A Commodore SX-64!Download KEGS IIgs Emulator PC for free at BrowserCam. As a holiday-appropriate entry, let's unbox. I downloaded this, followed the instructions, and they worked perfectly The final thing I did, after the OS was completed, was to upgrade the machine from 256 MB ram to 640 MB, which cost about 15 on eBay for the ram module.Happy holidays and to those of you that celebrate it a very merry Christmas. I did some searching and found out about the Mac OS 9.2.2 Universal Install cd.Power usage is too much to run on an external power source any smaller than your typical car battery but in the age of systems like the Osbourne 1 such a machine wasn't implausible as a luggable. ( There was even an SX-500, based on the Amiga 500, but it never got past the prototype stage.) Portable in this case is used advisedly, as it weighs about 23 pounds, but it has a 5" monitor which isn't terrible, a built-in 1541 5.25" floppy drive and a detachable keyboard all in one tank-like enclosure that can be lifted around by the handle (which doubles as a stand). Originally part of an entire family of portable Commodore 64 systems, it was supposed to be the midrange model between the black-and-white SX-100 and the dual drive DX-64 as announced at Winter CES 1983, but only the SX-64 was ultimately released by May of that year. This is a shareware version the full version costs 15, but its worth it Catakig: Catakig emulates the Apple II, Apple II+, and Apple IIe platforms, and it does it very well.The Commodore SX-64 has the distinction of being the first portable colour computer. It has almost perfect emulation, and runs most IIgs programs without flaw.When the channels overlie exactly, they are seen at a neutral distance from the viewer as appropriate to the image's composition. Still, anaglyph 3D images require no special hardware other than the glasses and some well-constructed images can be very compelling.To make objects stick out, the left (red) channel is separated further and further to the left from the right (cyan) channel to make them recede, the left channel is separated further and further to the right. In practice, as anyone who's looked at anaglyph images knows, the strategy is imperfect: most full colour images will have some bleed-through and while colour selection and processing can reduce differences in brightness between the eyes, some amount of ghosting and retinal rivalry between the two sides is inevitable. Likewise, as the cyan filter is over your right eye, the cyan filter should optimally admit only what is part of the right eye image.And that's what we'll do here.The illusion of depth is enhanced not only by the shift between the left and right channels, but also the size of the object, so we will need a routine to scale a sprite. Thus, if we want a dynamic 3D anaglyph display on the C64, a straightforward means is to interlace a blue sprite and a red sprite, yielding a composite 3D plane that can move in the Z-axis by changing their relationship to each other. Sprites do effectively have an alpha channel, but it is a single bit, so there is no translucency. How might we do this for a dynamic display?While computers like the Amiga have playfields for overlaid elements, the VIC-II chip in the C64 really only has one option: sprites. But this requires substantial precomputation to generate the image and thus is only generally useful for static images.
Apple Iigs Emulator 9.2.2 Upgrade The MachineHere's some highlights.As a convenience for playing around in BASIC, these calls accept a comma after the SYS statement followed by an arbitrary expression, and then convert the result to a 16-bit integer and store it in $14 and $15. We'll put the sprite at 832 ($0340) in the cassette buffer, which appears as SPRITE in the text. We will write a quick little utility routine that will turn a number into a string of bits, and then copy that to the same number of alternating lines, clearing the rest of the sprite so we can grow and shrink it at will.The assembler source for this quick interlaced sprite scaler is on Github and can be cross-assembled with xa. Sprites on the C64 are 24x21, each row three bytes in length, up to 63 bytes in size. We assemble this to 49152 and load it, then set some parameters. Otherwise, let's make enough one bits in the top row of the sprite by setting carry and rotating it through:We then duplicate it on alternating rows (unless it's 1x1 or 2x2).And then we clear the rest of the sprite. We clear the top row of the sprite, and if the parameter is zero, just copy that to the rest of the sprite (clears it). Download intuit quickbooks for macThe first is that the steps end up separating the red and blue components quite a bit combined with the afterimage from the bleedthrough, we end up seeing two blocks at their furthest extent. You can cut and paste this into VICE as well:20 forx=0to20:poke53250,160-x:poke53248,140+x:poke53251,110-x:poke53249,108-x40 forx=20to0step-1:poke53250,160-x:poke53248,140+x:poke53251,110-x50 poke53249,108-x:sys49152,x:for y=0to50:next:nextWith glasses on, you will see the block swing from receding into the distance and protruding into your view by sliding and scaling.There are two things to note with this primitive example. Let's write a little BASIC code to move them around as a proof of concept. If you put on anaglyph glasses at this point, it's just a block at neutral distance.
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