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  • Joined: 07 Apr 2021
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Post Posted: Wed Mar 20, 2024 3:53 pm
sverx wrote
Well, if I understand correctly, the crash doesn't really happen because of bugs but because the score calculation happens to eat too many CPU cycles later on.
In other words, even with all the bugs still present, if one replaces the current code that handles the score with something that performs in a (safe) fixed amount of time - which is totally possible - then the resulting ROM will be still bugged but won't crash.

Am I wrong? :|


Right, that was part of the issue! That delay would cause the interrupt to happen before the code loop is done. If that happens after a jump destination is stored in RAM, but before it's used, the address in RAM gets spoiled, and the program jumps to an unintended address.
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  • Joined: 25 Feb 2006
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Post Posted: Wed Mar 27, 2024 3:26 pm
A raytracer implemented as a ASIC:
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  • Joined: 23 Jan 2010
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Post Posted: Sat May 04, 2024 6:24 pm
i will post 2 videos about pallete/color cycling for animations.


These video pointed for this

Very interesting.
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  • Joined: 09 Jun 2014
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Post Posted: Sat May 04, 2024 9:19 pm
I had seen those palette cycling images by the Lucasart guy a long time ago. Completely baffled by them and questioning how on earth that was done.

I'm glad to see this video where he explains how he actually did it. He really took it to the next level, and several levels beyond :).
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  • Joined: 25 Feb 2006
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Post Posted: Fri May 10, 2024 8:24 pm
An interesting tool for making ZX Spectrum games:
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  • Joined: 14 Feb 2024
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  • Location: Andorra
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Post Posted: Mon May 20, 2024 1:58 pm
https://youtu.be/W_0pHEElLG0

I wish the Master System had a modem, and that I had the appropriate expansion cards for this System/36...

Among my midranges I also have a Sun Enterprise 4500 wich could be interesting to bring up to work.

I may be crazy, but I think those old big computers have no purpose on their life and maybe serving as servers for old consoles in some sort of old fashioned LAN could be a good enough role for them.

What do you think about?
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  • Joined: 08 Jul 2001
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  • Location: Paris, France
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Post Posted: Fri May 24, 2024 2:20 pm
Bock wrote
6502 emulator with full map of the chipset, running on the web
https://floooh.github.io/visual6502remix/


There's a Z80 version online too:
https://floooh.github.io/visualz80remix/
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  • Joined: 05 Sep 2013
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  • Location: Stockholm, Sweden
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Post Posted: Sat May 25, 2024 1:07 pm
Bock wrote
Bock wrote
6502 emulator with full map of the chipset, running on the web
https://floooh.github.io/visual6502remix/


There's a Z80 version online too:
https://floooh.github.io/visualz80remix/


pretty impressive!!!
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  • Joined: 25 Feb 2006
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Post Posted: Thu May 30, 2024 11:22 pm
Interesting video explaining Bresenham's algorithm, fixed point numbers, perspective projection and 3D rotation, all in Z80 ASM:
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  • Joined: 23 Jan 2010
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Post Posted: Tue Jun 11, 2024 5:26 pm
Interesting video about numbers generated randomly.

SMS work in same way?
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  • Joined: 19 Oct 1999
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  • Location: London
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Post Posted: Tue Jun 11, 2024 8:05 pm
It’s sort of the same, yes. There are algorithms other than LFSRs but the rest is the same. We can also use the r register as a source of randomness on SMS.
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  • Joined: 25 Feb 2006
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Post Posted: Tue Jun 18, 2024 8:09 pm
Interesting Megamania clone for the MSX:
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  • Joined: 23 Jan 2010
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Post Posted: Wed Jun 19, 2024 9:55 am
How to use aseprite to create level maps:
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  • Joined: 25 Feb 2006
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Post Posted: Sat Jul 06, 2024 1:01 pm
Interesting explanation about techniques used on C64 point and click adventures:
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