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Blogs

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  • Take 'Em To The Woodshed
  • bankockor Blog
  • Kelp Entertainment
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  • The Word Of Ogma
  • GC's blog
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  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
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  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
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  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
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  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • GideonsDad's Blog
  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
  • carmel_andrews' Blog
  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
  • Tr3vor's Blog
  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
  • travelvietnam's Blog
  • pacmanplayer's Blog
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  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
  • arkade kid's Blog
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  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
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  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
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  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
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  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
  • - - - - - -
  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
  • Is Atari Still Cool?
  • Buying Atari on Ebay
  • matosimi's Blog
  • GadgetUK's Blog
  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
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  • Gamming
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  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
  • Linky's Blog
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  • Atari 2600 Lab
  • jennyjames' Blog
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  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
  • TI-99/4A Stuff
  • eshu's blog
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  • GozAtari8
  • Bio's Blog of Randomness
  • Out of the Pack
  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
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  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
  • Osgeld's Blog
  • CyranoJ's ST Ports
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  • Star_Wars_Collector
  • Alp's Art Blog
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  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
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  • Ballblogɀer
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  • Fultonbot's Atari Blog
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  • Kaug Neatos Crash Bandicoot Bandwagon
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  • Atari 2600JS
  • Doctor Clu's Dissertations
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  • Atarimuseum.nl
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  • bow830's Blog
  • Arcade Attack - Retro Gaming Blog
  • MrRetroGamer's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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  1. Hey guys, This is now my seventh rewrite of PLATOTERM for Atari ST. PLATOTERM is a terminal program. It does not simply render text, it does not scroll. It draws data as it comes in, and everything that PLATO does expects this instant draw, particularly with animation. The problem here, is that terminal control protocols are HIGHLY STATE DEPENDENT. The usual model of just reconstructing the document from what's in memory becomes very unwieldy, because you essentially run into having to do it one of three ways: (1) keep a copy of the received data, replay the entire buffer when asked to redraw, reset buffer pointers back to 0 when screen clears. This works, and can even be made to work somewhat well, but it falls short when you have long running screens that update data (such as dashboards), because you eventually fill up your buffer, or your buffer runs out of room to grow. And as the amount of data that gets drawn on one screen increases, so does the time required to bring the display back up to date when asked to redraw. Also, you can't separate the protocol data to isolate parts that need redrawing, because of the highly state dependent nature of the protocol. (2) decode the data, place in a list, replace drawing operations that have same drawing operation and coordinates This can be made to work, as well. but the overhead of maintaining the list, and constantly traversing it to find replaceable items becomes exponentially slower as the whole thing increases. Whole program slows to a crawl. Can't find a hash table algorithm that would help me here. (3) create an off-screen color (or mono) bitmap; routines to draw into bitmap, blit rects onto VDI surface as directed by AES. This would ideally be the right move to make, IF IT WERE ACTUALLY POSSIBLE IN A COMPATIBLE MANNER! But GEM as shipped via TOS has no facility to create an off-screen bitmap, nor does VDI have any way to draw to an off-screen bitmap. This is perhaps one of the most maddening aspects about GEM programming documentation, I find a function that would ultimately solve all of my problems: 7.10.24 v_opnbm Name: »Open bitmap« - Open an off-screen bitmap. Opcode: 100 (Sub-Opcode 1) Syntax: void v_opnbm ( int16_t *work_in, MFDB *bitmap, int16_t *handle, int16_t *work_out ); Description: The call v_opnbm serves for the creation of off-screen bitmaps. One can either specify the size of a bitmap that it should allocate, or pass a bitmap to it. The bitmap is managed in the same format as that of the screen, which makes fast copying between the two possible.The following apply: Parameter Meaning handle graf_handle work_in[0..10] See v_opnwk/v_opnvwk work_in[11] Width -1 (e.g. 1279) work_in[12] Height -1 (e.g. 959) work_in[13] Width of a pixel in 1/1000 mm work_in[14] Height of a pixel in 1/1000 mm work_in[15..19] Reserved, should contain 0 If the EdDI cookie has version number 1.1 or newer, v_opnbm takes additional arguments in work_in[15..19] into account: An attempt is made then to open a bitmap in the format described by these parameters. If there is no driver for the specified format, then the bitmap cannot be created. The following apply: work_in[15..16] Number of simultaneously displayable colours work_in[17] Number of planes work_in[18] Pixel format work_in[19] Bit order Pixel format and bit order are described in greater detail in vq_scrninfo. With the following parameters, for instance, one can create an off-screen bitmap with 256 colours and interleaved planes: work_in[15..16] = 256; /* 256 colours */work_in[17] = 8; /* 8 Planes */work_in[18] = 0; /* Interleaved planes */work_in[19] = 1; /* Normal bit order */ Attention: work_in[11] + 1 should be divisible by 16 without remainder. Otherwise the VDI driver will round up (work_in[11] + 1) to the next number which can be divided by 16 without remainder. If pixel width and height are 0 the pixel size of the screen workstation is used. Note: The use of off-screen bitmaps can be useful if one wants to avoid effects such as heavy flicker on the screen. In that case one builds up the parts of the graphic in the bitmap and transfers the bitmap with vrt_cpyfm or vro_cpyfm to the screen. Return value: Information is passed to the outside via the work_out array or the Memory Form Definiton Block (MFDB): Parameter Meaning work_out[0..1] See v_opnwk/v_opnvwk work_out[2] 0 work_out[3..38] See v_opnwk/v_opnvwk work_out[39] 0 (no hardware CLUT) work_out[39..56] See v_opnwk/v_opnvwk bitmap Pointer to MFDB If bitmap->fd_addr is zero, the VDI will allocate memory for the bitmap and will clear it (in contrast to v_opnvwk). To open a bitmap in device-specific format, bitmap->fd_nplanes should be zero, or the number of planes of the screen (work_out[4] from vq_extnd). If bitmap->fd_nplanes is 1, a monochrome bitmap will be created. The elements of the MFDB (fd_addr, fd_w, fd_h, fd_wdwidth, fd_stand, fd_nplanes) are set by the VDI before returning from v_opnbm. If there is not enough memory to create a bitmap the handle will be zero and the MFDB will not be changed. If bitmap->fd_addr is not zero, it will be used as pointer to a bitmap. If the bitmap is in standard format, it will be transformed into device-specific format. If the number of planes of the bitmap is not supported by the VDI, a zero handle will be returned. Availability: The function is available as of EdDI Version 1.00. From EdDI 1.1 onwards, v_opnbm can be called with additional parameters. Group: Control functions See also: Binding NVDI Off-screen bitmaps v_clsbm So basically, limiting my program to those who install NVDI. This is a no-go, as NVDI will not work on 520ST or 1040ST's without RAM expansion. I am at a loss here, what the hell can I do? What I can not do, so don't even bring it up: * Use GODLIB. This is not a game. It's a productivity app. GODLIB does not solve many of the problems that this terminal program needs to function. * Bypass the OS - Again, THIS IS NOT A GAME. -Thom
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