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x16tial

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  1. Sorry, lost interest in doing something silly, not in your upload, didn't mean that to sound that way. Cool demo!
  2. meh, was trying to do an inline animated gif, might be a way, but i've lost interest ;D
  3. Welcome to 1982 In best old man voice: "In MY day, we didn't have command buffers! We retyped or we cursored back and hit enter on it again! We didn't care there was other stuff on the screen! And we liked it!
  4. Oh no! I've gone cross-eyed! Seriously though, looks good, some dazzling effects!
  5. Version 1.0.0

    0 downloads

    Here's a utility that will display the contents of any memory page at the top of the screen, actively and persistently. Helps to see what's going on in different areas of memory, like zero page, the stack, page $02, page $03, page $9f, page $a0 (bank 0). I found it useful to track down memory locations for the mouse aid program, specifically quote mode and insert mode flag locations. LOAD"XPAGEX",8,1 SYS 1024 (NEW to reset BASIC memory pointers, if need) Just POKE 99,<page number> to change pages. There's a "ruler" to help you determine what location you're looking at. The 4 lines are 64 bytes each.
  6. x16tial Page Examiner View File Here's a utility that will display the contents of any memory page at the top of the screen, actively and persistently. Helps to see what's going on in different areas of memory, like zero page, the stack, page $02, page $03, page $9f, page $a0 (bank 0). I found it useful to track down memory locations for the mouse aid program, specifically quote mode and insert mode flag locations. LOAD"XPAGEX",8,1 SYS 1024 (NEW to reset BASIC memory pointers, if need) Just POKE 99,<page number> to change pages. There's a "ruler" to help you determine what location you're looking at. The 4 lines are 64 bytes each. Submitter x16tial Submitted 02/23/21 Category Dev Tools  
  7. New version uploaded that fixes some bugs, but still need to NEW or load a file to refresh BASIC's memory pointers. You'll get a lockup or Out Of Memory error when trying to enter basic program lines otherwise.
  8. x16tial

    Lemonade Stand

    Kinda fun, the delays before being able to move on could be tweaked or eliminated imho. (In other words, why have a delay before presenting "press space to continue"?)
  9. Just because something is rare doesn't mean it's valuable. Funny how certain people will bash David, but then I don't see anyone clamoring for the other identical machines. According to a post on another of David's videos, from someone claiming to have worked for IBM, the machines were most likely prototypes and were very likely bricked at IBM when they were rejected for full production. So all this nonsense, in the end, will be about him "destroying" something that was already non-functional. The comment I'm talking about is by "LAO SpeedWagon" on this video: I just re-watched David's video on the machine and had forgotten that he went back to Computer Reset and they tried powering on the other 4 machines, 3 of which were dead just like the one he tested and 1 had video corruption and wouldn't boot off disk. David also noted that they were probably prototypes for these reasons: No serial numbers Hand written part numbers No signs of use No other information available on the web. 1 had a different monitor All corroborating LAO SpeedWagon's comment.
  10. I'd recommend watching David's (8-bit Guy) videos on his "Dream Computer", there are 2 parts. He goes into many of the details and design decisions. They are close to the top of the FAQ page.
  11. So, I'm messing around with building BASIC code with Assembly and here is some possibly fun info for you: I wanted to see how many lines of basic I could cram into the available BASIC RAM. So, this program: 0 A$="*" 1 PRINTA$; ... With line 1 repeated as many times as possible, incrementing by 1, resulted in a program with ending line number 4292. So, when RUN, prints 4292 asterisks, not even filling up one 80x60 screen (4800 characters). The program ends on byte $9ef1, consuming 38641 bytes (I'm not counting basic's 00 at $0800) Run time of the ml program to build the BASIC program is imperceptible, basically instantaneous, I could put in some timing code to get a number, but meh Later!
  12. This will be the first place that any updates are announced, check back regularly. But as a friendly reminder asking for updates is kind of frowned upon, as everybody involved in this is volunteering their time. These forums are the best source for new information when it becomes available and will be updated first thing as any updates are made.
  13. D'oh! Nice, well, that's what I was missing! ;D Thanks!
  14. I'm probably missing something, but say you wanted to code a game where you want sprites to smoothly go off the screen to the top or to the left. Think asteroids. How would you do it? Since 0,0 in sprite coordinates is the top left visible pixel, I'm not seeing how this would be done, unless the visible play area was made something less than the screen area, which seems kinda lousy to me. You can send things offscreen to the right and down, currently. For a 64 pixel wide sprite, you could just fit it off the left, if the sprite origin was moved left (and up) by 64 pixels (with 2 high bits, we have 4 pages of 256 pixels, 1024, leaving 384 pixels off to the right currently, and 544 to the bottom)
  15. Nice! Thanks! Yeah, I figured it couldn't be something what wouldn't be on the radar. Also @VincentF, just did a little research, and the ROM chip *might* be flash-able, unless they go with some fixed ROM chip, but, not being a hardware expert, that sounds more expensive to me. So yeah, hoping for the ability to update the rom/firmware.
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