Activity
From 10/04/2017 to 11/02/2017
11/02/2017
- FO 10:15 PM Feature #3: High resolution antic support
- Sped up the refresh cycles to 2x and 4x. No missing characters now mid-screen. However this will probably flicker on SDRAM, since its shorter than a real refresh cycle iirc.
Took a look at hscrol. Understand what needs doing but too t...
11/01/2017
- FO 09:53 PM Feature #3: High resolution antic support
- Fixed a few more bugs and tried it again. Was starting to despair that it worked on sim but not the real hardware. Then I selected 2x CPU mode - and it worked! Of course I'm blocking most of the cycle to wait for PBI in 1x mode, doh. So ...
10/30/2017
- FO 09:28 PM Feature #3: High resolution antic support
- I fixed the dma clock, then I found character fetching was not working either. I've fixed that for 2x, but still remains broken for 4x. Doing a build to see if I'm right on 2x:-)
10/29/2017
- FO 12:42 PM Feature #3 (In Progress): High resolution antic support
- Taking a look at this one for a change!
Its actually not looking too bad, at least the first bug. I start off the dma clock as usual and the first tick happens to early (due to faster colour clock). Then it ends up not stopping the DM...
10/28/2017
- SA 09:29 PM Bug #54: GTIA issue when Turbo > 4X
- foft wrote:
> I noticed that on the v16 core with the OS in block ram (vs sdram) up to 16x works ok. But 32x has the artifacts.
:-) This mean progress!
- FO 07:33 PM Bug #54: GTIA issue when Turbo > 4X
- I noticed that on the v16 core with the OS in block ram (vs sdram) up to 16x works ok. But 32x has the artifacts.