Jump to content

Photo

Kernel Paint

Development Kernel Tools Utilities

7 replies to this topic

#1 Yvar de Goffau OFFLINE  

Yvar de Goffau

    Combat Commando

  • 4 posts
  • Location:Saint-Beat, Haute Garonne, France

Posted Mon Mar 12, 2018 10:34 AM

Hello folks,

 

After the positive response from the Homebrew group on Facebook, I decided to start creating a tool for drawing out kernel code.

This would ease out development of correctly timed drawing code, using a simple drag-and-drop tool.

 

Here attached is a HTML demo of what I've made last 2 days. It is still very preliminary, but it is just to give the feeling.

 

Attached File  kernelpaint.html   44.16KB   275 downloads

see also on Github: https://github.com/Y...au/Kernel-Paint

 

Please send in any feedback, and I hope to find more free time in my week.

Of course, all contribution is more than welcome!



#2 zilog_z80a OFFLINE  

zilog_z80a

    Chopper Commander

  • 103 posts

Posted Mon Mar 12, 2018 1:29 PM

looks really good. 

 

good work!



#3 Sheldon Sims OFFLINE  

Sheldon Sims

    Chopper Commander

  • 117 posts
  • Location:Burkeville, TX USA

Posted Tue Mar 13, 2018 6:21 AM

This is a fantastic tool, Yvar de Goffau.  Have you thought about making a version for reflected playfields (PF0/PF1/PF2/PF0/PF1/PF2)?  I believe I modified your HTML demo correctly.  I hope you don't mind.  This version repeats the playfield order instead of mirroring it.  This really takes the guesswork out of the cycle counts, and figuring out when it is safe to re-write to the playfield registers.   :D

Attached Files


Edited by Sheldon Sims, Tue Mar 13, 2018 6:28 AM.


#4 Yvar de Goffau OFFLINE  

Yvar de Goffau

    Combat Commando

  • Topic Starter
  • 4 posts
  • Location:Saint-Beat, Haute Garonne, France

Posted Tue Mar 13, 2018 7:48 AM

Thanks for your modifications, Seldon Sims. Of course I don't mind, feel free to add things!

 

If you don't mind, I did add your reflected version to my Github... I didn't have time to add other functionalities yet, though.


Edited by Yvar de Goffau, Tue Mar 13, 2018 7:50 AM.


#5 Sheldon Sims OFFLINE  

Sheldon Sims

    Chopper Commander

  • 117 posts
  • Location:Burkeville, TX USA

Posted Tue Mar 13, 2018 8:11 AM

I don't mind at all. Thanks. I used your HTML demo tonight to help get through one of the exercises in an Andrew Davie "Atari 2600 Programming for Newbies" session. :D

#6 SpiceWare OFFLINE  

SpiceWare

    Draconian

  • 12,698 posts
  • Medieval Mayhem
  • Location:Planet Houston

Posted Tue Mar 13, 2018 8:53 AM

Looks good!  Reminds me of FridgeGrid.



#7 Yvar de Goffau OFFLINE  

Yvar de Goffau

    Combat Commando

  • Topic Starter
  • 4 posts
  • Location:Saint-Beat, Haute Garonne, France

Posted Tue Mar 13, 2018 9:36 AM

Reminds me of FridgeGrid.

 

Indeed it does... but mine allows much faster prototyping. 

 

FridgeGrid is already pretty good. It is as multi-purpose as MSExcel, but you have to look up all the cycle counts for all the instructions, since it doesn't do it itself. This quickly becomes tedious...

 

I build this tool to be able to quickly draw out my kernel, and to not have to keep an 6502 instruction sheet and a playfield timing sheet to my side. You can actually touch the opcodes; actually you are the assembler, since you effectively drag and drop machine code!

 

So my tool is closer to a conventional assembler. However, it is at the moment only tuned for the VCS, and I do believe that modifying it for other machines might be a bit of an hassle...



#8 vidak OFFLINE  

vidak

    Moonsweeper

  • 458 posts
  • Location:Sydney, Australia

Posted Thu Mar 29, 2018 4:00 AM

Awesome!

 

Definitely might make designing a kernel faster!







Also tagged with one or more of these keywords: Development, Kernel, Tools, Utilities

0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users