Search found 211 matches

by nollkolltroll
Sun Jan 21, 2018 2:29 pm
Forum: Development
Topic: New display engine for games and more
Replies: 11
Views: 272

Re: New display engine for games and more

I couldn't help myself, so here it is a bit more refined towards a proper platform game.
Now could someone who enjoys to code games, PLEASE make a proper ZXario?! Or something else :)
by nollkolltroll
Fri Jan 19, 2018 5:12 pm
Forum: Development
Topic: New display engine for games and more
Replies: 11
Views: 272

Re: New display engine for games and more

Whooay Slow down cowboy.... would have been better that i look at Adams code a bit closer before jumping the gun, seems like Adam has took over entirely the IX register and does the margins and Vsync and keyboard read all in his own code... Yeah, I like to properly understand what is REALLY needed ...
by nollkolltroll
Fri Jan 19, 2018 5:03 pm
Forum: Development
Topic: New display engine for games and more
Replies: 11
Views: 272

Re: New display engine for games and more

Here is a version that works in EO 1.8 regardless of memory size 16k or upwards. A Zxpand is the largest memory I have available for real HW, so I hope this fix works on real HW.
I copied the jump and address from lower memory to upper memory that ends the status text.
by nollkolltroll
Fri Jan 19, 2018 10:11 am
Forum: Development
Topic: New display engine for games and more
Replies: 11
Views: 272

Re: New display engine for games and more

Andy: it was really inspiring to unravel your code, and hopefully the power of open source has made my version a bit more readable for the next person. Siggi: I've only tested this on 16/32k machines and EightyOne, but will have a look. The display code should be memory size agnostic. Can't be much ...
by nollkolltroll
Thu Jan 18, 2018 6:40 pm
Forum: Development
Topic: New display engine for games and more
Replies: 11
Views: 272

New display engine for games and more

When Zedragon was released, I was immediately impressed with the scrolling of the screen. I had a quick look at the source code and realized that what had been done in the display engine was very good and could be expanded upon with stuff I have coded. Thus I began deciphering what the code really d...
by nollkolltroll
Sun Dec 24, 2017 7:49 am
Forum: Development
Topic: ZX80-help needed!
Replies: 8
Views: 369

Re: ZX80-help needed!

All is sorted, thanks for the offer!
by nollkolltroll
Fri Dec 22, 2017 6:15 am
Forum: Development
Topic: ZXpand+ A/V player
Replies: 12
Views: 546

Re: ZXpand+ A/V player

I'll try to get time to describe the process during Christmas break. Lots of handheld processing that could be automated.
by nollkolltroll
Wed Dec 20, 2017 6:58 pm
Forum: Development
Topic: Metropolis, a proper ZX80/81 demo
Replies: 21
Views: 763

Re: Metropolis, a proper ZX80/81 demo

And here is an even fresher version with 4 lines VSync to make the Chroma interface happy.
by nollkolltroll
Wed Dec 20, 2017 3:47 pm
Forum: Development
Topic: Metropolis, a proper ZX80/81 demo
Replies: 21
Views: 763

Re: Metropolis, a proper ZX80/81 demo

Kevin: I think your emu is good, since doing HSyncs twice per raster SHOULD show one of them in some way. I've had a real CRT show the same effect before I got the SW HSync on HW HSync timed properly. Unfortunately, it seems my machine is too kind to me, and other machines do not line up nice and ea...
by nollkolltroll
Wed Dec 20, 2017 7:52 am
Forum: Development
Topic: Metropolis, a proper ZX80/81 demo
Replies: 21
Views: 763

Re: Metropolis, a proper ZX80/81 demo

Olofsen: you are indeed correct. I produce in/out HSyncs at the same time as the HSync generator to be able to reset the line counter without disturbing the picture. Unfortunately there seems to be a bad case of incompatibility between my HW ZX81 and the rest of you. This leads to a software generat...