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<channel><title>CSDb - Latest Forum posts</title>
<link>http://noname.c64.org/csdb/latestforumposts.php</link>
<description>The Commodore 64 Scene Database</description>
<language>en-us</language>
<pubDate>Thu, 09 Feb 2012 01:55:35 +0100</pubDate>
<generator>CSDb latest forum posts RSS generator V1.0</generator>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<ttl>15</ttl>
<image><url>http://noname.c64.org/csdb/gfx/csdb-logo.gif</url>
<title>CSDb - Latest Forum posts</title>
<link>http://noname.c64.org/csdb/latestforumposts.php</link>
</image>
<item><title>CSDb Entries: Release id #102361 : arise #$10 /Kisiel</title>
<link>http://noname.c64.org/csdb/forums/?roomid=12&amp;topicid=89274&amp;rss#89557</link>
<description><![CDATA[anyone who is not rabbit friends use google translate:<br />
&quot;Nie &#380;ycz&#281; sobie &#380;eby to siedzia&#322;o na torrentach. I chuj.&quot;<br />
as said wackee.<br />
So the concept of this release is to give the stuff only for &quot;right one&quot; members of the CSDB community.<br />
<br />
I think this release breaks CSDB rules, EoD is for slum dogs, arise product is for the chosen ones.<br />
For me is new history of releases on CSDB.]]></description>
<author>Kisiel</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=12&amp;topicid=89274#89557</guid>
<pubDate>Wed, 08 Feb 2012 23:45:27 +0100</pubDate>
</item>
<item><title>C64 Coding: Kick Assembler Thread 2 /McKrackeN</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371&amp;rss#89556</link>
<description><![CDATA[Yes!! That's it!! Thanks for your help and for this amazing compiler!! ]]></description>
<author>McKrackeN</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371#89556</guid>
<pubDate>Wed, 08 Feb 2012 23:43:03 +0100</pubDate>
</item>
<item><title>C64 Coding: Kick Assembler Thread 2 /Slammer</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371&amp;rss#89555</link>
<description><![CDATA[I Just tried it and it works fine here. My guess is that you define the macro+constant inside one scope and execute your macro outside the scope. Eg. if you start you system.asm file with a .filenamespace directive.<br />
<br />
 <br />
<br />
]]></description>
<author>Slammer</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371#89555</guid>
<pubDate>Wed, 08 Feb 2012 23:35:15 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /JackAsser</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89554</link>
<description><![CDATA[Well. I said you should use 16-bit 8.8 fix point tables! Hence:<br />
<br />
round(65535/14) = 4681<br />
<br />
4681 * 7 = 32767 in 8.8 fix point (0x7fff) or with decimal point: 7f.ff<br />
As you see, to properly round this value to eight bits you simply add 0.5 (0x80) =&gt; 7fff + 0x80 = 0x807f and truncate the top 8-bits (0x80).<br />
<br />
Volia?]]></description>
<author>JackAsser</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89554</guid>
<pubDate>Wed, 08 Feb 2012 22:13:41 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /WVL</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89553</link>
<description><![CDATA[hehe, accuracy bites you in the ass :)<br />
<br />
Have you thought about using logarithms or exponentials for your calculation? Normally these kill your resolution, but sometimes they help out wonderfully because with them you can have a changing accuracy, depending on the values you're working on..<br />
<br />
let's say your denominator is very big (100-128 or something), then your calculation is   a*128/demon. -&gt; 128/denom is very close to 1, so a good resolution for big denominators, even with just 8 bit numbers.<br />
<br />
Now, if your demoninator is very small, you're in trouble.<br />
<br />
Anyway, think about doing the calc with exp or log, and see how that changes things :)]]></description>
<author>WVL</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89553</guid>
<pubDate>Wed, 08 Feb 2012 21:57:35 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /TWW</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89552</link>
<description><![CDATA[Alright, thanx, I see that we are more or less on about the same thing :-)<br />
<br />
However I have an issue with accuracy which I want to flag:<br />
<br />
Let's say you have the fraction 7/14 which you want to scale to x/255.<br />
<br />
Calculating it directly it gives us x = 128 (rounded).<br />
<br />
If we use a lookup table with 2 decimals we will get:<br />
<br />
255/14 = 18,21<br />
<br />
If we then multiply this with 7 we get the new numerator = 127,47 which unfortunately rounds to 127.<br />
<br />
If we increase the amounts of decimals in our lookup table (8 bits is getting awfully small right about now) to 3 bits we get:<br />
<br />
255/14 = 18,214<br />
<br />
multiply with the numerator: 18,214 * 7 = 127,498 still not good enough.<br />
<br />
So let's go crazy and do 4 decimals:<br />
<br />
255/14 = 18,2143 (Rounded)<br />
which gives: 18,2143 * 7 = 127,5001 and we finally got it right, right?<br />
<br />
let's increase the accuract to 7 decimals and we get: 18,2142857 x 7 = 127,4999999. Down on our asses again.<br />
<br />
This inflicts other fractions as well but here where 4 decimals makes it right, on other fractions this makes it wrong. The rounding makes it fokked.<br />
<br />
So if I want it accurate, I think the way to go is via multiply table and do a 16by8-bit division which retains the accuracy better... <br />
<br />
Or maybee I should just go take a caiphirinha and chill 8-D<br />
<br />
]]></description>
<author>TWW</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89552</guid>
<pubDate>Wed, 08 Feb 2012 21:50:21 +0100</pubDate>
</item>
<item><title>C64 Composing: How to make crazy-comet slides in Goattracker /Magnar</title>
<link>http://noname.c64.org/csdb/forums/?roomid=14&amp;topicid=89551&amp;rss</link>
<description><![CDATA[Hi all,<br />
Anyone know of a easy way to make a effect of the popular Rob Hubbard &quot;crazy comet&quot; sliding sfx in a instrument or with pattern commands?<br />
<br />
<br />
I'm also wondering if there is anyone that have a nice Goattracker way of making the modular effects used in Jeroen Tel's Cybernoid 2 title song?<br />
<br />
Maybe there exists some GT sng file convertions of these two songs?<br />
<br />
/Magnar]]></description>
<author>Magnar</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=14&amp;topicid=89551</guid>
<pubDate>Wed, 08 Feb 2012 20:36:28 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /JackAsser</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89550</link>
<description><![CDATA[You said:<br />
<br />
<font color="#7c7c7c" size="1">Quote:<blockquote><i><br />
Say you got the fraction 44/93.<br />
<br />
Then you want to scale it to a predetermined denominator of 128 which would give: 61/128 (rounded).<br />
<br />
61 is found by calculating 44*128/93.<br />
</i></blockquote></font><br />
<br />
Hence 61 is found by calculating numerator*128/denominator<br />
<br />
Basically you multiply by 1/x (in your case 128/x because you need that scale) which is same as dividing by x in the first place.<br />
<br />
Regarding 16-bit multiplications using square sum tables, no problems, check out the wiki article.<br />
<br />
/Andreas<br />
]]></description>
<author>JackAsser</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89550</guid>
<pubDate>Wed, 08 Feb 2012 19:42:11 +0100</pubDate>
</item>
<item><title>C64 Coding: IDE64 old versions and stack /cadaver</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539&amp;rss#89549</link>
<description><![CDATA[Thanks for info!<br />
Ah, actually I was wrong, it was not overwriting/restoring stack, but the $02a7-$0314 area where I also had variables used by IRQs. In this case I could swap them with some noncritical variables used only by the main program.<br />
]]></description>
<author>cadaver</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539#89549</guid>
<pubDate>Wed, 08 Feb 2012 18:42:59 +0100</pubDate>
</item>
<item><title>CSDb Discussions: Problem transferring discs to d64/PC /Groepaz</title>
<link>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225&amp;rss#89548</link>
<description><![CDATA[<font color="#7c7c7c" size="1">Quote:<blockquote><i>OpenCBM? Ah yes, back to a PC with board with a parallel port that works those stoneage cables..</i></blockquote></font><br />
you can use opencbm also with &quot;zoomfloppy&quot;, which connects to an usb port.<br />
<font color="#7c7c7c" size="1">Quote:<blockquote><i>Which reverts me again to why we're not able to do this via 1541U after all.. *sigh*</i></blockquote></font><br />
i blame the broken ethernet of the 1541u - it never worked stable for me with it either (while it worked perfectly fine with rr+rrnet using the same drive and c64).]]></description>
<author>Groepaz</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225#89548</guid>
<pubDate>Wed, 08 Feb 2012 18:18:01 +0100</pubDate>
</item>
<item><title>C64 Coding: Kick Assembler Thread 2 /McKrackeN</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371&amp;rss#89547</link>
<description><![CDATA[Thanks for your help! <br />
<br />
I think i'm declaring the constant before using the macro but i'm still getting the compiler error. <br />
<br />
I have two separate files. One called system.asm and the other test.asm. <br />
<pre>
// System.asm

.const MyConst = $d012

.macro myMacro(val)
{
        ldy #val
	sty MyConst
}
</pre><br />
<br />
Then in the test.asm:<br />
<br />
<pre>
// test.asm
.import source &quot;system.asm&quot;

// some code

:myMacro(0)
</pre><br />
]]></description>
<author>McKrackeN</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371#89547</guid>
<pubDate>Wed, 08 Feb 2012 17:29:21 +0100</pubDate>
</item>
<item><title>CSDb Discussions: Problem transferring discs to d64/PC /dano</title>
<link>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225&amp;rss#89546</link>
<description><![CDATA[OpenCBM? Ah yes, back to a PC with board with a parallel port that works those stoneage cables..<br />
<br />
Is there fullfeatured useful GUI (allowing masstransfer)?<br />
<br />
Which reverts me again to why we're not able to do this via 1541U after all.. *sigh*]]></description>
<author>dano</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225#89546</guid>
<pubDate>Wed, 08 Feb 2012 17:15:03 +0100</pubDate>
</item>
<item><title>C64 Coding: Kick Assembler Thread 2 /Slammer</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371&amp;rss#89545</link>
<description><![CDATA[Constants are visible after you have defined them. So the example you give, will work if you declare your const before you use the macro: <br />
<br />
<pre>:MyMacro($32) 	// This won't work
.const MyConst = $d012
:MyMacro($32) 	// This will work
.macro myMacro(val)
{
    ldy #val
    sty MyConst
}</pre><br />
However, labels can be seen in the whole scope so they can be used before they are declared: <br />
<br />
<pre>:MyMacro($32) 	// This will work
.label MyLabel = $d012
.macro myMacro(val)
{
    ldy #val
    sty MyLabel
}</pre>]]></description>
<author>Slammer</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371#89545</guid>
<pubDate>Wed, 08 Feb 2012 16:55:59 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /TWW</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89544</link>
<description><![CDATA[I'm trying to wrap my head around your post.<br />
<br />
If the original denuminator is say 10 then calculating:<br />
<br />
table[10] = round((128/10)*256) = 3277<br />
<br />
If we then put this into:<br />
<br />
numerator' = round(numerator * table[denominator]);0  // 0 decimals<br />
<br />
I don't see how this gives the new numinator? I think I must have missunderstood you here.<br />
<br />
<br />
<br />
I did some calculations and found that:<br />
<br />
table[x] = round(256/denominator);3  // 3 decimals<br />
<br />
then:<br />
<br />
numerator' = numerator * table[x]<br />
<br />
will give an accurate result. Looks like we're not getting around the 16 bits when doing the FP multiplication though. what will that do to the mult. tables?]]></description>
<author>TWW</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89544</guid>
<pubDate>Wed, 08 Feb 2012 16:47:21 +0100</pubDate>
</item>
<item><title>CSDb Discussions: Problem transferring discs to d64/PC /Groepaz</title>
<link>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225&amp;rss#89543</link>
<description><![CDATA[<font color="#7c7c7c" size="1">Quote:<blockquote><i>opencbm does not support mass transfers by default and also not the fastest one.</i></blockquote></font><br />
when using warpmode opencbm should be pretty much exactly as fast as warpcopy (around 30 seconds per disk)]]></description>
<author>Groepaz</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225#89543</guid>
<pubDate>Wed, 08 Feb 2012 16:40:30 +0100</pubDate>
</item>
<item><title>CSDb Discussions: Problem transferring discs to d64/PC /dano</title>
<link>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225&amp;rss#89542</link>
<description><![CDATA[FYI: I didn't that much information from Graham, but his answers read like it might by a bug/problem with WarpCopy not beeing able to properly resync on the disc after one fast-iec read when a disc is not formatted via CBM functions.<br />
<br />
Someone might correct me, but i can't tell how to fix this problem as it seems not to be related with a distinct drive(setup).<br />
<br />
In the end it means further seeking and waiting for a decent solution that works. What is the problem in the end will be uncovered forever i guess..]]></description>
<author>dano</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=7&amp;topicid=89225#89542</guid>
<pubDate>Wed, 08 Feb 2012 15:16:53 +0100</pubDate>
</item>
<item><title>C64 Coding: IDE64 old versions and stack /Grue</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539&amp;rss#89541</link>
<description><![CDATA[I cannot speak for many, but all other finnish ide64 users I know do use already 0.9x series.]]></description>
<author>Grue</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539#89541</guid>
<pubDate>Wed, 08 Feb 2012 14:01:34 +0100</pubDate>
</item>
<item><title>C64 Coding: Kick Assembler Thread 2 /McKrackeN</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371&amp;rss#89540</link>
<description><![CDATA[Hey ppl! I have a newbie question: is there a way to use constants inside a macro? <br />
<br />
For instance, I need to be able to do something like this:<br />
<br />
<pre>

.const MyConst = $d012

.macro myMacro(val)
{
        ldy #val
	sty MyConst
}
</pre><br />
<br />
But I get an error when compiling. <br />
<br />
Thanks in advance! :)]]></description>
<author>McKrackeN</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=68371#89540</guid>
<pubDate>Wed, 08 Feb 2012 13:56:00 +0100</pubDate>
</item>
<item><title>C64 Coding: IDE64 old versions and stack /cadaver</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539&amp;rss</link>
<description><![CDATA[Hi,<br />
I'm experimenting with IDE64 loading that allows IRQs to run. Actually that's working just as expected, but as my guinea-pig I'm using Metal Warrior 4, and it has very limited RAM left so it uses the stack for the spritemultiplexer IRQ data.<br />
<br />
When starting to load a file, old versions (&lt; 0.9) of IDEDOS seem to momentarily overwrite the stack, then restore it. This has the effect of all sprites flashing off for a couple of frames.<br />
<br />
On newer IDEDOS this does not happen.<br />
<br />
I'd like to know, is there still a large number of &lt; 0.9 firmwares in use, or do people generally update?<br />
]]></description>
<author>cadaver</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89539</guid>
<pubDate>Wed, 08 Feb 2012 12:29:52 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /JackAsser</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89538</link>
<description><![CDATA[numerator&acute; = numerator * table[denominator]<br />
<br />
A 8.8 fixpoint table with 128 entries should be sufficient.<br />
<br />
table[x] = round((128/x)*256)<br />
<br />
Then use this <a href="http://codebase64.org/doku.php?id=base:seriously_fast_multiplication" target=_blank>http://codebase64.org/doku.php?id=base:seriously_fast_multiplic..</a> to multiply fast.]]></description>
<author>JackAsser</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89538</guid>
<pubDate>Wed, 08 Feb 2012 08:51:15 +0100</pubDate>
</item>
<item><title>C64 Coding: Fractional Scaling - Math problem /TWW</title>
<link>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449&amp;rss#89537</link>
<description><![CDATA[Well to tel lthe truth it's any combination of numbers between 1/1 -&gt; 127/127 which get's scaled into xx/255.<br />
<br />
There is no pattern or easy way to predict the next fraction unless I make a seperate routine for all the calculations (which will suck mem).]]></description>
<author>TWW</author>
<guid>http://noname.c64.org/csdb/forums/?roomid=11&amp;topicid=89449#89537</guid>
<pubDate>Wed, 08 Feb 2012 01:45:07 +0100</pubDate>
</item>
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