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|    CBM    |    Commodore Computer Conference    |    4,328 messages    |
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|    Message 1,359 of 4,328    |
|    Stephen Walsh to All    |
|    Commodore Free Magazine, Issue 90 - Part    |
|    06 Dec 15 17:32:04    |
      air M. Robinson (in the newcpu build)              * CIA TOD bug fixed              * HRTmon with custom registers mirror              * chipset config applied only on reset              * config display added on boot screen              Official site & download :       somuch.guru/minimig/minimig-mist/                            *************************************       AMIGA REMIXES ALBUM BY INSTANT REMEDY       *************************************              Swedish musician Martin Noriander a.k.a Instant Remedy, well known in the       C64/SID scene, has been working on an Amiga remixes album for seven years.              Entitled Insert Disk Two, it features the following tracks:              * Battle Squadron « Ingame » (Ron Klaren)              * Lotus Turbo Challenge 2 (Barry Leitch)              * Paranoimia Cracktro « Ready » (Enzo Cage)              * Seven Gates of Jambala (Jochen Hippel)              * Jochen Hippel Megamix (14 minutes!) (Jochen Hippel)              * Lost Patrol (Chris Glaister)              * Project X (Allister Brimble)              * Chris Huelsbeck Megamix (17 minutes!) (Chris Huelsbeck)              * Battle Squadron « Game Over » (Ron Klaren)              * Full Contact (Allister Brimble)              * Turrican « The Tower » (Chris Huelsbeck)              * Pinball Dreams « Nightmare » (Olof Gustafsson)              Total playing time: over 76 minutes!              Dreams "Nightmare" track here:       www.remix64.com/track/instant-remedy/pinball-dreams-nightmare/       - which won anaward.              Medley available on YouTube at the following address:       www.youtube.com/watch?v=KUSIRBJ7mOw              Orders can be placed here:       www.010101-music.nl/insert-disk-2-order.html       Bundles with Immortal 3, 4, and Paul Agnus Denise are also available at       reduced prices.                            *************************************        US PUBLIC SCHOOL AC STILL        CONTROLLED BY AMIGA FROM THE 80S       *************************************              -- Grand Rapids, Mich. - Public schools in Grand Rapids have an       air-conditioning system that is controlled by digital technology from early       1980's, according to the local Michigan WoodTV. Since it was installed to       regulate the school's air-cooling and heating, the Commodore Amiga personal       computer has worked perfectly.              Read more here              newswire.net/newsroom/news/00089181-us-public-school-ac-is-still-controlle       d-by-amiga-from-80-s.html                            *************************************        SHADOW OF THE BEAST:        Amiga classic returns from the        darkness       *************************************              www.theregister.co.uk              Antique Code Show Let's state one fact clearly from the start: for all its       virtues, Shadow of the Beast did not play especially well. Its often       half-baked platform action appeared promising at first, but was let down       ultimately by having no game-save positions, a frustratingly high       difficulty level, and a general lack of fair and progressive gameplay.              Yet Shadow of the Beast still rates as one of the Amiga's most important       titles, principally because it must have sold thousands of Commodore's       dearly loved machines all by itself.              Read more              www.theregister.co.uk/2015/06/25/antique_code_show_retro_gaming_shadow_of_       the_beast/?page=1              Official Sony Page for Shadow of the Beast remake.              You need to be over 18 to view the link!              www.playstation.com/en-gb/games/shadow-of-the-beast-ps4/.                            *************************************        DECOMPILER TECHNOLOGIES        By Jeremy Smith       *************************************              www.decompiler.org/              Decompiler Technologies was founded in 2003 by Jeremy Smith to capitalise       on technology first thought of in 1998.              We focused on decompiling VB5 and VB6 programs, and had a lot of business       between 2004 and 2005. Also, a VB5/VB6 program is x86, so we could       decompile x86 (DOS/Windows/Linux), too.              In 2011, after a delay in development, we ported the 6502 processor, which       means we could now decompile 6502 programs.              In June 2015, after abandoning another project, I re-focused on my       decompiler, calling it RevEngE.              The first thing I did was tidy up loads of bugs, add new features, and do       things to make the decompiled code better.              The thing I'm most proud of (which has been there since 2005) is the       complete elimination of register assignments. You'll see these in other       decompilers, e.g.:              d7 = "hello world"       d0 = d7       print d0              In RevEngE, this would be:              print "hello world"              At the most basic level.              There are a few special variables so that registers never need to be there:              * BLocal - Branch local       * LLocal - Loop local       * FLocal - Function local       * SLocal - Stack local              That covers it!              Then on the 28th August, after 3 days work, I ported the 68000 processor,       which means we can decompile Amiga, Atari ST, Macintosh and Sinclair QL       programs, not to mention numerous arcade games. (see       www.decompiler.org/revenge/68k.htm for the 68k sample).              The CPU abstraction means that you have a fixed subset of opcodes that are       the same between CPUs.              The basic idea is: All CPU opcodes that fit are already dealt with. For       example: 'OP_MOVE' is STA($acc,arg) in 6502, and move eax,ebx in x86.              Any that can't be dealt with are turned into a function with args taken       (usually) from registers. For instance, SEI (set inhibit flag) in 6502,       and STOSD which takes arguments from basically, edx and ecx. (x86).              The great point about this abstraction? Well, say in a 6502 subroutine,       you spot that it's jumping backwards. The solution is found and       implemented. Now, the jump backwards is fixed for 6502, 68000, Z-machine       AND x86.              The other great point is you can port a new CPU in a week!!              Now, the Google ranking for Decompiler Tech, search query for "6502       decompiler" is there on page 1, and "68000 decompiler" is also on the front       page for that query. The problem is I haven't had any emails from this,       assuming people searched for those terms and saw my page.              I emailed a guy who does C= Plus4 conversions, and he said he didn't see       any need for a 6502 decompiler.              So I'll be blunt as to what I want: I want someone to pay me $150 for a       fully enabled copy of the 6502 decompiler, and save themselves over 20       hours of work, thus that $150 pays for itself. Then I'll crack open the       champagne.              About saving time: Basically, the decompiler does about 99% of the work,       and all the reverse engineer has to do is figure out names for the       variables. And if there is a problem (that 1%), it's easy to spot and,       looking at the original assembly code, fix it by hand.              $150 is peanuts compared to what other decompilers cost. One costs       multiples more and doesn't even output as good code as RevEngE. Just look       out for those registers as an example of an ineffective decompiler!              "A question is: Does the decompiler really work? The answer is that it       works a lot more times than it fails, and thus could be said to be a 99%       probability that it REALLY WORKS, which are pretty good odds."              "Also, are the assumptions about assembly language correct? Well, the       assumptions leading to register elimination have held up sufficiently that       any problem is due to a bug in the code.              Jeremy Smith, Decompiler Technologies              BSc (Hons) Software Development with AI                            *************************************        HAPPY PROGRAMMING ON THE C16/+4        By John Fielden       *************************************              Well, having made me a middle age resolution, and sending off the article       effort for Issue 90. I got around to reading issue 88 at long last (of       Commodore Free magazine). I was getting quite engrossed in several       articles. Particularly catching my eye this time were the last three or       four very excellent reads.              The eBay Amiga, The Commodore History in particular and also the very       excellent article about Programming in BASIC, subtitled "A root canal with       no anaesthetic". Made me somewhat grateful to be on Diazepam and Tramadol       to try and alleviate the sciatica (You should see the bruise, it's a       beauty! -though might be bordering on porn if I tried to send it!) Anyhow       my mind wandered to a game about a canal, then I thought "isn't a root       canal something to do with the ear?" and my mind went to the stuff I buy       from the chemist for my own hard wax issue. I was floating around the room       wondering how all this could be put into some kind of game.               --- MBSE BBS v1.0.4 (GNU/Linux-i386)        * Origin: Dragon's Lair ---:- dragon.vk3heg.net -:--- (3:633/280)    |
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