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laoo

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About laoo

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    Chopper Commander
  • Birthday 01/10/1980

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    Wrocław, Poland

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  1. Thanks for your answers. I was missing one piece of whole picture: the idle state is logical 1. Hence the start bit being 0 triggers receiver to start shifting bits of the value and stop bit being 1 just resets the trasmission to idle state. Frame error is triggered when there is no stop bit (1) at 10th bit after start bit (0) and break is after many zeros. That all make sense now.
  2. I presume that framing error is when the lynx does not read proper stop bit at 10th bit after start bit. What i'm also interested is what happens on the wire, when: 1. Two lynxes send 1 2. Two lynxes send 0 3. One lynx sends 0, the other 1?
  3. Hi! Sorry for dumb question, but I'm very ignorant with respect to electronics etc and for my "secret project" I need to know how conflicts on the wire are detected. Does the hardware detects on electric level that both sides are transmitting? Or only when one side transmits 1 and the other side 0? Or maybe only when received packet isn't correct (wrt start bit and stop bit)? I know that I should study all this UART stuff on electric level first, but I'm afraid I'm too dumb for this and I sense that it's simple enough that few sentences from someone educated should help me. Thanks in advance.
  4. I'm not sure whether the topic is clear enough but I'm basically thinking (for simple demonstarion use) about games displaying something distinctively different on connected units, something like view from each player's perspective etc. Could you point me such games, please?
  5. laoo

    agacart SD card

    What's wrong with you guys? ianoid already knows that there was a SD card in the bundle and whining about mean seller for five straight days does not bring his problem to a resolution.
  6. Frankly, the only limitation here is the limited understanding how Lynx internals work and of overall game developing techniques of this "somebody" that claimed the statement that 64kB of RAM prevents from introducing bigger and/or more levels in games. I see no practical benefits from the ability to stream out memory to some backup storage as mutable data are usually very small. The majority of consoles form the 80-ties had very little RAM but multiple times more ROM. Even Sega Megadrive with powerful 68000 on board had only 64kB of RAM.
  7. laoo

    HandyEye

    @Cyprian Frankly... I can do it much better than C64 Debugger 😎
  8. You can select Liu Kang, Johnny Cage or otherwise Scorpion and play against these three characters. We're currently working on enhancements including multiplayer through com-lynx.
  9. Inspired by this Atari / C64 debugger I decided to toy a little with Handy and add such "insight" to it in separate window. CPU executions blinks in blue, writes in red and CPU / Suzy reads in green. "Last access" checkbox shows whether given memory address has been read since the beginning of the emulation or since last clearing. You can look at it in action here: https://streamable.com/ch1pt4 Executable in the attachment. As a base I took Handy sources I was using for development of Lynx Quest, so it might be not too fresh. Elements by Desire looks especially appealing in it HandyEye.zip Sources: https://bitbucket.org/laoo/handyeye/
  10. @life-among-bits Great stuff! Thanks! Actually after turning on automatic subtitles with translation to English it is quasi-understandable We've already found one review in Spanish: And on playthrough in Portuguese This is really fun stuff to watch as a developer. Thanks again!
  11. As one of my friends used to say: it's foolish to write buggy code and be forced to use debugger when you can write correct one in the first place
  12. Best thing about my approach is that it runs virtually in the emulator. I have a map of attributes for each memory location and when CPU is executing given address I just do what's defined in the attribute. It might be printing some memory value on given position of title bar (as seen on the clip) or turning on/off tracing etc. The attribute map is populated by analyzing assembler output listing and searching for specific comments. Elementary approach but it does to job
  13. Yeah, I've done some tracing enhancements. But it's integrated with MADS assembler, hence it's not usable with cc65 or lyxass. Generally one can enable/disable in source code (with metacommands) dumping some memory locations to title bar and traceing fragments of code to a file.
  14. Yeah, red-eye is quite heavy... And frankly one of up-sides of pure assembly coding is that it has (apart from speed of course) much smaller memory footprint than ca65. We were overall much less memory constrained as our engine was designed to have in memory only necessary code/data and to download it from cart on-demand (e.g. between levels etc).
  15. @Nop90 You have plenty room to improvements! I've created animations from whole Lynx memory (from Handybug graphics window) for both MK and SB and It can be seen you are on-line updating very small portion of memory for sprites. MK has many more animations by just updating more. Cartridge interface if fast enough to do it between renderings. BTW I see plenty of free RAM below sprites there 🧐
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