Comments (16)
Firetrack stops on opcode 02
http://bbc.godbolt.org/?disc=%7CElectricDreams%2FFiretrack.zip#
Zalaga tape loader opcode 7C
http://bbc.godbolt.org/?tape=%7CAardvark%2FZalaga-v2.1_RUN_B.zip&autorun
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Just checked my source code... Repton 2 uses opcode 0B :)
http://bbc.godbolt.org/?disc=%7CSuperior%2FRepton2.zip&autoboot
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Sweet; thanks again!
On Mon, Sep 29, 2014 at 3:57 PM, murkle [email protected] wrote:
Just checked my source code... Repton 2 uses opcode 0B :)
http://bbc.godbolt.org/?disc=%7CSuperior%2FRepton2.zip&autoboot—
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#5 (comment).
Matt
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Michael Foot says "Added a few SKB opcodes. Videos Revenge now works.", already working in jsbeeb though so can't confirm
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Zalaga is now done. How do you get Firetrack to exhibit the problem? I'll
take a look at Repton 2 another time :)
On Tue, Sep 30, 2014 at 2:11 AM, murkle [email protected] wrote:
Michael Foot says "Added a few SKB opcodes. Videos Revenge now works.",
already working in jsbeeb though so can't confirm—
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#5 (comment).
Matt
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Sorry, Firetrack seems to work now...
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Cool. Looks like I'm going to be playing Repton 2 on te train :)
On Wednesday, October 1, 2014, murkle [email protected] wrote:
Sorry, Firetrack seems to work now...
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#5 (comment).
Via phone: excuse typos
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I did a quick audit and the remaining undocumented instructions (that I know of) are:
ANE
ARR
DCP
LAS
RRA
SBX
SHA
SHS
WAI (NMOS)
Should be pretty quick to bang these all out: though testing them is more tricky unless we know of games that use them.
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It's quite hard to tell as it's so fast but I think you may have an error
in the opcodes Zalaga uses - there are some extra red dots (with all the
sprites I think for certain directions)
[image: Inline images 1]
BTW are you emulating interlacing? I've noticed this (not a good look :)
[image: Inline images 2]
On 1 October 2014 14:36, Matt Godbolt [email protected] wrote:
I did a quick audit and the remaining undocumented instructions (that I
know of) are:ANE
ARR
DCP
LAS
RRA
SBX
SHA
SHS
WAI (NMOS)Should be pretty quick to bang these all out: though testing them is more
tricky unless we know of games that use them.—
Reply to this email directly or view it on GitHub
#5 (comment).
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Thanks - can you re-send the images via direct email as github has eaten
the attachments!
And yes, I've implemented interlacing; mainly to get MODE 7 looking
half-decent. I'm very open to ideas on improving the display quality
though!!
On Wed, Oct 1, 2014 at 4:33 PM, murkle [email protected] wrote:
It's quite hard to tell as it's so fast but I think you may have an error
in the opcodes Zalaga uses - there are some extra red dots (with all the
sprites I think for certain directions)
[image: Inline images 1]BTW are you emulating interlacing? I've noticed this (not a good look :)
[image: Inline images 2]
On 1 October 2014 14:36, Matt Godbolt [email protected] wrote:
I did a quick audit and the remaining undocumented instructions (that I
know of) are:ANE
ARR
DCP
LAS
RRA
SBX
SHA
SHS
WAI (NMOS)Should be pretty quick to bang these all out: though testing them is
more
tricky unless we know of games that use them.—
Reply to this email directly or view it on GitHub
#5 (comment).—
Reply to this email directly or view it on GitHub
#5 (comment).
Matt
from jsbeeb.
You can find a 6510 test suite here: http://modelb.bbcmicro.com/tech.html - includes tests for the illegal opcodes as well (both 6502 and 6510 seem to have the same set and I never noticed any problems from going by what the C64 did). It's pretty easy to hack into an emulator.
--Tom
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Wow - thanks Tom! That's great, I've been struggling to make one myself, I
should have realised there's nothing new under the sun and someone else
would have already done it!
(also, great job on model-b :))
On Thu, Oct 9, 2014 at 8:14 AM, Tom Seddon [email protected] wrote:
You can find a 6510 test suite here: http://modelb.bbcmicro.com/tech.html
- includes tests for the illegal opcodes as well (both seem to have the
same set and I never noticed any problems from going by what the C64 did).
It's pretty easy to hack into an emulator.--Tom
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#5 (comment).
Matt
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Changing 2nd argument of rotate in ASR fixes the red dots in Zalaga (as far as my eye can see - maybe a button for slowmo would be handy :) Please check and commit if it looks OK to you.
case "ASR":
return { op: ["REG &= cpu.a;"].concat(
rotate(false, true)).concat(["cpu.a = REG;"])};
(makes it consistent with LSR)
Also worth checking if SLO needs a similar change to make it consistent with ASR
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Thanks! Do you have the latest code? I might have fixed this as part of the
test suite fixes. Either way I'm glad that Zalaga is back to its beautiful
dot-free self!
Please do check in if it's not already fixed: I'm away for a few days and
it'd be nice to have it fixed :)
On Friday, October 10, 2014, murkle [email protected] wrote:
Changing 2nd argument of rotate in ASR fixes the red dots in Zalaga (as
far as my eye can see - maybe a button for slowmo would be handy :) Please
check and commit if it looks OK to you.case "ASR": return { op: ["REG &= cpu.a;"].concat( rotate(false, true)).concat(["cpu.a = REG;"])};
(makes it consistent with LSR)
Also worth checking if SLO needs a similar change to make it consistent
with ASR—
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#5 (comment).
Via phone: excuse typos
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Sprite plotting looks perfect now here
http://bbc.godbolt.org/beta/?disc=|Aardvark%2FZalaga.zip&autoboot
after
3af0ced
I couldn't find another combination of true/false that made the sprites correct... will be interesting if it also passes the test-suite :)
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Sweet! it does indeed pass :) Great stuff :)
On Sun, Oct 12, 2014 at 4:51 AM, murkle [email protected] wrote:
Sprite plotting looks perfect now here
http://bbc.godbolt.org/beta/?disc=|Aardvark%2FZalaga.zip&autoboot
http://bbc.godbolt.org/beta/?disc=%7CAardvark%2FZalaga.zip&autobootI couldn't find another combination of true/false that made the sprites
correct... will be interesting if it also passes the test-suite :)—
Reply to this email directly or view it on GitHub
#5 (comment).
Matt
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