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Found 5 results

  1. I've created a blog post about using tiles in BASIC. Going over the fundamentals of getting a Tiled map and graphics in to the X16 and displayed. https://justinbaldock.wordpress.com/2020/10/09/commander-x16-basic-tiles/ Feel free to comment here when providing feedback.
  2. @Frank van den Hoef What would happen if a DC START register is greater or equal to its matching STOP register? Will it flip the image or not render it at all? Flipping would make the VERA's logic design a bit more complicated, so I assume it's the latter. Does a sprite with a lower Z-depth value and lower position in memory actually render behind a sprite with higher Z-depth and position, or will it display garbage like the GBA? (E.g. sprite 0 has Z=2, sprite 1 has Z=3) Note that lower positions mean higher-priority sprites if their Z-depth is the same. Will the PSG's noise wave use a predefined sequence? The emulator's PSG code doesn't seem to implement one, and just takes a random number from 0 to 63. Maybe it uses a true-random supply from somewhere in your FPGA?
  3. Is it possible to manually (not from software) re-program the VERA's on-board FPGA to perform different kinds of tasks? This can perhaps allow the video modes to be changed, or even allow a virtual 2nd CPU to be created if there's enough spare logic blocks. I might as well replace the default PSG/PCM audio with my own Amiga-like sampler, to be paired with the otherwise hard-coded YM2151 and SAA1099 audio. I know users will be able to re-program the X16's flash ROM with their own software, to be paired with their custom VHDL/Verilog code if only @Frank van den Hoef makes this possible.
  4. So in my other post here: I wanted to make a programming language and a IDE to be used in the X16. So for creating the text box I have 2 options: 1. Using the GNU Readline library pros: Allows me to program in c cons: May not work on the X16, Lack of documentation, Might need to be ported to the X16 2. Directly editing the video memory pros: Gives me full control over graphics, Wont require extra code to be ported, cons: Even though I do have experience in assembly(x86 and 6502) it will be very hard to get right. So I have chosen to interface with the video memory directly. I'm having a bit of trouble understanding the Vera video card. I have read through parts of the unofficial documentation but I have a couple questions: 1. How do you switch to text mode? 2. How do you add characters or etc to specific parts of the screen? As development continues more questions may arise if so they will be added on to the list of questions. Thank you and have a nice day!
  5. Hi all, Just trying a few things before starting on a basic game. One thing I'm up to is loading a file into VRAM. I see this is supported in BASIC, but is there any existing code to do this is ASM? I can see how to implement this myself by opening the file, reading it a byte at a time and using the auto-increment of both the file handle and the vera, pipe it through. But, is there a repository of helper functions to do things like this? Cheers Troy
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