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From 10/27/2017 to 11/25/2017

11/18/2017

ST 12:28 AM Feature #3: High resolution antic support
Hoping to get back to being able to test out this new stuff real soon! I'm finally finishing up a major vehicle repair which has been keeping my tied up since mid April. I'll have it back on the road by end of day tomorrow.
Stephen

11/15/2017

FO 09:38 PM Feature #3: High resolution antic support
gr.8 seems to be off by half a colour clock in 4x mode. Wonder if that is gtia or antic. Didn't notice that in gr.0 foft
FO 09:26 PM Feature #3: High resolution antic support
I think I have the antic alignment all working. Next up, gtia... foft

11/11/2017

91 02:46 AM Feature #3: High resolution antic support
Keep up the good work, thank you for all the time you are putting into this! 917k

11/08/2017

FO 09:15 PM Feature #3: High resolution antic support
Example output from sim. I display ctrl F and ctrl G at the start and end of a line - to check alignment. I switch colour clock multiplier after two mode 2 lines.
!colour_clock_offsets.png!
So some issues...
i) background colour s...
foft

11/07/2017

FO 09:43 PM Feature #3: High resolution antic support
I added rendering of the video output ot the test bench... Very helpful to debug visual video issues. foft

11/04/2017

FO 09:57 PM Feature #3: High resolution antic support
Back to computing the dma clock start cycle, rather than applying hscrol high bits as a delay. With 2x and 4x support still though.
Next up, need to sort out the output timing to be aligned with the displayed area... Then onto some gti...
foft

11/03/2017

FO 10:10 PM Feature #3: High resolution antic support
Thinking about this I bet I just broke the hscrol change delay, since this will no longer allow late changes. One to think about... foft
FO 10:09 PM Feature #3: High resolution antic support
Fixed issue with sprites - I had changed hscrol to count at 4x original colour clock and forgot to adjust the dma address by 2 bits as well.
Made hscrol work as a colour clock delay, which should fix highres scrolling.
foft

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...
foft
FO 10:11 PM High res support (WIP)
*I have high-res mode working!* More debugging to do, but I've uploaded a preview for anyone who wants to play with it.
Here is a video showing graphics 0 in 80 column and 160 column mode - I should have used HD!
[[https://www.youtub...
foft

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 ... foft

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:-) foft

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...
foft

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!
sadosp
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. foft
 

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