8-Bit Show And TellThe Commodore VIC-20 and earlier versions of the Commodore 64 have a bug in their BASIC INPUT statement. If the programmer-specified prompt is longer than a screen line, then the prompt gets stored along with the user's response in the variable. In the case of a numeric variable, this causes an endless ?REDO FROM START error loop. After demonstrating the bug and that it was fixed in C64 KERNAL V3, and how to quickly identify what KERNAL version your C64 has, we'll get to the cause of the bug in KERNAL V2 and the way it was fixed in KERNAL V3, and see if we can't backport this fix to the VIC-20 in the form of a patch. Finally, our very own Mr. Doornbos demonstrates the patched VIC-20 KERNAL on real hardware using a ROM Emulator.
VIC-20 KERNAL ROM patch: The patch should be applied to VIC-20 KERNAL ROM binary file kernal.901486-06.bin (NTSC) or kernal.901486-07.bin (PAL).
30 bytes at offset $597 of file: 20 7e ea a9 15 e8 b4 d9 30 06 18 69 16 e8 10 f6 85 d5 4c b2 ea e4 c9 f0 03 4c 19 e7 60 ea 2 bytes at offset $63D: ac e5
Index: 0:00 INPUT example 1:40 Demonstrating the bug on VIC 3:54 Demonstrating the bug on C64, fixed on KERNAL V3 5:55 How to identify your C64 KERNAL version 9:21 KERNAL V2 Bug Walkthrough 14:26 KERNAL V2 Bug Explanation 20:08 KERNAL V3 Bug Fix 26:40 Backport the C64 V3 Fix to the VIC-20? 28:55 The VIC-20 Patch 31:25 Testing the patch: Mr. Doornbos: imapenguin.com 34:40 Thanks to my patrons
43-Year-Old INPUT Bug Fixed: From C64 to VIC-208-Bit Show And Tell2024-01-25 | The Commodore VIC-20 and earlier versions of the Commodore 64 have a bug in their BASIC INPUT statement. If the programmer-specified prompt is longer than a screen line, then the prompt gets stored along with the user's response in the variable. In the case of a numeric variable, this causes an endless ?REDO FROM START error loop. After demonstrating the bug and that it was fixed in C64 KERNAL V3, and how to quickly identify what KERNAL version your C64 has, we'll get to the cause of the bug in KERNAL V2 and the way it was fixed in KERNAL V3, and see if we can't backport this fix to the VIC-20 in the form of a patch. Finally, our very own Mr. Doornbos demonstrates the patched VIC-20 KERNAL on real hardware using a ROM Emulator.
VIC-20 KERNAL ROM patch: The patch should be applied to VIC-20 KERNAL ROM binary file kernal.901486-06.bin (NTSC) or kernal.901486-07.bin (PAL).
30 bytes at offset $597 of file: 20 7e ea a9 15 e8 b4 d9 30 06 18 69 16 e8 10 f6 85 d5 4c b2 ea e4 c9 f0 03 4c 19 e7 60 ea 2 bytes at offset $63D: ac e5
Index: 0:00 INPUT example 1:40 Demonstrating the bug on VIC 3:54 Demonstrating the bug on C64, fixed on KERNAL V3 5:55 How to identify your C64 KERNAL version 9:21 KERNAL V2 Bug Walkthrough 14:26 KERNAL V2 Bug Explanation 20:08 KERNAL V3 Bug Fix 26:40 Backport the C64 V3 Fix to the VIC-20? 28:55 The VIC-20 Patch 31:25 Testing the patch: Mr. Doornbos: imapenguin.com 34:40 Thanks to my patronsCommodore 64 is Boss: Datassette Motor and Location $018-Bit Show And Tell2024-10-11 | When you fast-forward, rewind, play or record your tapes with your Datassette on your Commodore 64, there's actually more going on than you might think. It's actually up to software, whether the KERNAL ROM code, or the game you're playing, or your own program you wrote, to allow the cassette deck to be powered and actually move the tape. We look at several examples, both commercial games, and our own user-written BASIC programs to help demonstrate this, and even take a peek at the C64 system interrupt code.
Links to other videos mentioned: "99.8% Compatible? The C64 Mode of the Commodore 128" youtu.be/Ial2VSAu7tw Software on tape: "Software on Cassette Tape in USA and Canada - Apple, TRS-80, Atari, PET to Commodore 64" youtu.be/-nHrjqmt_wQ
Index: 0:00 Datasette compared to other cassette decks 6:11 C64 and Datasette: working together 8:58 Last V8: gameplay; no tape control 12:02 Cauldron II: gameplay; motor always running 15:01 Road Toad, Lazer Force: two other behaviours 18:25 ?PEEK(1) - 4 states 21:04 The bits of location 1 26:57 Slowing down the system interrupt 30:10 REALLY slowing down the system IRQ 35:15 Diassembling the KERNAL IRQ code: tape routines 40:06 Using Tape Motor Interlock 44:15 Conclusion and thanks!Running a Local Retro Computer Club? What Were Doing8-Bit Show And Tell2024-09-28 | Finding that my once-a-year dose of vintage computer fun at Vintage Computer Festival Midwest wasn't enough, and not being able to justify the time and money to travel more often, I started the Thunder Bay Retro Computer Club with some friends back in 2019. I share some ideas about how you might try to start a similar group in your local area, and then give a report on how our ~16-computer display went at ThunderCon 2024. We had fun!
Index: 0:00 Too far or expensive to go to VCF? Try local. 2:55 Places to meet and other club-form tips 5:44 The best meeting ever? October 2022 - NABU debut 6:35 Thunder Bay Retro Computer Club at ThunderCon 2024 7:37 The computers we brought... 9:48 Looking around ThunderCon 11:08 A closer look at our display 14:27 Threatened by a Dalek, more old computers 17:37 Conclusion, thanksTop 50 Things I Saw/Got at VCFMW 19 (2024)8-Bit Show And Tell2024-09-21 | Vintage Computer Festival Midwest 19 happened from September 7-8th, 2024 and once again I was in attendance, having a great time in the new huge venue seeing many friends, old and new, and seeing lots of interesting stuff. There was so much there that I didn't even get a chance to see, but here's my report from my particular perspective. Thanks to many of you for the generous gifts, and for all the great conversation and laughs and interesting ideas and sights. See the chapter index below, along with the list of ~50 things even if it's slightly fudged to make a nice round number.
Index: 0:00 About the show, layout 1:28 Slideshow 1: Stuff I Saw there 4:37 Steamed Hams, but it's for the VIC-20 7:40 Stuff I got 1: various swag 14:08 Stuff I got 2: gifts and purchases 17:55 Slideshow 2: ~retro computer shows 20 years ago 20:35 CityXen controller and Whackadoodle 25:49 Meatloaf: t-shirt & device 27:25 Nybbles and Bytes: Legend of the Drunken Snake 32:28 Matt Desmond: SnapTerm & DesTerm 128 38:00 Light Cycle Duel Deluxe & 4-player adapter 40:30 Vintage sealed C64 games 43:38 Lazarian vs. Dragonsden 45:48 CBM SX-64 Ultimax: The Ultimate Portable Executive Computer 50:43 Thanks and patron credits
The Top 50 Things (not in any order) 1. My VCFMW Badge 2. VCFMW Map 3. VCFMW t-shirt 4. Slideshow: Calculators 5. CP/M disks 6. Stargate for C64 7. The Imagination Machine 8. Free Pile 9. Commodore Max 10. Commodore 65s 11. Steamed Hams for VIC-20 12. MSX DPC-200 13. Commodore Cash Register 14. Meat Button 15. Canadian Retro Things 16. Table Reservation 17. RetroCombs badge 18. C64 Stuff token 19. 45GS02 Mega65 Mouse Mat 20. Stop Bits sticker 21. Never Neverland BBS miniposter 22. Macintosh Library sticker 23. American Science & Surplus 24. Retro Alcover stickers & etc. 25. Style Brochure 26. Frogs & Flies mousemat 27. Pocket Guide to Buying a Home Computer 28. Retro Adventurers podcast card 29. A8 Pico Cart 30. Epyx Fast Load 31. Jim's photocollection 32. Compute's First Book of VIC Games: maze generator 33. CityXen controller 34. RetroGameBoyz brochure 35. Whackadoodle 36. Meatloaf T-shirt 37. Meatloaf! 38. Nybbles & Bytes Business Card 39. Nybbles: Legend of the Drunken Snake 40. Factor of Matt business card 41. Desterm 128 2.0 User Guide and disk 42. DesTestMax 43. Light Cycle Duel Deluxe disk 44. 4-player adapter 45. Viper Patrol 46. Captain Power 47. Ardok the Barbarian 48. Trantor: The Last Storm Trooper 49. DragonsDen 50. CBM SX-64 UltimaxSoft-Patching C64 ROMs for Benchmark BASIC: 6510 Assembly Code Walkthrough8-Bit Show And Tell2024-09-10 | Today we'll look through the Commodore 64 6510 assembly language source of the Benchmark BASIC utility. Even if you have no interest in the benchmarking aspects, we'll cover a wide variety of development techniques, including: use of the Turbo Macro Pro assembler, soft-patching the C64 ROMs, fixing the ?OUT OF MEMORY error, great resources for understanding the BASIC and KERNAL codebase, how location 1's memory control really works, how to use BASIC's floating point math routines, and even more.
To use: mount/attach the .d64 image LOAD"BENCHMARK BASIC",8,1 SYS 49152 to start STOP+RESTORE keys to disable
To load the source code (requires REU): LOAD"TMP+REU",8,1 SYS 32768 to view disk directory: [back arrow] * to load: [back arrow] L file name: bb33 (or whatever latest filename is on disk) cursor keys to navigate source file [back arrow] 3 press S to start
The REU is required to assemble to RAM at $C000 (where Benchmark BASIC lives) because Turbo Macro Pro also uses that memory range. But if you don't have access to an REU, a workaround is to assemble to disk with [back arrow] 5, and then give a filename. Once assembly is complete, you can reset the computer, load the object code with ,8,1 and SYS 49152 to start it.
Index: 0:00 Recap about Benchmark BASIC use 2:08 How to load the source in Turbo Macro Pro 4:28 About the $C000 origin, and why REU 8:50 SEI: Set Interrupt Disable 10:06 ?OUT OF MEMORY ERROR fix 13:53 ROM copy routine 18:06 Modify READY. prompt 19:20 Resources: PageTable.com and Dan Heeb's Tool Kit books 21:34 Patching RUN 23:00 Location 1: Switching out the ROMs 28:46 When RUN is typed... more patching 32:14 Jiffy Clock reset, handing control back 34:12 Just scrolling once, the wonders of C='s screen editor 38:44 Final cleanup 40:18 About BASIC's floating-point routines 43:10 Stashing, printing, converting, dividing floating points 48:36 ENDing 49:51 Conclusion, thanks!Sprite Expand Bug in Defender for C64 by AtariSoft8-Bit Show And Tell2024-09-01 | The official Defender game cartridge for the Commodore 64 by AtariSoft from 1983, by Joe Simko, has an amusing super-sized bug. If you hit the Restore key just as your ship's explosion reaches its peak, when you play your next life, your ship, the alien enemies, and the humans you're Defending are all jumbo-sized. This is due to a minor initialization bug in the original 6502 code. After a BASIC demonstration of the VIC-II's sprite expansion capabilities, we discuss the CRT image emulator format and how we can examine it on a real C64, and then use the Super Snapshot machine language monitor to track down the cause of the bug and fix it. Then we use the venerable LOAD ADDRESS program from the 1541 Test/Demo Diskette to fix our fix, flash it on an Easy Flash 3 cartridge, and give it a play test. We also take a quick look at another Defender bug just discovered, which should be the subject of a future video.
Index: 0:00 Defender by AtariSoft 3:30 Here's how to trigger the bug 5:50 Expanded sprites in C64 BASIC 11:07 About the Defender CRT image 16:15 A better way to load the image 19:02 Disassembling the 6502 code 23:53 Patching the code 25:45 Fixing the load address 28:33 Flashing, testing the fix 30:35 I noticed another bug! 33:52 Thanks to Steve, Patrons, and YouRobotron: 2084 One-Bit Fix and Many Other Thoughts8-Bit Show And Tell2024-08-19 | Today we'll look at several aspects of Robotron: 2084. First we'll examine two of the main inspirations for Robotron's development: "Chase" for the Commodore PET (which we've modified to be a bit more playable) and "Berzerk" (demonstrated on the Atari 2600+ since we don't have access to the original arcade version). Then we'll look at the decent AtariSoft port of Robotron to the Commodore 64, including a Lego-assisted way of bringing the twin stick controls home. Then we'll examine the bizarre freezing bug when C64 Robotron is run on the Commodore SX-64, also known as the Executive 64. We'll examine the root causes: a hardware flaw in the SX-64, but also a software bug in Robotron, and suggest three different fixes for the problem.
Index: 0:00 William's Electronics Memories 1:40 Robotron Influence 1: Chase for Commodore PET 7:01 Robotron Influence 2: Berzerk (shown on Atari 2600+) 9:40 Commodore 64 Robotron: 2084 11:29 Twin Sticks on C64 14:16 Robotron Bug on Commodore SX-64 19:25 The SX-64 SRQ line bug and hardware fixes 23:36 Examining the Robotron cartridge for the bug 29:04 The Fix: Flashing to EasyFlash 32:57 Testing Software Fix on the SX-64 35:38 Final Thoughts, ThanksFixing Frantic Freddie: Commodore 64 Bugs, Minus World8-Bit Show And Tell2024-08-03 | I WAS going to make a video about fixing the music player code in the C64 game Frantic Freddie so it would also work on the Commodore 128. But changing a bunch of $D5 bytes to $D4 really didn't seem all that interesting to me anymore. While I was contemplating this, patron James Poll pointed out a little glitch in the 2nd Interlude that suddenly became VERY interesting. And I had also heard about a potential game-breaking bug at level 17 - or was it a game victory screen? Now I had a new quest: to see these bugs for myself and see if there was anything I could fix. But getting there wouldn't be easy: first we'd have to develop a number of cheats and hacks to make progressing in the game easier. So we use the trusty Super Snapshot to figure out how to get infinite lives, and also to make the levels much easier to complete: just collect one pot of gold instead of ten!) We even figure out how to skip those interlude screens when they're worn out their welcome. Finally we get to level 17 - and then, beyond! The upper reaches of Frantic Freddie, like Minus World for Super Mario.
Previous video: "99.8% Compatible? The C64 Mode of the Commodore 128" youtu.be/Ial2VSAu7tw
Adrian Gonzalez' amazing SnappyROM (Super Snapshot upgrade ROM) - works on EasyFlash 3 and Kung-Fu Flash!: github.com/adrianglz64/snappyrom
Index: 0:00 A couple bugs in Frantic Freddie? 3:30 Infinite lives cheat 9:20 Making levels easier: one pot of gold 16:04 Any one pot out of ten 18:35 Fixing InterLUDE 2 24:33 How the InterLUDEs work 33:50 Making InterLUDEs skippable 41:40 All We Need: RUN to Level 17 46:35 Beyond Level 17: Glitch World 54:40 Conclusion & Thanks3.17 cm Floppy Diskettes? Radio Shack Canada Was Bad At Math8-Bit Show And Tell2024-07-17 | Ken from Canadian Retro Things obtained a box of 3.17 cm floppy disks. Okay, really they were standard 5.25 inch disks, but why did they say 3.17 cm on them? Blame Canada! Or at least Radio Shack Canada. We'll explore the use of Metric and Imperial measurements in Canada, how to spell the word "colour", and give Robin a chance to show his French skills again. And we'll do some unit conversion on a Radio Shack VFD calculator and a Colour Color Computer 3 (aka CoCo3) to solve the mystery. Thanks to Ken (for the disks), Vladimir (for the math), and Jason (for the sign pics)!
Index: 0:00 3.17cm disks? Why I care. 2:40 Radio Shack Canada 4:03 Metrication in Canada 5:55 Calculator Time 8:34 Canadian English 9:50 Ken from Canadian Retro Things 11:33 How did this happen? CoCo Time 16:30 Thanks!Apple II Hi-res 10 PRINT *or* Robin vs. Applesoft BASIC8-Bit Show And Tell2024-07-04 | Discovering yet another 10 PRINT variant, this time for the Apple II by Lee Fastenau, we drag the Apple IIc away from the beach and back to the plywood. After some b-roll ranting, we discuss some of the quirks of the Applesoft BASIC editor, and go about entering the program. Several attempts at improving the program are made, but they don't amount to much, despite great perseverance with the editor. In the end, maybe we learn it's about the journey, not the destination.
Index: 0:00 Intro / rant / wildlife footage 4:19 Booting the Apple IIc / type-in time 8:29 RUN - hires 10 PRINT 10:31 What's with delete? 12:58 An attempt at line editing 17:22 Okay instead I'll shorten it 23:10 Slash logic 28:52 One more try at faster 33:19 Play with Size: it's bigger 35:42 Failed improvement: line draw 41:20 Thanks! Some bonus thoughts about the journeyOric-1 First L̶o̶o̶k̶ Listen8-Bit Show And Tell2024-06-25 | We take a first (short) look at Tangerine Computer System's ORIC-1, a British-made 6502-based computer that had some, but not a lot of success in the UK and France in the early 1980s, competing primarily against the ZX Spectrum. I couldn't manage to get any video output from the computer and normally that would mean I'd just shelve the video and move on to something else. But when I was told I could blindly get the computer to make sounds through the internal speaker, I had so much fun with it that I still made this video. Sorry! At least it's short by my standards.
Index: 0:00 Some info and look-around 3:58 Powering it; video output obstacle 7:42 ZAP, EXPLODE 10:37 Random music type-in 14:25 Thanks!Best POKE Ever? For Commodore 648-Bit Show And Tell2024-06-19 | There's so many potential POKEs in the world; nobody's tried them all, but here's one for the Commodore 64 that may provide the best bang for your buck: POKE 788,82. Join me as we demonstrate what it does, try to figure out the history of it, and then attempt to explain how it works, and why there are a couple variations of it.
Index: 0:00 Collecting POKEs! 1:06 POKE 788,82 - Etch-A-Sketch 4:19 Who discovered this? 6:18 POKE 788,52 - disable STOP and TI 8:13 What does location 788 do? $0314/$0315 Interrupt Vector 10:48 What does $FFEA do? Updates Jiffy Clock and checks STOP 12:06 What does $EA34 do? Manages cursor flashing 15:22 POKE 788,80 vs. POKE 788,82 20:00 Best POKE ever? Thanks!Loading, Playing, Dev Info on Emus Massive Hunt: Brand New VIC-20 Game 2024 #metroidvania #8bit8-Bit Show And Tell2024-06-11 | Emu's Massive Hunt is a brand-new VIC-20 platform game in the Metroidvania style that was developed using Turbo Rascal Syntax Error and the LBM8 graphics library by Andy Hewitt of Hewco. It's available on cassette from The Future Was 8-Bit and as a free download for your +35K expanded VIC-20. We demonstrate loading the game from tape on a real NTSC VIC-20, and of course play the game, and then look at an Emu-themed tutorial that Andy's made for TRSE and LBM8 showing part of how EMH was developed.
Index: 0:00 Loading the game on tape 3:27 Instructions / Attract Mode 7:21 Outside the Windmill 10:55 Inside to Upper Areas 17:16 A Key Location / Snorkel 23:22 Turbo Rascal Syntax Error 27:18 Tutorial 1 Code Walkthrough 38:28 Tutorial 2/3 Preview 40:32 Easter Egg 45:43 Thanks!10x Faster Than C64 BASIC? Hare Basic8-Bit Show And Tell2024-05-20 | Hare Basic is a fast, limited instruction set, integer-only basic interpreter (not a compiler) for Commodore 64 and VIC 20, created by Aleksi Eeben and released for free download in May 2024. There's an excellent handbook included, and the distribution disk includes many excellent example programs. I had a lot of fun developing a little game prototype with Hare Basic and found that it was surprisingly fast and easy to use. Join me as I show you what I've learned about the language, as we walk through the code of some of the included example programs, and the small game I wrote with it.
Index: 0:00 Playing Descending Doom game prototype 3:20 Hare Basic - a faster BASIC 8:07 BALLOONS demo 15:16 FILLSPEED demo 19:16 RASTER demo 21:31 TIPS: various code snippets 24:28 Descending Doom walkthrough:setup 29:37 Move spaceship 34:31 Move/detect bullet/fire 37:00 Descend the Doom 41:56 Title Screen / Game Won / Lost 43:46 Some final thoughts & info 46:05 Thanks to my patrons!This Game Cheats? Hal Labs LeMans for Commodore 64 (Part 3)8-Bit Show And Tell2024-05-04 | Finally we dig into the disassembled code of LeMans, with a focus on the time-keeping and scoring routines that are directly tied to this game's very flexible definition of a second. Can we conclusively show that this game cheats? Along the way we find a really neat trick for detecting multiples of 20,000 points, and other conventional and unconventional approaches to C64 game development. LeMans is one of the launch titles of the Commodore 64 and Commodore Max, released back in 1982, and it was developed by Hal Laboratory, possibly by Satoru Iwata himself.
This series: Part 1: Dumping LeMans cartridge: youtu.be/YV9WN-dTNgk Part 2: Making the binary RUNnable: youtu.be/UKG00SyA0fE Part 3: This Game Cheats: This video!
Index: 0:00 Recap 1:30 Since 8K is actually a lot of code... 3:17 EE10: Incrementing the BCD score 7:16 EE25: Checking for multiples of 20,000 13:29 F39E: 1000 bonus points 14:53 E182: Initializing time 17:08 EFEE: Tracking time 21:24 F462: Game over? 25:20 F564: Definition of a second: the "cheat" 28:58 E06D: CIA driven: 1.000000 MHz? 32:50 E802: 6 unused bytes: DDE? 35:14 Conclusion and thanks!SuperCPU Sky Travel Easter Egg Hunt for Commodore 648-Bit Show And Tell2024-04-21 | We take another look at the Commodore 64 astronomy program Sky Travel, this time with the assistance of the 20 MHz CMD SuperCPU Accelerator. We examine the reasons for the 2 hour discrepancy between Sky Travel's depiction of the eclipse, and reality. It involves time zones and Daylight Saving Time. Other tangential topics include: JiffyDOS disk speed-up, 1541 disk drive "head knocking" copy protection. Then finally we go on a "round the world" easter egg hunt for many interesting "tokens" hidden in the Sky Travel program.
Index: 0:00 Intro 1:36 About the CMD SuperCPU and JiffyDOS 4:52 Booting Sky Travel with JiffyDOS, speed-up 6:40 Disable Head "Bump" 8:05 The 2 Hour Error: DST and Time Zones 12:07 The eclipse from Apache, Arizona: no error 18:49 The Sky Travel Easter Eggs: Polar Bear 20:50 Eggs 2 - 6 25:42 Eggs 7 - 11 31:14 One last egg 32:50 Thanks!Trying to LOAD Sky Travel Floppy Disk on the Commodore 64 #c648-Bit Show And Tell2024-04-09 | From the full video: youtu.be/gipFvhEMB0IViewing the 2024 Solar Eclipse with Commodore 64s 1984 Sky Travel8-Bit Show And Tell2024-04-07 | A Commodore 64 can be used to view the 2024 Total Solar Eclipse with the help of some software from 1984 called "Sky Travel: A Window To Our Galaxy". We take a quick look at the original boxed program, complete with floppy disk, manual, and diskette replacement card! Then with the help of a 1541 disk drive and some vigorous head knocks, we get the software booted, configured (with some advice from Commodore friend Bruce Thomas), and finally view the eclipse from the safety of my basement.
I made a follow-up video: youtu.be/ygDzpVMkDrw titled "SuperCPU "Sky Travel" Easter Egg Hunt for Commodore 64"
Index: 0:00 Sky Travel: 1984 Commodore, 1987 MicroIllusions 2:19 Inside the box: Floppy, Manual, Diskette Replacement 4:16 Booting the 5.25" Floppy Disk 7:20 Configuring location, date, and time 11:42 Configuring and viewing the sky 15:06 The eclipse: wear your ISO 12312-2 glasses 20:55 Thanks!Penultimate+2 2024 Refresh: More Games, Prog. Aid, wAx, Waterloo BASIC for VIC-208-Bit Show And Tell2024-04-04 | The Penultimate+2 cartridge for the Commodore VIC-20 has been refreshed for 2024. It's got even more games and programming tools packed in, so let's take another look. Highlights include the Programmer's Aid utility, the wAx2 assembler, and Waterloo Structured BASIC.
Note: programs containing the extra commands of Waterloo BASIC, Super Expander, or Programmer's Aid require the cartridge (original, PU+2, or other re-creation) to function, so be aware when sharing your creations with friends!
Index: 0:00 Last time... 1:25 Blue LED: Random Game 4:08 Games: Alien Invasion/Invaders, Atlantis 9:16 Games: Fall, Operation Ganymed 13:32 Games: Moon Patrol, Scrolling Through 17:25 Programmer's Aid 31:37 wAx V2.1 Assembler 45:05 Waterloo Structured BASIC 57:22 Boot Settings, and thanks!Making a C64 Cartridge Dump RUNable, Fixing a 42-Year-Old Typo? LeMans (Part 2)8-Bit Show And Tell2024-03-11 | Now that we've got a binary dump of the Lemans game cartridge (see previous video linked below) how do we make it able to simply LOAD and RUN without a bunch of messing around in the machine language monitor? And as a bonus: we fix a 42-year-old typo in the game!
Index: 0:00 Last time on 8BST 1:39 Turbo Macro Pro time: src6 walk-through 4:20 BASIC Stub explanation 7:32 Main program explanation 10:24 Copy routine explanation 12:21 Putting it together 14:33 Testing it 15:36 Robin From The Future: BOUNS Typo 17:30 Locating the typo in ROM 20:28 Fixing the typo in the dump? 22:00 Fixing it in our boot program instead 24:30 Testing it 26:05 Thanks to my patrons!Whats a Leap Year? Calculating on Commodore 648-Bit Show And Tell2024-02-29 | 2024 is a leap year, and February 29th is Leap Day! Can we calculate leap years on a Commodore 64 in BASIC and 6502 Assembly Language? Of course we can. We also learn about why we have leap years, Julian and Gregorian calendars, question if it's Simon's or Simons' BASIC, figure out binary long division, notice some strange coincidences, and see Robin's ancestors in some 1962 movie footage that is barely on-topic. It's fun!
Index: 0:00 About leap years 2:50 Julian Calendar leap year calculation in C64 BASIC 7:35 Gregorian Calendar calculation in Simons' BASIC 10:06 Assembly language version - load and run 12:11 Walk-through: main loop 16:45 Checking if leap year (divisible by 4) 18:34 Divide by 100 22:34 Gregorian checks, printing, tabs 27:05 A strange coincidence? Thanks!First Stealth Video Game: Lost & Found. Manbiki Shounen / Shoplifting Boy for Commodore PET, 19798-Bit Show And Tell2024-02-25 | Way back in 1979 in Japan, Hiroshi Suzuki programmed a game for the Commodore PET that many consider the first-ever Stealth game: Manbiki Shounen aka Shoplifting Boy. Predating Castle Wolfenstein, it's a game in which a young shoplifter attempts to clear a supermarket of all items on the shelves without being caught. While this game has been ported to other platforms and those versions survive, the original PET game was considered lost! But now it's been found. Today we'll play this "lost" game on the Tynemouth MiniPET 40/80 produced by The Future Was 8-Bit, as well as on a mostly-working vintage PET 2001-N from 1979. I also explain the alternate control schemes and optimized version I created, while trying to preserve the legacy of this game. Finally, the game is now available as a .d64 download to play on your PET or emulator. Also, thanks to Rudy's Retro Intel for his PET Companion which assisted in the audio and video capture. Check the many links for more information.
Original title for video: Found: "Lost" 1979 Stealth Game: Manbiki Shounen / Shoplifting Boy - Commodore PET (Japan)
Index: 0:00 The first Stealth game - lost? 4:25 Manbiki Shounen - found in RAM Magazine! 8:25 Tynemouth Mini PET 40/80, SD2PET, Commodore PET Companion 9:46 RUNning Manbiki Syonen - Menu, Title, Intro, controls 12:10 Playing the original game 14:27 Why 6 versions - the menu 17:45 The optimized version - Shoplifting Boy 21:48 One problem I learned 23:15 Flowchart / High-level code walkthrough 31:25 History of game: Hiroshi Suzuki 36:05 Manbiki Shonen on vintage PET 2001-N 40:50 ThanksDetermining If A Cartridge is Ultimax / MAX Machine? Commodore 64 #retrogaming #c64 #8bit #shorts8-Bit Show And Tell2024-02-10 | A fairly small number of Commodore 64 cartridges are actually Ultimax or Max Machine cartridges, that are compatible with that obscure Japanese-only game console Commodore released. How can one tell if a cartridge is Ultimax compatible? Test if pin 8 is grounded and pin 9 is not. See the full-length video "Dumping (And Playing) LeMans Ultimax Cartridge on the Commodore 64" on 8-Bit Show And Tell: youtu.be/YV9WN-dTNgkPlaying LeMans 1982 Commodore 64 #retrogaming #8bitssystem #c64 #shorts8-Bit Show And Tell2024-02-09 | The core gameplay of LeMans racing on the Commodore 64: passing 1000 point bonus every 10 cars, extended time every 20000 points. How far can you go in this 1982 C64 launch title that uses paddle controllers? See the full-length video "Dumping (And Playing) LeMans Ultimax Cartridge on the Commodore 64" on 8-Bit Show And Tell: youtu.be/YV9WN-dTNgkWhy I Want to Dump This Commodore 64 Cartridge #8bit #c64 #retrogaming8-Bit Show And Tell2024-02-08 | I want to inspect the code of my LeMans cartridge, but I can't use my Super Snapshot machine language monitor cartridge at the same time; only one or the other. See the full-length video "Dumping (And Playing) LeMans Ultimax Cartridge on the Commodore 64" on 8-Bit Show And Tell: youtu.be/YV9WN-dTNgkLeMans 1982 Commodore 64 by HAL Labs #8bitssystem #c64 #shorts8-Bit Show And Tell2024-02-07 | Playing LeMans on the Commodore 64 with paddle controllers. This 1982 game was a launch title for the Commodore 64, and was made by HAL Laboratory in Japan before they became famous. See the full-length video "Dumping (And Playing) LeMans Ultimax Cartridge on the Commodore 64" on 8-Bit Show And Tell: youtu.be/YV9WN-dTNgkDumping (And Playing) LeMans Ultimax Cartridge on the Commodore 64 (Part 1)8-Bit Show And Tell2024-02-06 | 1982's LeMans racing game for the Commodore 64 is one of my all-time favourite cartridges, though it has a quirk that's always puzzled me. I'd like to disassemble the code for the game to figure out what's really going on, but my Super Snapshot machine language monitor isn't compatible with cartridge games. So I'd like to dump the cartridge ROM to a disk file, but that's especially tricky with these UltiMax mode cartridges. Join me as I finally figure out how to dump, load, and run this game from disk, in preparation for another video where I actually look at the game code in detail.
Index: 0:00 A bit of info about LeMans 2:31 Playing and talking about the game 8:31 Identifying an UltiMax cartridge 12:19 About Dumping cartridges 17:50 Dumping the cartridge to a file 20:32 Loading the dump 26:00 Partway there: about UltiMax graphics 29:22 Success! 30:54 Loading a non-PRG binary from Zimmers 36:48 Conclusion and thanks!How to Determine Commodore 64 KERNAL Version #c64 #8bit #shorts8-Bit Show And Tell2024-01-28 | Both POKE 1024,1 and ?PEEK(65408) will return different results depending on what KERNAL revision you have in your Commodore 64.
A re-formatted excerpt from the long-form video "43-Year-Old INPUT Bug Fixed: From C64 to VIC-20" youtu.be/3WLbafg5ZjwINPUT Bug on Commodore VIC-20 #8bit #vic20 #shorts8-Bit Show And Tell2024-01-27 | The VIC-20 and earlier Commodore 64 models have a bug in the INPUT statement in their built-in BASIC.
A re-formatted excerpt from the long-form video "43-Year-Old INPUT Bug Fixed: From C64 to VIC-20" youtu.be/3WLbafg5ZjwINPUT Command on Commodore VIC-20 #8bit #vic20 #shorts8-Bit Show And Tell2024-01-26 | A re-formatted excerpt from the long-form video "43-Year-Old INPUT Bug Fixed: From C64 to VIC-20" youtu.be/3WLbafg5ZjwUsing Commodore 64 BASIC Command Line Parameter to Change Border Colour #8bit #c64 #shorts8-Bit Show And Tell2024-01-04 | It's actually pretty easy to add support for command-line-style parameters to Commodore 64 and Commodore 128 programs by reading the line input buffer with some PEEKs. Here we use it to POKE 53280, the C64 border colour register. Long-form full video here: youtu.be/HC2--B9ZhUAExamining the Commodore 64 Command Buffer With Machine Language Monitor #8bit #c64 #shorts8-Bit Show And Tell2024-01-03 | Using the machine language monitor in the Super Snapshot cartridge to examine the input buffer as part of adding support for command-line-style parameters to Commodore 64 and Commodore 128 programs. Long-form full video here: youtu.be/HC2--B9ZhUAAdding Command Line-esque Parameters to C64 and C128 Programs8-Bit Show And Tell2024-01-02 | It's actually pretty easy to add support for command-line-style parameters to Commodore 64 and Commodore 128 programs by reading the line input buffer with some PEEKs. We examine how to do this, why this might be beneficial, and give some example code in BASIC and Assembly. We also learn a bit about how BASIC parses and interprets our code, and the internal structure of these commands and programs. And we look at the Commodore 128 feature to RUN a file from disk that further enhances the use of parameters.
Previous videos referenced: "About Commodore 64 BASIC Abbreviations": youtu.be/AYhuPM0KH1o "Cracking a Commodore 64 Game From Cassette: Livingstone, I Presume?": youtu.be/DDErGI2c7zk "4-Byte Commodore 64 Demo and Follow-up on 10 PRINT Orthogonal [32 bytes]": youtu.be/aMaMzsL9vVQ "Using Commodore 64 BASIC SYS Parameters in Machine Language": youtu.be/3ZV8LtpMbvA
Index: 0:00 Can parameters be added to a Commodore BASIC program? 1:57 How EXAMPLE 1 works 5:42 What's the point? 7:15 Some problems 9:12 EXAMPLE 2: More Robust 10:55 BORDER: A slightly more useful example 14:28 Rhymes with Orange: a tokenization problem 16:02 Commodore 128 Mode: RUN "FILENAME" 18:30 Turbo Macro Pro: Assembly example 19:52 BASIC Header / Stub 21:13 TXTPTR / rest of code walkthrough 24:35 Modifying for border colour version 25:36 Thanks!Command-line-style Parameters on Commodore 64? #8bit #c64 #shorts8-Bit Show And Tell2024-01-02 | It's actually pretty easy to add support for command-line-style parameters to Commodore 64 and Commodore 128 programs by reading the line input buffer with some PEEKs. Long-form full video here: youtu.be/HC2--B9ZhUACommodore 64 Christmas #8bit #retrogaming #retro #c64 #shorts8-Bit Show And Tell2024-01-02 | It was December 1983 - What would Santa bring for me? Would I finally get my wish? My very own computer, with a SID chip.
I wanted - and I got - a Commodore 64 Christmas.A Procedurally Generated Christmas Song - Commodore 64 Sings #shorts #retro #8bit8-Bit Show And Tell2023-12-25 | I fed the lyrics for dozens of Christmas songs and carols into NIALL and it generated these lyrics which I then programmed by Commodore 64 to display in BASIC, and used S.A.M. the Software Automatic Mouth to sing. To match the theme, I programmed a machine language routine that generated unique snowflake sprites and made them fall down the screen under control of a system interrupt routine.Atari 2600(+) Games for Christmas 1983/2023: Chosen by my Kids8-Bit Show And Tell2023-12-23 | I play 20 of my favourite Atari cartridges for my kids on our new Atari 2600+ so they can choose what game they'd like for Christmas 1983 in case that somehow became a decision they had to make. This somehow made sense to me when I realized that my kids' favourite console, the Nintendo Switch, was released in 2017, 40 years after the Atari VCS in 1977. In the same way the Switch is now 6 years old and still has life left in it, there were a lot of new games still coming out for the 6-year-old 2600 in 1983. I have convoluted ideas sometimes.
Index: 0:00 1977-2017 Atari VCS to Nintendo Switch 3:10 Why I like the Atari 2600+ 5:06 Bowling (1979) 8:07 Adventure (1980) 10:57 Space Invaders (1980) 13:01 Asteroids (1981) 14:16 Pac-Man (1982) 16:49 Yars' Revenge (1982) 19:10 Star Wars: The Empire Strikes Back (1982) 21:00 Cosmic Ark (1982) 23:24 Pitfall! (1982) 26:09 Berzerk (1982) 27:53 Megamania (1982) 29:13 Fast Food (1982) 31:11 Spider-Man (1982) 33:06 Vanguard (1982) 34:50 River Raid (1982) 36:53 E.T. the Extra-Terrestrial (1982) 40:12 TRON: Deadly Discs (1983) 41:20 Phoenix (1983) 43:30 Smurf (1983) 46:13 Enduro (1983) 49:46 Kids choose what games they want for Christmas 54:40 Summary and thanks!This Function Destroys Programs: MS-BASICs VAL()8-Bit Show And Tell2023-12-21 | There's a bug lurking in the VAL() function of most early implementations of Microsoft BASIC that has the power to corrupt your program. We demonstrate it on the Commodore 64 and VIC-20, but it's present on many other 6502-based machines, as well as Z80 and even 6809 computers as discovered by many helpful people on the internets. We then attempt to explain why the bug happens: it's the result of a kind of nasty hack using Microsoft BASIC's evaluation routine combined with the particular edge case when an overflow error occurs.
Index: 0:00 A bit about VAL() 2:31 + Addition or Concatenation? 4:42 10 A=VAL("1E39"):REM SHOW BUG 7:53 The VIC-20: VAL(TI$) 11:45 Tool Kit: BASIC Explanation 13:40 About the Overflow Error? 39 digits 15:14 VAL() needs a null-terminated string 18:30 Machine Language Monitor time 22:22 Thanks to my patrons and X-Twitter pals!38911 Bytes Free? Commodore 64s BASIC RAM8-Bit Show And Tell2023-12-13 | The Commodore 64's famous blue-on-blue boot message says "38911 BASIC BYTES FREE". But it's supposedly a 64K RAM system, so where did the rest of the RAM go? Is it a scam? We go through the origin of the name Commodore 64, discuss how 64K of RAM was a pretty big deal in 1982, and then get into the details of the C64 memory map. Then we track down why we have 1 or 3 bytes less than a full 38K of RAM, depending on who you ask.
The books I show are "20 GOTO 10: 10101001 facts about retro computers" by Steven Goodwin, and "On The Edge: The Spectacular Rise and Fall of Commodore" by Brian Bagnall. The memory map inserts are from "The Commodore 64 Programmer's Reference Guide".
Index: 0:00 Questions about 38911 bytes free 1:57 How much RAM in 1982 5:05 Commodore 64 = 64 KB DRAM 7:37 C64 Memory map - where does it go? 11:11 16-bit addressing, bank switching 13:40 Plus/4 and MSX: Constraints common! 15:08 38K = 38912, not 38911! Location 2048 19:37 FRE(0)+2^16 = 38909 why?? 23:18 Machine Language Monitor - Super Snappy time 26:57 Conclusion and thanks!LOAD*,9 : Beyond Device 8 on Commodore 648-Bit Show And Tell2023-12-03 | Lots of Commodore 64 software is hardcoded to only load from device 8, typically a 1541 disk drive, despite Commodore making it very easy for developers to support other device numbers. Join me as we take an exploratory survey of many productivity and game software packages to assess their compatibility with drive #9, and see if we can make more of them work with a bit of hacking. We also look at how easy it is to support other drive numbers, and finally try to solve a related mystery about using PEEK(186) as a parameter in a LOAD command on C64. It's fun!
Index: 0:00 Device Not Present? Setting to 9. 3:16 Trying productivity software on device 9: Print Shop, Pocket Writer, more 8:45 F-15 Strike Eagle 12:42 Sub Battle Simulator Preview, The Great Nordic War 17:35 Candidate 22:00 Galaxian, BMX Racers 26:34 Monty Plays Scrabble, Final Assault 30:16 Ms. Pac-Man, Wiz Ball 34:12 Top Gun, Mail Order Monsters, Ultimate Wizard 37:34 Skate Rock, Gauntlet 41:49 Tetris, The Movie Monster Game 49:10 KERNAL Bug? LOAD"*",PEEK(186),1 55:51 JiffyDOS works; explained with SuperMON 1:02:38 Thanks!Microsoft BASIC-80 In Secret? VTechs PreBASIC8-Bit Show And Tell2023-11-28 | While playing with the VTech PreComputer 1000 from 1988, I got curious about the origin of the Pre-BASIC V1.0 built-into it. Did VTech really make an original BASIC for this toy computer? Knowing that the system has a Z80 CPU, we'll examine the BASIC in situ to see if it matches Microsoft's BASIC-80 in substantial ways. While there seem to be some small changes and several omissions, we find it has much in common with BASIC-80 and other Microsoft BASICs such as those on the Commodore 64.
Index: 0:00 Previously... 1:03 Is it MS BASIC?, -1=True, Line 0, Goto 4:11 Maximum line number: 65529 5:56 String heap fun 9:10 Maximum heap size 10:55 Variable names 13:01 Commands missing 14:00 Floating point: single-precision "6 digit" 15:32 Two-letter error codes, IF/ELSE 17:18 Differences: CHR$(), RND() 18:56 Undocumented: Integer variables, ON..GOTO, Multi-dimensional arrays 22:13 Remnants: double-precision, hex, DEF FN 26:05 BASICly sure it's BASIC-80, thanks!Whats Wrong With Load*,8,1 or LOAD*,1 on C648-Bit Show And Tell2023-11-25 | Robin's pedanticism gets set off by incorrect Commodore 64 LOAD statements seen on t-shirts and documentary film trailers. We'll examine what's wrong with them and why, and explain how to fix them. And along the way we might learn a thing or two about loading from cassette and why accuracy matters - at least to some people.
Index: 0:00 Details: A LOADed Rant? 2:09 Load"*",8,1 5:12 LOAD"*",1 7:00 Trying to load * from tape 11:45 How to load the first/next file on tape 13:42 $E4E0 Disassembly: the pause 16:18 PEEK(145) - the skip pause keys 18:30 Vintage mistakes 21:03 Magazine type-ins: accuracy matters 21:58 Thanks to my patrons!VTech PreComputer 1000: BASIC, Typing, Quiz Games - Just a Toy?8-Bit Show And Tell2023-11-13 | Unlike most toy computers and other electronic gadgets, besides the regular math and trivia games, the VTech PreComputer 1000 has a decent keyboard that's good enough to touch-type on, and is programmable in BASIC, called "Pre-BASIC V1.0"! While it lacks a tape interface or any other permanent storage, and just has a one-line LCD screen, it's a fun self-contained and portable device that for $70 would have been great to bring to Grandma's in the '80s if you weren't rich enough to afford a TRS-80 Model 100 or 102 for $500 to $1000.
Thanks very much to DJ Sures for lending it to me! Check out his channel with lots of NABU fun: youtube.com/c/DJSures
The 8-Bit Guy covered some of the related V-Tech Laser computers which came before and after the PreComputer 1000: youtu.be/UJAdo2cE4pQ
VTech's original name was Video Technology Limited.
Index: 0:00 Kid's toys? 2:30 Look at system and box 9:36 Trivia / quiz games: General, History, Geography, Sciene 16:47 Math: Quiz, Fractions, Decimals, Mixed Calculation, Story Problems 22:54 Calculator Mode 24:22 Games: Typing Fun, Hangman, Scramble 29:12 Typing Course 33:49 Computer Drill: Example Programs, Guessing Z80 MHz 38:10 BASIC Computer: 10 PRINT? 45:01 No POKE, PEEK, SYS: but it does have SOUND 47:13 Type-In Time: Twinkle, Twinkle, Little Star 51:24 Dream Machine? Laser 50, Laser PC4? Thanks!ZX Spectrum for USA: Timex Sinclair 2068 / BASIC Type-In8-Bit Show And Tell2023-11-03 | The obscure Timex Sinclair 2068 is the North American version of the UK's famous Sinclair ZX Spectrum (aka Speccy) computer. We take a look at the box and a tour around the system, then attempt to type in a BASIC program with the T/S 2068's unique "one-touch" keyboard with the help of the "Timex Sinclair 2068 Beginner/Intermediate Guide" book by Fred Blechman. If we survive all that, we'll do a quick port of 10 PRINT since that's always a thing to do.
Index: 0:00 Bye bye Commodore? 2068 Box 4:26 A little Timex computer history 5:45 Looking around the computer 10:58 Learning the T/S 2068 Keyboard 16:50 The Devious DELETE Key 20:17 Entering Line 10 27:41 Lines 20, 30 32:15 Lines 40-80 37:41 Lines 100-220 45:46 Running the Program 50:48 10 PRINT 54:31 Thanks!A PETSCII Message from Hooked On A Feeling Blue Swede Singer Björn Skifs Decoded on Commodore 648-Bit Show And Tell2023-10-25 | There's a PETSCII-encoded secret message on the cover of the 1984 solo album from Björn Skifs, who is famous as the singer of "Hooked On A Feeling" covered by his band Blue Swede that was a #1 hit song in 1974, and again in 2014 as part of the "Guardians of the Galaxy" soundtrack. We take a look at the record, including a survey of the writers of all the songs (a very accomplished group!) and then set about decoding the message with a trusty Commodore 64. We'll also take a stab at understanding the meaning of the extended hidden title. Thanks to Joergen and MagerValp for the help!
Index: 0:00 Björn Skifs, Hooked On A Feeling, and Blue Swede 2:55 Looking at the record 8:12 IF/THEN - BASIC title? Hidden PETSCII! 11:42 Type-In Time 16:00 Decoding: Shift+Commodore and more... 18:20 More Type-In: The Sleeve Message 21:01 What does it mean? 23:52 Thanks!8-Bit Era Electronic Arts Logo Easter Egg Hunt 1983-1992: Commodore 64, Amiga, and more8-Bit Show And Tell2023-10-16 | After sharing some VCFMW and Electronic Arts history, David Youd and I discuss EA's original logo which is (despite many schoolyard arguments) a cube, sphere, and tetrahedron and definitely probably not the letters E, O (or C), and A. We then start looking at the cover art for Electronic Arts releases from 1983 to 1992, and find that those very symbols (or their 2d equivalents of square, circle, and triangle) are hidden in many games for the Commodore 64, Apple II, Atari, Amiga, and MS-DOS platforms.
This video was originally made for Commodore Retro eXpo 2023. Thanks to the organizers for including me in their event: crxevent.com
Thanks to David Youd for all his support in making this video. Check out his Youtube channel: youtube.com/DavidYoud
Index: 0:00 Intro 1:01 VCFMW History 2:23 Origin of this talk 3:47 Before Electronic Arts was evil 6:57 The EOA / ECA Loader 8:10 Cube, Sphere, and Tetrahedron 10:01 The hidden logo symbols 12:32 Thanks to The Oldskool PC / Jim Leonard 13:30 The process / criteria 15:56 The Spoiler Fence 16:47 1983: Hard Hat Mack, M.U.L.E... 23:18 1984: Realm of Impossibility, Skyfox... 25:18 1985: Adventure Construction Set, Racing Destruction Set, Bard's Tale... 27:31 1986: Ultimate Wizard, Robot Rascals... 31:28 1987: Legacy of the Ancients, Demon Stalkers... 33:22 1988: Deathlord, F/A-18 Interceptor, Modem Wars... 37:37 1989-1990: Populous, Keef the Thief, Magic Fly... 39:04 1991-1992: Centurion: Defender of Rome, Black Crypt 40:00 Dubious: Archon, Pinball Construction Set, Wasteland... 44:57 None? Mail Order Monsters, Seven Cities of Gold... 46:58 Keeping the hunt alive 48:33 Thanks!The Commodore 64 Assembler With A Deliberate Bug: Zeus648-Bit Show And Tell2023-10-06 | The Zeus 64 6510 machine language assembler package for the Commodore 64 has a bug lurking in it. Like, an actual digital bee or fly type thing that will buzz around your screen if you happen to send a particular instruction. Join me as we uncover this insect, and take a tour around its home, examining the features of this assembler and machine language monitor operating system.
The Zeus64 source code example is a port from my original Turbo Macro Pro source which I went on about in great detail in this previous video called "Commodore 64 Programming Joystick-Controlled Sprites in Assembly PART TWO" - youtu.be/LSP5C49pq_g
Index: 0:00 Intro, Zeus 64 package 3:05 Loading from cassette on PAL 64C 4:32 Depressing isn't it - legit? 5:39 First look at assembler 9:46 The Bug Easter Egg 16:32 Zeus 64: Differences to Turbo Macro Pro 23:32 Nice Zeus assembler features 27:14 Interesting Zeus ML monitor features 34:15 Summary and Thanks / Patron Credits99.8% Compatible? The C64 Mode of the Commodore 1288-Bit Show And Tell2023-09-28 | The Commodore 128 has a highly accurate Commodore 64 mode built into it. Because of the huge games library for the C64, some C128s spent most of their time in C64 mode despite all the "real computer" advantages the C128 mode has. But C64 mode on the C128 is not perfect and some games will not work on it. In this video we'll show several examples, and where possible, provide explanations and fixes for the failures.
Thanks to James Poll for finding this video: youtu.be/Ig_5syuWUh0 - it's a talk given by Dave Plummer at the University of Regina in 2018 and at 9:55 he mentions meeting a more advanced C64 programmer named Kris (Hatelid) when Dave was 16. I think there's another video where Dave more specifically mentions Frantic Freddie, but this is close. Thanks James!
Index: 0:00 Intro: 99.8% compatible? 2:48 Location $D030 - POKE 53296,1 - FAST 5:27 Scrolls of Abadon on C64 and 128 7:54 Fixing Scrolls 10:24 Cohen's Towers on the C64 13:02 Cohen's on the C128 - Fixing 14:37 Wanted! Monty Mole on 64 and 128 16:55 Fixing Monty Mole 19:16 He-Man Ilearth Stone on 64 and 128 21:26 Fixing Masters of the Universe 26:14 Frantic Freddie on C64 28:15 Freddie on 128 - $D5xx sound fix 34:18 A bit of info from Kris Hatelid - developer 35:47 Another SID mirror example in BASIC on 64 and 128 38:20 Location 1 difference - cassette example 42:23 More location 1 - CAPS LOCK - Cassette Play button 46:16 1571 Problems? 48:45 Gemstone Warrior v1.1 51:22 Autoduel & Moebius fail on 1571 52:53 Autoduel & Moebius work on 1541 56:51 A bit more info... 58:34 In Conclusion - and thanks!Jim Butterfields 1986 Computer Diary - Commodore Reference Diary8-Bit Show And Tell2023-09-08 | We take a look at Jim Butterfield's Diary - not his personal diary, but his Commodore Reference Diary which was published in the UK so Commodore fans could have a combination day planner and Commodore reference book with them at all times. This particular book was signed by Jim and contains a large collection of POKEs and other notes by the previous owner - who through a MUPET sidequest (a disk drive multiplexing system for Commodore PETs that I got from Jim many years ago) and some hand-writing analysis we determine *spoiler* was not Jim Butterfield.
Index: 0:00 Diary? 2:15 MUPET: in search of Jim Butterfield's signature 4:17 A letter from Jim: yes, Jim signed it 6:26 Back to the diary 8:01 The Commodore Range of Computers & Peripherals 10:48 Important Keys, BASIC, Disk Commands 13:45 Simple Techniques and Handy Locations 19:23 Memory Architectures & Maps 24:30 Useful Programs, Sound, Machine Language, Glossary, Normal People Stuff 27:28 POKE collection - by Jim? 30:49 POKEs demonstrated 36:39 The rest 38:15 Conclusion and thanks!Fastest C64 10 PRINT (one-line) With New Benchmark BASIC?8-Bit Show And Tell2023-09-01 | What's the fastest one-line 10 PRINT (maze) program we can write in Commodore 64 BASIC? To make experimental benchmarking easier, I created a small utility called Benchmark BASIC (download link below) that soft-patches the C64 BASIC and KERNAL ROMs to automatically report the run time of programs like 10 PRINT once the screen is full. Thanks to Alex Johnson for his speedy two-line version of 10 PRINT that helped inspire this video.
P.S. The thumbnail is from a joke contained *IN* this video - this actual frame appears just 11 seconds in. And hilariously, Youtube automatically suggested it as the thumbnail!
To use: mount/attach the .d64 image LOAD"BENCHMARK BASIC",8,1 SYS 49152 to start STOP+RESTORE keys to disable
To load the source code (requires REU): LOAD"TMP+REU",8,1 SYS 32768 to view disk directory: [back arrow] * to load: [back arrow] L file name: bb33 (or whatever latest filename is on disk) cursor keys to navigate source file [back arrow] 3 press S to start
The REU is required to assemble to RAM at $C000 (where Benchmark BASIC lives) because Turbo Macro Pro also uses that memory range. But if you don't have access to an REU, a workaround is to assemble to disk with [back arrow] 5, and then give a filename. Once assembly is complete, you can reset the computer, load the object code with ,8,1 and SYS 49152 to start it.
Index: 0:00 Intro: 10 PRINT 1:36 Alex's fast 2-line 10 PRINT 5:15 TI$ benchmarking "the old way": reals vs. integers 9:09 Shortcomings of TI$ benchmarking 10:48 Introducing Benchmark BASIC 12:56 Optimizing classic 10 PRINT with BBASIC 17:11 Optimizing Alex's version 21:40 Making a faster one-line 10 PRINT 26:34 Unrolling it for extra speed 29:04 Addendum: Even more speed! 30:50 Future improvements? 33:00 Thanks!