Search found 2348 matches

by stefano
Fri Apr 18, 2025 1:13 pm
Forum: Other targets
Topic: (classic) New target: Colecovision
Replies: 11
Views: 13373

Re: (classic) New target: Colecovision

Just to mention, I've merged the ANSI VT engine and putc4x6 to provide a crap text option where not available, at the moment I created an option for the ZX81 mid-resolution (udg) graphics and the EACA EG-2000. The CFG file for the EG-2000, now provides two configuration options: -clib=eg2000disk -> ...
by stefano
Thu Apr 17, 2025 6:51 pm
Forum: Sinclair ZX
Topic: ZX81 VT ANSI console modes fixed
Replies: 0
Views: 35

ZX81 VT ANSI console modes fixed

I admit I took too long, Finally, the zx81 console is fully sorted, if you had problems with the 64 or 128 lines mode, it's time to check it out again.
I put in also a funny mid resolution text option for the udg pseudo graphics mode, ideas and comments are welcome
by stefano
Mon Mar 31, 2025 8:15 pm
Forum: Sinclair ZX
Topic: New untested RS232 driver for the Spectrum
Replies: 0
Views: 5130

New untested RS232 driver for the Spectrum

In a FB discussion an obscure printer interface was dissected. We discovered that in 1983 Morex created a simple product capable of driving a printer in serial and parallel mode, with a very basic hardware support and clever software support. The Morex interface was widely cloned in Italy and Spain ...
by stefano
Wed Mar 19, 2025 1:33 pm
Forum: Sinclair ZX
Topic: Flipping Bytes & Bits!
Replies: 16
Views: 32050

Re: Flipping Bytes & Bits!

by stefano
Wed Mar 19, 2025 10:41 am
Forum: Sinclair ZX
Topic: Flipping Bytes & Bits!
Replies: 16
Views: 32050

Re: Flipping Bytes & Bits!

By the way, I'm putting the new sprite modification functions here:

https://github.com/z88dk/z88dk/tree/mas ... gfx/common
by stefano
Wed Mar 19, 2025 8:34 am
Forum: Sinclair ZX
Topic: Flipping Bytes & Bits!
Replies: 16
Views: 32050

Re: Flipping Bytes & Bits!

Wow, it is very exaustive ! My implementation is still being debugged but works fine already on big pictures (I'm fixing the "single byte" conditions). The nice feature I'm getting is a horizontal flip algorithm working on any picture size, with an even or odd number of horizontal bytes or...
by stefano
Mon Mar 17, 2025 7:41 pm
Forum: Sinclair ZX
Topic: Flipping Bytes & Bits!
Replies: 16
Views: 32050

Re: Flipping Bytes & Bits!

I'm reviving this old thread to inform you that I've pulled a function to flip vertically the picture in a monochrome sprite, it's 8080 compatible.
I also updated the library to get a sprite plotting variant for the 8080.

The horizontal flipping is way more tricky, and surely slow but I'm trying
by stefano
Mon Feb 24, 2025 11:06 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

Ok, things weren't that bad, the ZX Next was already mostly working. My updated merge for w_putsprite is now slightly off when coloring the areas in standard mode and does not apply the fatpixel effect when in MODE 6, but overall it tests good. The same code supports modes 0 and 6 and is reasonably ...
by stefano
Thu Feb 20, 2025 10:06 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

I managed to solve most of the problems on the rect area functions (w_xorclga, w_clga, w_fillb). For what I could observe timex_zxn_graphics.lst is included in the TS2068 and in the ZXN targets, which means that fixing w_putsprite is a priority. As a workaround, "fatpixel" is now forcefull...
by stefano
Tue Feb 18, 2025 6:33 pm
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

I left this library dormant for such a long period I had to dig into the code to remember what happened. Originally w_putsprite and w_clga were just absent. The default generic ones allowed a slow but effective result in all the display modes sorted by plotpixel. I recovered the parked functions whi...
by stefano
Fri Feb 14, 2025 11:55 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

The code is cumbersome but the problem is elsewhere, the game when built for the TS2068 runs in standard screen mode, but the "fatpix" attribute is not reset. This doubles the area to be cleaned and causes the overflow. I noticed I had already excluded the management of the fatpix attribut...
by stefano
Wed Feb 12, 2025 9:49 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

I finally spotted the culript, it is clga().
Well it confirms that the updated putsprite for enhanced ZX Spectrum models with extended video works (yet just partially tested), deals with colours and is reasonably fast.
by stefano
Wed Feb 12, 2025 8:55 am
Forum: CP/M, FLOS and OS related
Topic: New DSK container and support for Genie II&III emulator
Replies: 4
Views: 36175

Re: New DSK container and support for Genie II&III emulator

Having only two digits is not necessairly a big issue. The point is how the software (system services and/or z88dk library) converts it, obviously if the calendar gets warped it becomes quite a challenge.
by stefano
Wed Feb 12, 2025 8:46 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

This is odd, the game on the TS2068 crashes in 256x192 display mode also if I edit w_putsprite and stick the normal putsprite (with the following small adjustment): (...) push af ;ld h, a ;ld l, e ld h,0 ld l,a ld d,0 call swapgfxbk call w_pixeladdress Moving on, I'll try by excluding game portions ...
by stefano
Fri Feb 07, 2025 7:38 am
Forum: Sinclair ZX
Topic: Can I have multiple sections for C code?
Replies: 13
Views: 29457

Re: Can I have multiple sections for C code?

One of the turbo loader modes (the one doing RLE compression) in z88dk-appmake allows 2 separate binary blocks, usually good to add a title screen, but it can be your first block at 30000 as well.

EDIT
Nope, you're right it's doable but even more difficult
by stefano
Mon Jan 27, 2025 8:00 am
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

The test is very simple, just change to +ts2068. If you move your spaceship to the rightmost positions the game crashes.
I *think* the problem is on how hl_inc_x_MODE6 works when used by w_putsprite.
by stefano
Sun Jan 19, 2025 2:07 pm
Forum: Sinclair ZX
Topic: TS2068 GFX speed-up
Replies: 8
Views: 56718

Re: TS2068 GFX speed-up

This is something I left half way and this is bad The current ZX Next library is now buggy, the colour attributes handling tend to overflow in the traditional video modes (only when the pictures get close to the rightmost display edge). I'll test it soon and give a more detailed report, then I'll tr...
by stefano
Sat Jan 11, 2025 11:58 pm
Forum: Sinclair ZX
Topic: Classic lib, clear the screen
Replies: 4
Views: 11970

Re: Classic lib, clear the screen

fputc_cons(12) is my favourite blasphemy, it clears the screen on several different targets.
IIRC if you first change the attributes the screen will be set accordingly
There are several ways to change the attributes, I'm lazy and tend to use zx_ink(..) etc, but conio.h allows much more portability.
by stefano
Thu Dec 26, 2024 4:58 pm
Forum: Other platforms
Topic: Z80 8080 backwards compatibility
Replies: 3
Views: 38974

Re: Z80 8080 backwards compatibility

exactly. Even if with a lot of limits Intel produced the 8086 to be partially retro - compatible with the 8080, at the time the software compatibility at cpu level mattered. I remember someone in the eights telling that the 6502 initially was competitive compared to the z80 because of the sw compati...
by stefano
Tue Dec 24, 2024 10:34 am
Forum: Other platforms
Topic: Z80 8080 backwards compatibility
Replies: 3
Views: 38974

Re: Z80 8080 backwards compatibility

Personally I largely prefer the Z80 style mnemonics they are rather intuitive but possibly less suitable for simple assemblers (the three characters mnemonics help the decoders). An early dialect of the 8080 mnemonics was created for the TDL assembler, and obviously several macros and extensions exi...
by stefano
Fri Dec 20, 2024 11:55 am
Forum: CP/M, FLOS and OS related
Topic: Gemini and others
Replies: 27
Views: 85544

Re: Gemini and others

I fixed my local msys64 setup (not recently updated) which I broke trying to merge in unixem.
The beaver_net protocol now builds properly, but I don't think I nailed the way to interface to the rs232 hardware on windows
by stefano
Wed Dec 18, 2024 4:06 pm
Forum: CP/M, FLOS and OS related
Topic: Gemini and others
Replies: 27
Views: 85544

Re: Gemini and others

Speed throttle. I'm rather sure that select() is not properly simulated in my mingw setup, Sleep(microseconds/1000) is usually the best choice, I'm going to update the package soon. I still get rather fast emulated systems though. Perhaps it's just the CPU clock needing to be properly configured in ...
by stefano
Wed Dec 18, 2024 7:48 am
Forum: CP/M, FLOS and OS related
Topic: Gemini and others
Replies: 27
Views: 85544

Re: Gemini and others

The Northstar Advantage is the main reason for this port, I wanted it emulated on Windows to work on a z88dk port, but the CP/M floppy disk format must have some custom requirement I haven't got yet. I'm able to extract files with CPMTOOLS and to create a disk image with appmake which are good for C...
by stefano
Tue Dec 17, 2024 6:13 pm
Forum: CP/M, FLOS and OS related
Topic: Supporting the TRS80 Model II
Replies: 37
Views: 75321

Re: Supporting the TRS80 Model II

> On the Model II we also have the possibility to rewrite the console driver, so as you said it is just matter of setting up a better library. Which finally I did, in a desperate attempt to shorten my backlog a little and doing part of what I promised to do. We still have the annoying cursor in the ...
by stefano
Tue Dec 17, 2024 3:15 pm
Forum: CP/M, FLOS and OS related
Topic: Gemini and others
Replies: 27
Views: 85544

Re: Gemini and others

clg() and clrscr() should trigger the same code, which (if I properly checked the library) simply sends the control character for CLS directly to the I/O port of the video board. Some kind of speed throttling should be in, but clearly I haven't done it right :D I tried to slow it down arbitrairly bu...