Search found 1194 matches

by tofro
Fri Dec 15, 2017 3:53 pm
Forum: Hardware
Topic: Gold Card / Super Gold Card ROM patching...
Replies: 3
Views: 59

Re: Gold Card / Super Gold Card ROM patching...

I have those downloaded, will have to have a peek at them. I am guessing that the GC/SGC still respect the trap and vector addresses from the ROM's, otherwise things like the I2C on the Minerva wouldn't work. No, they obviously can't - They replace the complete ROM with RAM and use their own interr...
by tofro
Fri Dec 15, 2017 2:09 pm
Forum: Hardware
Topic: Gold Card / Super Gold Card ROM patching...
Replies: 3
Views: 59

Re: Gold Card / Super Gold Card ROM patching...

The best information on that can be had from the SMSQ/E sources - SMSQ/E does pretty much the same thing on a GC/SGC.

Tobias
by tofro
Fri Dec 15, 2017 12:58 pm
Forum: Hardware
Topic: TerribleFire accelerator for the QL accelerator card
Replies: 53
Views: 1268

Re: TerribleFire accelerator for the QL accelerator card

No problem - I could easily design sprites that look just as weird in high-color modes ;)

Tobias
by tofro
Thu Dec 14, 2017 6:05 pm
Forum: Software & Programming
Topic: C68 4k Buffers on Stack SMSq/e
Replies: 5
Views: 166

Re: C68 4k Buffers on Stack SMSq/e

Dilwyn has some of the C68 manuals on his homepage as e-book and pdf here:

http://www.dilwyn.me.uk/docs/ebooks/index.html

Tobias
by tofro
Thu Dec 14, 2017 5:51 pm
Forum: Software & Programming
Topic: C68 4k Buffers on Stack SMSq/e
Replies: 5
Views: 166

Re: C68 4k Buffers on Stack SMSq/e

Simply increase the stack space of your program by placing an

Code: Select all

extern long _stack = 16384;


declaration somewhere in your program (to set the stack to 16k, for example) and you're done.

Tobias
by tofro
Thu Dec 14, 2017 5:14 pm
Forum: Software & Programming
Topic: C68 4k Buffers on Stack SMSq/e
Replies: 5
Views: 166

Re: C68 4k Buffers on Stack SMSq/e

What's the dataspace you have given to that job?

What's the value of the global variable _stack (that's the stack size given to your job, and default is 2kBytes only)?

Tobias
by tofro
Thu Dec 14, 2017 11:42 am
Forum: Hardware
Topic: TerribleFire accelerator for the QL accelerator card
Replies: 53
Views: 1268

Re: TerribleFire accelerator for the QL accelerator card

Peter wrote:I would definitely use 512x256 or 512x384 resolution and 16 bit colour. Not only less memory expensive, but also 65280 more colours, which allows anti-aliasing and interpolation.


Agree with most of what you say, but just like the pixelisation you have in typical 256 color games. So cute!

Tobias
by tofro
Thu Dec 14, 2017 8:24 am
Forum: Hardware
Topic: TerribleFire accelerator for the QL accelerator card
Replies: 53
Views: 1268

Re: TerribleFire accelerator for the QL accelerator card

Depends on the game, definitely - In case you want to have a game with a large screen with lots of bullets and objects flying around (all sprites), you might be better off with the 8-bit mode. But it actually doesn't matter much - the principle is the same, regardless of whether you're shoving bytes...
by tofro
Wed Dec 13, 2017 9:24 pm
Forum: Hardware
Topic: TerribleFire accelerator for the QL accelerator card
Replies: 53
Views: 1268

Re: TerribleFire accelerator for the QL accelerator card

Depends on how we see it: scrolling a 1024 x 768 x 8 screen by one pixel: 780000 bytes moved (close to impossible without jerky movement) scrolling a 512 x 384 x 16 screen by one pixel: 390000 bytes moved ( maybe possible) putting a 32 x 32 x 8 sprite onto the screen (regardless of resolution): 1024...
by tofro
Wed Dec 13, 2017 9:07 pm
Forum: Hardware
Topic: TerribleFire accelerator for the QL accelerator card
Replies: 53
Views: 1268

Re: TerribleFire accelerator for the QL accelerator card

Please stay in 16 bit screen modes, otherwise my poor brain just can not follow :| I would actually rather use 8-bit modes, looks nearly as good to my old eyes and is 100% faster ;) But the whole thing doesn't look much different in 16-bit modes Move 3 pixels from sprite memory into screen: ; a1 po...

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