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Everything posted by ivop
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Simple blinking cursor is just toggling 752 ($02f0 / CRSINH) Inverse video stays inverse video.
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Oh, it's your own design! Didn't know that If I'm not mistaken, it is constantly on the bus in that memory area. That's not a "proper" PBI device, in the sense that it should only be enabled if it is selected through the PBI device select latch at $D1FF. I think this will be a problem in combination with U1MB. So, good that you asked Wouldn't want to either fry your U1MB or your own circuitry 😕
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https://atariage.com/forums/topic/157241-list-of-hardware-registers/ Looks like U1MB RAM can live there. Do you know if the Centronics interface in question acts like a proper PBI/ECI device?
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Was just about to say that 😃 I selected the text from the first post, and used Altirra's View->Paste text 😃
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I think I would do several 8-bit sweeps. 16-bit with $011b, or $1b01, won't work. So, I would set AUDF3 to $1B, sweep AUDF1. Increase AUDF3 by 31, sweep AUDF1 again, untill AUDF3 overflows. If you don't want to manually increment AUDF3, you can modify the batch version to do all eight sweeps one after another. Edit: perhaps later, I'll see to implementing "double" 8-bit and reverse double 8-bit, where the LSB and MSB are treated as separate sweeps. If the LSB overflows or reaches its end, it resets and the MSB is increased by its increment value untill that one also reaches its end or overflows.
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Atari keyboard for use with emulators? (and other ideas)
ivop replied to Mark Simonson's topic in Atari 8-Bit Computers
That would need extra code on the receiver side, but could be done. Downside is the network latency. Playing games could be tricky -
It all depends on what you expect to get in return. I open almost all my projects to the public under a BSD0 or (L)GPL2 license. If I hadn't done that, we would probably have no MIDI on MyTek's boards. Serdashop took my CS waveblaster in production as a solderkit. In return I got a free copy and an X1. I did not ask for that, but got it anyway. Which is very vool IMHO The VS waveblaster I designed was never tested because I couldn't manage to solder the chip by hand. I published it anyway. Year or more later, somebody from China steps in, builds the board, fixes a bug, adds digital MIDI in, and publishes all his changes! I love that
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How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
True, my wording was incorrect. But still, you cannot guarantee it won't cross a 1kB boundary. Similar here. Screen memory cannot cross 4kB boundaries. No, you are right -
3-D Printable Atari 8-bit Cartridge Holder
ivop replied to Bill Lange's topic in Atari 8-Bit Computers
Releveling has to be done every time, unless you print on a removable print surface, like glass with clips on the side. Because if you print on a so-called good bonding printbed. Well, it sticks so good, it takes a lot of force to get it of the printbed, and your leveling is ruined. Up to the time you cannot get it of at all, and have to detach the whole printbed. After that, you'll start printing on glass with a glue spray or glue stick -
The shirt is obviously anti-communism. But that's not the point. Sure, if you think it's OK to make condescending remarks about a woman solely based on her looks because you apparently loath all women that look similar, roll your eyes all you want. Let's drop this, and enjoy Sheddy's remarkable new conversion!
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How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
Here's a version that can be (re)initialized over and over again from BASIC Downside: it uses 153 ($99) bytes instead of 94 bytes on the bottom of page six. Upside: if your BASIC program is RESET proof, you can reinstate the statusbars by running Q=USR(1536+94). Or if your program switches to other graphics modes for a while, once you get back to graphics 0, you can call the same USR() to get your statusbars back. statusbar2.atr statusbar2.s -
That doesn't surprise me a bit, but I didn't expect gunstar to stoop that low.
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Plastic fantasic? Do they think it makes them look good? Emphasize is mine. But just wow.... wow! That's your reaction to a picture of a woman you do not even know? So sad... so sad....
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Nice collection of sound recordings. It's fun to click around all the songs and play them directly in your browser. Came across this one: Ninja Still one of my favorites. Note how it does not use distortion $C for the bass. And it's only three channels IIRC. This one screams for a remake with a proper low 16-bit bass @CharlieChaplin note that @BoroPaul's recordings are not plain recordings of the music, but each channel is recorded separately, and remixed on a PC to create a stereo impression.
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Try to not rely on any third party upgrades. Everything on board. RAM, ROM, MMU, and a proper video out circuit. That would be my advice You could use SMD parts, but I wouldn't go smaller than 0812, and 50 mil pins, so it can still be hand soldered.
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Yes. This is my "fork" to compile on Linux. https://github.com/ivop/RastaConverter This is what I used for all my conversions in this thread.
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Atari keyboard for use with emulators? (and other ideas)
ivop replied to Mark Simonson's topic in Atari 8-Bit Computers
Trackball, mouse, and tablet data cannot be send through an (emulated) USB keyboard. That would need a driver at the PC side. Joystick could be done though, as most emulators have a keyboard emulation of the joystick on, for example, the numeric keypad. A movement or trigger press can then be sent as those keycodes by the AVR. -
Atari keyboard for use with emulators? (and other ideas)
ivop replied to Mark Simonson's topic in Atari 8-Bit Computers
That would be the way to go IMHO. Not that I know of, but it's a good idea. Boot from a cartridge, send keystrokes over the joystick port(s) to an Arduino, which emulates an USB keyboard (tons of libraries for that), and connect to the PC as a keyboard. With a proper cart, you don't need a display for the Atari, or anything else for that matter. Just a power supply. -
How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
Here's an AUTORUN.SYS version. It takes 40+40+8+6 = 94 bytes of the bottom of page six. The init code after that can be overwritten. Pressing reset, well uhm, resets the display list statusbar.atr statusbar.s -
How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
Here's both a top and bottom statusbar. That's 94 bytes at the bottom of page six. We could turn this into an AUTORUN.SYS, and save a bunch of BASIC token space Edit: the ; at the end of status strings is important, or it'll try to print a cursor on the next line, which is non-existent. Edit2: have a working AUTORUN.SYS now. Will release source etc... shortly. Working on a demo program. Must have been years since I've done so much BASIC programming test.atr -
How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
BTW I added line 10 so I didn't need to do that manually every time I checked if it was already working. If you leave it out, and only run line 20-80 once, you get the statusbar without a full reset of E:. It's a pity there are no width and height E: variables 😕 Otherwise, it would be ease to subtract 1 of the height, and only temporarily adding 1 while printing to the lowest line. That would be a low cost bottom bar. But alas. BTW2 note that the previous post does not overwrite anything of the original DL, even though the jump is wrong at the end. The first VBI will overwrite the ANTIC registers anyway with the contents of its shadow register. Looking into extending this to a top and bottom bar, but that would need to overwrite the $41 instruction at the end of the DL, and point back to somewhere on page 6, for the extra DL line and 40 bytes of screen memory. -
How to make a static status bar in Atari BASIC. :)
ivop replied to tschak909's topic in Atari 5200 / 8-bit Programming
Here's plain basic. It takes 48 bytes on the bottom of page zero six. Edit: during sizecoding preparations, #Fready recently discovered that a DL jump also generates a blank line, which looks nice IMHO test.atr -
Sure, that's how the player eventuallywill be used, without the VU meters, etc... Two downsides. One, you need RAM for the LZSS compressed data. Two, loading and saving through SIO will mess with the music.
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Yes, it was just an example of what could be done (I sound like emkay now ). This can never be in-game music, but possibly during a title screen. Less CPU hungry, but still 5 channels, could be RMT2LZSS plus a low frequency 1-bit beeper GTIA channel at say 4 or 8 DLIs per frame. At 400Hz, you can play bass up to 200Hz square wave, and/or do kick drums.
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Similar to how GoatTracker/atarisid/RMT2LZSS could work together, you can also play a beeper tune on GTIA alongside. It's just a matter of assigning just enough CPU time to each. Imagine two softsynth channels, two 64kHz Pokey channels, and one or two beeper voices or a low sampled bass or kick drum channel on GTIA And SID (emulation) to LZSS could be written (save cycles in comparison to running the original C64 6502 player code which I do now), and something similar could be done with beeper/sequenced samples on the 1-bit GTIA channel. SID2LZSS could be nice for the C64 folks, too
