
axI&feature=related
http://www.youtube.com/watch?v=vIwqrVT1
guU&feature=related
http://www.youtube.com/watch?v=9cefYKc7
ziU&feature=related
Here is a nice tutorial on how to code
an IRQ (Interrupt Request) for the
Commodore 64
Here is the code copied from the
Program for people without access to
YouTube, and has been documented by
the creator and checked to ensure my
typing was accurate. The Creator has
also added some comments about how to
use action replay and has turned into
a mini tutorial in its own right.
On the you tube video; the tutor loads
a file using action replay fast loader
this is a music PRG file, action
replay reports the memory location of
the file, Here is a note from the You
tube IRQ coding creator "Conrad" who
describes each line of the program
"Conrad"
This is a simple tutorial, taking the
reader through the creation of a
simple IRQ music player. This player
will run under interrupt outside of
BASIC or of any other assembler
programs, leaving your machine free
for other tasks.
Level type: Novice
In this example, we will the use
ACTION REPLAY cartridge (particularly
version 4-6 or you can use the MMC
Replay version) to allow programming
with a quick and dirty monitor and
dissembler.
IMPORTANT NOTE!
Make sure that the music file you use
is NOT a .SID file, but a standard
.PRG file.
1.) From start-up, Go into FASTLOAD
mode on the Action Replay menu by
pressing (F7).
2.) Load a music file with the start
at address of $1000 (4096 decimal)
making sure that the init address is
$1000 and the play address is $1003.
To check this, use a decent SID player
on Windows like SidPlay2/w to check
the technical information of the .sid
file.
3.) When the file is loaded with the
Action Replay fast-loader, it will
display the end address of the file,
you need to keep a note of this
address for use later in this
tutorial.
4.) Open up the monitor by typing the
command "MON" and then press return.
On the first line within monitor mode,
type "A $0F00" and press return, this
will start assembling at the memory
location $0F00
5.) Enter the following code
(excluding the comments)
SEI ; Set the interrupt flag,
disabling interrupts
; needs to be done or the cpu will
crash during
; execution of an IRQ set-up
LDA#$37 ; For this example
tutorial, make sure the
STA$01 ; Kernal is enabled by
configuring the mem config register.
LDA#$00 ; Initialise music by
loading A with zero (song
JSR$1000 ; number for most players)
and call the address.
LDA#$01 ; Set raster IRQ compare
flags, needed during
STA$D01A ; and IRQ execution.
STA$D019 ;
LDA#$7F ; Set CIA register bits
to check for IRQ
STA$DC0D ; interrupt during each
frame.
LDA$DC0D ; Latch $DC0D register.
LDA#$0F ; Set the IRQ vector
addresses with the address
STA$0315 ; of the interrupt
execution program. This example is
LDA#$30 ; memory location $0F30.
$0315 stores the most
STA$0314 ; significant byte, where
$0314 stores the least.
LDA#$68 ; Set target interrupt
raster line. This will
STA$D012 ; be the raster position
when an interrupt is detected.
LDA#$1B ; Set gfx mode to text
view and MSB of raster to
STA$D011 ; zero.
CLI ; Clear Interrupts
RTS ; Return from Subroutine
(back to point of caller)
LDA$D012 ; Check the raster line is
equal or over the
CMP$D012 ; target raster line
before continuing, BNE$0F33
; branching back if not equal. "$0F33"
; represents the jump address.
DEC$D020 ; Decrease border colour
by 1
JSR$1003 ; Call music play address
to play music each frame.
INC$D020 ; Increment border colour
this will show a change
; in the border colour and show how
many
; raster lines are used in the music
player
LDA#$01 ; Reset Raster irq flag
to run another raster
STA$D019 ; IRQ check at the frame.
JMP$EA31 ; Jump to Kernal routine
that loads registers to
; original states and returns from
interrupt.
5.) To get the start address of this
program in decimal, type "N $0F00" to
take note of the decimal output, which
in this case is 3840.
6.) To save this assembler program,
type the following:
.S "IRQ MUSIC PLAYER",8,$0F00,$????
where "$????" equals the end address
of the music you loaded previously.
The program will then be saved to
disk.
7.) Exit the monitor by typing "X" to
return to basic.
8.) Type "SYS 3840" to start the
assembly program we have entered. To
stop the IRQ from running, hold
"RUN/STOP" and press "RESTORE".
--------------------------------------
CONTINUED IN PART 2