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 Post subject: RR-net projects?
PostPosted: Mon Jan 16, 2006 1:57 pm 
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Who are currently developing what for RR-net? I know there are a few IP based network code projects in the works out there.. also heard about a few other experiments. So what's the status :?:


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 Post subject: Re: RR-net projects?
PostPosted: Thu Feb 02, 2006 12:54 pm 
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RaveGuru wrote:
Who are currently developing what for RR-net? I know there are a few IP based network code projects in the works out there.. also heard about a few other experiments. So what's the status :?:


Yes, I am planning to do some RR-Net stuff.
I have an idea to make LAN/Internet gaming possible with current games.

Also an IRC-client is in the works.


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PostPosted: Sat Feb 04, 2006 7:00 pm 
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Coolio! Sounds very good! I've got something in the works too. You'll see something soon (hopefully) :)


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PostPosted: Mon Feb 06, 2006 11:21 pm 
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Cant wait to see the fruits of your efforts!


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PostPosted: Mon Feb 13, 2006 8:12 pm 
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Location: Toronto, Canada
I'm starting with something simple: A command wedge that implements PING. i.e.

READY.
PING 209,151,141,59,6

would ping that IP address, 6 times.

The command wedge is much smaller if commas are used since you can borrow some routines from BASIC.


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PostPosted: Tue Feb 14, 2006 2:03 am 
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Interesting! How are you implementing the wedge? And are you using an interrupt to poll the cs8900a ?


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PostPosted: Tue Feb 14, 2006 4:36 pm 
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Basic Wedges are actually pretty easy:

http://www.alphaworks.com.au/downloads/c64/Wedge.txt

As for communicating with the CS8900 - I'm using an early version of Six's IP stack.[/code]


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PostPosted: Fri Mar 03, 2006 1:17 pm 
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Guess I promised some news about my secret little project. Ok, so I'm currently working on a Telnet terminal with full PETSCII support. Like the cgterm in Contiki, but without Contiki, and without cursor bugs hehe.. Well, things are looking good - only some ARP related issues remain to be fixed. I don't want to promise a deadline, but you should expect a first Beta version *soon*. :wink:


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PostPosted: Fri Mar 03, 2006 4:34 pm 
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Awesome. I suspected it would be something like that. Image

I have a request though, maybe for the next version. Can you make it understand enough of the Telnet IAC commands, so this can be used as a general purpose Telnet client? I'd love to be able to connect to my Linux box from my C64, even in 40 columns!


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PostPosted: Sat Mar 04, 2006 7:48 pm 
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I've only looked briefly into the Telnet IAC codes, but it should be fairly simple to implement some basic functionality there, so yes I'll add it to my TODO list, although BBS related features will come first.


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PostPosted: Tue Mar 07, 2006 5:07 am 
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Schema wrote:
I have a request though, maybe for the next version. Can you make it understand enough of the Telnet IAC commands, so this can be used as a general purpose Telnet client? I'd love to be able to connect to my Linux box from my C64, even in 40 columns!


For those so inclined, a possible starting base would be Novaterm10 which has Telnet/TCP-IP/PPP. Replace the PPP layer with an ethernet layer.


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PostPosted: Tue Mar 07, 2006 7:12 pm 
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Wow. I didn't know that. Does it run on a stock C64 ?


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PostPosted: Wed Mar 08, 2006 12:19 am 
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RaveGuru wrote:
Wow. I didn't know that. Does it run on a stock C64 ?


Yeah works pretty well, take a look.

http://www.kludgesoft.com/c64/nt10.html


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PostPosted: Wed Mar 08, 2006 2:59 am 
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Interesting. Will take a look...


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PostPosted: Mon Jun 12, 2006 8:09 pm 
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I have added network support to 64net/2. 64net/2 was first meant to be a fileserver for c64, serving via multiple solutions, like parallel cable (lpt<->userport) or swiftlink. Now with the rr-net also transfer via network is possible and achieves transfer-rates up to 39kb/s. The protocoll is UDP based, and all the changes necessary fit into a special patched kernal.
Yet the current version is running well with linux, and should as well with BSD, OSX and also Widnows should be no problem (though not tested with recent changes).
Loading and saving is super fast. The new network drive is mapped to @9 and appears like a normal floppy. .d64 images can be mounted easily, as well as dirs can be changed teh same way. Also it supports the usual disk commands, as well as M-W and M-R commands. Just no true 6502 emulation is avaliable, thus M-E won't work, as well as of ocurse fastloaders won't work. But as it is a kind of trend to remove such things again and make things thus more compatible again with recent solutions like ide64 and such, this should not be much of a problem.
Also works fine with nasty things like TAS, Amica Paint, Funpaint, ....
Nitro is adding multiclient support at the moment. That means one 64net/2-Server can then server a whole squadron of c64s, each c64 with his own or a shared home directory.
The recent sourcecode can be obtained from at the sourceforge cvs.
http://sourceforge.net/projects/c64net
A current version of the Kernal patch can be obtained by me (still optimizing even more), so just send a mail to bitbreaker@metalvotze.de.


Last edited by bitbreaker on Tue Jun 13, 2006 8:34 am, edited 1 time in total.

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