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AndyMt

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AndyMt last won the day on January 30

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  1. Yes - they are held in place with 3mm thick steel wires attached to the sockets of the hand rail. Indeed, that's how I see it, too. For heating, I'm not too worried as the apartment was built to passive house standards. I just need to make sure the ventilation can run for an hour, to exchange the air. Even with no clear sky and sunshine these houses heat up by themselves because they are so well insulated. And we get well below freezing temperatures here in Switzerland during Winter.
  2. I've now improved my setup further, because I've found a solution for solar for our condo apartment: 6x200w solar panels on the terrace: These are feeding into an Ecoflow Delta Max with 2kWh of battery capacity. My office is connected to the EcoFlow and running entirely off that (including a 3d printer). In case of emergency I can switch over so I can power the entire apartment with up to 2.4kW of load. If it's getting really desparate then I can connect a 2nd inverter to my electric car, which will provide 60-70 kWh of capacity (I keep it above 80% charged all the time). As described above this would be enough to run the apartment for at least a week if we reduce our consumption. And if the sun is shining just 4 hours a day, the Ecoflow is fully charged again. Charging the car is technically possible, but would take weeks and means to restrict power use in the apartment down to almost 0. Is this setup cheap? No! Does it pay off anytime soon? No! (maybe after 20 years) But it is a lot of fun to see how we produce our own energy now. We've run the apartment with this setup on sun and battery for 3 days in a row. Of course that required to not use the dish washer, dryer or washing machine. The stove we've used briefly of course, also the coffee machine, but not the oven. But in a longer emergency situation, we can wash dishes by hand, clothes should be in stock for a week or two. Using the Ecoflow gives me all the control and data stats via WLAN I need. You can get the same for half the price if you build everything yourself, but I just wanted to have it working right away. And for the first time in 20 years, last week we did have an un-anounced power outage. This demonstrated that the setup works very well. But it also showed that indeed as expected there is no internet when there is no power. Mobile networks were fine though.
  3. Interesting, it works with the "Try it now button" (which reads contents of the file)... I've recreated the file from scratch and checked with Windows, should work now .
  4. I've updated Invaderz, so it runs on actual hardware (thanks @Wavicle) and the latest emulator . The ZIP file contains 2 PRG files: INVADERZ.PRG: works on real hardware and the latest emulator INVADERZR38.PRG: works on older emulator and with the "Try it now" button in the download section It was fascinating to see that in the end the game worked on actual hardware. That's a testimony to the emulator which seems to be very close to hardware. There are timing differences regarding the YM2151, but once you know that after setting the register there is some wait required before writing data, then it's fine.
  5. There was an extensive discussion about this a while back, including videos from @SlithyMatt: I can highly recommend his videos.
  6. Not necessarily - IO could also be located directly above the zero page, so more at the beginning of the memory map at $100. Or at the top of the upper ROM area. But I'm sure there were good reasons to have it where it is. And it won't be changed now, that's for sure. But me, too, would be interested why it is as it is... Technically it's still possible to get code up there and execute it. It's just the question what happens when the Kernal swaps that for it's own data page in between...
  7. Yes, that's what I think, too. The CPU in the TG-16 was 6502 derived and the GPU was 16 bit with similar properties than VERA, although with just half the VRAM and only a 512 color palette if I'm not mistaken.
  8. @Ed MinchauI'm on the same boat - let's see how they decide who gets one of those... Of course I'd like to be on that list, too - but I can see there's probably not enough for all of us, so I'll wait patiently.
  9. Maybe the parameter would be "-keymap de-de". At least for the Swiss layout it's "de-ch". Cannot test it right now.
  10. The easiest way is to use the "Try Now" button in the web emulator. Otherwise if that's too slow or you really want to use the emulator separately do the following to keep it simple: install the emulator on your desktop machine copy the game files into the same directory start emulator type LOAD"game.prg",8,1 RUN game.prg needs to be whatever prg file you copied.
  11. I think another reason is also that it's hard to take advantage of more colors, especially in bitmap modes. There's just not enough VRAM. Even for 256 colors that's not enough in full resolution. And - 4096 is pretty much the maximum I personally would call "era appropriate" - that's Amiga territory. I also see it as a challenge to produce good looking graphics, despite the limitations. And I must say - the sense of achievement I had when I finished the background graphics for "Invaderz" was pretty nice.
  12. Excellent point, I haven't thought of that! This means we have a virtual 64x48 dimension so for 8bpp it's 3072 bytes instead of 2304. So 768 bytes would be "wasted" compared to a 48x48 dimension. I think that's a good compromise.
  13. Yes sure, but it's still an additional operation. Don't know how many resources on the FPGA are left - if there are any. But if it's possible to do, I'm all in for it !
  14. That's true. With 48 pixels you cannot use simple bit operations (or the hardware equivalent) to get to the next line of data. This could reduce the number of available sprites per scan line. Also any logic switching between different sizes based on an additional bit in some register would have the same effect.
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