Use https

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Peter Dell 2025-01-11 22:03:29 +01:00
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<p>You can begin by checking out one of the links presented in the next section, or you may use the wiki search function to quickly find information on a specific topic.</p>
<h2>Wiki Sections</h2>
<dl>
<dt>The <a title="7800 Software Guide" href="http://7800.8bitdev.org/index.php/7800_Software_Guide" target="_blank">7800 Software Guide</a></dt>
<dt>The <a title="7800 Software Guide" href="https://7800.8bitdev.org/index.php/7800_Software_Guide" target="_blank">7800 Software Guide</a></dt>
<dd>An updated version of the documentation originally produced by Atari and GCC. Several inaccuracies have been discovered and corrected, and new sections have been added.</dd>
</dl>
<dl>
<dt><a title="The 7800 Minnie sound chip" href="http://7800.8bitdev.org/index.php/The_7800_Minnie_sound_chip" target="_blank">The 7800 Minnie sound chip</a></dt>
<dt><a title="The 7800 Minnie sound chip" href="https://7800.8bitdev.org/index.php/The_7800_Minnie_sound_chip" target="_blank">The 7800 Minnie sound chip</a></dt>
<dd>An overview of GCC's innovative sound chip that was going to be used as the 7800 in-cart sound solution.</dd>
</dl>
<dl>
<dt><a title="7800AsmDevKit" href="http://7800.8bitdev.org/index.php/7800AsmDevKit" target="_blank">7800AsmDevKit</a></dt>
<dt><a title="7800AsmDevKit" href="https://7800.8bitdev.org/index.php/7800AsmDevKit" target="_blank">7800AsmDevKit</a></dt>
<dd>A quick way to get started with programming the 7800 using assembly language. All the tools you need to create a game, cross-platform and available for multiple OSes. 7800.8bitdev.org is the official home of the 7800AsmDevKit.</dd>
</dl>
<dl>
<dt><a title="7800basic" href="http://7800.8bitdev.org/index.php/7800basic" target="_blank">7800basic</a></dt>
<dt><a title="7800basic" href="https://7800.8bitdev.org/index.php/7800basic" target="_blank">7800basic</a></dt>
<dd>A quick way to get started with programming the 7800 using a higher level language. 7800basic is a compiled language, designed for efficiency. 7800.8bitdev.org is the official home of 7800basic.</dd>
</dl>
<dl>
<dt><a title="7800 Tutorials and Guides" href="http://7800.8bitdev.org/index.php/7800_Tutorials_and_Guides" target="_blank">7800 Tutorials and Guides</a></dt>
<dt><a title="7800 Tutorials and Guides" href="https://7800.8bitdev.org/index.php/7800_Tutorials_and_Guides" target="_blank">7800 Tutorials and Guides</a></dt>
<dd>Covers more advanced 7800 topics.</dd>
</dl>
<dl>
<dt><a title="Emulators and Tools" href="http://7800.8bitdev.org/index.php/Emulators_and_Tools" target="_blank">Emulators and Tools</a></dt>
<dt><a title="Emulators and Tools" href="https://7800.8bitdev.org/index.php/Emulators_and_Tools" target="_blank">Emulators and Tools</a></dt>
<dd>Covers information on tools useful to the 7800 developer.</dd>
</dl>
</div>

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<td>Matthew Dillon, Olaf Seibert (Rhialto), Andrew Davie, Peter H. Froehlich (pfh), the DASM team</td>
</tr>
<tr>
<td><a href="http://theweb.dk/KickAssembler" target="_blank" rel="noopener noreferrer">KickAss</a></td>
<td><a href="https://theweb.dk/KickAssembler" target="_blank" rel="noopener noreferrer">KickAss</a></td>
<td>Mads Nielsen (Slammer)</td>
</tr>
<tr>
@ -48,7 +48,7 @@
<td>Piotr Fusik (fox)</td>
</tr>
<tr>
<td><a href="http://code.google.com/p/grafx2" target="_blank" rel="noopener noreferrer">Grafx2</a></td>
<td><a href="http://grafx2.eu/" target="_blank" rel="noopener noreferrer">Grafx2</a></td>
<td>Adrien Destugues (PulkoMandy), Yves Rizoud (yrizoud)</td>
</tr>
<tr>
@ -60,7 +60,7 @@
<th>Contributor</th>
</tr>
<tr>
<td><a href="http://asap.sourceforge.net" target="_blank" rel="noopener noreferrer">ASAP</a></td>
<td><a href="https://asap.sourceforge.net/" target="_blank" rel="noopener noreferrer">ASAP</a></td>
<td>Piotr Fusik (fox)</td>
</tr>
<tr>
@ -74,7 +74,7 @@
<th>Contributor</th>
</tr>
<tr>
<td><a href="http://applecommander.sourceforge.net" target="_blank" rel="noopener noreferrer">AppleCommander</a></td>
<td><a href="https://applecommander.github.io/" target="_blank" rel="noopener noreferrer">AppleCommander</a></td>
<td>Robert Greene (robgreene)</td>
</tr>
<tr>
@ -90,11 +90,11 @@
<td>Nick Westgate (sicklittlemonkey)</td>
</tr>
<tr>
<td><a href="http://www.virtualdub.org/altirra.html" target="_blank" rel="noopener noreferrer">Altirra (Atari 8-bit)</a></td>
<td><a href="https://www.virtualdub.org/altirra.html" target="_blank" rel="noopener noreferrer">Altirra (Atari 8-bit)</a></td>
<td>Avery Lee (phaeron)</td>
</tr>
<tr>
<td><a href="https://github.com/Jaskier/Atari800Win-PLus/downloads" target="_blank" rel="noopener noreferrer">Atari800Win (Atari 8-bit)</a></td>
<td><a href="https://github.com/Jaskier/Atari800Win-PLus" target="_blank" rel="noopener noreferrer">Atari800Win (Atari 8-bit)</a></td>
<td>Marcin Lewandowski (jaskier)</td>
</tr>
<tr>
@ -102,7 +102,7 @@
<td>Håkan Sundell (phs)</td>
</tr>
<tr>
<td><a href="https://sites.google.com/site/brendanrobert/projects/jace" target="_blank" rel="noopener noreferrer">JACE (Apple II)</a></td>
<td><a href="https://sourceforge.net/projects/java-ace/" target="_blank" rel="noopener noreferrer">JACE (Apple II)</a></td>
<td>Brendan Robert (BLuRry)</td>
</tr>
<tr>
@ -132,15 +132,15 @@
<td>Mozilla Foundation</td>
</tr>
<tr>
<td><a href="http://ehep.sourceforge.net" target="_blank" rel="noopener noreferrer">Eclipse Hex Editor Plugin (used as inspiration)</a></td>
<td><a href="https://ehep.sourceforge.net" target="_blank" rel="noopener noreferrer">Eclipse Hex Editor Plugin (used as inspiration)</a></td>
<td>Marcel Palko (randallco)</td>
</tr>
<tr>
<td><a href="http://javahexeditor.sourceforge.net" target="_blank" rel="noopener noreferrer">Java Hex Editor &amp; Plugin</a></td>
<td><a href="https://javahexeditor.sourceforge.io" target="_blank" rel="noopener noreferrer">Java Hex Editor &amp; Plugin</a></td>
<td>Pordi Estaqual (pestatije)</td>
</tr>
<tr>
<td><a href="https://code.google.com/archive/p/jexel/ target=">Java Expression Language Parser</a></td>
<td><a href="https://code.google.com/archive/p/jexel" target=">Java Expression Language Parser</a></td>
<td>Aaron Gadberry (aaron)</td>
</tr>
</tbody>

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@ -73,7 +73,7 @@
<img src="productions/java/ide/faq/ide-workbench-user-guide.png" alt="Workbench user guide" /></div>
<div id="FAQWUDSNInstallationUpdateSite">
<h4>Why is WUDSN IDE not available via the update site?</h4>
<p>You likely typed in the wrong update site URL, for example, using "wusdn" instead of "wudsn". The correct URL is "http://www.wudsn.com/update". In addition, you should uncheck the checkbox "Hide items that are already installed" to see what is there. See the "Installing WUDSN IDE" section for the required steps on the " Installation " tab.</p>
<p>You likely typed in the wrong update site URL, for example, using "wusdn" instead of "wudsn". The correct URL is "https://www.wudsn.com/update". In addition, you should uncheck the checkbox "Hide items that are already installed" to see what is there. See the "Installing WUDSN IDE" section for the required steps on the " Installation " tab.</p>
<img src="productions/java/ide/faq/ide-update-site.png" alt="Installation dialog with update site" /></div>
<div id="FAQWUDSNInstallationUpdateSiteBlocked">
<h4>Why do I get "Unable to read repository at ... Read timed out" when accessing the update site?</h4>
@ -85,7 +85,7 @@
</div>
<div id="FAQWUDSNInstallationPreferencesNotVisible">
<h4>Why is the "Assembler" section not visible in the preferences?</h4>
<p>If the WUDSN IDE sections and features are not visible after a successful installation, you probably use an outdated Java version. For example, Java 1.6 has been <a href="http://www.oracle.com/technetwork/java/eol-135779.html" target="_blank" rel="noopener noreferrer">out of maintenance since 2013/02</a>. This seems to be a common problem on Mac OS X, even in Mavericks (10.9), which still uses Java 1.6 by default. Ensure you have at least the Java version mentioned in the installation section for the IDE installed and that Eclipse has started using that version.</p>
<p>If the WUDSN IDE sections and features are not visible after a successful installation, you probably use an outdated Java version. For example, Java 1.6 has been <a href="https://www.oracle.com/java/technologies/java-se-support-roadmap.html" target="_blank" rel="noopener noreferrer">out of maintenance since 2013/02</a>. This seems to be a common problem on Mac OS X, even in Mavericks (10.9), which still uses Java 1.6 by default. Ensure you have at least the Java version mentioned in the installation section for the IDE installed and that Eclipse has started using that version.</p>
</div>
<div id="FAQWUDSNSelectTranslation">
<h4>How do I select the translation for the menus and messages?</h4>
@ -98,7 +98,7 @@
</div>
<div id="FAQFileAssociations">
<h4>How do I associate my source file extensions with the correct editor?</h4>
<p>The IDE supports many compilers and provides specialized editors. Typically, you have some preferred source file extension (".asm" or ".a") and a preferred compiler. The procedure to associate the file extension with the editor via the preferences is described in this video tutorial <a href="http://www.youtube.com/watch?v=QgQOle36hRA">WUDSN IDE Tutorial 3: Setting up Editors and File Extensions correctly</a>.</p>
<p>The IDE supports many compilers and provides specialized editors. Typically, you have some preferred source file extension (".asm" or ".a") and a preferred compiler. The procedure to associate the file extension with the editor via the preferences is described in this video tutorial <a href="https://www.youtube.com/watch?v=QgQOle36hRA">WUDSN IDE Tutorial 3: Setting up Editors and File Extensions correctly</a>.</p>
</div>
<div id="FAQHardwareAnnotation">
<h4>Why must I put ";@com.wudsn.ide.lng.hardware=..." in the source file?</h4>
@ -167,7 +167,7 @@ Alternatively you can configure "Option-Space" instead via the "General/Keys/Con
<ul>
<li>Convert the source to MADS format as described in "<a href="#FAQATASMtoMADSConversion">How do I convert from ATASM format to MADS format?</a>". This is the recommended way.</li>
<li>Open the source with the ATASM editor using "Open With..." in the context menu of the Project Explorer.</li>
<li>Change the default editor for the file extension ".asm" in the preferences for "File Associations" as described in the video tutorial <a href="http://www.youtube.com/watch?v=QgQOle36hRA&amp;hd=1" target="_blank" rel="noopener noreferrer">Part 3: Setting up Editors and File Extensions correctly</a>.</li>
<li>Change the default editor for the file extension ".asm" in the preferences for "File Associations" as described in the video tutorial <a href="https://www.youtube.com/watch?v=QgQOle36hRA&amp;hd=1" target="_blank" rel="noopener noreferrer">Part 3: Setting up Editors and File Extensions correctly</a>.</li>
</ul>
</div>
<div id="FAQErrorsFromIncludeFiles">
@ -205,7 +205,7 @@ Alternatively you can configure "Option-Space" instead via the "General/Keys/Con
<div id="FAQDiskImages">
<h4>How do I compile into disk images?</h4>
<h5>Atari 8-bit</h5>
<p>For Atari 8-bit, the ATASM compiler has a dedicated parameter to write the executable file directly into ".ATR" or ".XFD" disk images. The disk image must be formatted with Atari DOS 2.0S, DOS 2.5, or a compatible DOS. All Atari 8-bit disk formats can be created using the "dir2atr.exe" tool of the <a href="http://www.horus.com/~hias/atari/" target="_blank" rel="noopener noreferrer">AtariSIO tools</a> by Matthias Reichl (hias). The command line tool can create a complete disk image with arbitrary DOS (Atari DOS 2.5, MyDos, SpartaDOS) and size based on a folder that contains "DOS.SYS", "DUP.SYS" (or the equivalent files of the respective DOS) and all other files requires. I have packaged an example, including the "dir2atr" tool, a batch script to call the command line tool and emulator, and this archive's "files" folder. Unpack the archive to your output folder. Double-click "<code>makefile.bat</code>" to see how the disk image is created and started. Read the section "<a href="#FAQRunMakefile">How to run a makefile script instead of an emulator?</a>" for the details on configuring the call to "<code>makefile.bat</code>". For productive usage, you should put the "hias" folder into a central location and use the most recent version from Matthias Reichl's website. For MacOS X users, the download also contains a "<code>makefile.sh</code>" script and MacOS X binaries of Matthias Reichl's tools. The binaries have been provided by Fredrick Holst (freetz), and you can find the latest versions on his <a href="http://frederik.hol.st/atari/8-bit/AtariSIO4Mac/" target="_blank" rel="noopener noreferrer">website</a>.</p>
<p>For Atari 8-bit, the ATASM compiler has a dedicated parameter to write the executable file directly into ".ATR" or ".XFD" disk images. The disk image must be formatted with Atari DOS 2.0S, DOS 2.5, or a compatible DOS. All Atari 8-bit disk formats can be created using the "dir2atr.exe" tool of the <a href="https://www.horus.com/~hias/atari/" target="_blank" rel="noopener noreferrer">AtariSIO tools</a> by Matthias Reichl (hias). The command line tool can create a complete disk image with arbitrary DOS (Atari DOS 2.5, MyDos, SpartaDOS) and size based on a folder that contains "DOS.SYS", "DUP.SYS" (or the equivalent files of the respective DOS) and all other files requires. I have packaged an example, including the "dir2atr" tool, a batch script to call the command line tool and emulator, and this archive's "files" folder. Unpack the archive to your output folder. Double-click "<code>makefile.bat</code>" to see how the disk image is created and started. Read the section "<a href="#FAQRunMakefile">How to run a makefile script instead of an emulator?</a>" for the details on configuring the call to "<code>makefile.bat</code>". For productive usage, you should put the "hias" folder into a central location and use the most recent version from Matthias Reichl's website. For MacOS X users, the download also contains a "<code>makefile.sh</code>" script and MacOS X binaries of Matthias Reichl's tools. The binaries have been provided by Fredrick Holst (freetz), and you can find the latest versions on his <a href="http://frederik.hol.st/atari/8-bit/AtariSIO4Mac/" target="_blank" rel="noopener noreferrer">website</a>.</p>
<h5>Apple II</h5>
<p>For Apple II, WUDSN IDE automatically generates a bootable AppleDos 3.3 disk image with the extension ".dsk" if one of the predefined emulators is used for execution. If you want to use another DOS or disk size or if you're going to put more files onto the disk after compilation, you can use the command line version of <a href="https://sourceforge.net/projects/applecommander/" target="_blank" rel="noopener noreferrer">AppleCommander</a> to achieve this. Create and configure a makefile script as described in "<a href="#FAQRunMakefile">How to run a makefile script instead of an emulator?</a>". In the case of Apple Disk images, always remember to use the correct file content/load/run address. The IDE needs to know the load address of an executable file to store this information in the directory entry. The IDE evaluates the file extension to detect the load address from the executable file. Supported extensions are ".b", ".prg," and ".xex". Here's the logic for the built-in disk image creation:</p>
<ul>

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<li>Support for 16-bit opcodes of the WDC 65816 CPU is configurable.</li>
<li>Built-in support for <a href="https://atari.miribilist.com/atasm" target="_blank" rel="noopener noreferrer">ATASM assembler</a>, <a href="https://mads.atari8.info" target="_blank" rel="noopener noreferrer">MADS assembler</a>, <a href="https://github.com/pfusik/xasm" target="_blank" rel="noopener noreferrer">XASM assembler</a>, <a href="https://sourceforge.net/projects/acme-crossass" target="_blank" rel="noopener noreferrer">ACME assembler</a></li>
<li>Built-in support for running compiler output files with the operating system default application without configuration effort</li>
<li>Built-in support for <a href="http://www.virtualdub.org/altirra.html" target="_blank" rel="noopener noreferrer">Altirra emulator</a>, <a href="https://github.com/Jaskier/Atari800Win-PLus/" target="_blank" rel="noopener noreferrer">Atari800Win emulator</a>, <a href="https://www.atarimac.com/atari800macx.php" target="_blank" rel="noopener noreferrer">Atari800MacX emulator</a>, <a href="http://www.xl-project.com" target="_blank" rel="noopener noreferrer">Atari++ emulator</a></li>
<li>Built-in support for <a href="https://www.virtualdub.org/altirra.html" target="_blank" rel="noopener noreferrer">Altirra emulator</a>, <a href="https://github.com/Jaskier/Atari800Win-PLus/" target="_blank" rel="noopener noreferrer">Atari800Win emulator</a>, <a href="https://www.atarimac.com/atari800macx.php" target="_blank" rel="noopener noreferrer">Atari800MacX emulator</a>, <a href="http://www.xl-project.com" target="_blank" rel="noopener noreferrer">Atari++ emulator</a></li>
<li>Adding support for new compilers and applications is possible via Eclipse extension points.<br /><img src="productions/java/ide/features/ide-compiler-extensions.png" alt="IDE compiler extensions" /></li>
<li>Build or build and run with a single keystroke or via the menu.</li>
<li>Toolbar button for "Build and Run", which adapts to the hardware of the currently opened editor. For example, it will show a C64 icon when using the "ACME (C64)" editor.</li>
@ -344,7 +344,7 @@ This is very helpful to turn parts of a file into source code. The possibility t
<li>Conversion files with the extension ".cnv" save the conversion direction and parameters.</li>
<li>Support for relative file paths. If the file path is in the same folder as the ".cnv" file, it is automatically converted to a relative file path when the file name is defaulted or picked from the file browser dialog. This allows us to move the ".cnv" and referenced source files together without breaking the saved paths.</li>
<li>The following tools are useful for creating and pre-processing images before the conversion:</br>
<ul><li><a href="http://grafx2.chez.com/" target="_blank">GrafX2</a> - Local bitmap paint program inspired by the Amiga programs Deluxe Paint and Brilliance. Specialized in 256-color drawing, it includes a very large number of tools and effects that make it particularly suitable for pixel art, game graphics, and generally any detailed graphics painted with a mouse.</li>
<ul><li><a href="http://grafx2.eu/" target="_blank">GrafX2</a> - Local bitmap paint program inspired by the Amiga programs Deluxe Paint and Brilliance. Specialized in 256-color drawing, it includes a very large number of tools and effects that make it particularly suitable for pixel art, game graphics, and generally any detailed graphics painted with a mouse.</li>
<li><a href="https://squoosh.app/" target="_blank">Squoosh</a> - Online tool and local app to resize, adapt palette, compress.</li>
<li><a href="https://8bitworkshop.com/dithertron" target="_blank">Dithertron</a> - Online tool to covert to native 8-bit formats.</li>
</ul>

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@ -16,7 +16,7 @@
line = line+title+' (videoId)<br/>';
line = line.replace('videoId', videoId);
line = line +'<object style=\"width: '+width+'px; height: '+height+'px\">';
line = line +' <param name=\"movie" value=\"http://www.youtube.com/v/videoId?version=3&feature=player_detailpage\">'
line = line +' <param name=\"movie" value=\"https://www.youtube.com/v/videoId?version=3&feature=player_detailpage\">'
line = line +' <param name=\"allowFullScreen\" value=\"true\">'
line = line +' <param name=\"allowScriptAccess\" value=\"always\">'
line = line +' <embed src=\"https://www.youtube.com/v/videoId?version=3&feature=player_detailpage\" type=\"application/x-shockwave-flash\" allowfullscreen=\"true\" allowScriptAccess=\"always\" width=\"'+width+'\" height=\"'+height+'\">'

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@ -19,6 +19,6 @@ additional information. They do not completely describe all opcodes.<CENTER><FON
<A HREF="opcodesC02.html">65C02/65SC02 Opcodes</A><BR><BR>
<A HREF="opcodesCE02.html">65CE02 Opcodes</A><BR><BR>
<A HREF="opcodes816.html">65816 Opcodes</A><BR><BR>
</FONT><A HREF="http://www.oxyron.de/">Main page</A><BR><BR>
</FONT><A HREF="https://www.oxyron.de/">Main page</A><BR><BR>
Last change on 30/1/2009. For comments contact Graham</CENTER>
</BODY></HTML>

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@ -198,15 +198,15 @@ The SID offers four basic waveforms which can be selected by the control registe
<BR>
<TABLE>
<TR>
<TD><A HREF="http://en.wikipedia.org/wiki/Triangle_wave">Triangle</A>:</TD><TD><IMG src="../pics/triangle.gif" alt="Triangle" border="0"></TD>
<TD><A HREF="https://en.wikipedia.org/wiki/Triangle_wave">Triangle</A>:</TD><TD><IMG src="../pics/triangle.gif" alt="Triangle" border="0"></TD>
</TR>
<TR><TD>&nbsp;</TD><TD></TD></TR>
<TR>
<TD><A HREF="http://en.wikipedia.org/wiki/Sawtooth_wave">Sawtooth</A>:</TD><TD><IMG src="../pics/sawtooth.gif" alt="Sawtooth" border="0"></TD>
<TD><A HREF="https://en.wikipedia.org/wiki/Sawtooth_wave">Sawtooth</A>:</TD><TD><IMG src="../pics/sawtooth.gif" alt="Sawtooth" border="0"></TD>
</TR>
<TR><TD>&nbsp;</TD><TD></TD></TR>
<TR>
<TD><A HREF="http://en.wikipedia.org/wiki/Pulse_wave">Pulse</A>:</TD><TD><IMG src="../pics/pulse.gif" alt="Pulse" border="0"></TD>
<TD><A HREF="https://en.wikipedia.org/wiki/Pulse_wave">Pulse</A>:</TD><TD><IMG src="../pics/pulse.gif" alt="Pulse" border="0"></TD>
</TR>
<TR><TD>&nbsp;</TD><TD></TD></TR>
<TR>
@ -218,7 +218,7 @@ The SID offers four basic waveforms which can be selected by the control registe
<FONT SIZE="+1">Pulse width:</FONT><BR>
<BR>
The pulse waveform offers additional control via the 12 bit pulse width registers which are available for
every channel. A value of $800 will result in a <A HREF="http://en.wikipedia.org/wiki/Square_wave">square wave</A>.<BR>
every channel. A value of $800 will result in a <A HREF="https://en.wikipedia.org/wiki/Square_wave">square wave</A>.<BR>
<BR>
<TABLE>
<TR>
@ -237,14 +237,14 @@ every channel. A value of $800 will result in a <A HREF="http://en.wikipedia.org
<BR>
<FONT SIZE="+1">Noise waveform LFSR:</FONT><BR>
<BR>
The noise waveform of the SID is generated by a simple 23 bit <A HREF="http://en.wikipedia.org/wiki/Linear_feedback_shift_register">LFSR</A>. On shifting, bit 0 is filled with bit 22 EXOR bit 17.<BR>
The noise waveform of the SID is generated by a simple 23 bit <A HREF="https://en.wikipedia.org/wiki/Linear_feedback_shift_register">LFSR</A>. On shifting, bit 0 is filled with bit 22 EXOR bit 17.<BR>
Unlike the other waveforms, the noise waveform does not use the topmost 8 bits for output. The 8 bits of the noise waveform
are assembled from bits 20, 18, 14, 11, 9, 5, 2 and 0 of the oscillator.<BR>
<BR>
<BR>
<FONT SIZE="+1">Playing a sound:</FONT><BR>
<BR>
1. Set frequency and <A HREF="http://en.wikipedia.org/wiki/ADSR_envelope#ADSR_envelope">ADSR</A>, and in case you use the pulse wave also set the pulse width.<BR>
1. Set frequency and <A HREF="https://en.wikipedia.org/wiki/ADSR_envelope#ADSR_envelope">ADSR</A>, and in case you use the pulse wave also set the pulse width.<BR>
2. Set the waveform and the GATE bit in the control register. Setting the gate bit will start the ADSR envelope generator.<BR>
3. Wait for as long as you wish the note to be played.<BR>
4. Clear gate bit. This will start the release phase of the ADSR.<BR>