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cbmeeks

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Posts posted by cbmeeks


  1. Ok, stupid question here. lol. Anyway, I'm really trying to learn the internal workings of the CV.

     

    When I look at he cartridge port, I see what appears to be A0-A13 which gives 16k. Ok, next I see EN8/A/C/E. So, when power on how does the CV use those 4 lines compared to the 16k? And how were 24 or 32k carts made?

     

    Thanks for any detailed info.


  2. So I bought two CV's off eBay for <$20 each. Both were reported not working.

     

    I managed to clean and mod the first one and it works like a champ.

     

    However, my second one isn't working correctly. My suspicion is bad memory. The unit powers up, the audio sounds fine but the screen is all messed up.

     

    But, it's messed up in a "bad data" type of way. For example, instead of saying "GET READY PLAYER 1" it says "GEP REAWY PCAYER 1". The game select screen says "PPRQQ @UTTML ML IEYPAD"...etc.

     

    (screen shots attached).

     

    So, what are your thoughts? I've cleaned it up physically. In fact, this was one of the cleanest units I've ever seen. Looks almost mint besides a little dust.

     

    All of the electrolytic capacitors are fine. Well, they aren't bulging and there is no leakage.

     

    I didn't take the RF unit apart to see if anything was leaking under it but I don't think that is the issue anyway since it isn't a bad picture for RF. Just looks like the letters have been replaced, colors swapped, etc.

     

    Thanks.

    post-5987-0-10373200-1429564971_thumb.jpg

    post-5987-0-14940300-1429565021_thumb.jpg

    post-5987-0-99623900-1429565100_thumb.jpg


  3. Thinking about this a little more....I think it's more accurate to say that instead of "320 pixel bandwidth" to say "active display bandwidth" from the 63.55uS NTSC scan line.

     

    So, to draw 40 chars at 6 pixels leaves no more bandwidth left for sprites.

     

    Either way, the active display area is the same in all modes but at 256 pixels there is barely enough time left to deal with sprites.

     

    Again, amazing for 70's technology.


  4. I've read most of this thread and found it really entertaining.

     

    One theme I saw a few times was about the 4 sprite per horizontal line limitation. Some even called it stupid.

     

    It's understandable, not stupid. First, the TMS99x8 was designed in the 70's. Second, it's easy to understand why the limit was there. Bandwidth. So in text mode, we have 40 characters which equals 320 pixels of bandwidth. But no sprites. In mode 1/2, we have a resolution of 256. 320-256=64. 64/16 pixels (max sprite width) = 4. Bam. 4 sprites.

     

    Now, why can't we have 8 sprites at 8 pixels? My guess is because there is overhead in changing sprite pointers, colors, etc. and that tiny bit of overhead wouldn't fit in the 320 pixel bandwidth.

     

    Anyway, just my $0.02. ;-)


  5. I would love to aquire one. But I don't think they are made any more are they?

     

    Another reason I would like the schematics is that I would like to build some modules myself. Not unlike the SGM but not like it either. I'd like to experiment with putting a SID chip on there using the SIDCog running on a propeller.


  6. Ah. I read that but missed the posted date.

     

    Cool. Hopefully this will become a real product this year.

     

    On a side note, this project is very close to what I've wanted to do. For a while now, I've dreamed of designing a Coleco "compatible" computer. I know there is ADAM and MSX but have you priced those lately? Lol

     

    Anyway, my idea was to use new parts only and perhaps try to get audio and video through a Parallax Propeller.

     

    Oh well, if/when I get beyond the breadboard with my design I will let people know. ;-)

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