- 64Copy Central
- CBM .prg Studio
- Product Support for: Stationary Decoders -> Quad Stationary Decoder (DS64)
- Base64 Decoder
The DS64 works with a wide selection of hardware. This affordable, easy to install decoder will add another dimension to your operations. The DS64 is a powerful stationary decoder. If you have tried to program this stationary decoder and are having problems, there are several things that you can do before contacting Tech Support for further help. Is the DS64 receiving enough power? The DS64 can be powered in several different ways. Although it is possible to power the DS64 from track power, this has been a source of problems for many operators due to low voltage. This typically arises on a railroad that is using power in excess of the capacities of its power supplies. Have you programmed all four addresses Only one type of turnout motor can be used on any particular DS If you have both slow motion and solenoid controlled turnouts on your railroad, different DS64s must be used for each type of turnout. There are three different ways to power the DS The PS14 power supply can be used with Auxiliary or the rear modular power connector. The DS64 requires mA for proper operation. Only one DS64 can be powered per PS At the factory, your DS64 was set to control solenoid type turnout machines that use a single pulse output for operation. No turnouts should be connected to the DS64 at this time. You are now ready to set up a Route. This lets the DS64 know which of the 8 available routes you are setting up. This is NOT the Once you have set up the DS64 to operate the type of turnouts you will use, the next step is to hook up the turnouts to the outputs of the DS Each type of turnout machine has specific requirements for wiring. Note: Multiple turnout machines can be operated on a single DS64 output. Up to 4 Kato
CBM .prg Studio
If you're looking for information about how to create games for the C64 please take a look at RetroGameDev by Derek Morris. It's a brand new book which details creating two games, a space shooter and a platform game. The games were created with CBM prg Studio and so it also serves as an excellent tutorial. Please support Derek by buying this book. He's put an incredible amount of effort into it and it really shows. What Is It? It's all been written completely from scratch. Follow the download link for more details. T64 or. D81Program export. Being able to play the sound created with the SID tool, A 'tracker' style tool - no details as yet! A 'quick' mode. No more creating projects for tinkering with programs. Bug fixes, as usual. I'm open to suggestions if you have anything you would like adding to CBM Prg Studio, or change the way something works. Background Way back in the mists of time I was given a VB. NET project at work. Typically, I wasn't given any investigation time and was expected to just get on with it. I'm sure any programmers out there are familiar with that! Anyway, I was scrabbling about looking for a nice little project I could do in my own time to get me up to speed with VB. NET and at the same time I was into playing around with the various C64 emulators and tools, particularly tok Admittedly I hadn't looked very hard though.
Product Support for: Stationary Decoders -> Quad Stationary Decoder (DS64)
The performances are not that great, because of several reasons, like cycle-based and real drive emulation as well as the way some things are implemented in source code. In the wake of these results I abandoned the C implementation. Since it would be a waste time and effort not to use the code available in some way, I decide to write an article about the subject. Unfortunately there are stuffs that will remain incomplete, missing or implemented correctly, but it is still a good base to explain the basic concept of emulation. In this article I will not try to explain how the actual hardware works. There is a huge amount of great resources that cover these subjects better that I could do. Instead I will focus my attention on emulation - what should be done and how it was done in this implementation. Before you try to build the solution or run the emulator you should read section about ROM files. The implementation covers the most of the hardware needed to run games. The one major thing that is missing is SID chip emulation. REU and tape emulation is also not available. With appropriate tools it should be possible to convert games that are available in T64 format to D64 disk format, so those games should be playable too. Emulator is cycle-based, which allows perfect emulation of chip timings and synchronization among different chips in the system. It also implements real-drive emulation of II drive. All these techniques provide better compatibility with different software, but they come with a performance costs. Commodore 64 Block Diagram. Everything in the system is synchronized by the CPU clock. Clock cycles are separated into phases. These phases define the order of chip emulation in each cycle and each chip takes a single phase of the cycle. In each phase emulator execute single clock operation scheduled for the chip. There can be any number of phases in a cycle depending on the number of chips that are emulated. System Clock Block Diagram. ClockOp defines the interface for clock operation where Execute should contain the logic that should be executed in the clock cycle. Clock class represent clock of the system, it keeps queue of clock operation that should be executed for each phase. These classes provide additional context to ClockOp like what is the next operation that should be executed, and whether that instruction should be executed in same cycle. ClockEntryRep class is used for operations that take multiple cycles to complete and contains information about its length - number of cycle it takes to execute. QueueOpsStart and QueueOps methods are used for queuing operations for specified phase of the clock.