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Rybags last won the day on September 1 2016

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  1. Stepped = like a traditional typewriter. Then there's the straight ones where the keys are level.
  2. There's multiple keyboard types (4 or 5?) for the XL. Generally the non stepped ones have a bit of mushy feel and probably need more travel than the stepped ones. I've had 2 of the steppd ones, the one on my current 600XL IMO isn't as good as the first one I had. I guess also over the years oxidization, dust and wear can mean that they don't work as well as when newer.
  3. On the 6502 and non 16 bit derivatives the only 16-bit register is the PC. Zero-page can be sort of like a bunch of psuedo 16-bit registers since the indirect addressing modes use them as such. To copy more than 256 bytes there's generally 3 usual options: . Use extra indexed instructions e.g. lda charset.space+$100,x / sta chr+$100,x . Use a pair of z-page pointers. The usual case there is when the size to be copied is variable or unknown. More coding needed and you usually keep a counter for the # of pages or do a compare when incrementing the high byte of source or destination. . Self-modifying code. It can be done in a compact fashion and can often be the fastest method but hard to debug if things go wrong.
  4. Not sure. I remember having both (bload copies) and playing them reasonably regularly. Probably around late 1984/early 1985.
  5. Rybags


    Interesting - I don't think I've seen Atari's SECAM output before. It looks like it has better saturation than other standards. Do you have a PAL machine you can try with a similar setup?
  6. SET is a directive in some assemblers. Though some similar code worked fine for me testing just now.
  7. Fairly sure there's projects around for PS1 and possibly N64 controllers. Generally the modern controllers use serial comms and the usual interface method is a microcontroller in the middle doing the reading and translation to what our system can understand.
  8. Did they cover Atari much at all though? We had the same named magazine (under licence but different content) here and their Atari coverage was pretty poor.
  9. Conan is Mode E so really not many reasons not to use better colours. But a potential problem that can arise when items use certain pixel values and setting the colours to be true for one thing can make it look bad on another. With just 4 colours or however many available it was always a compromise, and with computers having lesser palettes it was a compromise again there. No doubt if the game had originated on the Atari some extra effort might have gone in. Just a few things that come to mind for Conan: - use some PMGs. - proper colours. - DLIs to allow more colours. - better game engine with less speed variation. One of the annoyances of Conan on the Atari, as if it wasn't hard enough already, was that the speed could be highly variable depending on how much was onscreen. No doubt just the use of PMGs alone there would have made it a lot more consistent.
  10. The animated intro version is much better (different music) Some of the poly noise sound is fairly unique. Plenty around. Koronis Rift, Spelunker (elevator and other), Whirlinerd. The music from some Synapse games. The shared sound effects from the Datasoft platform adventures.
  11. Supposedly 250ns is the upper limit as I'd read in a Ram expansion article for the 400 in the day - 200ns should be fine (250ns equates to a bit under half a 1.79 MHz cycle)
  12. Load Xex will usually work fine in emulators because that option typically injects the segments into Ram without there being any loader needed or present beforehand. Real hardware doesn't do this - about the closest you can get for such a "protected" situation is from the likes of IDE+ which have Rom based loaders that only need a little bit of Ram workspace to survive.
  13. Unsure. Generally full ATR demo disks just do raw sector reads with no regard to a standard Dos structure. Even if it is a Dos structure, the problem can become the fact that most of memory gets used and a loader or Dos gets overwritten. An alternative can be systems that load an entire disk image into Ram then emulate a disk drive, though in the case of this demo you'd likely want a 128K Ram machine.
  14. You don't really need hardware type scrolling in the bitmap modes. Firstly since it's a byte per pixel there's no fractional value to worry about. Secondly, the XDL allows you to specify start address of the bitmap and increment value per scanline with little limitation. So without too much work you could implement scrolling as a measure to free up blit cycles.
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