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The Commodore 64 Scene Database

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C64 Coding: C64 Math API /Mihai

Published: September 21, 2026 09:07

now down to 161.332 cycles on a stock C64. It trades more RAM for speed: 915 code + 2,816 table bytes for stock profiles. https://github.com/floppyrom/C64-Math-Library/blob/main/docs/VE..

CSDb Entries: Handle id #4504 : Euratom /Fred

Published: September 21, 2026 08:03

I think it is time to migrate this scener to a group and mention this group in the trivia of all the other groups. This should not stay as a scener in my opinion. Can one of the moderators take care of this?

CSDb Entries: Handle id #3886 : Markus Siebold /Soren

Published: September 21, 2026 03:19

Rest in peace Markus and thank you for your music, being part of this magical C64 thing we have had in our hearts since our childhood. Condolences to your closest ones - Family and friends. <3

C64 Coding: Fast large multiplies /Repose

Published: September 21, 2026 00:26

Nice attempt, but I already have better ones: Routine | Repose new mean | C64ML mean | Δ vs Repose | Repose ZP | C64ML ZP --------+-----------------+--------------+-------------+-----------+--------- SMUL24 | 397.860620 | 400.301600 | +2.44098 …

C64 Coding: C64 Math API /Mihai

Published: September 20, 2026 21:00

Made ATAN2 a little faster and smaller Routine | Mean cycles | Code + tables -----------------+-------------+-------------- Existing compact | 50.441 | 618 B New compact_opt | 48.447 | 606 B Existing fast | 46.953 | …

C64 Coding: Fast large multiplies /Mihai

Published: September 20, 2026 19:48

Nice improvements. Thanks for sharing your source code. For comparison, here are our current alternatives: Routine | Repose new mean | C64ML mean | Δ vs Repose | Repose ZP | C64ML ZP…

CSDb Entries: Release id #214786 : Transwarp V0.86 /Krill

Published: September 20, 2026 18:27

Quoting obliterator918I'll send the details if you want them.Sure, why not. :) But no hurries, anything Transwarp isn't so high on my list right now. Quoting obliterator918Full disclosure -- I am using AI to do this port.You admitted as much already. :)

CSDb Entries: Release id #214786 : Transwarp V0.86 /obliterator918

Published: September 20, 2026 18:19

Not quite a straight port -- the 0..63 search in encode_read_diff is gone, since decw[v] & $7e is a bijection the hit is always unique and a single inverse-table lookup replaces the scan, which took block encode down 1.85x with byte-identical output. The…

CSDb Entries: Release id #214786 : Transwarp V0.86 /Krill

Published: September 20, 2026 17:38

Quoting obliterator918and decided it would be more interesting to complete a port of it.The encryption is a moving target, of course, and just a fun side project (for the lulz and learning). With the plain encoding, there are some parts i never quite…

CSDb Entries: Release id #214786 : Transwarp V0.86 /BiGFooT

Published: September 20, 2026 17:37

Well… you can expect another native C64 decoder from me, but it currently takes around 13 hours to run. I’m still tinkering with it.

CSDb Entries: Release id #214786 : Transwarp V0.86 /obliterator918

Published: September 20, 2026 17:33

Yes, exactly. It's done. It was an experiment with Claude Code that stemmed from my interest in the encryption function. I was analyzing it with the aid of "AI Cock Enhance" as you put it, and decided it would be more interesting to complete a port of it.

CSDb Entries: Release id #214786 : Transwarp V0.86 /Krill

Published: September 20, 2026 17:25

Quoting obliterator918I missed that someone already finished the challenge.Wasn't published. Quoting obliterator918I am finishing up a native port of the writer and wanted to be thorough. It does the encoding but with a warning not to rely on it.Oh, you…

CSDb Entries: Release id #214786 : Transwarp V0.86 /obliterator918

Published: September 20, 2026 17:11

I missed that someone already finished the challenge. I am finishing up a native port of the writer and wanted to be thorough. It does the encoding but with a warning not to rely on it.

CSDb Entries: Release id #214786 : Transwarp V0.86 /Krill

Published: September 20, 2026 16:54

Yeah, meanwhile, BiGFooT worked it out as well himself (as in without AI cock enhance), and provided a proper detailed description of the flaws. Third challenge added to the list. =)

CSDb Entries: Release id #214786 : Transwarp V0.86 /obliterator918

Published: September 20, 2026 16:17

tommyo posted on Lemon64: https://www.lemon64.com/forum/viewtopic.php?p=1116133#p1116133 LOAD"CHALLENGE",8,1,"WHEREVER YOU GO, THERE U ARE." LOAD"CHALLENG2",8,1,"THIS NOT NORMAL METHOD"

CSDb Entries: Handle id #3886 : Markus Siebold /Dr.j

Published: September 20, 2026 12:56

i utterly shock by this hard news. i had a long whatsup conversations with Markus and how he support me in hard times. damn... really can't believe this is happen. so sad.. so tragic..so young.. so legendary..damn..why god takes all the best ??! ofcourse i…

CSDb Entries: Handle id #3886 : Markus Siebold /TheRyk

Published: September 20, 2026 11:49

Another legend gone too young... R.I.P. Informed https://csdb.dk/scener/?id=4140 hosting http://www.8bitlegends.com/ PS: Death date has been set to 18th of Sep 2026 now, guess that info is also from facebook... PPS: His website is still online, maybe a…

CSDb Entries: Handle id #3886 : Markus Siebold /El Jefe

Published: September 20, 2026 01:57

According to a FB post by AEG/Smash Designs, Markus Siebold passed recently. The date is yet unknown. Very sad, his soundtracks for Turrican II and Enforcer are amongst my favorites! RIP Markus Siebold!

C64 Coding: Fast large multiplies /Repose

Published: September 19, 2026 22:41

I'm going to release something soon, just need another 5h :) -the full generator in a small file. no need for a massive database -exact cycles for all routines -a mathlib generator that lets you specify zp, stack, other, which routines to include, and…

C64 Coding: Fast large multiplies /Repose

Published: September 19, 2026 22:32

@Mihai https://limewire.com/d/mJAJi#nQvQu0myB2 | Routine | New mean | Historical target | ZP | ------- | -------------: | ----------------: | --: | SMUL24 | **406.110950** | 406.882223 | 27 | SMUL32 | **654.123546** | 654.897668 |…

C64 Composing: sheepleSID - closed beta /booker

Published: September 19, 2026 13:14

Oky, will make it default. :shrug: Thanks for the info on resid-vice deprecation. Sad times. While we at it - do you expect libresidfp to emulate oscillator leak at some point?

C64 Composing: sheepleSID - closed beta /chatGPZ

Published: September 19, 2026 11:53

Quote:resid-VICE (suggested) and libresidfp (for preference alternative) i'd make libresidfp the default - reSID is deprecated and will get no more updates (VICE has also switched to libresidfp)

C64 Composing: sheepleSID - closed beta /booker

Published: September 19, 2026 03:33

Hi Some of you know I have for a short time been updating Jason's GTUltra. However shortly after that I decided to hard-fork it. Unless Jason will change his mind GTUltra won't get any new updates/fixes so the lineage continues with sheeple. If you are…

C64 Coding: C64 Math API /Mihai

Published: September 18, 2026 15:25

I now added: Fast Q8.8 Vector Normalization — 189 cycles A highly optimized 6502/6510 routine that converts an arbitrary signed Q8.8 vector into a Q1.15 unit direction without performing a square root or general division. Instead, it reduces the vector…

Requests: THE MOVERS Treasure Chest VII /St0rmfr0nt

Published: September 18, 2026 07:06

This is what I have so far, if anyone wants something specific: Brix Diskbox\ C64_Disks_From_Bo-2025-11\ hedning.random.auction.disks.november.2018\ Marcus Hennemann\ nic\ Nics-C64-Disks_15Juni2020\ Tadpole\ Tadpole TEAM\ TBB Collection\ TBB Collection 3…

C64 Coding: Vic Article in HTML form /Digger

Published: September 17, 2026 23:42

20 years later, the VIC article and victiming (from LFT) as one interactive page. https://elysium64.github.io/vicspector/ Bonus: • Sprite DMA selection • VIC tricks section • Sprite crunch calculator • Code planner • and more ps Report any issues at…

Requests: THE MOVERS Treasure Chest VII /hedning

Published: September 17, 2026 18:36

Next one. Daffy disks from Höganäs, Sweden. hedning.daffy.h0ganaes.sweden.sept.2026.zip https://wormhole.app/R8dBr6#wkSWft104ndw4AOuO38Www

C64 Coding: C64 Math API /Mihai

Published: September 17, 2026 12:52

I added ATAN2 routines with the latest update Profile | Mean cycles | Min | Max | ATAN2 storage | ZP | Accuracy -----------------|-------------|-----|-----|---------------------------------|----|---------------- V1 Balanced …

C64 Coding: RNG() space /cryptoboy

Published: September 17, 2026 05:58

You asked: "how likely a randomly chosen seed is to land on a long run rather than a short one, which is what matters in practice when a program seeds with RND(-TI)." You can see from the chart that there's 15 distinct loops you get stuck in if you keep…

C64 Coding: Fast division /Krill

Published: September 17, 2026 00:41

Quoting Oswaldprobably div or recip div is faster than cordic :) but cordic is very elegant, you can even calc sine tab with it with slight modification, and I even did shit with it like arcsin. early calculators all did trig with cordic. also it doesnt…

C64 Coding: Fast division /Oswald

Published: September 16, 2026 23:52

probably div or recip div is faster than cordic :) but cordic is very elegant, you can even calc sine tab with it with slight modification, and I even did shit with it like arcsin. early calculators all did trig with cordic. also it doesnt need 256 byte…

C64 Coding: Fast division /JackAsser

Published: September 16, 2026 23:39

I THANK you for the name convention! I want the procedure to be properly called by input operand A's bitsize, operands B's bitsize and the result. Like: mul_u16_s8_s24 or mul_u8_u8_u16, div u16_u8_u8 (no remainder), or div u8_u8_u8_8 (8 bits unsigned…

C64 Coding: Fast division /Krill

Published: September 16, 2026 23:18

Quoting JackAsserI remember I helped Hollowman implement ATAN2 for the demo Sharp ages ago. I wonder how that routine worked compared to yours. :DSo do i! =) compared to what i did in https://csdb.dk/release/?id=32392 - divu_80_80_88 then 256 bytes lookup…

C64 Coding: Fast division /Mihai

Published: September 16, 2026 16:21

100%! With what you said above, do you think something like this will have more value? https://notesh.ink/sh/L1jvFo Or at this point nothing matters, as with all these tools (AIs) anyone will be able to 'summon' any piece of code they need...

CSDb Entries: Event id #3550 : Zoo 2026 /Frostbyte

Published: September 16, 2026 11:46

A message from the orgas (I'm just a messenger): URGENT NOTICE! Today (Tuesday 15.9.) we received information that ZOO’26 location Orivesi Campus is in financial trouble and may close its services in three weeks – just six weeks before our event. If this…

C64 Coding: Fast division /Krill

Published: September 16, 2026 11:10

@Repose: Yes, but the question was, why not have 1-pixel high char rows. :) (But maybe i just misunderstood you.) (All that error-diffusion and dither stuff turned out to be unnecessary for my purposes, and a simple bytepattern->char lookup table did the…

C64 Coding: Fast division /Repose

Published: September 16, 2026 11:01

@Krill You can't have any 256 single-pixels. You can have all 16 double-pixels, and all 28 double-pixels finely positioned. You can have any single line segments. And you can treat solution failures as a dither error and fix it on the next pixels. Most…

C64 Coding: Fast division /Repose

Published: September 16, 2026 10:15

You're right of course; my main purpose was to find new speed records compared to c64 math lib. I have yet to gather and publish them. It would have been better in a consolidated post. As for the names, what do you suggest? Notice there's UDIV16 and…

C64 Coding: Fast division /Krill

Published: September 16, 2026 09:14

Quoting ReposeOther searches I did were dither patterns and finely-positioned "thick" 2-pixel lines.Why not 1-pixel lines? :) As for topic, would be cool if you could post code+data sizes along with the cycle counts. A lot of the variants presented here…

C64 Coding: Fast division /Repose

Published: September 16, 2026 04:52

@Krill That's true and useful for demos, but there's other applications. It just so happens that the original Space Invaders aliens can be exactly represented. Other searches I did were dither patterns and finely-positioned "thick" 2-pixel lines.

C64 Coding: Fast division /Repose

Published: September 16, 2026 02:21

c64 math lib's extreme SDIV32/16 is now dominated. Resources: unchanged at 14,417 Code+Data bytes + 19 ZP bytes. 771.905978679657 -> 759.9061160087585. Improvement: 11.999862670898438 cycles/call, about 1.5546%

C64 Coding: Fast division /Krill

Published: September 16, 2026 02:15

Quoting ReposeWeird fact, character row 2 has the most solutions.Yes, but row 0 leaves almost all CPU for raster effects (and audio sample replay), at negligible "loss of faithfulness" (64 v 88 bytepatterns).

C64 Coding: Fast division /Repose

Published: September 16, 2026 01:56

Yeah it was obvious years ago and especially since 8088 MPH. I thought of using parts of characters immediately, but I never knew the details of doing a FLI-like retrigger until recently, and that's when I stumbled upon Back to the PET. Weird fact,…

CSDb Entries: Group id #4936 : Metal Software Service /Jetboy

Published: September 15, 2026 22:41

Metal software service was a “group” consisting of one guy. He was selling software on the Warsaw’s computer bazar. I was never a member. TGJSL aka Jarri did an intro for him with a logo i painted, so he can stick it infront games he was selling. Edit: i…

C64 Coding: Fast division /Repose

Published: September 15, 2026 18:34

@Mihai haha yeah AI can't make demos like that. But I have my own approach. I wrote an effect/timing solver. It can replicate every known demo effect on every supported platform, with stable rasters and autodetect for Drean, PAL, old NTSC, and new NTSC for…

C64 Coding: Fast large multiplies /Repose

Published: September 15, 2026 12:32

I can't think of how it would help audio. Music uses note tables, compression uses simple math and data flow, and sample effects are the same. It could help with instrument synthesis, for some kind of instrument creation. It could help with a kind of…

C64 Coding: Fast division /Mihai

Published: September 15, 2026 11:47

Thanks. I need to wait until the tokens unlock later this week as I wasted them like a moron after I asked GPT 6 to code a demo using these routines and it made the most horrendous shit I've ever seen in my life. It would have sucked even in 1982, I kid…

C64 Coding: Fast division /Repose

Published: September 15, 2026 10:36

This is where my approach is finally starting to pay off! It's cruising through the improvements because it's learned from all previous strategies and it can apply them all, instantly. The rewrite is finally working.

C64 Coding: Fast division /Repose

Published: September 15, 2026 10:24

| SMUL24 | Mean cycles | Executable B | ZP | Stack | | ----------------------------- | -----------: | -----------: | -----: | ----: | | C64-Math-Library fast | 521.661 | 425 | 24 | 0 | |…

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