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SlithyMatt

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SlithyMatt last won the day on November 26 2021

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  1. It can, if you aren't careful with your configuration. Also, note that the frame buffer API is indeed a single-buffer, so using that can and will produce a lot of flashing. Once you want to actually do something with bitmap graphics, and you aren't targeting GEOS, you're better off rolling your own drawing implementation.
  2. I think 3.5 or 4 is a better cycle count for the average 65C02 instruction. A large portion of your code are going to be 2- and 3-cycle instructions. So, I'd say it's more like 60-70 instruction per scan line. Of course, mileage varies, and if you need to use a bunch of 6-7-cycle instructions, you'll run out real quick.
  3. The merger was more marketing than anything. The reality is the Win95/98/Me line was discontinued, and Microsoft made a home user priced license for the next NT version, which was XP. NT 4.0 had reimplemented the Win95 desktop manager, but that was really a superficial similarity, just like how NT 3.51 looked like Windows 3.11, but were completely different behind that desktop. The replacement of Me with XP in the home market was effectively the death of MS-DOS and Microsoft focused on a single Kernal (NT) with configurations for different use cases (home/small business user, enterprise desktop client, server).
  4. Isn't that basically what happened? The timeline was just a bit compressed.
  5. They should have just called it another special edition of Win98 (which it was, under the hood), made it a free service pack for existing Win98 users, and saved all the marketing money and public embarrassment, then put out XP when it was ready.
  6. Are you starting the files you load with a 2 byte header? It's required if you are using LOAD instead of OPEN/CHRIN, even if you specify an explicit address to load to. The Kernal still expects the default address to be in that header, and the data payload starts with the third byte in the file.
  7. It may make it into cx16.h eventually, but I would generally recommend against using the FB API unless you are making a GEOS app. You can easily put pixels on the screen using the VERA interface without any Kernal calls.
  8. Yeah, it's a 65C816, so it can run 6502 code natively. The iigs is mostly backwards compatible with the rest of the Apple II line, so it could run the Applesoft BASIC program I wrote, and a bit faster because of the faster clock speed. But really I'd want to take advantage of the 16-bit instructions and the advanced graphics modes, which are comparable to the Amiga and Atari ST.
  9. Well, that becomes a bit problematic, as it's technically a 16-bit machine. Maybe I'll do a 16-bit battle, and bring in the original IBM PC, and the first generation 68000 machines (Mac, Amiga, Atari ST).
  10. It's an alternative emulator created by @StephenHorn https://github.com/indigodarkwolf/box16
  11. Only catch is that the traces must be specified in a JPEG2000 image.
  12. Indeed, it is. That would be $1.196x10^56. If all 700 quintillion planets in the known universe had an equivalent global GDP to Earth, that would still be 1.82x10^21 times the total worth of universal productivity.
  13. This is what happens when we allow Australians to name things.
  14. It's hard to beat FPGA on price, even if availability is currently hampered. The MISTer has cores for arcade platforms, and you can play precise recreations of those games with the original ROMs. But if you want to roll your own, specifically for an arcade cabinet, and FPGA is still going to be the most cost effective, especially if you want to implement chips that are out of production, like the 68000 and the SID. But really, the way to go is a Raspberry Pi, which you can use to connect custom controls and output HDMI video and audio to a modern display, like just a cheap LCD TV mounted in the cabinet. Then you can emulate whatever you want with software, or use modern frameworks and tools to develop new games. To design your own board and populate it with discrete, hard-wired chips is a giant integration and acquisition hassle, as evidenced by the X16 project, and then you are stuck with a single platform and no software for it.
  15. There's nothing I haven't covered in my X16 tutorial series, but maybe I'll do a code walkthrough for Patreon. I already have a walkthrough there for the YM2151 engine code.
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