Does Tiki100 still work?

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stefano
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Joined: Mon Jul 16, 2007 7:39 pm

Does Tiki100 still work?

Post by stefano »

I left the TIKI-100 behind for a while, observing other people successfully developing test programs and games for it, but I must be missing something.
Could anybody confirm the current TIKI-100 target is able to produce high resolution graphics and/or target specific console output? What is the right build process?
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dom
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Re: Does Tiki100 still work?

Post by dom »

The himem graphics location seems to not be working - it's sorted now.
stefano
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Re: Does Tiki100 still work?

Post by stefano »

Thank you. :)

I'm cautiously checking and improving the graphics sections, the changes are sometimes multiple small progressions, but it looks it is effective enough.
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RobertK
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Re: Does Tiki100 still work?

Post by RobertK »

Please have a look at mono sprites, in screen modes 2 and 3 the x coordinates are squished:
grtest_tiki100.jpg

For comparison, it should look like this (Z1013 KRT):
grtest_Z1013_KRT.jpg

In addition, mode 2 has red vertical "jail bars" across the screen.

Mode 1 is fine.

For testing, grtest_tiki100.zip is on my Google Drive:
https://drive.google.com/drive/folders/ ... q6EqH_3zMr

P.S. games.h support would always be a welcome addition to any target.
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stefano
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Re: Does Tiki100 still work?

Post by stefano »

games.h is now built also in the TIKI100 library

I unsuccesfully tried to import the bit banging code by Enjo for the MC-1000, but while I was playing with the sound stuff I was incredibly lucky and stumbled into this page:
https://map.grauw.nl/articles/psg_sample.php

I got a working playzb4() implementation by picking and mixing code found there and elsewhere on GitHub.
It worked almost immediately, I'm sure it is not well optimized but the sound quality is rather good compared to the bit-banging versions.

You can try it with examples/sound/bit4.c
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