The idea of ​​a simple extension of the standard video mode

ZXNet echo conference «hardware.zx»

From Chunin Roman To Lethargeek 4 October 2005

Let> P.P.S. But really, does the very fact of having a soldered cooler really warm your soul? Let> glands as such? Personally, I have lines about “the coolest sprite Let> engine", "hardware layers" and even all sorts of specific specifications Let> cause zero emotions (not to mention screenshots from others Let> platforms). It’s rather pleasing if a cool effect is made on poor hardware (a Let> is even better - an “atmospheric” toy). After all, the main thing in dema-toys is Let> the player's feelings, and not the "bare" number of colors, pixels and layers; somewhere Let> on the spec, its hardware limitations do not prevent you from diving into them, but somewhere Let> - just to tweak it a little. The last one makes me very happy, well, it’s still a little bit impossible to improve. Your arguments are empty because they are completely unsupported by decisions. That's if sit down and think, draw, you will understand that there will be no simple solution, but if it works, it will be with such restrictions that there will be no makes no sense, because it will only be available for a maximum of one specific clone, while others, as usual, will be left with nothing. For example, I have already thought about this, and to everyone who is trying to continue thisPlease think about this conversation first... I formalized the task. Secondly, no one is taking away the standard screen, it is there, it will be there. A the rest are attempts at the same creativity - amateur radio. How about taking something the best from other platforms - why not. They are now using the AT keyboard, mouse, hard drive - you don’t see anything wrong with that. But this on there was no spec. -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com.

From ASDT To All 7 October 2005

Hello Lethargeek So for writers... do we need a change to the standard screen? WBR, ASDT aka Victor

From Timonin Maxim Anatolievich To All 9 October 2005

Hello ASDT ASD> So, writers... do they need to change the standard screen? What the hell! Buy ATMs and you will have various additional screens. Otherwise now three out of five are soldered to a bluish haze on their boards of their exes (with this moment) Spectrum. Aren't you tired of dealing with handcraft? I also understand that if a bug is fixed, by soldering an extra microcircuit, or soldering a slot to the processor signals, so that without It's a problem to trim the periphery. And what is being proposed, IMHO, is a perversion... -- Maksagor, NedoPC group PC ATM-turbo 2+ [ZX rulezzz 4reva!!!] :eek: WBR, Maksagor aka Timonin Maxim Anatolievich

From ASDT To All 9 October 2005

Hello Lethargeek I'm interested in the opinion of those who actually write the game(s)... And who can benefit from this expansion? If there are any. WBR, ASDT aka Victor

From Chunin Roman To All 9 October 2005

Hello ASDT ASD> Interested in the opinion of those who actually write the game(s) ... ASD> And who can benefit from this extension. ASD> If there are any. Perhaps I’ll sponsor some writer so that he can write such a game... And then apply it with an axel to demonstrate the capabilities! Well, this is still a distant future! -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com. WBR, CHRV aka Chunin Roman

From Ibrahim Zinatulin To All 9 October 2005

Hello, CHRV CHR> Perhaps I’ll sponsor some writer to write a game like this... CHR> And then apply it with an axel to demonstrate the capabilities! Well that's it CHR> still distant future! The easiest way is to ask the Spanish for the source code of the demos for V9990, and adjust them to the Spectrum with this extension :) Minimum time and results it's obvious right away! By the way, MSX has BASIC for V9990, and since the graphics hardly load the Z80, Some very impressive games are written on it. Maybe dig in this direction? And also - if you need it for business - I can send you my GFX9000 so that you can I studied real hardware. You have MSX, but you can always return it. By the way, if you change one of the quartz crystals on the GFX9000 to a higher frequency one, V9990 will output VGA signal! Roman, maybe you can give some code name to the concept extension on V9990 and will you start a new topic? Otherwise, we seem to have intercepted the topic of the poor lethargic with its simple extension com MGTF :) -- I arrived at the field of miracles, Yakubovich is here and he’s great. That's the end of the poem Christ is risen! [http://www.livejournal.com/users/frumich/39033.html] WBR, dhau aka Ibrahim Zinatuli

From Ibrahim Zinatulin To All 9 October 2005

Hello dhau My suggestions for a title: BFG 9990 (BFG == Blazing Fast Graphics? May you remember doom1&2...) General Video (spit under General Sound) Turbo Video (spit under Turbo Sound / Turbo FM) Add :) -- I arrived at the field of miracles, Yakubovich is here and he’s great. That's the end of the poem Christ is risen! [http://www.livejournal.com/users/frumich/39033.html] WBR, dhau aka Ibrahim Zinatuli

From Chunin Roman To All 9 October 2005

Hello Lethargeek Let> Be afraid, spektrumists, Big Bill is looking at you too! Let's better, like adults, talk about business. I still haven’t seen your solutions, if they are possible then I’m interested in them I'll consider it! By the way, the processor in question has nothing to do with the BG. He used on Asian "relatives" - MSX computers. Paranoia is very dangerous disease ;) -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com. WBR, CHRV aka Chunin Roman

From Chunin Roman To All 9 October 2005

Hello Lethargeek Let> By the way, CHRV, why is it suddenly on “you”, let’s continue on “you”, after all in Let> we communicate in networks under nicknames, and not at an official reception... And don’t “poke” Let> I started first. ;) If I respect a person but don’t know him, I address him as YOU. I respect you culture, but poking is like “what to write past the urinal” ((c)professor Preobrazhensky from "Heart of a Dog" In general, this is off-topic and has nothing to do with the topic, in the future if something is not suits my style, then write to me personally! I'll do my laundry here! -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com. WBR, CHRV aka Chunin Roman

From Chunin Roman To All 9 October 2005

Hello Lethargeek Let> Here I was going to throw in the answer I had prepared for CHRV, but I changed my mind. Thoughts Let> various fresh ones popped into my head, and in general... In short, tomorrow or the day after tomorrow Let> a more efficient expanded version will be ready (and not a meaningless Let> continuation of the dispute between the blind and the deaf ;) ). By the way, about blindness and deafness... just be honest, you have a real Spectrum is there? Do you use it or at least turn it on? What model? -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com. WBR, CHRV aka Chunin Roman

From ASDT To All 10 October 2005

Hello Lethargeek "Message from Lethargeek" If this is the case... Write to uv.Lethargeek, what kind of game are you going to write? Or is someone going to do something...? Then there is the subject of conversation. WBR, ASDT aka Victor

From Chunin Roman To All 10 October 2005

Hello ASDT ASD> "Message from Lethargeek" ASD> If such is the case... ASD> Write to uv.Lethargeek, what kind of game are you going to write? ASD> Or who is going to... ? ASD> Then there is a subject of conversation. Perhaps I understood the following. Lethargeek looks at exactly the improvement method existing games by adding some additional hardware feature (well, for example, folding two screens located in different memory locations), improving color depth or resolution. Moreover, he does not offer a ready-made solution, but rather as an idea for discussion. And I, being such a bad person ;), am cutting this idea down. Well, accordingly, I’ll give some arguments why this should not be done (at least on existing realities). -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com. WBR, CHRV aka Chunin Roman

From ASDT To All 10 October 2005

Hello Lethargeek "not a ready-made solution, but rather as an idea for discussion" You can discuss with those who will (want) these “improvements” use. But there are no takers... WBR, ASDT aka Victor

From Victor Ronin To All 10 October 2005

Hello Lethargeek Let> Ronin> have you done a lot of programming yourself? Let> ` from a certain point, everything you described simply becomes unimportant. Let> Let> Did you understand what you wanted to say? Let> Let> Ronin> the problem is that there is no OS! and not about who wants what Let> Ronin> megaconnect. Let> Let> Hehe, what will the new axis give in terms of improving Spectrum graphics and Let> make it easier to program? Or all output to the screen will have to go Let> via some DirectZX, everything is clear, dear. your limit is linear algorithms on ASMA, maximum with call-ami. That's why you count bytes and clock cycles. ASD> Write to uv.Lethargeek, what kind of game are you going to write? “there is no reality, I won’t make my own superscreen, and I won’t write the software myself either I will" - correct me, am I doing something wrong? WBR, Ronin aka Victor Roni

From Chunin Roman To All 11 October 2005

Hello Specter Spe> Dear CHRV! I have great respect for you as a professional in Spe> hardware. Unfortunately, in 9 pages of this thread I never saw Spe> answers to several that interest me (I think also the author of this thread) Spe> questions. I can ask you to “finally” at least give a very rough estimate Spe> the scale of the Spectrum shocks (how many cases to add, how many to throw away Spe> or replace)? Are there any global problems that make sense Spe> such modification is lost (that is, it becomes easier to develop a new one Spe> Spectrum software compatible with the original)? And finally, what from Spe> of the initially proposed option can be implemented "small Spe> blood"? Of course, I don’t expect any accuracy, but at least quite Spe> I think it’s possible to give an approximate estimate. They probably didn’t read it carefully and, again, approach it amateurishly. A you know why I think so - because you didn’t indicate it in your question, well at least the Spectrum model with which we will evaluate ;) (do you know what I mean?). I will not get tired of saying many times that for each clone this modification will beits own unique, and considering that most modern realists they use already “modified” and sometimes “refined” ;) Spectrums - that’s what what will we do with them? This is actually a “global problem”, i.e. we (or you) will not be able to make it a separate additional board. In short, anyone who is more or less “chopping” in hardware can estimate what will happen to its Spectrum if you do: - additional (second line) memory (if it does not exist); - make parallel logic for signal output from the second memory line; - create logic for mixing signals; - add additional memory management logic. Well, just like that... Of course, in reality there will most likely be more improvements will be required. -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com.

From Chunin Roman To All 11 October 2005

Hello Lethargeek Let> P.S. No, the answer is not ready yet, I actually came on another topic and didn’t Let> held on ;) Well, I don’t have any questions either, how strange it would be to discuss something with a person who Real doesn't use it much :(. Personally, I am ending this discussion for myself, unless, of course, something appears worthy of attention. -- NedoPC group. Sprinter-2K, ATM Turbo 2+, Pentagon1024SL. [I suggest: ATM Turbo 2+, PAL coder, IDE by Nemo, TS, TS-FM, YM2149 and more] It's all here: http://www.nedopc.com.

From Andrey Bogdanovich To All 11 October 2005

Hello, CHRV CHR> Well, I don’t have any questions either, how strange it would be to discuss something with a person CHR> which the real world doesn’t really use :(. Personally, I’m finishing this discussion for myself CHR> unless, of course, something worthy of attention appears. Dear CHRV! I have great respect for you as a professional in hardware. Unfortunately, in 9 pages of this thread I never saw answers to several questions that interest me (and I think the author of this thread). I can ask you “finally” to at least very roughly estimate the scale shocks of the Spectrum (how many cases to add, how many to throw out or replace)? Are there any global problems due to which the meaning of such improvements are lost (that is, it becomes easier to develop a new Spectrum software compatible with the original)? And finally, what of the proposed Can the initial option be implemented with “little loss”? Of course, I don’t expect any accuracy, but at least very approximate I think it’s possible to give an assessment.

From Victor Ronin To All 11 October 2005

Hello Specter Let> but not so much that I suddenly fell in love immediately Let> original Laughing :biggrin: :v2_lol: Spe> assess the scale of the Spectrum shocks (how many cases to add, how many Spe> throw out or replace)? Are there any global problems We read to Him :) The whole point is that you need to climb with a soldering iron and mgtf.

From ASDT To All 12 October 2005

Hello Lethargeek “It’s necessary - it’s not necessary...” It’s clear. The whole topic is an empty rut.

From SAM style To All 12 October 2005

Hello Lethargeek I think you’ll be pouring water here for a long time... I had a similar idea, but I wanted to mix three screens and get 16 colors per pixel at standard 256*192. It went something like this: we have 4 pieces of external memory of 8kB each (each 6kB are used, where Speck screens are #1800 and each is responsible for your color - R, G, B and brightness). At moments when a byte is fetched in normal mode from the screen area, in my scheme 4 bytes are simultaneously selected. Next comes analogous to a regular spec, only in quadruple execution - at the right moments instead of the INF signal (in the standard spec) we get 4 signals - R, G, B, I (brightness). It remains to introduce a signal responsible for what will be passed through path behind KP11 - i,r,g,b from it (standard screen) or I,R,G,B from our diagram (of course, these are standard signals on the curb). Then I ran into a problem - I needed 4 ports to “communicate” with video memory and then: how to make them - is it really necessary to read something from there? And how exactly form a sampling address - from H0..7, V0..7 or somehow from MA0..7? I'm not as good at hardware as CHRV, but I'm not that bad either! Therefore to him question - is it possible to organize 8Kbyte memory in one chip, so that the number corps did not reach a huge number and how could it be more economical to organizewriting to this memory (according to my conservative calculations, a 13-bit memory address is needed [two 8-bit ports] and 4 ports for writing bytes to 4 screen areas) If my idea is not buried in the ground, but they help me solve a couple of problems, I’ll try it embody it in my Scorpio.

From Dmitry Malychev To All 12 October 2005

Hello Lethargeek (I almost forgot) Ronin> everything is clear, dear. your limit is linear algorithms on ASMA, Ronin> maximum s ` calls. That's why you count bytes and clock cycles. It’s good, probably, this is how life is - from birth “everything is clear.” And effective "linear algorithms on ASMA" are not such a common thing, as you can see after delving into toys. And as for “bytes and clock cycles” - come on, dear, let’s give some example here cool programming environments on the ZX, where they are not needed for effective graphics output count. What? Laser Basic? Ah, I heard it... :D :D :D Ronin> "there is no real thing, I won’t make my own superscreen, and I’ll write the software myself Ronin> I won’t either" ` - correct me, am I wrong about something? Correct it, don’t correct it, it’s either in the forehead or in the forehead. Are you actually when I you write the answers, Are you reading MY posts or YOURS? And I’m not tired of squeezing out two each time flame lines? I understand, of course, that reading a lot of small letters is hard work, but still Read the topic a couple of times first and look for answers to your questions. If not you can handle it and nothing If you don't find it in two or three weeks, let me know. I'm rubbing my nose.

From Dmitry Malychev To All 12 October 2005

Hello Lethargeek AB> Isn’t it time to honestly admit that new ones have emerged in recent years AB> less than a dozen toys? count it carefully :) - A.Coder [Wolf3d2004 InfoGuide7 ACEdit96 ACN42 PT3695 Chip13 HexFill HDDoct6] [Ansi04 8col12 ZXRar27UnR59 Jpg042 CacVox1 Dbs07 Gluk61R PC21 Alasm50f2 Sts70i] What are these, like, all toys? Well, if in the most general sense, then of course... :D

From Andreas Kaiser To All 13 October 2005

Hello Lethargeek Let> Why does bloat have to be done “from the inside”? I'm not Let> in vain I said that the end user-coder should be deeply violet, Let> what a brilliant (or vice versa, what a crustacean) way is this Let> is implemented. It just fulfills certain conventions and that's it. Because the majority do not have the opportunity to do this “outside” (read there is no system connector), and if they do, then the “outside” is non-standard (not within the same model, of course). I hope I expressed myself clearly? Let> So then we should not engage in empty talk about the dangers of “hands-on”, but Let> agree on a single standard for the most connectable connector, allowing Let> connect the most unimaginable devices, publish modification schemes and/or Let> adapters for the main clones, In common parlance, develop a tire. How many years has it been in development? How much have there been any attempts to raise this issue here? By the way, Western friends are mostly are guided by the system connector of the original Spectrum, which in Soviet clones and does not smell. Let> "Stick your hands in" and risk the computer then you will only need it ONCE, at Let> install/modify the connector. Doesn't it make you think that this will be a different computer?

From TomCaT To All 13 October 2005

Hello icebear 2 Lethargek Your initial idea is very good - IBM, maybe not Microsoft (in terms of support), but PC is a “long-term” development, because open technology and maximum reasonable compatibility. To raise Speccy, you need to respect it. Just the way it is. Therefore, without compatibility won't work... You say Vasik may get hurt. Why? If hardware table pointers attributes (a very good idea, IMHO!) will point ANYWHERE in the first page, at least in the same place - what is Vasik suffering from? And is it really in There are so few reserve places in the sysvariables that these sysvariables cannot be used both to change pointers and to manage the entire innovation (on/off - for compatibility ;) )

From Alexander Kirichenko To All 13 October 2005

Hello, SAM style SAM> I think you’ll be pouring water here for a long time... I started about a year and a half ago SAM> had a similar idea, but I wanted to mix three screens and get 16 SAM> colors per pixel with standard 256*192. It went something like this: we have 4 SAM> 8kB piece of external memory (each uses 6kB where SAM> Speck screens are #1800 each and each is responsible for its own color - R, G, B and SAM> brightness). At moments when a byte is selected from the screen in normal mode SAM> areas, in my scheme 4 bytes are selected at a time. Next comes the analogue SAM> regular spec, only in quadruple execution - at the right moments SAM> instead of the INF signal (in the standard spec) we get 4 signals - R,G,B,I SAM> (brightness). It remains to enter a signal responsible for what will be skipped in SAM> path behind KP11 - i,r,g,b from it (standard screen) or I,R,G,B from ours SAM> circuits (of course, on the border these are standard signals). If my idea is not SAM> they will cover it with earth, and they will help with solving a couple of problems, I will try to implement it in SAM> my scorpion.Great idea. Such ideas should not be buried, but tried. :) Drawing a point with your own colors is what is missing in computer graphics on spec. When writing the OS, I encountered, in the graphical interface, with problem of "normal" display of window space, since there is no "point in color”, but only a familiar place, then the windows turned out ugly. And any attempts to make it “beautiful” resulted in abnormal text printing on these windows. I had a similar idea a long time ago after reading a description in Radio magazine (or friend???) about PC Corvette. If you add fantasy..(not for faint of heart)..add some kind of processor to such a screen (in the form of a board in slot for KAY), which will draw all sorts of “stuff” (lines, triangles and etc.) it would be very interesting in terms of drawing and shading speed interface and in terms of 3D graphics. In principle, you need to get 48K spec and use it try. :)

From Chunin Roman To All 13 October 2005

Hello, spectrum spe> Great idea. Such ideas should not be buried, but tried. :) spe> Drawing a point with your own colors is what is missing in the computer spe> chart on the spec. When writing the OS I encountered, in graphical spe> interface, with the problem of "normal" display of window space, spe> since there is no “dot in color”, but only a familiar place, then the windows are ugly spe> worked. And any attempts to make him “beautiful” turned out to be abnormal spe> print text on these windows. Maybe we’ll still take an interest in what’s already been implemented in hardware, please? Take a look at the ATM programming doc at least with one eye :). She lies absolutely open atmturbo.nedopc.com

From SAM style To All 13 October 2005

Hello fan fan> I don’t see anything... bla-bla-bla... I'm waiting for YOUR diagram - what signals go where, how many buildings, what they do, and also CPU and cash costs for this. And the snot about something like that over there it’s done and we can’t do it here..." I don’t fucking need it. I give it a week. After expiration of the deadline - come to my headquarters with a report on the work done. And now Kru-u-u-gom and start developing a new video mode. PS: I have a different strategy - to do and offer what has been done, and not to smear the snot on bread and do nothing

From Alexander Zan To All 13 October 2005

Hello, SAM style SAM> It was something like this: we have 4 pieces of external memory of 8 kB each (each SAM> is used in 6kB, where speck screens are #1800 each SAM> is responsible for its color - R, G, B and brightness). In moments when in normal SAM> mode selects a byte from the screen area, in my scheme at the same time SAM> 4 bytes are selected. Next comes an analogue of the usual spec, only in SAM> quadruple execution - at the right moments instead of the INF signal (in SAM> standard spec) we get 4 signals - R, G, B, I (brightness). All that remains is to enter SAM> signal responsible for what will be passed into the path behind KP11 - i,r,g,b s SAM> her (standard screen) or I,R,G,B from our diagram (naturally, on the border SAM> these are standard signals). Well, I don’t see the point in “external” memory, what difference does it make what is where if The controller handles the output and it doesn’t matter where you throw the pictures (graphics). R, G, B, I (brightness) - saving on matches, no one bothers you to screw the DAC to each color (RGB) channel (as in the sprinter), with R, G, B, I (brightness) will turn into a normal four-dimensional screen, the same 16 colors but witharbitrary palette. The most popular option is a three-bit screen (8 colors) with arbitrary palette. You can also make the pop resolution 128*192, and finally pervert in every way. But it’s better to put this on the shoulders of the single-crystal chip, and not crumbly.

From Alexander Zan To All 14 October 2005

Hello, SAM style Well, yes, that’s what I see when you talk about the finished product... Do you want it ready? Get http://zx.pk.ru/showthread.php?t=1597. And there is no need for any left-wing attacks, this is a normal discussion, not talk in “I’m a fool” style (although many are attracted to this)...

From Alexander Zan To All 14 October 2005

Hello, SAM style Why react so harshly??? There is a completely peaceful discussion here, well, almost peaceful :D There seems to be a ready-made solution http://zx.pk.ru/showthread.php?t=1597 And no matter what anyone says, of the realistically feasible options, only the one if So you can say (considering the desire of the people to buy and program ;)), although would be for the reason that everything is already ready and connecting, to put it mildly, is simpler than any loose version + clone variety does not matter.

From Andrey Bogdanovich To All 14 October 2005

Hello fan fan> There seems to be a ready-made solution http://zx.pk.ru/showthread.php?t=1597 fan> ["http://zx.pk.ru/showthread.php?t=1597"] And no matter what anyone says, from fan> the only realistically implemented options are, if I may say so (taking into account fan> people's desire to buy and program ;) ), if only for the reason that fan> everything is ready and connecting, to put it mildly, is simpler than any loose fan> variant + clone variety does not matter. This is initially a dead option. For example, I can now find any source code your toy, let it be Clickmania. So even though there is little dynamic graphics is used, but converting it to V9990 is quite problematic (even with the source code in hand!). And how many more people do you think? will he reason like me? Try remaking Wolf...

From Vladimir Kladov To All 14 October 2005

Hello ASDT ASD> "For example, I can now find the source code for any of my toys" ASD> Or maybe the “Kind and sympathetic” Specter will have his say? ASD> How does he see the extension... which can be useful for games... can I tell you? I repeated it a year and a half ago (and a little improved) the idea of ​​the Spanish comrades, the so-called Spec256. Get into the code and remake it so that the code works to fill additional video memory “not as it was” in the world 48-128 - no need. No programming required. Let's start with this. And this should actually be the end of it, inventing a new video mode It was possible to implement it in the emulator. There are already two dozen games remade. It's up to the iron workers to repeat it in real life. Who's first? Volume memory - real, by the way. We must remember to come up with a way to fill out color memory only - when loading a snapshot from a disk. For example, this memory can be accessed linearly through a sea of additional banks. I suspect that you will have to put 8 Z80s in a row, and in some cases perform operations on PPLM (or whatever they are called). But it’s quite feasible. Only if there will be someone who really wants it. Okay, let's go... If we were there, we would have been there a long time ago embodied.

From ASDT To All 14 October 2005

Hello Lethargeek “For example, I can now find the source code for any of my toys.” Or maybe the “Kind and sympathetic” Specter will have his say? How does he see an extension... that could be useful for games...

From Andreas Kaiser To All 14 October 2005

Hello SMT SMT> to each bit of Spectrum memory Got it, let's count it. 6144x8 = 49152 => 48K. Converges with flow rate for resolution 256x192x8. Those. roughly speaking 48K of separate memory. SMT> and an additional byte is attached to each bit of the z80 register. when SMT> bits are sent, this byte too. Why is this? I mean, why monitor _register bits_ (or do you registers)? SMT> for arithmetic/logical operations, their own actions are applied (immediately SMT> I won’t say which ones). you just need to find out Well, yes, for example, to calculate the correct resultant when two flowers, right? But how do you find out where the sprites are? Hack? SMT> where the game sprites are located, and add a byte color to each bit of the sprite. further SMT> will display them, move them, etc. already the z80 itself along with the glued ones SMT> colors. As a result, the video memory ends up with not just a set of bits, but together with SMT> by pasted bytes, which are interpreted by the screen painter as colors SMT> dots under this bit Hmm, slowly. And it's difficult. But there is a way out. :)

From Andreas Kaiser To All 14 October 2005

Hello, Vladimir Kladov Vla> Only if there is someone who really wants it. Okay, let's go... We were Vla> would have been realized long ago. I'm really afraid to ask about the operating principle of this expansion to 256 colors.

From Alexander Zan To All 14 October 2005

Hello ASDT As far as I understand, the problem is the lack of an extensive set of procedures (with description) for using V9990, not to mention the lack of Russian-language information. Do I understand correctly??? IMHO - with Wolf it is quite possible to pervert on V9990 (it will look like a citadel, although I don’t really remember what she looked like). In "soft" advanced modes (from three bits and above ;)) Wolf will simply fall into a coma.

From Andrey Bogdanovich To All 14 October 2005

Hello, Vladimir Kladov Vla> can I tell you? I repeated it a year and a half ago (and a little Vla> improved) the idea of ​​the Spanish comrades, the so-called Spec256. Climb in Vla> code and redo it so that the code works to fill in the additional Vla> video memory “not as it was” in the 48-128 world is not necessary. Vla> No programming required. Let's start with this. And this actually should be Vla> finish by inventing a new video mode. It was possible to implement it in the emulator. Vla> There are two dozen games that have already been remade. It's up to the iron workers - repeat in Vla> real. Who's first? The amount of memory is real, by the way. We must not forget Vla> come up with a way to fill color memory only - at boot Vla> snapshot from the wild. For example, this memory can be accessed linearly via Vla> a sea of additional banks. I suspect I'll have to put 8 in a row Vla> Z80 pieces, and in some cases perform operations on PPLM (or whatever they are Vla> are called there). But it’s quite feasible. Only if there is someone Vla> really willing. Okay, let's go... If we were there, we would have been there a long time ago Vla> incarnated. For a long time I wanted to ask the essence of coloring in Spec256? I thought it was something like anti64 in US, that is, we intercept the output of sprites on the screen and substitute already ready-made, redrawn, which means the idea is not ported to the real Spectrum. But it looks like I was wrong?

From Andrey Bogdanovich To All 14 October 2005

Hello fan fan> As far as I understand, the problem is the lack of an extensive set of procedures (with fan> description) for using V9990, not to mention the lack of Russian-language fan> information. Do I understand correctly??? The problem is inertial thinking. If coder Vasya Pupkin knows perfectly Z80 command system and Spectrum 128K architecture, then it should be very a significant reason for him to learn (and start using!) something fundamental new. For money it’s just a conversation, but when it’s just a hobby there are no people interested. fan> IMHO - with Wolf it is quite possible to pervert on V9990 (it will look like fan> citadel, although I don’t really remember what it looked like). In "software" fan> extended modes (from three bits and above ;) ) Wolf will simply fall into a coma. It’s very easy to imagine what it will look like. Draw a picture in BGE (Photoshop) is not a problem, writing the entire code of the game (program) is completely different song.

From Ort pressed his cheek to the rou To All 14 October 2005

Hello Lethargeek > I suspect that I will have to put 8 Z80s in a row that's not enough. in the general case, when it is not easy to perform on data shipping, as well as checking, unpacking, etc. all Z80s are out of sync. those Moreover, it is necessary to ensure simultaneous synchronous access of all processors to keyboard and VG93. the easiest way is to install 8 Spectrums so that each one gives 1-bit video output (we ignore attributes), then collect this byte into palette pixel. but then on the same hardware it is more profitable to mix 8 Spectrum outputs along with attributes - the effects will be much more more interesting, multifaceted (especially if you make them like FM operators - on the choice is either add, or multiply, or use as a mask :))

From Ort pressed his cheek to the rou To All 14 October 2005

Hello Specter Spe> I wanted to ask the essence of coloring in Spec256 to every bit of Spectrum memory and to every bit of the z80 register an additional byte is attached. when bits are sent, so is this byte. at arithmetic/logical operations apply their own actions (I won’t say right away which ones). you just need to know where the game sprites are, and every bit of the sprite add byte-color. Then they will be displayed, moved, etc. already z80 itself along with glued flowers. As a result, it turns out that in video memory it’s not just a set of bits, and together with pasted bytes, which are interpreted by the painter screen as the color of the dot under this bit

From Andreas Kaiser To All 14 October 2005

Hello Lethargeek Let> And what I suggested last time - just intercept for writing to Let> the screen needs to be made, if without quarters, that is, completely passive Let> device from the programmer's point of view. The idea is not new and very good (in that it is framed as a separate independent module). The Germans, for example, created an LCD display controller in this way in 96-97 years for the ZX-81. With your own Z80 (well then just all sorts of matrices are not very were distributed among civilians).

From Ort pressed his cheek to the rou To All 14 October 2005

Hello Lethargeek ice> Got it, let's do the math. 6144x8 = 49152 => 48K. Converges with consumption ice> for resolution 256x192x8. Those. roughly speaking 48K of separate memory yes, but each z80 works with its own 6144 (or the emulator runs non-8-bit registers, but 8-byte mmx registers), so speed does not suffer SMT> and an additional byte is attached to each bit of the z80 register. when SMT> bits are sent, this byte too ice> Why is this? I mean, why monitor _register bits_ (or do you do it yourself ice> registers)? so as not to make changes to the game code. when a byte is read from memory where it lies sprite, into a register, pasted colors are read into the same register. during shifts or other processing of data read from a sprite, pasted color bytes move with the sprite bits. in the end they will end up on the screen and it doesn’t matter how the programmer perverted them, even though he wrote through the stack ice> But how do you find out where the sprites are? Hack? There are tools, both on PC and Spectrum, for viewing memory in a graphical way form. sprites are visually hooked ice> Hmm, slowly. And it's difficult. But the way out in reality it's bullshit. if we put an 8 processor (what is it - 8Spectrums), then it is better that they do not process the same program, differing in the memory contents only in the places of the sprites, and to do so, as I wrote 17:22

From Vladimir Kladov To All 15 October 2005

Hello ASDT yes, that's right, it should be exactly 8 specs, approximately equal in size configurations. It’s better to take 48K or 128K without additional bells and whistles. (and remake then - as is now being done - games made for these modes). I can already imagine this real monster (actually real, no jokes) - 8 parallel installed boards, the inputs of int, wait, and clk are cut off at 7, and the corresponding wires are stretched from the 1st - leading - speck to the 7 others. So that in the end all 8 plow as one. Video outputs from all computers are collected in one composite signal of 256 colors and goes to a regular ibm monitor (digital or analogue, this is no longer the point - how it is soldered). But we need one more thing. There's a row operations that are somewhat different from what a percent would do with a regular byte of 8 bits. Usually this case concerns working with the L register, and there is one more chip. Some spec programs store large sprites for natural savings once, and to perform the operation of shifts, mappings, masking such sprites when displayed on the screen are kept in memory by several (7 pieces) 256-byte tables. So, using signatures, I determine in the emulator what the program is doing now This is exactly the kind of action, and I do a little something that the other guy wouldn’t do himself. (Actually, this is my main improvement against the Spec256, althoughThere are a couple more tricks. Well, not counting the coloring tool). In general, if anyone lights up, I will highlight all these operations in detail and tell you in detail. But then - Don't give up: soldering iron in your teeth - and go ahead :) In general, for such operations, you really need to track the contents of the registers, and look at memory, and some kind of additional board must do this. And about 6144 - you misunderstood. EVERY bit of RAM a byte of the extended memory graph is compared. Total 48Kx8=384K or 128Kx8=1024K=1M. SMT got it... he explains it correctly :) I have a tool for reworking in my emulator, it’s powerful enough to perform searching for sprites and coloring almost all of them. It's easier to look at those that have already been converted games (again, better for EmuZWin - Spec256 does not have tools and does not support some transformations - not all modifications under it will work correctly. Maybe That’s why the Spaniards gave up on this matter in 2000. It's a pity - it's a cool idea, it's just was a little ahead of its time. It was much easier for me, with MMH, I really I drive 64-bit bytes through MMX registers, the speed is practically no falls). Yes, I almost forgot. The background may still be drawn there. For example, stone or grassy background in knight lore, or clouds in BruceLee. In the emulator for this a set of signatures from the screen area is used when drawing according to certainrules instead of pixels that are considered transparent in the spec screen, 256-color pixels from the current background are substituted. By signature in screen, the background can be switched. Signatures are naturally set by the one who colors graphics to prepare backgrounds in the required format 320x200x256 There is a separate tool. That's all the technology. It's really easy in the emulator. And It's really not difficult to remake games - you just need to know how to use them paintbrush.

From Alexandre Korjushkin To All 2 November 2005

Hello Lethargeek Lethargeek>Already loaded a person with a similar question - so that at least ldirs Lethargeek>all sorts of video memory worked in parallel for all allowed Lethargeek>planes. And without this, the regime is of no use... Lethargeek>And about the rest - why "including" shift? On the z80 there seem to be no commands like "xor [hl],reg", only single "rlc/rrc/rl/rr/sla/sra/sli/srl/bit/set/res [hl]" - almost all of which are shifts. :) For most, parallel work (at least partially) So I was talking about the shift using the adapter, not the CPU :) Lethargeek>It is much more important to make the byte recording mode “shifted” by two Lethargeek>"neighboring" (on-screen) addresses (and also taking into account OR/AND/XOR), even with an extra write cycle (otherwise in APA memory is not enough for pre-calculated horizontal shift phases multi-layer sprites). That's what I'm talking about! We need a shift like on EGA, only _non-cyclical_, but in order the byte could be written to adjacent 2. [I]madcore> They are prohibited for this reason, so that there is nothing in them [I]madcore> was written. ' And it is necessary that all bit planes are installed in accordance with the selected color.Lethargeek>Why an extra register if there is a bit list of allowed and >forbidden Lethargeek>planes are actually color. [/I] No, not actually, because “1” may already be written in forbidden planes, but in our color there is "0". Okay, I won’t talk about the rest for now, I’ll think about it some more. Lethargeek>I am, by the way I'm thinking about combining two 64-color screens into one 4096-color screen, and this decision is logically sound and there are no heaps of new pieces of hardware in my scheme will require. That is, in fact, you will get a screen of 12 planes, right? So this is what I mean in view of the fact that it can be divided into 2 simply by setting the palette! Nothing There is no need to fence specifically for this. And distribute the quantity bits (planes) to a point between plans we can do as we want. In general, we can make at least 6 plans of 2 bits per point. And screens can be made translucent. And draw in each one individually simply by prohibiting other people’s bits plane. So, to make the idea clearer, I’ve just sketched out a program (for PC;(), which breaks 256-screen on two 16-color. True, the addressing there is not planned, but linear, therefore, conventionally, the first half of the byte is the foreground, the second is the background. Pikrepil to the message. Lethargeek>You better write it like how I explained the idea of a valve Lethargeek>screen:what is recorded in each plane, and what we will see on the screen as a result. I'll try, I'm just trying to reconcile my version and yours. File: 2PLANE.RAR http://zx.pk.ru/attachment.php?attachmentid=1891

From Dmitry Malychev To All 5 November 2005

Hello, CHRV CHRV> MSX is not a sixteen-bit console, but v9990 is specifically designed for 8-bit CHRV> processor (I would even say specifically for the Z80 architecture). If you CHRV> If you don’t know this, then you don’t need to fool others. I follow the trade and not CHRV> I wish that because of my ignorance they will mislead others. Be CHRV> pay attention! “Some kind of superchip” was mentioned, and not specifically v9990. Moreover, in the context inflated (in my opinion) appetites of madcore in matters of development original device. What he wanted was more for 16-bits, IMHO.

From Ewgeny Ivanoff To All 5 November 2005

Hello ASDT ASD> While “It’s gurgling in my head” ... ASD> Let me remind you that the topic is "The idea of a simple extension..." Uh-huh. So far, no one has proposed a scheme for even that simple extension. But, look, in a couple of months GeForce will be nothing compared to Spekovskaya card...

From ASDT To All 5 November 2005

Hello Lethargeek While “It’s gurgling in my head”... Let me remind you that the topic is “The idea of a simple extension...”

From SMT To All 6 November 2005

Hello, ewgeny7 so far the simplest (but buggy) option for expanding to color per point is AlCo from ZX.SPECTRUM

From lvd To All 7 November 2005

Hello SMT SMT> so far the simplest (but buggy) option for expanding to color per point y SMT> AlCo from ZX.SPECTRUM But however, the main (and, perhaps, the only) problem with AlCo is its confinement exclusively under staingon. The same 384x304 - I don’t know which one will be released on Scorpio and XS what will be the addresses of the pieces. But the idea itself is to build on the standard screenshot - I definitely like his work.

From Witch Doctor To All 7 November 2005

Hello, CHRV So, people, I'm already crazy :))) Is 4x4 attr already done? And CHRV is right about v9990. Well But there won’t be any apparate sprites? Like on the Amiga: set the size of the sprite, where, where - everything. ??? But a sea of ​​flowers doesn’t seem necessary to me. 64 would be enough. Quite.

From Witch Doctor To All 7 November 2005

Hello, Witch Doctor LVD, why “on scorpion and xs what will be the addresses of the pieces”???

From Witch Doctor To All 7 November 2005

Hello, Witch Doctor And let's support 384x304. At least in the text of leaflets, etc. system software. I'm already silent about games :)

From lvd To All 7 November 2005

Hello, Witch Doctor > LVD, why "on scorpion and xs what will be the addresses of the pieces" ??? And you read about 384x304 in the original source - and you will understand... =)

From Witch Doctor To All 8 November 2005

Hello, lvd I read it... Still, please explain. Can you vote about the modes? And then about modes ala 1 color per 1 point: isn’t it bold? For what ? What is the size of the graphics? will it be? And where can I get a graph editor for such tricky modes? With 4x4 type modes attr etc. At least you can use what you have. How do you think ?

From Dmitry Malychev To All 8 November 2005

Hello, Witch Doctor Wait a little, the new version will have everything - 4x4 attributes, APA, and standard screen, smoothly transitioning to APA, and Hardware Multicolor support will even appear. Maybe I’ll present it (after) tomorrow, I haven’t thought of it a bit yet. :sleep: In this case, the sophistication will not increase much, rather this will happen: quantitative complication of the functional diagram with qualitative simplification.

From ASDT To All 14 November 2005

Hello SMT "so far the simplest (but buggy) option for expanding to color per point is AlCo from ZX.SPECTRUM" Can you provide more details... or where...

From Chunin Roman To All 14 November 2005

Hello ASDT ASD> "so far the simplest (but buggy) option for expanding to color per point ASD> from AlCo from ZX.SPECTRUM" ASD> Can you provide more details... or where... This is mainly intended for the Pentagon. Read this in Alko-news on Virtual TrDos.

From jtn To All 14 November 2005

Hello, All Kon> ... but freezer!!! MORE FREEZERS, MORE FREEZERS, MORE Kon> FREEZEROOOOOOOOOOOO!!! not an exact quote =]]

From ASDT To All 15 November 2005

Hello, CHRV “This is mainly intended for the Pentagon.” I did an “expansion” for Leningrad a long time ago - there it simply sent signals from the curb to the multiplexers... No additional chips, but video memory in pieces... Wow.

From Alexandre Korjushkin To All 24 November 2005

Hello ASDT 2 Lethargeek: Well, how did it all end?