to see people looking at the Sam again. Im hoping to get
> some more time on Sam Uip soon
>
> Adrian
>
> -Original Message-
> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
> Behalf Of Thomas Harte
> Sent: 28 July 2010 22:31
> To:
line. So that's the experiment for
tomorrow night...
On Wed, Jul 28, 2010 at 10:53 AM, Thomas Harte wrote:
> The previously posted Fantasy World Dizzy map seems to have come from
> 'Hall of Light', which offers itself as 'the database of Amiga games'
> at ht
ybody send me a link?
>
> Andy
>
> -Original Message-
> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
> Behalf Of Thomas Harte
> Sent: 28 July 2010 00:11
> To: sam-users@nvg.ntnu.no
> Subject: Re: Dizzy (was: Porting spectrum games...)
>
&g
the normal file padding or headers. Or even the palette.
On Tue, Jul 27, 2010 at 11:47 PM, Thomas Harte wrote:
> Further to this: I've been playing around with it today using a couple
> of the more complicated screens from that Amiga map which didn't
> feature the watermark (since i
Further to this: I've been playing around with it today using a couple
of the more complicated screens from that Amiga map which didn't
feature the watermark (since it's an alpha transparency, causing the
number of colours to skyrocket), resized to 256 pixels across (which
makes 141 pixels high). F
ilto:owner-sam-us...@nvg.ntnu.no] On
> Behalf Of Frode Tennebø
> Sent: maandag 26 juli 2010 08:37
> To: sam-users@nvg.ntnu.no
> Subject: Re: Porting spectrum games...
>
> On Sun, 25 Jul 2010 23:54:41 +0200, Thomas Harte
> wrote:
>
>> PNG wasn't a leg pull, though I
PNG wasn't a leg pull, though I've been unable to find the Amiga map
for Fantasy World Dizzy. However, the entire PC map (256 colour,
individual screens slightly too large) is 250 kb as a PNG. So it'd be
possible. Animated elements are going to need to be repainted frame by
frame so are logically s
Right, so... framebuffer, 1bit per pixel over/under map, 1bit per tile
8x8 collision map? For a total of 30816 bytes?
I'll assume that we're using 64kb for the two screen buffers, 64kb for
main game code and music/sound, meaning that the map would ideally
break into 96kb segments (for multiloading
Console Dizzy is quite clearly tile based for both graphics and
collision. If I recall, Dizzy himself is three tiles high and when
crossing a tile boundary may walk left or right provided that both of
the top two tiles are clear. If he ends up with a tile overlapping his
bottom third then he's push
With foreground, middleground and background you'd be defining
graphics which the sprites don't interact with and which they move in
front of (that's the background), graphics which the sprites do
collide with (the middleground; everything the player actually walks
on/against/etc) and graphics whic
Hmmm, gmail shows that my previous email was sent twice. Apologies to
all if that happened, I'll check it isn't happening repeatedly and if
it is then I'll try to figure out why. I am perfectly happy saying
things just once...
I think there are three for the Nes, but the other two are just ports
o
>From the realm of the ridiculous, a RESTful interface for controlling
the debugger and reading machine state with the emulator including a
miniature HTTP server that exposes the interface (on localhost, at
least) would be the absolutely perfect thing. I was looking into
drafting a generic spec for
I have to admit that my favourite Dizzy game is the console one - the
energy bar is present, some of the arcadey spin-off titles have been
rolled in to break up the gameplay and there's quite a limited amount
of required travelling to the other side of the world just to pick up
an object and travel
I have to admit that my favourite Dizzy game is the console one - the
energy bar is present, some of the arcadey spin-off titles have been
rolled in to break up the gameplay and there's quite a limited amount
of required travelling to the other side of the world just to pick up
an object and travel
Having investigated that specific title in the past, I believe that
the Dizzy IP is now co-owned 50:50 by CodeMasters and the Oliver Twins
and there is a long standing agreement that people may create whatever
fan titles they wish provided that they don't charge for them and
include correct credits
coding to video the
> desktop or a 3d app - especially when most of the vga cards i have
> actually include a tv encoder chip on the vga!
>
> can your gl freescape network to a real sam using the pc gameport midi
> network on the sam?/rs232 comms interface?
>
> On 28 May 2010 15:58, Thom
tegration
>>
>> velesoft reckon the external ram mb gives sam control over a single
>> 16kb page i thought the hmpr controlled the external ram port but
>> there doesnt seem toeb anything in the technicial manual about how to
>> page it - other than it would page in the
Actually, 3 or 4 for the cube, now I think about it. But you get the
point. Always nicer when you realise that what you're doing exactly
fits an extremely well-documented and well-known data structure and
algorithm.
On Fri, May 28, 2010 at 8:54 AM, Thomas Harte wrote:
> I had one further
talk about this stuff...
On Thursday, May 27, 2010, Thomas Harte wrote:
> My own routine. It's in the drawline.z80s file, and it should be safe
> to swap it out for any other function as long as it accepts the same
> input and leaves the same registers intact (I think just IX and IY
of the one that the non-rounded routine would
have picked). I haven't experimented there.
On Thu, May 27, 2010 at 3:19 PM, Roger Jowett wrote:
> how are lines drawn using rom routine or your own?
>
> On 27 May 2010 15:14, Thomas Harte wrote:
>> Removing hidden line remo
can be seen better in this screen shot
>
> http://www.worldofspectrum.org/infoseek.cgi?regexp=^Mercenary%3a+The+Second+City$&pub=^Novagen+Software+Ltd$&loadpics=1
>
> thought battle carrier command were pretty solid/shaded 3dnot vecotrs?
>
> On 27 May 2010 12:08, Thomas Harte wrote:
>
te
> screen mode? or the 512x192 mode of the timex?
> do you know if it had paper and colour settings for hi rez?
>
> On 26 May 2010 15:01, Thomas Harte wrote:
>> Mode 1 routines would very nearly work in Mode 2, the main difference
>> being that Mode 2 has a linear pixel lay
might work in mode 2 then?
>
> On 25 May 2010 21:04, Thomas Harte wrote:
>> 3d data isn't graphics mode dependant like 2d data, but also doesn't
>> have any particular common layout so it's really difficult to pull
>> from existing titles. That's in con
complicated and memory hungry without providing
sufficient benefit. So I'll rip off the useful bits and post that at
some later date. Hopefully soon.
On Tue, May 25, 2010 at 10:04 PM, Thomas Harte wrote:
> Oh, gosh, sorry. The default installation option for OS X is a case
> insensitive filin
Oh, gosh, sorry. The default installation option for OS X is a case
insensitive filing system, hence my failure to spot this. I hope to
pull the data structure information into the manual and update the
release at some point, I'll fix the case then too.
On Tue, May 25, 2010 at 9:35 PM, David Sande
ch mode the object is displayed in?
> do your routines work as fast in mode3? do you need to double the
> horizontal size in order to get around the rediculous fatpix cirlce
> fix?
>
> On 25 May 2010 16:29, Thomas Harte wrote:
>> Nope, shouldn't be. I've not done anyth
Get it here: http://members.allegro.cc/ThomasHarte/temp/Sam3d-01.zip
If you have pyz80 then it should build out of the box to produce a
spinning Cobra Mk3 demo a lot like the one on Sam Revival 22 (ie, the
older of my demos) but faster and more accurate. And that the camera
starts in an odd positi
y right to stop just sitting here, even if it
means releasing less than I'd have liked.
And for the record, yes I'd do a much better job if I were starting
again from scratch.
On Tue, May 25, 2010 at 4:02 PM, Roger Jowett wrote:
> is it difficult to disassmeble the 3d routines you made?
ots of minor errors like 'hold' turned
to 'bold', an 0 turned into an O, a word decapitalised, etc.
Page 34: no errors.
One I get access to a program that'll open the DOC file in the zip
(I'm sure Microsoft Word would oblige) then I'll submit corrections.
On Sun
Oh, I sort of wish you'd listed the technical manual separately. I
know there's a PDF about on the internet but it has a few OCR-style
typos so I'm a bit wary of it. And I can't find it now, making me
think it may not be legitimate to circulate.
On Sun, May 9, 2010 at 3:47 PM, David Watson wrote:
ion? maybe the font size too?
>
>
> On 24 April 2010 14:32, Thomas Harte wrote:
>> Those aren't cross compilers; a cross compiler would convert a high
>> level language such as C to a Sam Coupe binary on a platform like the
>> PC. Sam C and Sam Vision run directl
I really should find the time to finish off the documentation and get
it out there. I still have the vague notion of attaching or creating a
high level language for the game logic parts that aren't so time
critical, but don't intend to treat the issue as a sticking point. I
really, really need to f
even as someone who does Objective-C every day.
On Sat, Apr 24, 2010 at 11:50 AM, Roger Jowett wrote:
> sam c sam vision?
>
> On 23 April 2010 17:56, david brant wrote:
>>
>> On 23 Apr 2010, at 13:38, Thomas Harte wrote:
>>
>>> For the Sam, obviously. And being not
For the Sam, obviously. And being not down with the kids, I'm
considering stuff like C to be a high level language.
Failing that, are there any well supported cross compilers for the z80
in general? Otherwise I'm quite tempted to have a bash at one myself.
upe that uses the roller ball -
> think the mb-02+ and velesoft kempston mouse interface allow for
> roller balls?
>
> anyone got sim coupe to read a real atom lite compact flash memory
> device yet - my version keeps asking me to create - which writes the
> data on the card?
>
&
Actually, reduce that to 0.0001% probability since I've now succeeded.
The file is duplicated in the incoming directory of NVG.
On Fri, Apr 16, 2010 at 3:26 PM, Thomas Harte wrote:
> I didn't keep one, but will attempt to reproduce the problem tonight.
> Given my level of ex
I didn't keep one, but will attempt to reproduce the problem tonight.
Given my level of expertise, I'd say there's maybe a 10% probability
that there's actually anything wrong on the NVG side...
On Fri, Apr 16, 2010 at 5:52 AM, Frode Tennebø wrote:
> On Fri, 16 Apr 2010
It's a bit old and not representative of my most recent stuff but was
always intended to be public domain so get your spinning Cobra Mk3
here: http://members.allegro.cc/ThomasHarte/temp/short-3d-demo.zip
Attempts to upload to incoming on ftp://ftp.nvg.ntnu.no/pub/sam-coupe/
failed with a permissio
in
execution generally I spot that it is lower than the stored value is
greater than the hardware value then trigger a fake interrupt. But
that's much less than neat.
On Sun, Oct 25, 2009 at 9:21 PM, Thomas Harte wrote:
> If you're looking for an excuse to make a new release, it seems s
If you're looking for an excuse to make a new release, it seems still
to accept illegal conditions on jr, like jr m, [symbol]. That specific
one turns into ld e, b followed by a lone 0x01.
On Sat, Oct 24, 2009 at 11:21 PM, Andrew Collier
wrote:
>
> On 25 Oct 2009, at 00:16, Thomas
more whatsoever.
Entirely my own fault, apologies.
On Sun, Oct 25, 2009 at 12:09 AM, Andrew Collier
wrote:
> On 24 Oct 2009, at 23:46, Thomas Harte wrote:
>
>>> By the way:
>>>
>>>> ld d, (NUMVERTS)
>>>
>>> I don't think you can do this?
@-NC3
@C4:
sla d
rla
cp e
jr nc, @-NC4
@C5:
sla d
rla
cp e
jr nc, @-NC5
@C6:
sla d
rla
cp e
jr nc, @-NC6
@C7:
sla d
rla
cp e
jr nc, @-NC7
@C8:
sla d
the first
scanline. So easy to miss.
To be honest, more than 50% of my bugs today have been the result of
pyz80 silently substituting legal code for illegal code. All related
to my sudden haziness on the z80, of course.
On Sat, Oct 24, 2009 at 11:20 PM, Andrew Collier
wrote:
> On 24 Oct 2009, at
Oh, yeah, the plotloop is a complete placeholder, just so I can
compare output to the C prototype. That said, I'd done exactly the
same thing on scf versus set 7,d in my line drawing code (don't worry:
just once, outside the loop). I must find time to finish documenting
my vector drawing code as I'
Having prototyped my new polygon filler to my satisfaction in C, today
I've been converting it to assembler. With the iPhone stuff and an
Acorn Electron project I've been working on, I haven't done any z80 in
far too long and am not particularly optimistic that I'm writing good
stuff. Actually, it
odify the 128k code to reside solely
> in the remaining 8kb after each screen page of ram then convert
> routines to use mode 2 - which shouldnt be too difficult seeing as
> mode 1 is very similar the only difference would be 8 times as many
> attribute adjustments...
>
> 2009/
I'm working on a proper, robust and fast polygon filler*, as well as
always looking to improve my line drawer, and have recently discovered
Bresenham's alternative run-slice algorithm, via a Michael Abrash
article published in Dr Dobbs in November '92. It switches you from
making a decision every p
I think I'm right to say, and I hope someone will correct me if not...
The Sam, like most other micros, uses the PAL 50Hz half-resolution
non-interlaced mode. There's a very slight timing difference in sync
pulses that is used in transmitted video to signal whether the next
frame contains odd or e
rchitecture. At some point economies of scale amongst
the open people outweigh whatever economies you can achieve with a
custom design and there's no way back from there.
And ARM Holdings are still in Cambridge.
On Sat, Oct 10, 2009 at 8:27 PM, nev young wrote:
> Thomas Harte wrote:
Almost the entire first half hour was set before I was born! I enjoyed
it though, even with the slightly weird ending — we're meant to
believe that Microsoft, Compaq and HP got a major leg up just because
Sir Clive and Chris Curry fell out? And was Sir Clive really that
mean?
On Sat, Oct 10, 2009
Completely unrelated questions, but:
(1) if I disable interrupts temporarily so that I can use the stack
pointer for pixel plotting, is there any reliable way to spot
afterwards if I've missed an end-of-display interrupt? I'm vaguely
aware that there's a "current scanline" hardware counter somewhe
I'd be interested in that. Though probably less than the Tetris.
On Thu, Aug 13, 2009 at 9:18 PM, Adrian
Brown wrote:
> If the list doesnt (or if its easier) - im happy to set up
> ftp.worldofsam.org for anyone who wants it, for sam reasons, not just to
> swap random stuff that is :)
>
> -Orig
That's just the method I made up, I've no idea if it's how Ant Attack
does it and it might well not fit with the Spectrum code at all. You
have been warned!
On Thu, Aug 6, 2009 at 5:44 PM, the_wub ! wrote:
> crikey, that's very cool Thomas! maybe it's time for me to go find a
> disassembly howto.
> Could the block drawing routine use bitmap data? I was imagining itty
> bitty brick and stone wall effects and different textured floors.
Yep, yep, should be fine. Having quickly searched, I wrote a forward
ray casting for Ant Attack thingy in C with Allegro a few years ago,
that just loaded an
Didn't the entirety of Take That, with Robbie, once play Bomberman on
a single Amiga on Gamesmaster? That must have been at least three on
the keyboard, assuming I didn't make it up.
Ant Attack would actually work really well on the Sam. I've never seen
the original code, but by my reckoning it's
on them that way.
>
> --
> Simon Cooke
> Director of Engineering / Business Developer, X-RAY KID STUDIOS -
> www.x-raykid.com
> Founder, Popcorn Films - www.popcornfilms.com
> Cell: 206 250 7892 XBOX Live GamerTag: Spec Tec
>
> -Original Message-
> From: ow
e
and the entire body of knowledge is now much more accessible.
On Wed, Aug 5, 2009 at 1:23 PM, Thomas Harte wrote:
> You mean the Psion one? No idea, as I've never used it or explicitly
> disassembled anything z80 related. I've entered the z80 assembly fold
> from the direction o
oger Jowett wrote:
> what does vu3d use?
>
> On 05/08/2009, Thomas Harte wrote:
>>
>> That's not entirely true. Matrices are numerically unstable, so the
>> cost of ensuring they remain orthonormal when applying consecutive
>> local transforms in a game s
fluence of
exactly two matrices in my code — a camera matrix and an object
matrix), it's rendered down to 8.8 for geometry transformation.
On Wed, Aug 5, 2009 at 1:14 PM, Thomas Harte wrote:
> That's not entirely true. Matrices are numerically unstable, so the
> cost of ensuring the
> If you can live with the gimble lock, euler's fine.
>
> -Original Message-
> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
> Behalf Of Thomas Harte
> Sent: Tuesday, August 04, 2009 10:05 AM
> To: sam-users@nvg.ntnu.no
> Subject: Re:
Am I replying to the correct thread? I don't know. But I've had the
opposite experience to a bunch of people here, having become
substantially more busy in my work than I was even just a few months
ago, squeezing the SAM temporarily out.
A version of my vector 3d-stuff-as-a-library-for-others was
I was only 9 years old, but I believe that I received an MGT Sam with
a disk drive for £200 somewhere around October 1990. Is that possible?
On Mon, Aug 3, 2009 at 9:03 PM, Andrew Collier wrote:
> On 3 Aug 2009, at 20:23, Adrian Brown wrote:
>
>> I remember selling my spectrum to part fund my sam
Possibly a bit tediously realpolitik, but surely it'd be easiest just
to write a routine that shoots out new palette values as quickly as
possible for at least as long as the pixel area, set it to alternate
between black and white, do a quick frame grab using a TV capture card
and write a hasty pro
blends in with the white square behind it, when it should be a
touch darker.
Assuming this diagnosis is correct, is there anything I can do that is
likely to be easier and/or cheaper than simply obtaining a Sam with a
functioning ASIC?
On 19 Feb 2009, at 20:42, LCD wrote:
Thomas Harte s
My next Sam physical hardware question — is there any reason why my
Sam might find itself merging similar colours? Check out:
http://members.allegro.cc/ThomasHarte/temp/Image(072).jpg
That's how the first screen of Prince of Persia looks from both the
SamCo Birthday disk and Blitz 8 (thought
It's not too important, since I have a spare (albeit with the VHF
video thingy missing), but my Sam's power supply has started making an
increasingly loud buzzing noise when it is plugged in. Should I be
alert that it is not long for this world and/or worried for my own
safety?
transfer my DSK files from the computer for now. Thanks for
looking into it!
On 10 Feb 2009, at 18:24, Simon Owen wrote:
Earlier I wrote to Thomas Harte:
I don't currently own a regular SD card, so I'm not able to try it
myself. I'll see if I can pick one up in the next couple
OS X), if not then the SAMDOS format looks quite trivial so I guess I
can just write my own thing. And then post again if the relevant
information is not in there.
On 8 Feb 2009, at 18:55, Colin Piggot wrote:
Thomas Harte wrote:
I'm just trying to put together a quick OS X tool for man
I'm just trying to put together a quick OS X tool for managing the 2
gb SD card that I'm using with my new and spiffy Trinity interface —
I've been informed by Colin that the cards use the standard B-DOS
layout, identical to the Atom, but I can't seem to find any
documentation on that. Can
I concur, and have already ordered my Trinity.
On Mon, Jan 12, 2009 at 12:49 AM, Adrian Brown
wrote:
> WOOHOO - Nice going :D
>
> -Original Message-
> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no]
> On Behalf Of Colin Piggot
> Sent: 12 January 2009 00:16
> To: Adr
I'm a bit confused about all this — how will this all work from a
technical point of view? I don't know what hardware ethernet
controllers tend to have... presumably the ethernet controller can
self assemble packets, then the z80 will run a TCP/IP stack and the
various HTTP protocol-related
To my mind, this would add significantly to the value of the Trinity,
and if you were to develop such a thing (presumably it'd just be
however long it takes to modify the OS ROM, then existing Trinitys
could be reflashed?) then I would definitely go on the pre-order list.
In fact, I guess y
How hard is it to obtain a copy of the modified ROM in the correct
physical format and subsequently to install it? I'm a complete
electronics dunce.
Also, any thoughts on how hard it would be to put together a similar
ROM for the Trinity?
On Thu, Jan 8, 2009 at 1:15 PM, Steve Parry-Thomas wrote:
Having just received a copy, obviously I have to say that the 3d demo
is "truly awesome". As is the rest of the magazine and disk.
But it does make it apparent that the floppy drive in my Sam isn't
long for this world. I have an external one too, so I should be fine -
but is there any solution yet
There's a free 60 day trial of the current version of Publisher at:
http://trial.trymicrosoftoffice.com/trialukireland/product.aspx?re_ms=oo&family=publisher&culture=en-GB
I know Word and Excel can still open files from as far back as the
early 90s, so maybe that could be of some use?
On 5 D
Good work × 2!
On 2 Dec 2008, at 09:17, Adrian Brown wrote:
Girl, Megan Rose Brown, born 26th April, everyone is fine - thanks for
asking.
Hoping to get some http stuff working soon :)
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Steve Parry-Thomas
I'm not sure that I disagree. Furthermore, I don't even like the real
Eric Clapton.
However, I have already booked myself a ticket.
On Wed, Oct 8, 2008 at 10:04 AM, Geoff Winkless <[EMAIL PROTECTED]> wrote:
> On Wed, 8 Oct 2008 09:54:31 +0100, "Thomas Harte"
> <
ented retroy forums
around the net.
On Wed, Oct 8, 2008 at 8:27 AM, <[EMAIL PROTECTED]> wrote:
> Quoting Simon Owen <[EMAIL PROTECTED]>:
>
>> Thomas Harte wrote:
>>>
>>> is anybody able to loan copies of Prince of Persia, Lemmings, Defender
>>> and anyt
various bits of work on tweaking and optimising;
that stuff will continue to be the subject matter for SAM Revival for
now. Please anyone feel free to comment or criticise.
On 7 Oct 2008, at 23:13, Andrew Collier wrote:
On 7 Oct 2008, at 22:42, Thomas Harte wrote:
Roughly how much code (i
Roughly how much code (in kilobytes) is the part of an average end-of-
display interrupt driven music player that actually resides in the
interrupt handler?
titles
that may not be obvious. I certainly didn't mean to imply, and
definitely don't believe, that Prince of Persia, Lemmings and Defender
are the complete list of Sam titles that I subjectively consider to be
worth showing.
On 7 Oct 2008, at 21:23, [EMAIL PROTECTED] wrote:
Quo
ed or to have any real knowledge of the
internals, like all the best libraries. Hopefully some sort of BASIC-
or-similar language for utilising the code will be forthcoming after
that.
On 23 Sep 2008, at 22:38, David Brant wrote:
----- Original Message - From: "Thomas Harte" <[E
I agree with Simon; I especially like the way the ball crushes itself
to go through short spaces.
On Sat, Sep 27, 2008 at 1:52 PM, Calvin Allett
<[EMAIL PROTECTED]> wrote:
> another vid
> http://www.youtube.com/watch?v=14m21hySxG8
>
> Older versions, one faster, one slower:-
>
> http://www.youtube
storing the screen data in an array, and
> see
> if that's faster than point, but don't wanna open up extra pages yet to
> basic
> as both SAM and MasterBasic massively seem to crash once a prog
> gets bigger than about 60-64 K
>
> Is it BAND I would use to check nib
What sort of values can those nine variables take on? If it's just two
possibilities (e.g. overlapping or not overlapping) then you could
package them into nibbles in fours, store the nibbles as pixel colours
to unseen screens and reduce your number of POINTs from 9 to 3. It's
essentially p
Steve(spt).
-Original Message-
From: [EMAIL PROTECTED] [mailto:owner-sam-
[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 23 September 2008 21:40
To: sam-users@nvg.ntnu.no
Subject: New projects & Byte-Back 2009
Through an uninteresting, indirect route, it seems likely that I'll be
at
Through an uninteresting, indirect route, it seems likely that I'll be
attending and supplying a Sam for the homebrew area of Byte-Back 2009 (http://byte-back.info/
), one of those classic gaming convention thingies, which will occur
in Stoke-on-Trent on March the 7th and 8th next year. Conseq
f Winkless wrote:
On Thu, 18 Sep 2008 13:26:15 +0100, "Thomas Harte"
<[EMAIL PROTECTED]> wrote:
Maybe something like the following to get the colour of the pixel
at (x,
y):
10 LET A=IN 252 BAND 31
20 LET BASE=(A+1)*16384
30 LET ADDR = BASE + (x/2) + y*128
40 LET BYTE = PEEK(ADDR)
5
Maybe something like the following to get the colour of the pixel at (x, y):
10 LET A=IN 252 BAND 31
20 LET BASE=(A+1)*16384
30 LET ADDR = BASE + (x/2) + y*128
40 LET BYTE = PEEK(ADDR)
50 IF x BAND 1 THEN LET COL = BYTE/16 ELSE LET COL = BYTE BAND 15
(psuedo code, because I'm not sure offhand wha
> Aha. I never stop learning. That was completly new for me...
> For Acorn emulation I currently use Beeb. Just requested from the authors to
> have a binary PC file import and export-function for one of the next
> versions, like Sim Coupé. I have never heard about your emulator. Is there a
> Acorn
To be honest, I houugh Acorn Electron has the same processor as C64
and Atari XL, and I was sure, they hawe no Ports and anything is
memory-mapped (By the way, I currently extending my Retro-X to Acorn
Electron and Amiga screen conversion, is your Electron Emulator
probably for SAM???).
it to be able to use it.
On 28 Aug 2008, at 21:23, Leszek Chmielewski wrote:
Sorry for the missunderstanding. Anyway, I'm sure that all memory
paging ports are read and write ports, bacause there is no other way
to determine which bank is currenly paged in.
LCD
Thomas Harte schrieb:
emory Page Register
Greetings,
LCD
Thomas Harte schrieb:
Port 252 is read/write? Anybody got any idea about ports 250 & 251?
On 28 Aug 2008, at 20:22, Leszek Chmielewski wrote:
James R Curry schrieb:
Okay, utterly random question...
How does one determine the start address of the screen
Port 252 is read/write? Anybody got any idea about ports 250 & 251?
On 28 Aug 2008, at 20:22, Leszek Chmielewski wrote:
James R Curry schrieb:
Okay, utterly random question...
How does one determine the start address of the screen in Sam BASIC?
I forget.
It has been years.
--
James R Cur
I've not actually done any coding on my Sam 3d experiments in a while,
but I have been thinking a lot about the best way to implement polygon
filling. I had a polygon filler working in a much earlier version of
my code (see, e.g. http://uk.youtube.com/watch?v=kr_Lz98qVjE from
about 0:39) bu
ncreasing precision in my
matrix calculation stuff doesn't have a strong enough effect. But
that's scheduled for after I've made some multiplication improvements.
On Fri, Jul 11, 2008 at 10:58 AM, Colin Piggot <[EMAIL PROTECTED]> wrote:
> Thomas Harte wrote:
>> Oh, but it d
er angles and
> progressive global axes) in there before calling it 'complete'.
>
> For a game, I prototyped a tennis game but it didn't seem to be fun whatever
> I did. So now I'm not really sure.
>
> * I know it's definitely not what this list is for, but Windo
un
whatever I did. So now I'm not really sure.
* I know it's definitely not what this list is for, but Windows and OS
X betas are available from http://tinyurl.com/66wr29
On 10 Jul 2008, at 16:06, Colin Piggot wrote:
Thomas Harte wrote:
I think I'm running out of optimisation
Hi,
sorry — I've searched the various archives of the mailing list and
just confused myself. So...
In Mode 4, with the display switched on, is it accurate to say that:
1) the RAM gets a clock of 384 cycles/scanline
2) the display runs with a constant 312 scanlines/frame
3) for all but 192 of
There are some USB to SCSI adaptors, which OS X fully supports, and
SCSI floppy drives, but overwhelmingly they are of the LS-120 type,
i.e. 100+mb 3.5" drives that are backwards compatible with old
floppies. So probably they'd have PC geometry hard coded at a
different place.
What sort o
101 - 200 of 312 matches
Mail list logo