The Built in debugger in MAME is very good once you get the hang of it !
You can set breakpoints, examine mem/code - change stuff on the fly etc....
/SImon
Search found 163 matches
- Sat Mar 31, 2018 7:50 pm
- Forum: Dragon General
- Topic: Debugging Advice
- Replies: 14
- Views: 11440
- Sat Mar 31, 2018 4:09 pm
- Forum: Dragon General
- Topic: they said NEVER GONNA HAPPEN
- Replies: 5
- Views: 5616
Re: they said NEVER GONNA HAPPEN
I'm Working on a coco2 version - it should be possible, only time will tell
- Fri Mar 30, 2018 8:00 pm
- Forum: Dragon General
- Topic: they said NEVER GONNA HAPPEN
- Replies: 5
- Views: 5616
they said NEVER GONNA HAPPEN
ok they said it couldn't be done..... (don't tell me that, it just fuel for my fire)..... i know this is not the dragon (it's a coco) - but with the HALT NMI disk controller they told me we could do NOTHING while loading.... BAHH YOU LOOSE !! lets play 7.8 Khz 2 voice music while loading a disk (yes...
- Wed Oct 18, 2017 5:53 pm
- Forum: Uploads
- Topic: tandy assembly demo
- Replies: 0
- Views: 8280
tandy assembly demo
OK. here is the complete sourcecode for my assembly demo + various utils for image/music conversion + a .dsk image of the demo in *normal* and autorun versions.... this demo has been timed for NTSC coco 1 or 2 32k (it will run on a d32 pal (timing is wrong)) - don't try it on a d64 as it will sound ...
- Sun Oct 08, 2017 9:57 pm
- Forum: Dragon General
- Topic: TOTAL MADNESS
- Replies: 6
- Views: 4664
Re: TOTAL MADNESS
THX guys....
this is a *first release* due to time pressure, so it's not as polished as i would like, but it does prove the point....
WE CAN HAVE OUR CAKE AND EAT IT !!!! - takes alot of funky programming, but entirely DOABLE
this is a *first release* due to time pressure, so it's not as polished as i would like, but it does prove the point....
WE CAN HAVE OUR CAKE AND EAT IT !!!! - takes alot of funky programming, but entirely DOABLE
- Sat Oct 07, 2017 6:01 pm
- Forum: Dragon General
- Topic: TOTAL MADNESS
- Replies: 6
- Views: 4664
TOTAL MADNESS
OK, i kinda went into hiding for a while... (helping out others with various assembly code while i cultivated my madness)
enjoy this little demo (WILL work on a bog standard d32 (32k))
https://www.youtube.com/watch?v=LDyL8d6gRJ0
/Simon
enjoy this little demo (WILL work on a bog standard d32 (32k))
https://www.youtube.com/watch?v=LDyL8d6gRJ0
/Simon
- Tue May 16, 2017 6:15 pm
- Forum: Dragon General
- Topic: IRQ issues
- Replies: 14
- Views: 8944
Re: IRQ issues
OMG ! - you performed open heart surgery on your d64 to make my 2voice irq music work... i am humbled !!!!
- Tue Dec 20, 2016 9:11 pm
- Forum: Dragon General
- Topic: ROTATING IMAGES PMODE3
- Replies: 15
- Views: 7521
Re: ROTATING IMAGES PMODE3
if you want a really *indepth* explanation, then you can study this
http://www.drdobbs.com/architecture-and ... /184416337
http://www.drdobbs.com/architecture-and ... /184416337
- Tue Dec 20, 2016 6:20 pm
- Forum: Dragon General
- Topic: ROTATING IMAGES PMODE3
- Replies: 15
- Views: 7521
Re: ROTATING IMAGES PMODE3
lots of ways to perform a rotation... shearing is fast.... but this is faster... the *bad* thing here is the 2bpp limit, so we have to spend time looking up 4 pixels in a texture and combining those into one byte to plot essentially you just have a lookup that provides dx/dy for a given line through...
- Tue Dec 20, 2016 5:33 pm
- Forum: Dragon General
- Topic: ROTATING IMAGES PMODE3
- Replies: 15
- Views: 7521
Re: ROTATING IMAGES PMODE3
sin/cos lookup once per frame to calculate a deltax/y for a lookup into the texture LOTS AND LOTS (a months worth) of nasty tricks to improve speed.... sin/cos are 8:8 fixed point that vary from 1 to -1 (360 degrees transposed into 256 steps).... line start address table is 16bit pixel translation t...