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PeteE

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About PeteE

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  1. Check out this multicolor sprite solution for the Turmoil clone on 99/4a. It only works for a solid background color though.
  2. I escaped from zontron27. Fun little game.
  3. Same here. Thanks for the fix.
  4. Cool idea! I've got a mechanical cherry mx red keyboard for my PC and I love how it feels similar to the TI keyboard. For making the keycaps level, could you break up the pcb into one per row of keys, then 3d-print stair stringers to support each row pcb?
  5. Thanks for the encouragement. I will try to make progress soon.
  6. Funny story, at Fest West 2017, your system with F18A was the very first time I was able to test Tilda on real hardware, and it worked! Later I was showing to someone with 9918A system, and the scrolling would cause wrong characters to appear all over the screen - all due to no delay after setting the VDP read address before reading the data. I added the delay instruction, recompiled the code on my laptop and tried it again, success!
  7. I've estimated LI Rx,data to be 24 cycles, since the R0 is actually the VDP write data port, that incurs the 4 cycle penalty as well. 12+4+4+4=24 cycles
  8. Could it be... a pair of pain-sticks? (TI 99/4a joysticks) That's really clever, and probably more comfortable to use in that orientation.
  9. Very nice job. I recorded a video from my Phoenix: demo.mp4
  10. That's really really good. We were just talking about how Lemmings might work on the 99/4a a couple zoom meetings ago. Having the mouse on TIPI would be even better.
  11. There is one way I've found that skips the read before write, but it has some downsides: One byte can be written in 24 cycles by setting to the workspace pointer to the VDP write data address, then use a chain of "LI R0,>XX00" for each byte where XX is the byte to write. The LI instruction is 4 bytes, so the code size will be 4 times the number of bytes written. PS. Don't forget you do need a NOP time waste when reading a byte from the VDP after setting the address to read from. It may work fine on emulation or F18A, but a real 9918A will sometimes return wrong values if you read too soon.
  12. Yeah, I should have posted the link to the turmoil example sooner. The nice thing about .mag files are they are plain text, so utilities such as gawk can extract data from them pretty easily. The .mag file format should be mostly self-explanatory, but if you have any questions, post here and I or someone else can probably answer. The turmoil mag is in bitmap mode, so lines starting with CH are 8-byte character patterns, and CO are 8-byte color patterns. In graphic mode 1, there are 32 CO lines with foreground and background color for each 8-character group.
  13. Check out the Magellan thread for a nice tool for mocking up screens for the TMS9918A and F18A graphics modes, be sure to check the last page of the thread has a link to Asmusr's latest version 4.0.0. It will give you a good feel of the limitations and possibilities of each graphics mode. The above image should definitely be a good fit for Graphics 1 Color Mode, making some adjustments to fit in 24 lines.
  14. I don't remember the exact site I found it, try searching "gamename arcade midi", but this is the viewer I used: https://onlinesequencer.net/import
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