M3wP
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║   R E N É   &amp;   D E L I A          ║<br />
║   MEGA65 software synthesizer      ║<br />
║   25 voices · 3 chips · at once    ║<br />
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Public beta — a software synthesizer for the MEGA65

Twenty-five voices. Three different chips. All playing at once.

> 🔊 12 SID voices across four chips
> 🥁 4 sample channels on the Audio DMA
> 🎺 9 FM voices on the OPL2 that has been sitting in your I/O space all along

Not one of them borrowed from another.

Two programs

RENÉ plays a MIDI file straight off the SD card.
DELIA listens on the network over AppleMIDI / RTP-MIDI.

Delia announces herself over Bonjour as DELIA-XXXX, so she turns up by name in rtpMIDI (Windows), Audio MIDI Setup (macOS), rtpmidid (Linux) or on an iPad, with nothing configured. Open a session and play her live.

Both run from BASIC 65 — put them on the card and RUN.

The engine comes out — next drop

benito.bin is the whole synth as a loadable blob behind a 16-slot jump table: 20,862 bytes with every device and effect switched on, 6,499 if all you want is FM. It is not in this build — the embedder's kit follows.

📦 Download

V0.02.64B — beta, both programs tested on real hardware.
https://discord.com/channels/719326990221574164/1544820819673485387/1547226422005735484

-# The networking half will be released MIT — Ethernet stack, DHCP, AppleMIDI, mDNS, and the SD card and D81 readers. Nobody on this platform should have to write an Ethernet stack again. Source is not up yet.

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muse5150

Elevator Action Arcade Core - Update!

Got around today to a fix for R3 and a new R6 core . I felt bad about releasing the R3 core without an R6 version, especially since there was a fairly major glitch in the sprite system. I promised I’d come back and fix it eventually, and today I think I finally got around to it but I need some confirmation from the community first.

Cause: The line-buffer address counters could be asynchronously cleared/loaded at unstable times, causing stale or misplaced sprite pixels, this was fixed by making the OD_L1/OD_L2 counters for the line buffers synchronous to the 6 MHz pixel clock.

Update can be downloaded here for those who want to test: https://discord.com/channels/719326990221574164/1547470402543161365

See here for more info
https://files.mega65.org?id=e2ee129d-149c-4b59-9ced-d21185878091
Install instructions are here.
https://github.com/sho3string/ElevatorAction_MEGA65_R3_R6

I will add a second button to the control method for jump. Currently, the mechanism uses a configurable delay timer via a single fire button which may not suit everyone

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wombat

Thimbleweed Park on MEGA65 - work in progress.

  • Native C++23 engine on llvm-mos
  • Rooms in NCM or FCM depending on size and number of layers
  • Parallax via Raster Rewrite Buffer. First (and currently only) room draws 25 layers at four rates.
  • Actors on hardware sprites, sorted against RRB layers.
  • DMA audio, 4 channels, samples stream HyperRAM -> chip RAM as they play.
  • Art streaming: glyphs in HyperRAM, bands come down as camera moves (large rooms outgrow chip RAM).
  • Original's Squirrel scripts run on the mega65
  • Assets built from original game data (GOG or DVD)
  • Experimental banked SDK: 24 KB banks at $2000-$7FFF, only 20 KB resident. Upstreaming in progress.
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