C64 Gets A Graphics Upgrade Courtesy Of Your Favorite Piano Manufacturer

The Commodore 64 was quite a machine in its time, though a modern assessment would say that it’s severely lacking in the graphical department. [Vossi] has whipped up a bit of an upgrade for the C64 and C128, in the form of a graphics expansion card running Yamaha hardware.

As you might expect, the expansion is designed to fit neatly into a C64 cartridge slot. The card runs the Yamaha V9958—the video display processor known for its appearance in the MSX2+ computers. In this case, it’s paired with a healthy 128 kB of video RAM so it can really do its thing. The V9958 has an analog RGB output that can be set for PAL or NTSC operation, and can perform at resolutions up to 512×212 or even 512×424 interlaced. Naturally, it needs to be hooked directly up to a compatible screen, like a 1084, or one with SCART input. [Vossi] took the time to create some demos of the chip’s capabilities, drawing various graphics in a way that the C64 couldn’t readily achieve on its own.

It’s a build that almost feels like its from an alternate universe, where Yamaha decided to whip up a third-party graphics upgrade for the C64. That didn’t happen, but stranger team ups have occurred over the years.

[Thanks to Stephen Walters for the tip!]

New Release Of Vision Basic: Hot New Features!

As the Commodore 64 ages, it seems to be taking on a second life. Case in point: Vision BASIC is a customized, special version of the BASIC programming language with a ton of features to enable Commodore 64 programs to be written more easily and with all sorts of optimizations. We’ve tested out both the original 1.0 version of Vision BASIC, and now with version 1.1 being released there are a whole host of tweaks and updates to make the experience even better!

One of the only limitation of Vision BASIC is the requirement for expanded RAM. It will not run on an unexpanded C64 — but the compiled programs will, so you can easily distribute software made using Vision on any C64. A feature introduced in version 1.1 is support for GeoRAM, a different RAM expansion cartridge, and modern versions of GeoRAM like the NeoRAM which has battery-backed RAM. This allows almost instantaneous booting into the Vision BASIC development environment.

Some of the standout features include a doubling of compilation speed, which is huge for large programs that take up many REU segments in source form. There are new commands, including ALLMOBS for setting up all sprites with a single command; POLL to set up which joystick port is in use; CATCH to wait for a particular scanline; and plenty more! Many existing commands have been improved as well. As in the original version of Vision BASIC, you can freely mix 6510 assembly and BASIC wherever you want. You can use the built-in commands for bitmaps, including panning, collision detection, etc., or you can handle it in assembly if you want! And of course, it comes with a full manual — yes, a real, printed book!

One of the nice features of Vision BASIC is the customization of the development environment. On the first run, after agreeing to the software terms, you enter your name and it gets saved to the Vision BASIC disk. Then, every time you start the software up, it greets you by name! You can also set up a custom colour scheme, which also gets saved. It’s a very pleasant environment to work in. Depending on how much additional RAM you have, you can hold multiple program segments in different RAM banks. For example, you could have all your source code in one bank, all your bitmaps and sprites in another, and your SID tunes in yet another. The compiler handles all this for you when you go to compile the program to disk, so it’s easy to keep large programs organized and easy to follow.

If you’ve always wanted to write a game or application for the C64 but just didn’t know how to get started, or you felt daunted at having to learn assembly to do sprites and music, Vision BASIC is a great option. You will be blown away at the number of commands available, and as you become more experienced you can start to sprinkle in assembly to optimize certain parts of your code if desired.

Exploring TapTo NFC Integration On The MiSTer

[Ken] from the YouTube channel What’s Ken Making is back with another MiSTer video detailing the TapTo project and its integration into MiSTer. MiSTer, as some may recall, is a set of FPGA images and a supporting ecosystem for the Terasic DE10-Nano FPGA board, which hosts the very capable Altera Cyclone V FPGA.

The TeensyROM C64 cart supports TapTo

The concept behind TapTo is to use NFC cards, stickers, and other such objects to launch games and particular key sequences. This allows an NFC card to be programmed with the required FPGA core and game image. The TapTo service runs on the MiSTer, waiting for NFC events and launching the appropriate actions when it reads a card. [Ken] demonstrates many such usage scenarios, from launching games quickly and easily with a physical ‘game card’ to adding arcade credits and even activating cheat codes.

As [Ken] points out, this opens some exciting possibilities concerning physical interactivity and would be a real bonus for people less able-bodied to access these gaming systems. It was fun to see how the Nintendo Amiibo figures and some neat integration projects like the dummy floppy disk drive could be used.

TapTo is a software project primarily for the MiSTer system, but ports are underway for Windows, the MiSTex, and there’s a working Commodore 64 game loader using the TeensyROM, which supports TapTo. For more information, check out the TapTo project GitHub page.

We’ve covered the MiSTer a few times before, but boy, do we have a lot of NFC hacks. Here’s an NFC ring and a DIY NFC tag, just for starters.

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The Commodordion Gets A Big Usability Upgrade

The chiptune scene is dominated by Game Boys and other Nintendo hardware, but one should never forget the gorgeous, beautiful tones that come from the hallowed Commodore 64. [Linus Åkesson] knows this well, and it’s at the heart of his work on the Commodordion. Now, he’s built an even better version.

The original idea he had was to build an accordion-like control surface for the SID chip in a Commodore 64. The device is capable of creating beautiful accordion-like music with a simple 8-bit flair. He has since dubbed the original Commodordion the “bass Commodordion,” while the new version is classified as a tenor instrument.

The prime upgrades are ergonomic. The previous instrument was too heavy, with the left hand having to carry an entire Commodore 64 on its own. It was also hard to reach the keys. The new version is much lighter, with one of the two C64s of the original having been removed. The supporting electronics have been redesigned to more neatly fit into a space behind the bellows.

The result is a machine that’s far easier to play, and one that won’t injure the user in extended play sessions. “It’s now a pleasure, not a pain,” says [Linus]. The payoff in usability is obvious, and the tunes themselves are hauntingly beautiful.

We first covered the Commordordion back in 2022, but it wasn’t the first time we saw one of [Linus]’s impressive creations.

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You Can Program AVRs From The Commodore 64

These days, most of our microcontroller boards come with bootloaders so you can squirt hex into them straight over USB. However, you don’t need to do things this way. If you’re more old school, you can program your AVRs right from a Commodore 64. [Linus Akesson] shows us how.

Programming an AVR isn’t that hard. By holding the chip in reset, it’s possible to flash code via a serial protocol using just three wires. However, that’s pretty impractical to do with modern PCs — they don’t come with addressable IO pins anymore. Normally, you’d use a dedicated programmer to do the job, but [Linus] found his had died on a Friday night. So he set about turning his C64 into one instead.

He decided to use the pins of the C64’s Joystick Port 2, with pins 1, 2, 3, and 4 hooked up to SCK, MOSI, Reset, and MISO on the AVR, respectively. 5 V and Ground were also provided courtesy of the C64’s port. He then whipped up a simple bit of assembly code to read a bit of AVR hex and spit it out over the Joystick port following the in-circuit programming protocol. With a 1541 Ultimate to load files on to the C64 in hand, it was easy to pull his compiled AVR program off his modern PC, chuck it on the C64, and then get the old Commodore to program the AVR in turn.

It’s not the first time [Linus] has wowed us with a C64 in hand. If you’ve got your own fresh projects for the best-selling computer of all time, don’t hesitate to let us know!

Using Kick Assembler And VS Code To Write C64 Assembler

YouTuber [My Developer Thoughts], a self-confessed middle-aged Software Developer, clearly has a real soft spot for the 6502-based 8-bit era machines such as the Commodore 64 and the VIC-20, for which he has created several video tutorials while travelling through retro-computing. This latest instalment concerns bringing up the toolchain for using the Kick Assembler with VS Code to target the C64, initially via the VICE emulator.

The video offers a comprehensive tutorial on setting up the toolchain on Windows from scratch with minimal knowledge. While some may consider this level of guidance unnecessary, it is extremely helpful for those who wish to get started with a few examples quickly and don’t have the time to go through multiple manuals and Wikis. In that regard, the video does an excellent job.

VS Code is a great tool with a large user base, so it’s not surprising that there’s a plugin for using the Kick Assembler directly from the IDE. You can also easily launch the application onto the emulator with just a push of a button, allowing you to focus on learning and working on your application. Once it runs under emulation, there’s a learning curve for running it on native hardware, but there are plenty of tutorials available for that. While you could code directly on the C64 itself, it’s much more pleasant to use modern tools, revision control, and all the conveniences and not have to endure the challenges.

Once you’ve mastered assembly, it may be time to move on to C or even C++. The Oscar64 compiler is a good choice for that. Next, you may want to show off your new skills on the retro demo scene. Here’s a neat C64 demo with a twist. There is no C64.

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Generative AI Hits The Commodore 64

Image-generating AIs are typically trained on huge arrays of GPUs and require great wads of processing power to run. Meanwhile, [Nick Bild] has managed to get something similar running on a Commodore 64. (via Tom’s Hardware).

A figure generated by [Nick]’s C64. We shall name him… “Sword Guy”!
As you might imagine, [Nick’s] AI image generator isn’t churning out 4K cyberpunk stills dripping in neon. Instead, he aimed at a smaller target, more befitting the Commodore 64 itself. His image generator creates 8×8 game sprites instead.

[Nick’s] model was trained on 100 retro-inspired sprites that he created himself. He did the training phase on a modern computer, so that the Commodore 64 didn’t have to sweat this difficult task on its feeble 6502 CPU. However, it’s more than capable of generating sprites using the model, thanks to some BASIC code that runs off of the training data. Right now, it takes the C64 about 20 minutes to run through 94 iterations to generate a decent sprite.

8×8 sprites are generally simple enough that you don’t need to be an artist to create them. Nonetheless, [Nick] has shown that modern machine learning techniques can be run on slow archaic hardware, even if there is limited utility in doing so. Video after the break.

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