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        <link>http://www.codebase64.org/</link>
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            <title>source_conversion - [Turbo Assembler source to ASCII conversion] </title>
            <link>http://www.codebase64.org/doku.php?id=source_conversion</link>
            <description>Do you have old turbo assembler sources lying around with PETSCII chars in them that look wrong when uploaded here? Do you have that bad habit of mixing spaces and tabs when you indent your code, so the code looks messy when uploaded here? Then you might want to know a bit about the possibilities for source code conversion that is out there.</description>
            <author>ftc</author>
            <pubDate>Sat, 04 Feb 2012 16:36:48 +0000</pubDate>
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            <title>base:advanced_optimizing - [SBX] </title>
            <link>http://www.codebase64.org/doku.php?id=base:advanced_optimizing</link>
            <description>In addition to the tutorials about speedcode an its generation i want to show some other possibilities to save some cycles and thus speed up your code. Therefore i try to give you some triggers on common situations. Feel free to add some more examples. Some words on illegal opcodes will also follow soon.</description>
            <author>bitbreaker</author>
        <category>base</category>
            <pubDate>Fri, 03 Feb 2012 16:20:14 +0000</pubDate>
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            <title>base:6502_6510_maths - [The art of 3d]  - added link to vector filling article by bitbreaker</title>
            <link>http://www.codebase64.org/doku.php?id=base:6502_6510_maths</link>
            <description>This is where you find pure math routines, i.e. not algorithms dependent of the workings of the graphics chip such as line drawing (which you find in the VIC section instead). Since the material in here does not really relate to other hardware than the 6502/6510, it is also useful for other systems which are based on 6502/6510 CPUs.</description>
            <author>karoshier</author>
        <category>base</category>
            <pubDate>Fri, 03 Feb 2012 08:07:19 +0000</pubDate>
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            <title>base:4x4_fli_chunky_mode</title>
            <link>http://www.codebase64.org/doku.php?id=base:4x4_fli_chunky_mode</link>
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            <author>bitbreaker</author>
        <category>base</category>
            <pubDate>Tue, 24 Jan 2012 09:43:18 +0000</pubDate>
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            <title>base:signed_8bit_divide_by_2_arithmetic_shift_right</title>
            <link>http://www.codebase64.org/doku.php?id=base:signed_8bit_divide_by_2_arithmetic_shift_right</link>
            <description>By Bitbreaker

If we want to divide by the power of 2 we usually shift right. That is fine with unsigned numbers, but for signed numbers we would need a arithemtic shift right, that we have no opcode for.
So we need a trick to preserve bit 7 in another way:</description>
            <author>bitbreaker</author>
        <category>base</category>
            <pubDate>Sat, 21 Jan 2012 19:07:36 +0000</pubDate>
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            <title>base:6502_6510_coding - [General stuff] </title>
            <link>http://www.codebase64.org/doku.php?id=base:6502_6510_coding</link>
            <description>This section contains articles on programming the 6502/6510 processors in general. The information here is not primarily focused on coding graphics, sound or IO stuff, but covers instead operations of various opcodes and about speed/memory optimization and so on.</description>
            <author>bitbreaker</author>
        <category>base</category>
            <pubDate>Sat, 21 Jan 2012 17:52:30 +0000</pubDate>
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