Search found 1677 matches
- Tue Feb 28, 2017 2:58 pm
- Forum: Dragon General
- Topic: Issues with the driveWire interface
- Replies: 32
- Views: 15762
Re: Issues with the driveWire interface
Hello Yoruk, drivewire is a server (on PC/Mac) sector oriented, not oriented to FILES. This means that you need a special DOS version to use files from inside any VDK that resides on the PC side. Probably OS-9 or NitrOs-9 will work because they ask for sectors to the server you'd just need to ensure...
- Tue Feb 28, 2017 11:56 am
- Forum: Dragon General
- Topic: IRQ issues
- Replies: 14
- Views: 9964
Re: IRQ issues
Hi, thanks for answering! The player is IRQ driven so that the computer can (and *must*) do other things at the same time. So, the player cannot get 100% of CPU at any time or the program will freeze to the user sight. That's why I asked if there is anyway to modify the D64 video circuitry to make i...
- Tue Feb 28, 2017 11:36 am
- Forum: Dragon General
- Topic: Issues with the driveWire interface
- Replies: 32
- Views: 15762
Re: Issues with the driveWire interface
Hello, Robert is absolutely right! All files need to be multiple of 256 in order to be read by the drivewire server. We had this problem in the past and I uploaded a small Java tool that changed the header of any VDK to make it be 256 bytes long, so that the file becomes DW compatible. You could dow...
- Mon Feb 27, 2017 10:01 pm
- Forum: Dragon General
- Topic: IRQ issues
- Replies: 14
- Views: 9964
IRQ issues
Hi, I am using the two-voices player by Simon Jonassen. It is IRQ driven and it works nicely on a Dragon 32, but performs really awfully on a Dragon64. It seems to be related to the number of IRQs that each machine sends per frame. Apparently Dragon 32, adds 50 lines to the std NTSC (262 lines), so ...
- Fri Feb 24, 2017 10:28 pm
- Forum: Dragon General
- Topic: Return of the Beast
- Replies: 13
- Views: 12890
Re: Return of the Beast
Hi Steve,
great job!
I know I am not a good gamer, so I lasted not too much time after quite some tries.
Will have to try it on the D64 with joystick.
cheers
pere
great job!
I know I am not a good gamer, so I lasted not too much time after quite some tries.
Will have to try it on the D64 with joystick.
cheers
pere
Re: Tee Off
Hi,
in fact it was a lucky found.
I bought it on 2014 for a reasonable price: 5 GBPounds
Dragon world had not yet become that high priced as it is nowadays
regards
pere
in fact it was a lucky found.
I bought it on 2014 for a reasonable price: 5 GBPounds
Dragon world had not yet become that high priced as it is nowadays
regards
pere
- Sat Feb 11, 2017 4:39 pm
- Forum: Uploads
- Topic: Volcanic Dungeon
- Replies: 2
- Views: 2946
Volcanic Dungeon
Hello,
for this game I only have the tape, so I am upoading
the game in WAV and CAS format as well as the tape scan
cheers
pere
for this game I only have the tape, so I am upoading
the game in WAV and CAS format as well as the tape scan
cheers
pere
Tee Off
Hi,
I am uploading this game in WAV and CAS format. Works on XRoar
You will find the inlay and tape scans too
cheers
pere
I am uploading this game in WAV and CAS format. Works on XRoar
You will find the inlay and tape scans too
cheers
pere
- Fri Jan 20, 2017 4:54 pm
- Forum: Dragon General
- Topic: asm6809 2.8 released
- Replies: 4
- Views: 2899
Re: asm6809 2.8 released
Thanks a lot Ciaran,
Sometimes I use to compile for 6309 but ... I had not yet used those opcodes
Only for test purposes (verifying a disassembler) and it seems that I used positive values ...
Have a nice weekend
perer
Sometimes I use to compile for 6309 but ... I had not yet used those opcodes
Only for test purposes (verifying a disassembler) and it seems that I used positive values ...
Have a nice weekend
perer
- Tue Jan 10, 2017 9:50 pm
- Forum: Hints and Tips
- Topic: Sprite transparency
- Replies: 9
- Views: 7744
Re: Sprite transparency
Hi, thanks again Ciaran! I have 4 sprites (steps) to move a character to the left and 4 to move it to the right. Then I use 2 extra to move up and down in both directions, so that character is using 4+4+2+2 = 12 sprites 32x56 and 4 of them affect five horizontal bytes instead of only 4 bytes (32pixe...