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AndyMt

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Posts posted by AndyMt

  1. On 5/16/2022 at 6:41 PM, desertfish said:

    Square fonts just doesn't read nearly as well as tall fonts....

    Yes - on the Atari ST I used a 8x12 front in certain software where this was possible (in monochrome 640x400). That gave me 33 lines of text which was much easier to read while still offering more content on screen.

  2. On 5/5/2022 at 3:52 PM, ZeroByte said:

    If I do put a version number in the header, it's just going to be a byte - 256 revisions seems like a lot for something like this.

    That should be plenty. I also don't expect the library to support multiple revisions later. Just the latest. The version should just help to know which library revision to use for a particular file. Or maybe we will have converters later?

  3. On 5/1/2022 at 6:57 PM, kelli217 said:

    Usually they have alternative services available for international viewing.

    Not this time for Switzerland. They've pulled all Star Trek content from Netflix just the day before Discovery started. We could then watch that on PlutoTV at fixed times. This doesn't happen this time. We either have to wait until Paramount+ gets going here in autumn, wait for free TV or resort to 'other sources'...

  4. On 5/5/2022 at 9:16 AM, ZeroByte said:

    This means that any ZSM files you may have created with the tools are now incompatible with the latest code.

    Maybe you can consider to add a version number to the header, so any code could react to changes (or throw a proper error message).

  5. On 5/1/2022 at 8:21 PM, Michael Steil said:

    That said, keyboard layouts don't have to be in ROM, can can be (auto-)loaded from SD card as well. I could decide against shipping more than 12 in ROM, and ship a few extra ones as files for the SD card instead.

    I would be fine with that, so you could move "00000807 Swiss German" further down in priority and if it falls out of the top 12, then so be it.

  6. On 4/21/2022 at 8:06 PM, MarkJC67 said:

    Which software downloads don't work with the r39 version of the emulator? I can't run two programs it says "CUSTOM KERNEL DETECTED USE AT OWN RISK!"  AND "PRESS ANY KEY TO CONTINUE" When I do that it just hangs??? Is

    This must be my games Brixx and Invaderz, as that's the exact message I've implemented. I think I've stated in the download area they are only compatible with r37 or r38. Sorry for that. But I'm on it to make them compatible with r39.

    I'd just like to provide both versions, so that "Try now" still works (which is still r38) as well as with r39 (to run on a local install). I'm not sure how to achieve this in the download section.

  7. On 4/14/2022 at 4:26 AM, StephenHorn said:

    The problem is that I don't appear to have a good way of detecting when a driver doesn't support the API functions I'm depending on there, so I'll have to do something... creative.

    I remember this issue from a few years ago. Intel HD Graphics 520 and 620 (or their drivers) seem to cause this issue. See this article here:

    https://discourse.glfw.org/t/most-frames-are-not-drawn-on-intel-graphics-and-windows-10/1395

    Don't know if this helps to solve the issue. According to your source code you already use glFenceSync() in combination with glClientWait(), but maybe try with glfwPollEvents() as suggested in the post above.

    • Like 1
  8. On 3/28/2022 at 6:05 PM, Stefan said:

    The VERA memory layout used by the Kernal was updated earlier today.

    Yes, but that's just the default addresses for the different locations of bitmaps, tilesets, charset, sprite data etc for mode 128. It's always better to read those base addresses from the VERA registers at F9C0 and use those instead of hard-coding screen access. Then software will then adapt automatically, no rewrite needed.

    I prefer to define my VERA layout myself anyway, this way my software always knows where all the stuff is located.

  9. Thanks a lot for the update, this is much appreciated. It would be a pity if this project would just stall forever, so I'm hopeful it will continue.

    As for the workarounds presented:

    On 3/16/2022 at 5:48 AM, Scott Robison said:

    We decided to replace the micro-controller with a larger one that has enough legs to integrate onto the main memory bus.  This way it can appear as 1 or 2 memory address registers.  It can read the PS/2 key up/down signals and place them in a buffer to be read in as bytes from that address.  This should make integration into the kernel much simpler. In reality, this is how the original IBM PC worked, so there’s nothing inappropriate about doing this.

    I think that's absolutely fine. It takes lot of load off the CPU while kind of fit for the time period. Will this handle the mouse as well?

    On 3/16/2022 at 5:48 AM, Scott Robison said:

    So I think we’re going to go back to the original idea Kevin and I had years ago, which is just get the IEC port working so we can use an SD-2-IEC or any standard Commodore drive.

    That's kind of a bummer, but I understand it. It means we need another device to connect to the board - and it will be a lot slower I assume?

    Will the SD card interface stay on the VERA board or will it be dropped entirely? Because I might take a look at the FAT implementation. I've implemented FAT like file access on embedded systems about 20 years ago. Although I assume the issues here are more bus timing related, rather than managing the FAT etc.? If the SD-2-IEC solution is not a lot slower then it's probably not worth pursuing the VERA SD interface at all.

  10. On 3/6/2022 at 11:59 PM, TomXP411 said:

    I just chopped this together in Paint.Net a few minutes ago, so forgive the rough edges

    Ok, I think something like this would be fine with me. I have an additional training in desktop publishing. Although years ago, this still helps balancing fonts and style for things to read for all sorts of media. I'm also not an artist really, but I can help with this, I think.

    • Like 1
  11. On 3/5/2022 at 6:14 PM, Tatwi said:

    It's also able to be themed. Here, check out this awesome "1996" theme on their example page.

    https://www.phpbb.com/customise/db/style/1996/demo/3.2

    If that's not historically accurate, nothing is! 😆

    I'm not a fan of pixel-style-fonts in a forum. They are really hard to read. It is kind of ok with this forum here (titles, buttons only), but on Windows these pixel-like-fonts don't scale well, depending on the display you use. I know they look better on a Mac, but the majority uses Windows. So please, at least have 2 themes as options.

    • Like 2
  12. How about Discourse as an alternative to phpBB? I don't have a preference, just asking... Looking at the forum landscape it appears that Discourse is the more modern platform - but I don't really know.

    I also agree with @Justin Baldocks comment. Maintaining a forum based on open-source software over a longer period is constant effort. Especially if you customize it, I've experienced this myself. Docker containers can mitigate this to some degree. But still updates can break something and then someone has to look at it.

    Then on the other hand commercial products come with their own issues. Licensing and cost is one, and sometimes updates break something, too.

    So I don't know what's best... this post wasn't really helpful, was it 🤪?

    • Like 1
  13. Good choice - I own a Creality CR6-SE. Not the Ender 3 mainly because of it's slightly bigger print volume, the touch screen and most of all: it's auto leveling mechanism. The rotary wheel for controlling the menus drove me crazy with the Prusa i3 I had before - as did the leveling procedure. So I wanted to get rid of that.

    Be prepared to change the fans to reduce noise. Although both the Ender 3 and CR6-SE can be considered "silent" - at least compared to the old Prusa I had before...

    I'm very happy with this 3D printer. It's a lot of fun to print little parts to improve stuff in the apartment, fix broken things etc. And of course my retro inspired computer case...

    • Like 1
  14. I use collision detection in "Invaderz". It does have advantages compared to always doing it yourself every frame: you only have to run the loop when there is a collision and only on the groups involved. For Invaderz this made the difference between "sometimes lagging" and "always smooth". That's of course because I mostly use CC65 C code for game-logic. I'm sure this can be handled in assembler fully in realtime.

    Especially detecting whether the player sprite was hit is easy: when it's group (where it's the only member) is involved, then show explosion... In that case I transform the player sprite plus the involved enemy bullet into a sequence of explosion shapes.

    2nd advantage: the collision detection works pixel-accurate (in non-interlaced modes that is, for 320x240 it doesn't matter). That's hard do achieve with an algorithm on the 6502. Mostly you would use rectangle comparisons and that's not always accurate. As a player I noticed the difference once I started using VERAs sprite collision.

  15. @Perifractic: I' ve watched the latest Retroshow where you featured my case - thanks for that 😀, nearly fell off the couch! And you got my name pronounced almost the right way, very, very close 👍.

    I still think the phase-2 board will fit in (mini-ITX, X16c or X16e, never remember which one that is?). If that is ever going to happen - maybe it'll be skipped. In the meantime it hosts a Mister and a Pi.

    • Like 1
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