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Casio PV-1000


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I've been interested in the Casio PV-1000 for years now, ever since I saw a picture of it on Old-Computers.com There's so little information on it, and most sources seem to parrot either English Wikipedia or Marriot Guy. Today I decided to look up its graphic chip. Found this: https://ja.m.wikipedia.org/wiki/PV-1000

 

Now, it's just the Japanese version of Wikipedia, but it did have some interesting info. It said the graphics/sound chip was made by NEC, a fact no one else mentioned. Also said it had 3kb of RAM and 16KB of VRAM, which contradicts other sources. Seemed to say the PV-1000 and 2000 were discontinued so Casio could focus on MSX based machines. (Don't take my word for it; this is just my understanding of Google's slightly mangled translation.)

 

Anyone know any other sources? Neither version of Wikipedia has a good collection of cites I could use to research anything.

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There was a thread here earlier this year, though it doesn't reveal anything further: http://atariage.com/forums/topic/264516-casio-pv-computers/

 

The fact that MESS/MAME emulates it and there is a driver in the source code suggests that some reverse engineering has been done. The palette of just 8 colours probably disqualifies it as being VDP based,

 

This page mentions 2K + 1K RAM.

http://www43.tok2.com/home/cmpslv/Pv1000/EnrPV1.htm

 

This page has an image of the back side of the motherboard:

http://www.arcadehits.net/index.php?p=roms&jeu=pv1000_sound

 

This seems to be the front of the motherboard:

https://twitter.com/hiropapa00/status/858163546776936450/photo/1

http://twisave.com/hiropapa00/2017/4/29

 

The 4016C-2 should be a RAM chip, 2048 x 8 bit for a total of 2 kilobytes. The D780C-1 obviously is NEC's version of the Z80 CPU. The small 74 series chips have other functions.

 

That leaves the custom chip on the back to provide video, audio and possibly internal VRAM whether it is 1K or 16K. I am also getting the idea that the PV-1000 console and PV-2000 computer have the same specs?

 

I'm curious about the controllers. I recognize similar mini-DINs from the Sord/CGL M5 series. However the functionality with Start and Select on the controller can't be compatible with the M5 series, just a coincidence several Japanese firms would be using mini-DINs at the same time.

 

Edit: Also this link where it says the PV-1000 and PV-2000 are not compatible, only the joysticks. Perhaps they have the same hardware, just not take the same cartridges?

http://www.racketboy.com/retro/obscure-consoles/casio-pv-1000-a-beginners-guide

Edited by carlsson
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If JP Wikipedia's correct (and I understand it correctly) the PV-2000 had different audio and video chips. https://ja.m.wikipedia.org/wiki/PV-2000

 

Via Google Translate:

 

Simultaneously released with game machine PV-1000 without PC function. The impression of the screen is similar and the CPU is the same as Z80 compatibility, but PV-2000 adopted NEC 's image chip and sound source chip and has no sprite function, PV-2000 is common in game machines of the time Was adopted TMS9918 and SN76489 had a sprite function. Game software of the same title was sometimes released to both PV-1000 and PV-2000, but PV-1000 and PV-2000 are separate platforms and not compatible with each other.

Same setup as the MSX and ColecoVision, correct?

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Yes, the TMS9918 and SN76489 are Texas Instruments' chipset found in Colecovision, Sord M5, VTech Creativision and a number of other systems. The MSX standard uses the GI AY-3-8910 series sound chip (Intellivision, Vectrex etc) instead of the SN one.

 

The reason why I wondered if the 1000 and 2000 share the same hardware is that the tweets I related to seem to mention both systems at the same time, but it could be just one more case of confusion.

 

In any case, it seems the PV-1000 doesn't have the same colour clash limitation of two colours per 8x8 cell as many other systems have? I know 6845 based computers etc like the BBC Micro doesn't have them, so it is not a first but a bit unusual if that is the case.

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Most sources say they were released at the same time, yes.

 

Found this last week:



The reason why I wondered if the 1000 and 2000 share the same hardware is that the tweets I related to seem to mention both systems at the same time, but it could be just one more case of confusion.

 

It's a half-hour compilation of Japanese gaming commercials from the 80's. About half way through there's a commercial for the PV-2000 with a brief clip of the PV-1000 at the end. This leads me to believe Casio made the PV-1000 as a cheaper gaming-only alternative to their computer. Using the same processor might make games easier to port; using a single chip to control sound and graphics might've been a cost reduction measure. But all this is just a bunch of assumptions. I can't understand what the announcer's saying; I don't even know if those clips are part of the same commercial!

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Well, the Z80 was used in so many consoles and computers at the time that it more or less was the standard choice, at least for Japanese manufacturers (*). Some of the code can be transplanted, but if the memory maps, input methods not to mention the A/V output is different, porting would still involve quite a bit of work.

 

(*) Sometimes the history is presented as Nintendo entered virgin lands when they had Ricoh implement a 6502 (minus the rarely used decimal mode, probably to avoid patent issues with MOS) to use in the Famicom, and had to invent their own development tool chains as everyone else to that pont were using Z80. That history writing is omitting the fact that both the PET and VIC-1001, not to mention Apple ][ series already existed on the Japanese market, but of course all of those were imported rather than Japanese designs. Actually Satoru Iwata and the rest of the early HAL Labs started with PET and VIC development, but perhaps they didn't have tool chains per se, and nothing Nintendo would license to use anyway.

Edited by carlsson
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http://ploguechipsounds.blogspot.ca/2010/01/analyse-dont-destroy-casio-pv-1000.html?m=1

 

Article I've come across before, about adding an AV cable to the PV-1000. Has a discussion about the system's audio/video chip, and info on max cart size.

 

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=97597

More info on max cart size. Mostly beyond me. :(

 

Still little/no real info on it's history, which is what I wanted. :(

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Quite interesting audio capacities: three voices of square wave, with an abysmal 6-bit resolution and no volume register. Ok for sound effects I suppose but as noted on the other forum, less than 2.5 octaves of detuned music notes. I thought the VIC-20 with its 7-bit resolution and one octave shift between each register was bad enough (or the POKEY when configured with four 8-bit voices) but this one seems like a new contender in the market of sound generation capable of more than one voice at a time.

 

Combined with 8 colours, no hardware sprites if I understand correctly, perhaps other graphical limitations and released a few months after Famicom and SG-1000, no wonder it didn't last long despite Casio being a big name and they got a few high profile licenses from Konami etc. I seem to recall that not even Nintendo and Sega were instant successes and it took until 1984 and a hardware revision before the Famicom was flying. But kudos to Casio for trying something of their own.

Edited by carlsson
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Interesting. Wonder why Nintendo chose a 6502.

As Carlsson said, if Nintendo had PET and/or Apple II/TRS-80 to work with, they choose what they were the most comfortable with.

But also, it's most thay likely they choose the 6502 because Ricoh accepted to sell them that CPU for almost half the price.

Technical reasons might be at play too :

one difference between the 6502 and the Z80 is that the Z80 can adress RAM directly (up to 64ko) where the 6502 need an external chip.

This is the reason why cheaper computer favored the Z80, and also why portable/embedded systems used the Z80 as well : one chip less save space, cost, etc.

For Nintendo, given how they planned to use extra chips and RAM from the cartridge port, this might have been an advantage as the RAM chip could adress cart RAM first?

 

Ultimately, the decision might just have been cost.

When Nintendo designed the Game Boy, they choose the Z80, probably because it was more space efficient in a portable machine and it was cheaper than the 6502 at this point...

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The Wikipedia page writes:

A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch.

I suppose the stress should be on "not been manufactured" as e.g. there was a Toshiba (?) Hitachi (2) computer in one of the Japanese I/O magazines some of us browsed earlier (1) that was sold with add-on 6502 and Z80 boards. Indeed it may not have been second sourced to any Japanese manufacturer prior to the core being second sourced (as claimed by Wikipedia) to Ricoh, though I don't see the relevance between whether there is a domestic hardware manufacturer and the availability of software tools to use the imported hardware.

 

(1) This thread, though it has little or no relevance to the PV-1000 topic: http://atariage.com/forums/topic/254563-80s-computing-in-japan

(2) Direct link: https://archive.org/stream/IO198102/IO_198102#page/n41/mode/2up

Edited by carlsson
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Nintendo seems to have shifted CPU architecture for each system, probably selecting what is most cost effective at the time rather than a desire to easily achieve portability or backwards compatibility.

 

Famicom/NES: Ricoh 2A03/2A07, based on the MOS 6502

Game Boy and Game Boy Color: Sharp LR35902, based on a combination of Intel 8080 and Zilog Z80

Super Famicom/SNES: Ricoh 5A22, based on the WDC 65C816

Virtual Boy: NEC V810, 32-bit RISC

Nintendo 64: NEC VR4300, 64-bit based on MIPS R4300

Game Boy Advance: ARM7TDMI + Z80

 

Anyway, I found a reference to both the PV-1000 and PV-2000 in this issue of Amusement Life #12. I'm not sure if that is December 1983 or another month, but around the time. Later issues may have references to the Casio too, I didn't bother trying to search through them very closely.

 

https://archive.org/stream/amusement-life-magazine-12#page/n34/mode/2up

Edited by carlsson
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OCR'd and Translated. First part's the PV-1000, 2nd's the 2000, 3rd's the watch. Didn't OCR the Robot toy.

 

dP
I
PV-1000
5色力ラー、224X-92ド ツトでリアリティあふれるゲー ムが楽しめるゲーム専用嶋
一像が実現され、画面 一はリアルそのもの。
ディグダグ、ブーヤン、ワーー ブ&ワーブ、ツタンカームなど一 ゲームセンターで人気のゲームー をはじめ、オリジナルゲームR 一 oMカートリッジが用意されて一 いる(3800円より)a 一 力ラーは8色、ードツト単位一 に色付けされた鮮明な高品質画
もちろ人テレピこ ゲームはワンタッ王 で切換え可能だ。 ジョイスティック は、アクンョンゲー ムがバッチリコント ロールできる操縦拝 タイブ(2本まで接 続可能?14800円

山L~
dP
P>・tu000楽がき
ゲームカートリッジはもちろん、 自分でゲームを作って楽しめto パソコンゲームク
買ったその日からゲーム作り ーができる「ゲーム自作読本」付き。 :カーソルを動かすだけで簡単 一に登場人物を作れるアニメーシ ョン機能ゃ、絵を描くように背 景画が思いのままに作れるビク ーチャー機熊マンン語を使わずに 一動きの連いゲームも作れる高速 ーゲームBAs-cなどの機能を 一内蔵し、ゲーム作りを通してコン )ビュータを楽しもうというもの。 一ROMカートリッジを交換して、 ースーバーコブラ、ブーヤン、スキ ーーコマンド、口ックンローブ、フ ーロントラインなどのゲーム(各4 一800円)がたんのうできる。 回ァニメーンョン機能
8方向に移動できるカーソル を動かすだけで、キャラクター を目在に作ることができ、コビ ーや拡大も簡単。それに28枚の 動画バターンを持っているので多 彩なアニメーションが楽しめる。 回本体 操作性を、視した、触れるだ けで入力できるタッチバネルキ ーポードを採用。キーボードの 配列は英文宇がタイプライタ型、 ひりがなは五十音でわかりやす いのが特母もちろんコマンド はワンタッチで入力可能だ) 周辺機器も、操縦樺型ジョイ スティックをはじめ、増設用R OMバック、力セットインター フェイス、ブリンタインターフ ェイスなどが用意されている。 16色高解像度グラフィックス /3和音4オクターブーノイ ズ・サウンド機能ノ2-80A コンバチブル29800円
■一一司巨司ト→司一一一一一一H

dP

スキーの回転競技をゲームにし たスーパースラローマーゲーム を搭載n どれだけ長く滑走コースを滑 るかによっT勝負を決める。
一旗の問を通過すると加連され ーていくので、他のスキーヤーを 」うまくよける一瞬の判断力が要 一求されるのだ。 ーレベルは3段階、滑走ミスや ーゲーム終了時には効果音もあり 一楽しさをそスている。 一・月差約巧秒以内ノ時、分、秒、 一AM・PM/分単位でできる 『アラーム機能付4900円

dP
I
PV-1000
5 color fee lamp, 224 X-92 Guts only for game which can enjoy game full of reality with dot
One image is realized, the screen one is real itself.
One game center which is popular in one game center such as digg dog, Boo Yang, Warbu & Wave, Tutankham, and the original game R 1 oM cartridge is prepared (from 3800 yen) a One force is 8 colors, one unit is one Crisp high-quality painted color
Of course, people Telepito game can be switched by King Wang Ta. The joystick is a battle control type control type that can be controlled by Akyon games (Up to two connectable? 14800 yen

Mountain L ~
dP
P> · tu000 pleasure
Not to mention game cartridges, you can make your own games and enjoy to PC games
"Game self-made reading book" with game creation from that day bought. : An animation function that makes it easy to make characters by simply moving the cursor, a vocoder that can create a background scene as desired to draw a picture Besides using a bear manga one game of succession A built-in high speed - game BAs - c and other functions built in, making it possible to enjoy the computer through the game making. One ROM cartridge can be exchanged, and games (4 to 800 yen each) such as Suzbacobo, Boo Yang, Ski Command, Sukunrobe, and Furontorain can be played. Piananmen feature
Just move the cursor that can move in 8 directions, you can make characters character with ease, easy to cobwe and magnify. And since I have 28 movie patterns, I can enjoy various animations. Times We adopted a touch panel keypad that allows you to enter operability with the touch, just touch it. Arrangement of the keyboard is typewriter type in English English, Hiragana is easy to understand with Japanese syllabary Of course the command can be entered with one touch) The peripherals also include the control birch type joystick, the expansion R OM back, force set interface, blinther interface etc are prepared. 16 color high resolution graphics / 3 chords 4 octave boo noise · sound function No 2-80 A convertible 29800 yen
■ Ichinjo Together → Eleven O, H

dP

A super slurormer game with game of ski rotation competition is installed. N Determine T match by how long to ski on the skiing course.
As it passes through the question of a single flag, it will be joined, so it is important to have a momentary judgment skill that will make other skiers successful. - Level has 3 stages, skiing mistake and at the end of the game, there is also a sound effect, and one fun goes. 1 / month difference approximate seconds within No hour, minute, second, one AM · PM / minute can be done "with alarm function 4900 yen

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http://retrogamer.seesaa.net/article/40469971.html

 

Ran this through Google translate. Appears to be a discussion about the PV-1000. Fairly standard intro about its history, followed by comments, and instructions for repairing a broken cartridge. In case the website goes down I'll try to copy the repair info to here:

 

<Fragile cartridge>

A movable cover is attached to the underside of the cassette so that dust does not enter.
However, this cartridge, very,
This cover is easy to break structure.

If the cover breaks, one of the springs pops out, there is a risk of short-circuiting when inserting the cartridge,
I have to remove the spring.

In order to remove the spring, it is necessary to disassemble the cartridge, and at that time it may break the claw for fitting the cartridge. ,
As soon as the cartridge starts to be half open, you need attention.
(Adjustment with adhesive is OK.)



<Repair of Cartridge>

Let's fix the cartridge in which the insertion port is damaged.


1) While applying force from the left and right, open the cassette while paying attention to breakage of the claw of the cassette.
Be careful as momentum causes the top label to be damaged (burned).
※ To prevent breakage of the top label, keep it half open.
PV1000B.JPG?d=a0

2) Eject the ROM. In this case, let's remember which one was the front. If the soiling is severe, clean it at once.
PV1000C.JPG?d=a16

3) Take out plastic or protective plastic (plastic) for protecting spring and cartridge bottom surface.
Remove all and OK.
Although the base of the spring is bonded,
Pull it out.

Remove it when rust occurs.
PV1000D.JPG?d=a0
PV1000E.JPG?d=a17
PV1000I.JPG?d=a0

4) Arrange the ROM again. Attention to the front and back.
PV1000B.JPG?d=a0

5) Fit the cassette.
By applying force uniformly,
Pay attention to breakage of the top label.


With this, one case settles down.
However, at self-responsibility ... Ne.

 

<壊れやすかったカートリッジ>

 カセット下面に、ほこりが入らないように
可動式のカバーが付いています。
 でも、このカートリッジは、とても、
このカバーが破損しいやすい構造です。

 カバーが破損すると、バネの片方が
飛び出すため、カートリッジを差し込んだ時に
ショートする恐れがあるため、
バネをはずしてやらなければなりません。

 バネをはずすにはカートリッジを
分解する必要があり、そのときにカートリッジの
はめ込み用のツメを折ってしまうことがあります。、
そうなるとカートリッジが半開きするようになって
しまうので注意が必要。
(接着剤で補正はかのうです。)



<カートッリジの修理>

差込口が破損したカートリッジを直してみよう。


1)左右から力を加えながら、カセットのツメの
破損に注意しながらカセットを開く。
 勢い余ると上面ラベルも破損(やぶれる)して
しまうので注意。
 ※上面ラベルの破損を防ぐためにも半開きにとどめる。
PV1000B.JPG?d=a0

2)ROMを取り出す。このとき、どちらが前面だったかを
 覚えておこう。もし、よごれが激しい場合はついでに
 掃除しておく。
PV1000C.JPG?d=a16

3)バネやカートリッジ下面保護用のプラスティックや
  保護ビニール(プラスティック)を
  取り出す。
  すべて取り外してOK.
  バネの付け根は接着されているが、
  引っ張れば抜ける。
  
  サビが発生している場合は除去しておく。
PV1000D.JPG?d=a0
PV1000E.JPG?d=a17
PV1000I.JPG?d=a0
 
4)再び、ROMを配置する。裏表に注意。
PV1000B.JPG?d=a0

5)カセットをはめ込む。
  均一に力を加えるようにして、
  上面ラベルの破損に注意。


 これにて、一件落着。
 ただし、自己責任にて・・・ネ。

There is a link to another site, but it leads to a 404 error. Here it is at Archive.org: https://web.archive.org/web/20061225034644/http://www1.interq.or.jp/~t-takeda/pv1000/index.html

 

Appears to be an emulator. Here's the text from the page; since it's gone I don't mind copying all of it. Hope no one else does:

 

歓迎光臨
"ePV-1000" - CASIO PV-1000 emulator for Win32 "ePV-1000" is CASIO PV-1000 Emulator for Win32.
It is tested on Windows XP Professional SP2.
It may work on Windows NT4.0/2000/9x but not tested.

This software is under GNU GENERAL PUBLIC LICENSE.

Download


ePV-1000 謎WIPページ 一応、恒例の謎日記です。

Enri's Home PAGE
解析については例によってEnriさんにお世話になっております。


2006.12.07
コモンソースコードプロジェクトに則った再実装を行いました。
また夏に行った調査に基づいて、タイミング調整などを行っています。


2006.08.14
PC上で動作するオシロスコープ ADC-100を購入しました。
実家に帰省したのを機に、懸案になっていたタイミング関係の調査を行っています。

pic1.jpg
本体をばらしてみます。

pic2.jpg
カバーを外すと、基板全体が板金でシールドされています。

pic3.jpg
シールドの板金を外すと基板が露出。
ジャンパだらけ、部品の挿入も適当と、ちょっと製造品質に難あり。

pic4.jpg
カスタムチップは基板の裏に表面実装されています。

osc1.png
赤色はBUSREQ、青色はINTです。
垂直表示期間中は、バスは基本的にVDPによって占有されています。
垂直帰線期間中は、INTが16回発生しています。

osc2.png
更にBUSREQを拡大してみたもの。
各ラインの1/3は水平帰線期間となり、その間はCPUが駆動されます。


2006.06.28
画面周りの謎が解けました。
RAMやVDPに転送されていないパターンが表示されてて、頭捻ってたのですが。
実は画面出力時にVDPが直接カートリッジ上のROMを参照していたようです。
とは言っても、FCみたいにプログラムとパターンでROMが分離していて別々のバスに繋がっている、という訳でもなく。
画面出力中のバスマスタ権が一体どうなっているのか不思議です。

060628-1.png060628-2.png
060628-3.png060628-4.png
060628-5.png060628-6.png

スーパーコブラとプーヤンは、タイトル画面でスタートを押しても反応しません。
スタートボタンを押したままリセットすると、ゲームがスタートします。
次はこの辺りの調査をしないといけないですね。


2006.06.26
ターピンが何となく動作するようになりましたので、Enriさん向けに仮リリースしておきます。

060626-1.png060626-2.png
これだけ見ると、まあまあ実装できているように見えるのですが。

060626-3.png060626-4.png
060626-5.png060626-6.png
他のソフトはまだこんなです。
上はスーパーコブラ、下はプーヤン、なんですが。


2006.06.25
昨日から作業を開始しました。
カセットを吸い出して、現在VRAM周りを絶賛解析中です。

060625-1.png060625-2.png
ターピンのタイトル画面とゲーム画面?
何かそれっぽいものが映ってるような気がします。

060625-3.png060625-4.png
該当する実機の画面はこちら。

060625-5.png
無理やり実機にあわせて画面生成するとこんな感じでしょうか。
他の画面にすると滅茶苦茶になってしまうのですが。

 

Welcomed
"ePV - 1000" - CASIO PV - 1000 emulator for Win 32
"ePV - 1000" is CASIO PV - 1000 Emulator for Win32.
It is tested on Windows XP Professional SP2.
It may work on Windows NT 4.0 / 2000 / 9x but not tested.

This software is under GNU GENERAL PUBLIC LICENSE.

Download

Windows 9x / NT 4.0 / 2000 / XP (Dec 6, 2006) tested on Windows 2000 / XP Professional
HPC 2000 (coming soon ...)
Common Source Code Project



ePV-1000 mystery WIP page
It is an annual mystery diary.

Enri's Home PAGE
As for the analysis, we are indebted to Mr. Enri.


2006.12.07
We implemented the reimplementation in accordance with the common source code project.
Moreover, timing adjustment etc. are carried out based on the investigation that was done in the summer.


2006.08.14
I purchased an oscilloscope ADC - 100 that runs on a PC.
I am investigating the timing relationship that was pending with my return home to my parents house.


Let's break the main body.


When you remove the cover, the whole board is shielded with sheet metal.


The board is exposed when the metal plate of the shield is removed.
Jumper covered, the insertion of parts is also appropriate, slightly difficult to manufacture quality.


The custom chip is surface mounted on the back of the board.


Red is BUSREQ, Blue is INT.
During the vertical display period, the bus is basically occupied by VDP.
INT occurs 16 times during the vertical blanking interval.


Further expansion of BUSREQ.
1/3 of each line is the horizontal retrace period, during which the CPU is driven.


2006.06.28
The mystery around the screen was solved.
Pattern not transferred to RAM or VDP was displayed, and I was twisting my head.
In fact, it seems that VDP directly referenced the ROM on the cartridge when outputting the screen.
Nonetheless, it does not mean that ROMs are separated by programs and patterns like FC, leading to separate buses.
It is mysterious how the bus mastership right in the screen output is unified.





Super cobra and Puyan will not react even if you press the start on the title screen.
If you reset while pressing the start button, the game starts.
Next time we have to investigate around here.


2006.06.26
Tarpin is now working somehow, so I will temporarily release it for Enri.


Looking at this alone, it seems that it can be implemented fairly.



Other software is still like this.
Super cobra on the top, Puyang at the bottom, what is it.


2006.06.25
I started work from yesterday.
Sucking out the cassette, it is currently analyzing rave reviews around VRAM.


Tarpin's title screen and game screen?
I feel that something like that is reflected.


The corresponding real screen is here.


Is it like this when forcibly generating a screen according to the real machine?
Although it makes me feel confused as to other screens.

Translation via Google.

 

The Page had an update in 2007:

 

February 11, 2007

I tried fiddling the behavior of $ fc.
I do not understand it well yet, but Excite Mahjong is supposed to work at first.


I coped with the problem that the space panic screen was disturbed.
I'm forced to display it by patch.

 

2007/2/11
070211-1.png070211-2.png
$fcの挙動を弄ってみました。
まだ良く判らないのですが、エキサイト麻雀が一応動作するようになっています。

070211-3.png070211-4.png
スペースパニックの画面が乱れていた問題に対応しました。
取り敢えずパッチで無理やり表示しているだけです。

I'm including both English and Japanese text in case someone can do a better job than Google.

Edited by pacman000
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If the weird graphic bugs you mention are the black boxes around moving sprites, it's certainly normal.

Early graphic chps, especially hte ones designed for computer, don't deal well with transparency. Even powerful beast liek the MSX series required serious attetion to programming to get transparent sprites and for lesser items you would often see a black box around.

Looks like a fun little system,a bit as if someone had put a "generic 8 bits micro" in a console shell.

I mean the color count, resolution and even sounds make it looks like something you'd see on a Thomson MO5/TO7 :



Or early MSX1 games :


(on some of those you will see the lck of transparency of some sprites too)

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Thanks CatPix. Wondered if the glitches weren't caused by a lack of transparency. Looks sloppy today, but if it was common I can't blame Casio.

 

I also wonder if some of the games tried to use background tiles for everything. Some games seem really jerky.

 

Anyone know how they got 8 colors? I can understand two colors (1-bit per pixel; two possible colors; off or on,) four colors (2-bits per pixel; four possible combinations; four colors,) 16 colors (4-bits per pixel, 16 combinations; 16 colors.) I can even understand 9 colors (3-bits per pixel; 9 combinations; 9 colors.) But I can't find a way to get 8 colors. Could it have been like the Astrocade? 4-colors in two sections for 8 colors on the screen? Is there another way to get 8 colors?

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http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_PV1000

 

Someone made a version of BASIC for Z80 based systems. They even made a version for the PV-1000.

 

Also has versions for the ColecoVision, Astrocade, etc. Complete list here: http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Other_architectures

 

Someone already mentioned the Astrocade version another forum, perhaps the programming forum, but I couldn't find the thread again. Too many other threads about BASIC. It should be easier to find here. :)

Edited by pacman000
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