Jump to content

rsh

New Members
  • Content Count

    12
  • Joined

  • Last visited

Everything posted by rsh

  1. Nice! This is cool it says you access all 65K without having to worry about the 16K bank limit. I wonder if it will split read/write across banks as well. Can I shove that in to ACTION! lol not sure but seems to be very clean. Thanks!
  2. I found it https://archive.org/details/1985-11-anticmagazine/page/n55/mode/2up In the text of the mag. Interesting thing is it seems to be switching modes as well as banks. Not sure why it does this yet (see below). There are 4 modes to toggle for extended Ram. I'm thinking the "extend" command in Basic XE put's you in: "CPU extended RAM mode" and automatically moves your program in to secondary bank area. (referenced modes here https://www.atariarchives.org/mapping/appendix16.php ) MODE BANK No. 6502 ANTIC No. Address 0 Extd Extd 0 $0000-$3FFF 1 Main Exd 1 $4000-$7FFF 2 Extd Main 2 $8000-$BFFF 3 Main Main 3 $C000-$FFFF POKE 54017, 193 + (MODE * 16) + (BANK * 4) The above program is doing this: Bank 0 or (1 in program): POKE 54017, 193 + (1 * 16) + (0 *4) = POKE 54017, 209 Mode (extd/extd) Bank 1 or (2 in program): POKE 54017, 193 + (1 * 16) + (1 *4) = POKE 54017, 213 " Bank 2 or (3 in program): POKE 54017, 193 + (1 * 16) + (2 *4) = POKE 54017, 217 " Bank 3 or (Main in program): POKE 54017, 193 + (3 * 16) + (3 *4) = POKE 54017, 253 Mode (main/main) I believe Basic XE uses this mode: Poke 54017,193 (to start, the move and bput/bget commands must set the Bank and buffer bank data for read/write) 1 Main Exd 1 $4000-$7FFF CPU extended RAM mode The question now is which mode to pick for ACTION! .. I will try and copy Basic XE's mode and usage and maybe implement the video extended RAM mode (this is like a giant video ram disk) both would solve my problem.
  3. I will tinker with this as well, thanks! This worries me a little since I want it to work with runtime don't want any gotchas!
  4. Holy Smokes this might be exactly what I need. If I can get this to work... I will see about creating those copy lib calls like Basic XE. Thank you this is another good place to start! appreciate it!
  5. Yep PORTB magic! ... I would be interested in looking at that same basic program as well. Do you remember what/where I could get it. I found a page but can't seem to find the full code behind it.
  6. Has anyone built lib/proc(s) in ACTION! for accessing the 130xe extra memory banks. Like the Basic XE commands: move srcAddr,destAddr,size,bank and BPUT/BGET #1,start,end,bank would be kicka$$... Seems this would be a helpful set of functions. .
  7. I have messed around with this more, not sure I understand the mechanics yet... How do we tie the line of the DLI to the player position? I guess we are using player 2 to multiplex over the other players and change the color in the process. where does the move player2 and color change occur in the DLI?
  8. Thank you very much. I will see if I can get this to work.
  9. This is really cool setup. I'm looking for something simple like this for Action! to add color to players. Everything I've run across requires a VBI and seems very complex... where you don't use one. Do you have an example in Action! Any suggestions. I'm not currently familiar will basic.syn syntax to convert these to raw asm or Action!
  10. This is so Fantastic! Truly amazing! well done! I'm still a little lost on the mechanics. I want to do this in Action! but I am a little stumped. Does anyone have some simple code that does one sprite and couple colors. Is it limited to graphics mode? This should be utility library. I find it amazing that even OSS back when Action! came out. They did not provide some of the cool powerful routines from the already created assembler (written by OSS) from Basic XE (for example rget and print using) great tools. Back then everyone did everything from scratch over and over again.
  11. Thank you for the response. I did some testing and restarting Altirria and resetting the config. I got it to work much better, but still does not seem as responsive as WinPlus. Altirria my have some leak that can slow usb device input down.
  12. Thank you for version 3.20... truly amazing!!! Mouse and Paddle emulate. I noticed using a mouse as a paddle is not playable as there major delays and is jerky. To give an example compare it with Atari800winPLus. The difference is stunning. Try running Kaboom!.bin and you will see what I mean. Atari800WinPlus is smooth as glass. Not sure if this is in the paddle or the mouse it's self. I noticed using actual atari 2600 paddles it behaves the almost the exact same as with mouse input in Altirra. Unfortunately, Atari800WinPlus does not support a paddle input for comparison... I'm using the 2600 Daptor D9 for the paddle input to windows 10. I don't think it's the Daptor causing delay since the mouse acts the same, there is a issue with the paddle input response routines. I have not tired this on windows 7. Has anyone else noticed this or fixed the problem.
×
×
  • Create New...