I should be honoured to have permission to include them! Many Thanks - contacting you now via details left on contact form.dr beep wrote:Gave permission by PM and by contact form.
Kevin
I should be honoured to have permission to include them! Many Thanks - contacting you now via details left on contact form.dr beep wrote:Gave permission by PM and by contact form.
Paul wrote:I finally give up trying. My iPhone 5 is not compatible. My wife's iPad isn't compatible and yesterday I tried a IPad mini that might be able to run it but although iOS 10.0.2 was installed your emulator complained that it needed iOS 10 to run on it.
Very going by your experience. Odd. If your iPad mini device can run iOS 10 then it should run.Paul wrote:How picky can an app be?
No, it's not difficult to provide support to more earlier systems. But it is difficult to tell Apple which systems you don't want to support, e.g. earlier A5 processors. I don't want this app on older mobile devices and running hot. So, Paul you suffer because Apple does not have more developer options such as "don't offer to users with X device". Instead I have to use one of the few blanket device support options available, support only 64bit devices (A7+), to ensure totally unsuited devices will be shown as incompatible when the install/get button is pressed. Total 100% overkill. Feel free to rant, but please not in my direction.Paul wrote:Is it so difficult to supply compatibility to few systems?
Looking forward to seeing it! Don't let it get in the way of spending time with your family. No pressure. We can add the games in batches over two or three app store updates - it doesn't have to be at the start of January. I've driven more than half way down the UK to spend time with my family and find my self working on the virtual game pad keyboard for the next version of the app...dr beep wrote:What better days than writing explanations of the games and making a ZIP-file than Christmas. Working on it. Plan to be ready before newyearsday.
Well, Kevin. Time is on your site.kpalser wrote:Looking forward to seeing it! Don't let it get in the way of spending time with your family. No pressure. We can add the games in batches over two or three app store updates - it doesn't have to be at the start of January. I've driven more than half way down the UK to spend time with my family and find my self working on the virtual game pad keyboard for the next version of the app...dr beep wrote:What better days than writing explanations of the games and making a ZIP-file than Christmas. Working on it. Plan to be ready before newyearsday.
Kevin
Thank you for all your efforts!dr beep wrote:Well, Kevin. Time is on your site.
We played games and I found some time to finish the texting and files.
Now in your mail.
Not only the 1K games, but also SHOGUN, My first ZX81 program, added.
Fun part: since spring there is a SHOGUN-app for download, but my AI is better and the game will be free.
The internal RAM chip(s) that form the 1k bytes of RAM are controlled by the ULA. In common with Sinclair's keep it simple and low cost, the address decoding for this is as simple as possible, so this RAM chip will respond whenever the Z80 does an instruction fetch, a data fetch, a data write, or during a Z80 refresh cycle. Specifically, during the refresh cycle, this RAM will put data on the data bus. This is what machine code hi-res graphics takes advantage of.kpalser wrote:Time to admit to arrogance in an assumption on my part. Whilst I'd seen YouTube videos of your games, today was the first time I ran them on the app emulator core. I understood that 16K WRX programs need a hardware modification in the RAM pack (is that true of TS1500?) but 1K WRX could work on unmodified ZX81s. Hence, my assumption that 1K WRX would just work with the app. Something is off in my code - it was written independently of other ZX81 emulators based on studying the various online sources documenting the hardware and has run fine with everything that I had thrown at it. That is up to now.
Subsequently, I have fired up EightyOne on a PC emulator (being a Mac user) and saw the same behaviour when WRX is not turned on. I've just been consulting the EightyOne source code, in particular the "BYTE zx81_opcode_fetch(int Address)" function to see how it handles the WRX option. It's structured quite differently from my code.
My focus in the short term has changed to fixing the WRX shortcoming in the app so that I can include your games.