we need more threads like this to lure Ijor back into atari-forumijor wrote:Hi everybody,
This thread caught my attention![]()

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we need more threads like this to lure Ijor back into atari-forumijor wrote:Hi everybody,
This thread caught my attention![]()
Yes. SHIFTER and MMU do have hardware reset, even without a reset pin. I don't remember the details, but MMU is reset by detecting GLUE reset state, and IIRC (sorry, it was years ago since I looked into this) SHIFTER does it by the way of MMU.Dio wrote:It is possible that it could be synthesised from other signals. Even in the Glue, there's also no guarantee that RESET is actually seen by every flip-flop. A resettable flip-flop is larger and more expensive.mc6809e wrote:The trouble is the RESET circuit only resets the CPU and GLUE. There is no RESET line going to the MMU or the SHIFTER.
It's one hour of pure ST awesomeness!npomarede wrote:I had a look at the video, but it's pretty long to watch in one go, do you consider doing a summary or maybe updating the wiki with some of things you added in this presentation ? (and maybe releasing the demo Sync showed at STNICCC ?
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The volume was really low in the original recording. My cleaned up and amplified version above is as good as it getsnpomarede wrote:I'm planning to watch the whole presentation, just need to find some time(and volume seems a little bit too low in the recording).
I saw the party version on YT, as the binary was not released yet, I suspected you had some things to fix first(BTW, does it works with current emulator, or did you use some not yet emulated tricks ? If so, I would be interested to add support to Hatari before you release it)
Nicolas
At 1:01:00 in the video above, Erik Simon ( famous "ES of TEX" ) made an intervention full of historical information about how TEX found some border related tricks. Really funny, priceless!tin wrote:Here's another recording with some of the people answering and asking questions in frame. Would be probably nice to annotate who's who.
http://www.youtube.com/watch?v=xMij99FVDtA
Hialien wrote: I'd like to mention that I find your new Overscan routine quite intriguing... if I ever dig my ST back out of the cupboard, I'll have a play with it. Finally a question: why do you have LINE = PAL at cycle 54 in your state machines? What's it for?
Ah! That's something new to me. Thanks!npomarede wrote: "LINE=PAL at cycle 54" is the decision point where a line will be NTSC (HBL at cycle 508) or PAL (HBL at cycle 512). Changing to 60/50 Hz after this point won't affect the number of cycles in the line.
This can be an important point and lead to some problem when removing top border for example, often some demos stayed in 60 Hz for too much time between end of line 33 and start of line 34, changing back to 50 Hz when displayed already started. So the line 34 would then have only 508 cycles instead of 512.
Demos often compensate this by just adding/removing a NOP, but I can confirm it's a real nightmare to handle in emulators, because this position at cycle 54 is one of the few that requires 2 cycle precision in cpu emulation![]()
Merci! Ca fait vraiment plaisir!npomarede wrote:
PS : I still have the ST Magazines with your articles, I even scanned/printed them to have them handy instead of keeping a pile of magazines. That was really great articles![]()
Nicolas
Nice article. Generated sprite code is used a lot on the st already.calimero wrote:little bit a offtopic but I just stumble on this: Apple II GS compiled like sprite technique
http://www.brutaldeluxe.fr/products/cro ... pritetech/
I do not think that we can use anything similar on ST bitplanes though...
So did I. I kept those magazines at hand during YEARS. At the time I was hanging with the folks of NGC, and when I showed them my first screen ever they were like "how did you achieve overscan for your first screen ?" I replied that I only read ST Magnpomarede wrote:PS : I still have the ST Magazines with your articles, I even scanned/printed them to have them handy instead of keeping a pile of magazines. That was really great articles![]()
Just in case anybody wonders, this is why ...npomarede wrote:"LINE=PAL at cycle 54" is the decision point where a line will be NTSC (HBL at cycle 508) or PAL (HBL at cycle 512). Changing to 60/50 Hz after this point won't affect the number of cycles in the line...
because this position at cycle 54 is one of the few that requires 2 cycle precision in cpu emulation![]()
Yes this is very interesting!AtariZoll wrote:I working currently on improving Uridium - with better scroll, and more important faster ship turn and acceleration. it has some interesting solutions for scroll - and is from 1986 . Will first make blitter scroll version, but real thing would be fine (1px) scroll on ST without blitter.
Maybe to start special thread for it ?
I start to read thread from beginning recently and it definitively drifted away from original topic long time agoAtariZoll wrote:Am I only one who thinks that this thread went in wrong direction. We are at some wake up states, cycles. overscan and similar.
I could not agree more! I hate Enchanted Land "jumped" scrolling of screen when you are close to screen edge!AtariZoll wrote:Example: Enchanted Land is considered as game with very good scroll on ST, but that's total wrong. Only init animation is with good scroll, while gameplay scroll is poor, and we have many better examples.
(you never stop to amaze me with games that I never before see on STAtariZoll wrote:For instance Potsworth and Co.
little offtopic: Prophecy is very interesting regarding quality of youtube video!AtariZoll wrote:What I would like here is talk about SW techniques used in it and some other games - like Prophecy, Stario Land ...
1px scroll - you can not use preshifting technique since there will be no enough memory, right?AtariZoll wrote:but real thing would be fine (1px) scroll on ST without blitter.
Maybe to start special thread for it ?