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SlithyMatt last won the day on October 5

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  1. I have a stockpile of 4:3 LCD VGA monitors. Anybody who wants one can DM me with their address and all they have to pay is the shipping. I live in NY, so it get a bit pricey to leave the US or ship to the west coast.
  2. There is a version that runs on R41/hardware. @ZeroByte can hook you up.
  3. Developing for Intel/Altera FPGA on Linux works just fine, using the official Linux release of Quartus. I would prefer to use open source tools across the board, but right now Intel is able to maintain decent availability. I was able to buy a DE10 Nano and have it shipped from Taiwan in 3-4 days, despite Terasic saying it was on "back order". That back order appears to be pretty immediate, and they may be putting that on the website to prevent people from making bulk orders or just simply depress demand so that a lot of people don't bother ordering.
  4. Sprites are definitely the way to go here. To have nice animation on a bitmap layer, you need to implement double buffering, which sucks up a lot of VRAM. Meanwhile, a sprite can be up to 64x64 pixels and even be at a higher color depth than the graphics layers to let you dedicate more of your VRAM to the sprites rather than the background.
  5. Also, Ctrl-N is a shortcut for toggling between Upper/Graphics and Upper/Lower characters sets. If you do it immediately after start, your screen will look like this: Note that the graphics characters are different when lower case letters are enabled. All 26 of those little letters have to take the place of graphics among the 256 possible character glyphs.
  6. VERA scaling is done for the whole display, not just for a layer or sprite. The current sprite dimensions go up to 64x64, so if you want something bigger, use more sprites. You have 128! And if you want 16x48, you can make the sprite 16x64 and have empty space on the vertical margins. Sprite asset addresses must be aligned to 32-byte blocks, but you can use some of this margin area to have overlapping sprites. A 4bpp 16x48 sprite means you have a total margin of 256 bytes within a 16x64 bitmap. Split that in half, and you can have 128 byte margins between each sprite, which means 8 rows of transparent pixels at 4bpp. The alignment still works because 128 % 32 == 0. So you're only "wasting" half of the VRAM that you're fearing, and it's only 128 bytes per sprite for 4bpp.
  7. It's moved here: https://yukiis.moe/
  8. My understanding is that @The 8-Bit Guy hasn't decided on that yet, but he will announce/launch something when the time comes, likely on his YouTube channel and the Facebook group. The original plan was to sell it through the store on this site, but this is now technically a fan-run site and not an official enterprise.
  9. Unfortunately, that's no longer an option for old games published by defunct companies! Now I have no choice but to sit through cracktros to play many old home computer games.
  10. You can have all the SDIO you want as long it's limited to file I/O. Of course, you could get fancy and have other devices that act like a FAT-formatted SD card but do something other than load and store files.
  11. The best way to have consistency is to start a company and pay people to follow a template. I think the greatest thing about the X16 is the flexibility it provides homebrew developers while still having the immediacy of a simple 8-bit system. Giving them an arbitrary box to sit in is not going to work. It's like trying to get a picture of your cat in a box. He'll just hop out and wander away, and then come back and sleep in the thing all night when the camera isn't there.
  12. Hat tip to @DusanStrakl for making this!
  13. That's using pointers in a specific way, but pointers in general don't "kill efficiency" - it's a foundational part of the C language. Compiled languages are always going to be less efficient than hand-coded assembly for 8-Bit, but I think blaming that on pointers is not accurate. A pointer, this context, is just a 16-bit address stored in memory. And (zp,x) indexing is not very useful, even in assembly, and there are plenty of opcodes that use (zp),y indexing, and that's what most pointer indexing in C would compile to, anyway.
  14. Another cost consideration is the move to a single FPGA design. Quadrupling the RAM would likely be much more than a 10% increase in cost. And even with discrete through-hole RAM chips, as we have seen, the market for chips like this has gone whackadoo (I apologize for using such a technical term), with demand outstripping supply by an order of magnitude (or more!), as chip fabs put their limited resources to producing high-quantity, high-profit components for modern systems. Prices for the kinds of chips used in the X16 have doubled in the last couple years, if not tripled or worse! And supplies being how they are, there may simply not be enough RAM chips available to put more than 512k in every unit. We could even be looking at a lottery situation for completed X16 units at first.
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