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From 10/09/2017 to 11/07/2017

11/07/2017

FO 09:43 PM Feature #3: High resolution antic support
I added rendering of the video output ot the test bench... Very helpful to debug visual video issues. foft

11/04/2017

FO 09:57 PM Feature #3: High resolution antic support
Back to computing the dma clock start cycle, rather than applying hscrol high bits as a delay. With 2x and 4x support still though.
Next up, need to sort out the output timing to be aligned with the displayed area... Then onto some gti...
foft

11/03/2017

FO 10:10 PM Feature #3: High resolution antic support
Thinking about this I bet I just broke the hscrol change delay, since this will no longer allow late changes. One to think about... foft
FO 10:09 PM Feature #3: High resolution antic support
Fixed issue with sprites - I had changed hscrol to count at 4x original colour clock and forgot to adjust the dma address by 2 bits as well.
Made hscrol work as a colour clock delay, which should fix highres scrolling.
foft

11/02/2017

FO 10:15 PM Feature #3: High resolution antic support
Sped up the refresh cycles to 2x and 4x. No missing characters now mid-screen. However this will probably flicker on SDRAM, since its shorter than a real refresh cycle iirc.
Took a look at hscrol. Understand what needs doing but too t...
foft
FO 10:11 PM High res support (WIP)
*I have high-res mode working!* More debugging to do, but I've uploaded a preview for anyone who wants to play with it.
Here is a video showing graphics 0 in 80 column and 160 column mode - I should have used HD!
[[https://www.youtub...
foft

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 ... foft

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:-) foft

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...
foft

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!
sadosp
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. foft

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 ...
foft
 

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