Re: ASCD 0.98 (final) released
kempston: I do it the best possible way, i.e. I decode only A5-A7 and always reset D5-D7 to 0. palette: How can I (or you) know what is the correct "real" palette? What is that correct palette, where can I find documentation? Isn't it just dependent on the brightness and contrast settings of a TV? This applies both to Sam Coupe and ZX Spectrum palette - I haven't found any colour information on WoS or other websites, so I did it simply mathematically - I construct the RGB colour from the bits in the Sam/ZXS colour number. Visually, I can't see any difference from other emulators on my crappy Samsung LCD display, but I'd like to fix it if it's objectively wrong. Best regards, Aley -Původní zpráva- From: VELESOFT Sent: Sunday, April 08, 2012 2:07 AM To: sam-users@nvg.ntnu.no Subject: Re: ASCD 0.98 (final) released - Original Message - From: "Aleš Keprt" To: Sent: Sunday, April 08, 2012 12:53 AM Subject: ASCD 0.98 (final) released * Fixed minor incompatibility in kempston joystick emulation (top 3 bits were set instead of reset) This is problem: - Part of ZX Spectrum games work only with original kempston joystick readable also on port #DF (joystick port adressation is only A5=0 and all other adress lines are ignored = joy port BIN xx0x ). - exist more versions of kempston joystick interface and often is used models with port adressation: BIN 000x or new interfaces use full adressation BIN 0001. - old joystick interfaces send joystick value only to data lines D0-D4. Bits D5-D7 are not set or reset, but contain part of floating data bus (transparent ula port #FF = videoram data). This three bith are readable always in log.1 only if ula not read videoram data (in border area/after interrupt). - modern joystick interfaces and some ZX emulators return always D7-D5 in log.0. Some ZX games also work only if D7-D5 is 0. Also all games/software writed in ZX basic need it. Not exist any universal joystick standard, but often is used adressation: BIN 000x and joystick return always D7-D5 in log.0 and D4-D0=joy state. D5 can be used for joystick fire 2 and D6 for joystick fire 3. This is best. Old problematic ZX games exist also in fixed version for use with any joystick interface. (see W.O.S.) My idea: can you add joystick autofire emulation ? :-D VELESOFT - Mgr. Aleš Keprt, Ph.D. private: a...@keprt.cz, www.keprt.cz office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz
Re: ASCD 0.98 (final) released
- Original Message - From: "Aleš Keprt" To: Sent: Sunday, April 08, 2012 12:53 AM Subject: ASCD 0.98 (final) released Hi folks, I just released ASCD 0.98 (final). I am sure there are some hidden unknown bugs still present (because bugs are always present) but I fixed all known issues and reserve higher versions numbers for more work. :-) http://www.keprt.cz/progs/ascd/ I see colour palette in ZX mode and is incorrect (too bright - low contast). See palette in Realspectrum or any other emulator. VELESOFT
Re: ASCD 0.98 (final) released
- Original Message - From: "Aleš Keprt" To: Sent: Sunday, April 08, 2012 12:53 AM Subject: ASCD 0.98 (final) released * Fixed minor incompatibility in kempston joystick emulation (top 3 bits were set instead of reset) This is problem: - Part of ZX Spectrum games work only with original kempston joystick readable also on port #DF (joystick port adressation is only A5=0 and all other adress lines are ignored = joy port BIN xx0x ). - exist more versions of kempston joystick interface and often is used models with port adressation: BIN 000x or new interfaces use full adressation BIN 0001. - old joystick interfaces send joystick value only to data lines D0-D4. Bits D5-D7 are not set or reset, but contain part of floating data bus (transparent ula port #FF = videoram data). This three bith are readable always in log.1 only if ula not read videoram data (in border area/after interrupt). - modern joystick interfaces and some ZX emulators return always D7-D5 in log.0. Some ZX games also work only if D7-D5 is 0. Also all games/software writed in ZX basic need it. Not exist any universal joystick standard, but often is used adressation: BIN 000x and joystick return always D7-D5 in log.0 and D4-D0=joy state. D5 can be used for joystick fire 2 and D6 for joystick fire 3. This is best. Old problematic ZX games exist also in fixed version for use with any joystick interface. (see W.O.S.) My idea: can you add joystick autofire emulation ? :-D VELESOFT
ASCD 0.98 (final) released
Hi folks, I just released ASCD 0.98 (final). I am sure there are some hidden unknown bugs still present (because bugs are always present) but I fixed all known issues and reserve higher versions numbers for more work. :-) http://www.keprt.cz/progs/ascd/ What's new in this release (news and changes since 0.98 WIP 3): * Sam: MODE 3 had switched palette entries 1 and 2 * Sam: MODEs 3 and 4 ignore VMPR bit 0 (this was missing) * Sam: Better port access timings * Fixed AY8910 deadlock bug (was caused by audio thread race condition) * Added key shortcuts for floppy drives (F1, Shift+F1, F2, Shift+F2) * Added variable emulation speed and shortcuts to control it (F3, F4) * Added pause emulation option (available in menu and Ctrl+F3) * Moved QuickSave shortcut from key F4 to F5 * Keyboard: Fixed caps lock problem * Keyboard: Better mapping of symbols on PC keyboard to ZX Spectrum keyboard * Video: Fixed palette problems in fullscreen mode when using DirectX 6 driver on Windows Vista and later * Video: Fixed windows size after return from fullscreen to windowed mode when using DirectX 6 driver * Video: User can now switch bilinear filtering (available in menu and Ctrl+F5) * Audio: Many fixes in audio emulation and Win32 sound update routines * Audio: Simplified DirectSound driver (because the support for old VXD drivers isn't needed anymore) * Fixed ZX Printer's output, which was shifted one pixel * Fixed minor incompatibility in kempston joystick emulation (top 3 bits were set instead of reset) * Fiexd minor bug in ZXS48k quickboot (RAMTOP was set 1 byte less the correct value) * Sam Coupé and ZXS 128k quickboots are now even faster * Saving of SCS snapshots is now allowed in ZX SPectrum 48/128 modes as well * Tape: Added VERIFY emulation to both ZXS and Sam modes * Tape: Message "Press any key and start tape" is now skipped * Tape: SAVE is faster on ZXS, because it doesn't wait 1 second after header anymore * Tape: When a LOAD/VERIFY command is issued and no tape is inserted, user is asked to insert one I also added the ZX80/ZX81 emulation, but it isn't included in this release because I am still unsure if it belongs to the same emulator as Sam Coupe, or should rather be published on its own. - Mgr. Aleš Keprt, Ph.D. private: a...@keprt.cz, www.keprt.cz office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz