david brant | 2 Feb 21:46
Picon
Favicon
Gravatar

Jam Assembler

Hi All,

I've uploaded a new version of Jam Assembler to my web site. It's not the version I was hoping to upload but it
is an improvement on the last.

Has easier object loader on SAM Coupe side hope people like it. I've also updated the read me file so please
read it.

Any problems please e-mail me I've updated the e-mail link on the read me.

If you already have Jam Ass you can download it then just copy the JAR file and the object.mgt file over if you
like. I think these are the only files that have changed.

All the best

David
Stefan Drissen | 2 Feb 19:27
Picon
Gravatar

WOS crash?

I uploaded a pile of Fred’s a few weeks / months ago with contents pages but cannot find them anymore. According to WOS my last Fred uploaded was #65 over two years ago.

 

And just to prove that I am not going mad – this thread http://www.worldofspectrum.org/forums/showthread.php?t=37134&page=2 at the other wos points to:

 

http://www.worldofsam.org/node/685

 

Which is now a site maintenance page…

 

What happened to all my content (I created at least 25 pages with details of disk contents…)?!?

 

Regards,

 

Stefan

Adrian Brown | 2 Feb 19:18
Picon
Gravatar

RE: Single pixel hardware scroll?

Colin is the man to ask, but from memory from discussions with him on various things the ASIC handles the
video reads and these are not present (or at least not alterable) from hardware.

Adrian

-----Original Message-----
From: owner-sam-users@...
[mailto:owner-sam-users@...] On Behalf Of Geoff Winkless
Sent: 02 February 2012 12:01
To: sam-users@...
Subject: Re: Single pixel hardware scroll?

On 2 February 2012 11:02, Simon Owen <simon.owen@...> wrote:
>
> On 2 Feb 2012, at 10:24, Geoff Winkless wrote:
>> If you're thinking of playing with stuff like that in SimCoupé, how 
>> about adding in a screen start address OUT mod? I'd love to see what 
>> could have been done with just a small change to the ASIC design :)
>
> I was drawn by the possibility of there being something new and unimplemented, though it's sounding
increasingly unlikely.
>
> Still, I think your suggestion should be relatively easy to try, just for fun!  Just a single byte offset
for the start address?  How should wrapping be handled?   I'm in the middle of a sound revamp at the
moment, but I'll put it on the list to take a quick look after that.

I was thinking a full two-byte offset with a rolling window.

So normally ASIC looks at the VMPR for the RAM page, then (I imagine) keeps a 15-bit offset from 0 and reads
byte-by-byte, incrementing offset as it goes (obviously doing weird stuff for mode 1, but I'm
simplifying)

If you could just change that 15-bit offset to start at XhXl using

LD B,Xh
LD A,Xl
LD C,MyPortNumber
OUT (c),A

hardware scrolling, the cheap way. I think the BBC did exactly this.

> Would that be possible with a real SAM peripheral?  Can the value on the bus be changed to redirect the
display read?  Or is it possible to modify the value read instead?  Perhaps something that watched for
display reads and cached the values, so it could supply a remapped value to offset the display?

Uhh. I doubt it. The ASIC handles the value being read, so unless you can a) tell the difference between a
normal address request and an ASIC request and b) either override that address or at the very least
override the result that came back.

I don't even think the ASIC memory requests appear on the bus, do they? Colin would know :)

Geoff

Thomas Harte | 1 Feb 21:07
Picon

Single pixel hardware scroll?

I thought this was worth discussing separately but in the JAM
Assembler conversation earlier today Andrew Gillan provided a link to
http://sam.speccy.cz/ , on which one of the documents is
http://sam.speccy.cz/coding/hardware_scroll.txt — which alleges that
changing the border rapidly between black and white can affect the
position of the pixel area within the television frame by a row. Sadly
it doesn't bother to explain what aspect of the hardware it thinks is
responsible or to provide any real timing information, preferring to
talk at great length about how a single pixel hardware scroll would
buy you two frames to update the display rather than one if you wanted
a scrolling area. It's also weirdly specific to a particular monitor
in one place, and I notice that whatever effect it thinks it is
relying on doesn't work in Sim Coupe.

Can anyone comment on whether the article documents a real Sam
hardware effect rather than merely a perceived effect specific to a
particular monitor?

Adrian Brown | 30 Jan 13:43
Picon
Gravatar

RE: New Game - "Dave Invaders"

I think im probably picking up my pension then ;)  I have got several
things I need to sort out on the Sam.  Maybe ill play around with it a
bit more soon

Adrian

-----Original Message-----
From: owner-sam-users@... [mailto:owner-sam-users@...]
On Behalf Of Chris Pile
Sent: 29 January 2012 18:46
To: sam-users@...
Subject: Re: New Game - "Dave Invaders"

> I'm not really sure exactly where the age divide falls on this issue 
> and I'm willing to bet none of us is classically young, but yeah!

I can categorically state that I fall into "Old Git" territory!

> I keep meaning to do some Sam work again, but getting started always 
> feels like a huge effort...

Me too.  Finding both the time and, more importantly, the enthusiasm to
do anything on the SAM is pretty much impossible.  Which is why it's
refreshing to see new games and new developers such as Andrew and Rob
still willing to put the effort in.  Starting and (crucially) finishing
any project on the SAM can be nothing more than a labour of love these
days.

Chris...

Andrew Gillen | 27 Jan 14:49
Gravatar

New Game - "Dave Invaders"

Hi folks
 
I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it.
 
You can grab it from this rather minimalist website:
 
 
You need a 512KB SAM for it (although when playing it  you'd be forgiven for asking why..).
 
Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming!
 
If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it!
 
Anyway, enjoy.
 
Cheers
Andrew.
Andrew Gillen | 24 Jan 01:01
Gravatar

Drive/SCART fault?

Anyone experienced any issues whereby accessing the floppy drive causes the display to corrupt? It starts off with the left hand side phasing off in jagged lines, then eventually the entire screen goes blank. When the drive has been shut off the display returns. This only effects the video signal from the scart socket - RF works absolutely fine.
 
Cheers
 
Andrew
Aleš Keprt | 19 Jan 18:37
Picon
Gravatar

Floppy drive problem

So after a renewed the power supply, I found a problem with floppy drive. There is a rubber which connects the engine to the centre of the disk to let it spin. Simply said: The rubber is aged, it needs to be either replaced, or the whole drive needs to be replaced. But as I can see the connector of the floppy drive is not the same as the connector on the PC drive. I understand that Sam Coupe’s drive has its own controller, but even the rest isn’t the same. I wonder where had MGT got the original Citizen drives from? They definitely aren’t PC drives.
 
Any suggestions? (Please don’t tell me about compact flash now. ;-))
 
/---
Aley
Leszek Chmielewski | 12 Jan 21:57
Picon

Re: full motion video

My AMD X2 4850e is history, this means, something bad happen. The mainboard was fu**ed up. It freezes after hours to minutes. Currently replaced that with ASRock 990FX Extreme 4 (because it has a floppy connector), AMD FX 6100 and 8 GB DDR3 RAM. Just need reinstallation of Windows and restore my development enviroment. Also my grandmother died 3th januar 2012, so at moment I have other problems. Also my Spectrum game "Quest for Witchcraft" need some bugfixing.
Please stop pesting me about BMP2SCR. It will be ready when finished.

LCD

2012/1/12 Roger Jowett <rogerjowett-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>
help i have tried every older version of bmp2scr please are you
working on it? it asks for a file input at the start i cant enter
simple 512x384 avi files into it i have modified them with virtual dub
i would have a shed load up on toob by now if it worked the more the
merrier etc?
anyone contact lcd to get it to work please:-

Leszek Chmielewski <retrozx <at> gmail.com>

i just want to see one mode 3 interlaced animation working even if we
never have an dma hi density mb-02+ style interface for sam or a ula+

On 30/05/2011,  wrote:
> That is how delta compression (in Retro-X) works. It stores the difference
> between two screens in s interleaved sequence of unchanged and changed byte
> sequences (omniting 1 and 2 unchanged bytes so save more space and gain
> speed, so copy them to screen even if unchanged).
> You can store e.g.:
> 50 bytes are unchanged, so skip these 50 bytes by increase pointer of
> current screen adress by 50
> 14 bytes are changed, so copy these 15 bytes from memory to screen
> 96 bytes are unchanfged, skip!
> 67 bytes are changed, copy...
> You can see, it is primitive, but allows to store many frames if there are
> only small differences. You even do not need a flag byte becaues it is
> always the same sequence: Skips with size data and blits with size data and
> bytes data.
> I wrote a decoder for Spectrum only (allowing ca 50 fps if the frame size is
> below 2 kb), but I cannot code that good on SAM in Assembler, with all the
> bank management. I think, the SAM can display 50 FPS Delta animations with
> frame size of 3 KB (166 Frames stored on SAM 512=3.25 seconds animation at
> 50 FPS) or 6.5 Seconds at 25 FPS. At 10 FPS (still fluid, 16,5) Seconds can
> be stored)
>
> Best regards
> LCD
>
>
>
> 2011/5/30 Stefan Drissen <stefan.drissen-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>
>
>> All you need are the differences (without compressing anything). Instead
>> of
>> saving raw screen$ data, you generate the difference between two frames as
>> optimized machine code that only updates the screen addresses that need
>> updating. There is a tipping point at which it would be quicker to simply
>> refresh the entire screen. You may also want to insert entire screen
>> refreshes every X frames to allow a fast forward.
>>
>> This cannot be that difficult.
>>
>> Regards,
>>
>>
>> Stefan
>>
>> -----Original Message-----
>> From: owner-sam-users-w01uWLE43QoXWF+eFR7m5Q@public.gmane.org [mailto:owner-sam-users-w01uWLE43QoXWF+eFR7m5Q@public.gmane.org] On
>> Behalf Of Roger Jowett
>> Sent: zaterdag 28 mei 2011 01:56
>> To: sam-users-w01uWLE43QoXWF+eFR7m5Q@public.gmane.org
>> Subject: Re: Loading stuff from machine code with the ROM functions
>>
>> ok this is it my last daft email to the gang of 4!
>> please
>> as i dont have a clu
>> if masterbasic compresses a screen when it saves it
>> what would happen if you take two screens from my animation
>> if you compress them both and look at teh two compressed screen fils
>> surely the difference between teh two comrepssed screens is teh tiny
>> onscreen difference between one screen$ and teh next - no i didnt
>> think so either but still clutching at straws is fun
>> surely once you have decompresed teh first screen the rest only really
>> need to be the tiny differences that are made to that first image
>> though
>> i realise ol z80b is sturgling to get 4kb into video ram and that is
>> jsut with copying not reading from a port whichshe has to do to read
>> teh atom
>> is there no other way of ziping things up a bit please?
>>
>>
>

James R Curry | 9 Jan 18:40
Favicon

Blast Turbo - Cheat Mode

I can't see how this could possibly matter at this point, but there's an unpublished cheat mode in Blast Turbo.

This only works on the Turbo version of the game, and not the Fred 56 version (Turbo version is far better, anyway).

While playing:

Pause the game (F1).

Hold down C and F4.

You should hear a chirping noise.

You are now completely invulnerable.

Repeat these steps to disable the cheat mode.

There's also an unfinished PC version of the game with lots of new features that I never released.
--
James R Curry
8bit-snUiKen5ueM0wvh7NyEbwA@public.gmane.org

ellvis | 27 Dec 22:13
Picon

Flash! with keyboard as default setting

Hi,

I was trying to find a version of Flash! that have keyboard as default
setting after start. As I have no mouse, I am unable to use the program
as every version I found on internet have mouse as default way to move
the cursor. is there such a version at all or is it done by some POKE
into loader?

e.

--

-- 
ellvis/ZeroTeam

ellvis@...
http://zeroteam.sk

ZX Spectrum support since 1996


Gmane