Activity
From 10/03/2017 to 11/01/2017
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 ...
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:-)
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...
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!
- 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.
10/25/2017
- FO 10:16 PM v16
- v15 is dead and the large structural changes are still a lot of work.
As such I've revised the v15 wip as v16 and ported it to v1 and v2 boards.
This is largely just to get the svn branch back in a state so it builds. So I can work on ...