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  • Category: Classic Games
  • Founded: Apr 17, 1999
  • Language: English
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#5162 From: "inty_michael" <gucky@...>
Date: Sun Apr 1, 2007 10:48 am
Subject: Re: Looking for a PAL Inty in the US
inty_michael
Send Email Send Email
 
--- In intvprog@yahoogroups.com, "cschell13" <gamer@...> wrote:
>
> Hi,
>
> I need to make sure that the CC3 works with PAL Intellivisions given
> their different bus timings.  As I'd like to save on the costs of
> shipping prototypes around, I'm wondering if anyone in the US has a
> PAL Inty in their collection and would be willing to test a CC3 for me.
>
> Thanks,
> Chad
>
Is it somehow possible to make "The Dreadnaught Factor" running on a PAL console
using the
CC3?

#5163 From: David Harley <dharley@...>
Date: Sun Apr 1, 2007 2:10 pm
Subject: Re: {Disarmed} Re: Looking for a PAL Inty in the US
dharley5
Send Email Send Email
 
Which games are not PAL friendly? Is Motocross the only other one that
does not work?


inty_michael wrote:
> --- In intvprog@yahoogroups.com, "cschell13" <gamer@...> wrote:
>
>> Hi,
>>
>> I need to make sure that the CC3 works with PAL Intellivisions given
>> their different bus timings.  As I'd like to save on the costs of
>> shipping prototypes around, I'm wondering if anyone in the US has a
>> PAL Inty in their collection and would be willing to test a CC3 for me.
>>
>> Thanks,
>> Chad
>>
>>
> Is it somehow possible to make "The Dreadnaught Factor" running on a PAL
console using the
> CC3?
>
>
>
>
>

#5164 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 2:49 pm
Subject: Re: Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
As I recall, the Dreadnaught Factor doesn't run on PAL due to a timing bug in the game's initialization code.  The CC3 faithfully reproduces actual cartridges, though.  So, it won't magically fix this bug.  (In fact, this timing bug kept Dreadnaught Factor from booting on early versions of jzIntv.)

That said, if someone comes up with a patch to fix the timing issue in its startup code, then the patch can be trivially applied to the ROM.  Once it's patched, it'll run on PAL Intys whether you're using a CC3, an Intellicart, or Kinty in PAL mode.  :-)

I guess I should seriously consider adding a PAL mode to jzIntv, eh?

The patch itself can be applied somewhat trivially.  The CFG parser in jzIntv supports the "[macro]" section to a limited degree.  Most importantly, it can apply the "poke" commands in that section.  I believe I apply these by default in both jzIntv and jzIntv's "bin2rom" program.

For example, Venture won't run on an Inty 2 by default.  But, if you add these lines to Venture's CFG file, it will:

[macro]
@p 500C C0

A similar mechanism could be used to patch Dreadnaught Factor once a patch is developed.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: inty_michael <gucky@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 5:48:10 AM
Subject: [intvprog] Re: Looking for a PAL Inty in the US

--- In intvprog@yahoogroup s.com, "cschell13" <gamer@...> wrote:
>
> Hi,
>
> I need to make sure that the CC3 works with PAL Intellivisions given
> their different bus timings. As I'd like to save on the costs of
> shipping prototypes around, I'm wondering if anyone in the US has a
> PAL Inty in their collection and would be willing to test a CC3 for me.
>
> Thanks,
> Chad
>
Is it somehow possible to make "The Dreadnaught Factor" running on a PAL console using the
CC3?



#5165 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 2:51 pm
Subject: Re: {Disarmed} Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
I believe Super Pro Football and one of the versions of Chip Shot Golf are not 100% PAL friendly.
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: David Harley <dharley@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 9:10:06 AM
Subject: Re: {Disarmed} [intvprog] Re: Looking for a PAL Inty in the US

Which games are not PAL friendly? Is Motocross the only other one that
does not work?

inty_michael wrote:
> --- In intvprog@yahoogroup s.com, "cschell13" <gamer@...> wrote:
>
>> Hi,
>>
>> I need to make sure that the CC3 works with PAL Intellivisions given
>> their different bus timings. As I'd like to save on the costs of
>> shipping prototypes around, I'm wondering if anyone in the US has a
>> PAL Inty in their collection and would be willing to test a CC3 for me.
>>
>> Thanks,
>> Chad
>>
>>
> Is it somehow possible to make "The Dreadnaught Factor" running on a PAL console using the
> CC3?
>
>
>
>
>



#5166 From: "inty_michael" <gucky@...>
Date: Sun Apr 1, 2007 4:00 pm
Subject: {Disarmed} Re: Looking for a PAL Inty in the US
inty_michael
Send Email Send Email
 
--- In intvprog@yahoogroups.com, Joe Zbiciak <intvnut@...> wrote:
>
> I believe Super Pro Football and one of the versions of Chip Shot Golf are not
100% PAL
friendly.
>

Dreadnaught Factor and the Mattel version of Motocross (the Intv version is
fixed) didn´t
work properly on PAL consoles.
I own Super Pro Football & Chip Shot Golf, but with these games I found nothing
wrong.
But I played them not yery often.  ;-)

#5167 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 5:18 pm
Subject: Re: {Disarmed} Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
Maybe the SP Football issue was an Inty 2-only issue.  There was some sort of errata that the quarterback might not appear on-screen until after a hike. 
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: inty_michael <gucky@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 11:00:33 AM
Subject: {Disarmed} [intvprog] Re: Looking for a PAL Inty in the US

--- In intvprog@yahoogroup s.com, Joe Zbiciak <intvnut@... > wrote:
>
> I believe Super Pro Football and one of the versions of Chip Shot Golf are not 100% PAL
friendly.
>

Dreadnaught Factor and the Mattel version of Motocross (the Intv version is fixed) didn´t
work properly on PAL consoles.
I own Super Pro Football & Chip Shot Golf, but with these games I found nothing wrong.
But I played them not yery often. ;-)



#5168 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 6:09 pm
Subject: Re: Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
All,

I figured out the Dreadnaught Factor issue, but I don't yet have a fix.  It appears DF uses a flag at location $102 to indicate what phase of operation the main ISR loop is in.  It normally cycles between 0, 1 and 2.  There are several synchronization loops that look for $102 to hold the value 0.

When the game wants the ISR to "do something special," such as load a GRAM image or the like, it loads $FF into location $102, and a command elsewhere ($103, I think).  The ISR then jumps over to do the "special thing" and then resumes normal activity.  Because $FF rolls back over to $00, this all happens naturally.

Why does this fail on PAL?

The problem is that some of the commands take more than one display cycle to execute.  That's fine for the most part.  Those commands disable interrupts while they execute and enable them before they return.  It's not immediately obvious why the code should fail on PAL and work on NTSC.

The thing is, it's by sheer luck that the code works on NTSC, and here's why:  The CP-1600 truly ignores interrupts while they're disabled.  If an interrupt source deasserts INTRQ (that is, it stops trying to interrupt the CPU), then the CPU will not take an interrupt when interrupts get re-enabled.  The STIC only asserts INTRQ for a fixed number of cycles.  Why is this important?

When Dreadnaught Factor sets itself up, it copies over a GRAM image containing the graphics for the planet display, etc.  While this happens, a short loop spins looking for $102 to become 0.  When the interrupt occurs that executes the GRAM-load request, the ISR executes it and returns.  On an NTSC Inty, it happens to return when no interrupt is asserted.  Therefore this loop gets to see $102 containing 0, and life goes on.  On a PAL Inty, it just so happens to return right while the STIC is still asserting an interrupt.  So, right upon arriving back at the interrupted code, the CPU jumps right back to the interrupt handler, increments location $102 to now hold 1, and then returns.

Furthermore, the ISR relies on the foreground code to reset the count from 2 back to 0 each time.  I'm guessing this allows for the foreground code to get a little behind if there was a bunch of stuff it needed to catch up on, I dunno.  But, the upshot is that the count at $102 just keeps going from $1 through $FF and back to $1, never reaching 0, as far as the synchronization loop is concerned.

That, friends, is why Dreadnaught Factor doesn't work on PAL, and why it's lucky it works on NTSC.

I don't know an easy fix off the top of my head, but at least I know what the problem is.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Zbiciak <intvnut@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 9:49:40 AM
Subject: Re: [intvprog] Re: Looking for a PAL Inty in the US

As I recall, the Dreadnaught Factor doesn't run on PAL due to a timing bug in the game's initialization code.  The CC3 faithfully reproduces actual cartridges, though.  So, it won't magically fix this bug.  (In fact, this timing bug kept Dreadnaught Factor from booting on early versions of jzIntv.)

That said, if someone comes up with a patch to fix the timing issue in its startup code, then the patch can be trivially applied to the ROM.  Once it's patched, it'll run on PAL Intys whether you're using a CC3, an Intellicart, or Kinty in PAL mode.  :-)

I guess I should seriously consider adding a PAL mode to jzIntv, eh?

The patch itself can be applied somewhat trivially.  The CFG parser in jzIntv supports the "[macro]" section to a limited degree.  Most importantly, it can apply the "poke" commands in that section.  I believe I apply these by default in both jzIntv and jzIntv's "bin2rom" program.

For example, Venture won't run on an Inty 2 by default.  But, if you add these lines to Venture's CFG file, it will:

[macro]
@p 500C C0

A similar mechanism could be used to patch Dreadnaught Factor once a patch is developed.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: inty_michael <gucky@macnews. de>
To: intvprog@yahoogroup s.com
Sent: Sunday, April 1, 2007 5:48:10 AM
Subject: [intvprog] Re: Looking for a PAL Inty in the US

--- In intvprog@yahoogroup s.com, "cschell13" <gamer@...> wrote:
>
> Hi,
>
> I need to make sure that the CC3 works with PAL Intellivisions given
> their different bus timings. As I'd like to save on the costs of
> shipping prototypes around, I'm wondering if anyone in the US has a
> PAL Inty in their collection and would be willing to test a CC3 for me.
>
> Thanks,
> Chad
>
Is it somehow possible to make "The Dreadnaught Factor" running on a PAL console using the
CC3?




#5169 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 6:33 pm
Subject: Re: Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
Ok, the following .CFG file seems to make Dreadnaught Factor work for me on my hacked copy of jzIntv.  (I took a stab at PAL timings that I know aren't 100% right, but what the hey, eh?)

[mapping]
$0000 - $1FFF = $5000               ; map first 8k to $5000 - $6FFF

[memattr]
$D000 - $D0FF = ROM 16

[macro]
@p 5cb5 734a
@p d000 02b8
@p d001 d009
@p d002 0240
@p d003 0100
@p d004 0040
@p d005 0240
@p d006 0101
@p d007 0220
@p d008 72c6
@p d009 02b8
@p d00a 5ca9
@p d00b 0240
@p d00c 0100
@p d00d 0040
@p d00e 0240
@p d00f 0101
@p d010 0220
@p d011 bffd


If you use this CFG file with jzIntv's "rom2bin" utility, you'll get a .ROM file that will run on PAL.  You can use "bin2rom" to get back a pure .BIN file with the patch applied.

Tada,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Zbiciak <intvnut@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 1:09:44 PM
Subject: Re: [intvprog] Re: Looking for a PAL Inty in the US

All,

I figured out the Dreadnaught Factor issue, but I don't yet have a fix.  It appears DF uses a flag at location $102 to indicate what phase of operation the main ISR loop is in.  It normally cycles between 0, 1 and 2.  There are several synchronization loops that look for $102 to hold the value 0.

When the game wants the ISR to "do something special," such as load a GRAM image or the like, it loads $FF into location $102, and a command elsewhere ($103, I think).  The ISR then jumps over to do the "special thing" and then resumes normal activity.  Because $FF rolls back over to $00, this all happens naturally.

Why does this fail on PAL?

The problem is that some of the commands take more than one display cycle to execute.  That's fine for the most part.  Those commands disable interrupts while they execute and enable them before they return.  It's not immediately obvious why the code should fail on PAL and work on NTSC.

The thing is, it's by sheer luck that the code works on NTSC, and here's why:  The CP-1600 truly ignores interrupts while they're disabled.  If an interrupt source deasserts INTRQ (that is, it stops trying to interrupt the CPU), then the CPU will not take an interrupt when interrupts get re-enabled.  The STIC only asserts INTRQ for a fixed number of cycles.  Why is this important?

When Dreadnaught Factor sets itself up, it copies over a GRAM image containing the graphics for the planet display, etc.  While this happens, a short loop spins looking for $102 to become 0.  When the interrupt occurs that executes the GRAM-load request, the ISR executes it and returns.  On an NTSC Inty, it happens to return when no interrupt is asserted.  Therefore this loop gets to see $102 containing 0, and life goes on.  On a PAL Inty, it just so happens to return right while the STIC is still asserting an interrupt.  So, right upon arriving back at the interrupted code, the CPU jumps right back to the interrupt handler, increments location $102 to now hold 1, and then returns.

Furthermore, the ISR relies on the foreground code to reset the count from 2 back to 0 each time.  I'm guessing this allows for the foreground code to get a little behind if there was a bunch of stuff it needed to catch up on, I dunno.  But, the upshot is that the count at $102 just keeps going from $1 through $FF and back to $1, never reaching 0, as far as the synchronization loop is concerned.

That, friends, is why Dreadnaught Factor doesn't work on PAL, and why it's lucky it works on NTSC.

I don't know an easy fix off the top of my head, but at least I know what the problem is.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Zbiciak <intvnut@yahoo. com>
To: intvprog@yahoogroup s.com
Sent: Sunday, April 1, 2007 9:49:40 AM
Subject: Re: [intvprog] Re: Looking for a PAL Inty in the US

As I recall, the Dreadnaught Factor doesn't run on PAL due to a timing bug in the game's initialization code.  The CC3 faithfully reproduces actual cartridges, though.  So, it won't magically fix this bug.  (In fact, this timing bug kept Dreadnaught Factor from booting on early versions of jzIntv.)

That said, if someone comes up with a patch to fix the timing issue in its startup code, then the patch can be trivially applied to the ROM.  Once it's patched, it'll run on PAL Intys whether you're using a CC3, an Intellicart, or Kinty in PAL mode.  :-)

I guess I should seriously consider adding a PAL mode to jzIntv, eh?

The patch itself can be applied somewhat trivially.  The CFG parser in jzIntv supports the "[macro]" section to a limited degree.  Most importantly, it can apply the "poke" commands in that section.  I believe I apply these by default in both jzIntv and jzIntv's "bin2rom" program.

For example, Venture won't run on an Inty 2 by default.  But, if you add these lines to Venture's CFG file, it will:

[macro]
@p 500C C0

A similar mechanism could be used to patch Dreadnaught Factor once a patch is developed.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: inty_michael <gucky@macnews. de>
To: intvprog@yahoogroup s.com
Sent: Sunday, April 1, 2007 5:48:10 AM
Subject: [intvprog] Re: Looking for a PAL Inty in the US

--- In intvprog@yahoogroup s.com, "cschell13" <gamer@...> wrote:
>
> Hi,
>
> I need to make sure that the CC3 works with PAL Intellivisions given
> their different bus timings. As I'd like to save on the costs of
> shipping prototypes around, I'm wondering if anyone in the US has a
> PAL Inty in their collection and would be willing to test a CC3 for me.
>
> Thanks,
> Chad
>
Is it somehow possible to make "The Dreadnaught Factor" running on a PAL console using the
CC3?





#5170 From: "inty_michael" <gucky@...>
Date: Sun Apr 1, 2007 7:54 pm
Subject: Re: Looking for a PAL Inty in the US
inty_michael
Send Email Send Email
 
--- In intvprog@yahoogroups.com, Joe Zbiciak <intvnut@...> wrote:
>
> Ok, the following .CFG file seems to make Dreadnaught Factor work for me on my
hacked copy of jzIntv.  (I took a stab at PAL timings that I know aren't 100%
right, but what
the hey, eh?)
>
> [mapping]
> $0000 - $1FFF = $5000               ; map first 8k to $5000 - $6FFF
>
> [memattr]
> $D000 - $D0FF = ROM 16
>
> [macro]
> @p 5cb5 734a
> @p d000 02b8
> @p d001 d009
> @p d002 0240
> @p d003 0100
> @p d004 0040
> @p d005 0240
> @p d006 0101
> @p d007 0220
> @p d008 72c6
> @p d009 02b8
> @p d00a 5ca9
> @p d00b 0240
> @p d00c 0100
> @p d00d 0040
> @p d00e 0240
> @p d00f 0101
> @p d010 0220
> @p d011 bffd
>
>
> If you use this CFG file with jzIntv's "rom2bin" utility, you'll get a .ROM
file that will run
on PAL.  You can use "bin2rom" to get back a pure .BIN file with the patch
applied.
>
> Tada,
>
> --Joe
>

Great work Joe!
Is there a utility for the Mac wich can handle this config?
Or can you send me a patched rom? I will test it then on a PAL Intellivision.

Thank you again for this work!
I wait for years to play Dreadnaught Factor properly on an PAL Inty!

#5171 From: Joe Zbiciak <intvnut@...>
Date: Sun Apr 1, 2007 11:38 pm
Subject: Re: Re: Looking for a PAL Inty in the US
intvnut
Send Email Send Email
 
The Mac build of jzIntv includes these command line utilities in the "bin" directory.  If you're not comfortable working with the command line, contact me off the list and I can give you step by step instructions.
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: inty_michael <gucky@...>
To: intvprog@yahoogroups.com
Sent: Sunday, April 1, 2007 2:54:48 PM
Subject: [intvprog] Re: Looking for a PAL Inty in the US

--- In intvprog@yahoogroup s.com, Joe Zbiciak <intvnut@... > wrote:
>
> Ok, the following .CFG file seems to make Dreadnaught Factor work for me on my
hacked copy of jzIntv. (I took a stab at PAL timings that I know aren't 100% right, but what
the hey, eh?)
>
> [mapping]
> $0000 - $1FFF = $5000 ; map first 8k to $5000 - $6FFF
>
> [memattr]
> $D000 - $D0FF = ROM 16
>
> [macro]
> @p 5cb5 734a
> @p d000 02b8
> @p d001 d009
> @p d002 0240
> @p d003 0100
> @p d004 0040
> @p d005 0240
> @p d006 0101
> @p d007 0220
> @p d008 72c6
> @p d009 02b8
> @p d00a 5ca9
> @p d00b 0240
> @p d00c 0100
> @p d00d 0040
> @p d00e 0240
> @p d00f 0101
> @p d010 0220
> @p d011 bffd
>
>
> If you use this CFG file with jzIntv's "rom2bin" utility, you'll get a .ROM file that will run
on PAL. You can use "bin2rom" to get back a pure .BIN file with the patch applied.
>
> Tada,
>
> --Joe
>

Great work Joe!
Is there a utility for the Mac wich can handle this config?
Or can you send me a patched rom? I will test it then on a PAL Intellivision.

Thank you again for this work!
I wait for years to play Dreadnaught Factor properly on an PAL Inty!



#5172 From: Online Viagra.com <Intvman@...>
Date: Sun Apr 8, 2007 12:33 pm
Subject: Online Help
intv_man
Send Email Send Email
 
#5173 From: "Joe Fisher" <joefish75@...>
Date: Mon Apr 16, 2007 3:03 pm
Subject: 1+9 pause
joefish75@...
Send Email Send Email
 
Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe

#5174 From: Joe Zbiciak <intvnut@...>
Date: Mon Apr 16, 2007 3:57 pm
Subject: Re: 1+9 pause
intvnut
Send Email Send Email
 
Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@...>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe


#5175 From: "Joe Fisher" <joefish75@...>
Date: Mon Apr 16, 2007 7:02 pm
Subject: Re: 1+9 pause
joefish75@...
Send Email Send Email
 
Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail.com>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe


#5176 From: Joe Zbiciak <intvnut@...>
Date: Mon Apr 16, 2007 8:43 pm
Subject: Re: 1+9 pause
intvnut
Send Email Send Email
 
Joe,

As I recall, the screen blanking works by skipping the writes to $20 that enable display.  If there's no write to $20 in what I call the "VBlank 1 period," the display will fill with the border color[*] on the next frame.  Is your video rendering code looking for these writes?

Amusingly, and entirely by accident I should add, 4-Tris' code for pausing looks startlingly similar:


        ;; Check to see if the user has requested a pause.
        MVII    #$5A,   R0      ; Keypad 1 + Keypad 9
        CMP     $1FE,   R0      ; Pause on first controller?
        BEQ     @@pausing
        CMP     $1FF,   R0      ; Pause on second controller?
        BEQ     @@pausing

        PULR    PC              ; Return

@@pausing:
        DIS                     ; Disable interrupts while paused.
        ; Grab PSG volume settings aside and force volume to zero.


4-Tris actually goes a step further than the EXEC and actually disables interrupts while paused.  (I don't know if all 4-Tris revisions do this off hand.  The one I checked just now does though.)  In practice it's actually a bad idea to disable interrupts for an unbounded period of time:  The STIC loses its internal register settings after awhile--somewhere around 1 second, but I never actually measured.  Apparently the STIC uses INTAK as a mechanism to trigger its internal refresh.

Regards,

--Joe

[*] Actually, the STIC copies the current border color register out to the display immediately.  Programs can update the border color once the CPU acknowledges the interrupt.  The border color change takes effect immediately, so it is actually possible to draw arbitrary graphics to the display when the STIC is disabled.  The CP-1600 isn't fast enough to draw very interesting graphics, but it is indeed possible to generate rather interesting and odd displays this way.

 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@...>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 2:02:25 PM
Subject: Re: [intvprog] 1+9 pause

Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe



#5177 From: "Joe Fisher" <joefish75@...>
Date: Mon Apr 16, 2007 8:57 pm
Subject: Re: 1+9 pause
joefish75@...
Send Email Send Email
 
Joe,
 
Yes, if I get a write to $20 during the 'reg invisible' state, I do the display.  If I don't get a write, I do nothing.
 
So instead of doing nothing, I should immediately fill the video buffer with the border color, then render as usual?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 4:43 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

As I recall, the screen blanking works by skipping the writes to $20 that enable display.  If there's no write to $20 in what I call the "VBlank 1 period," the display will fill with the border color[*] on the next frame.  Is your video rendering code looking for these writes?

Amusingly, and entirely by accident I should add, 4-Tris' code for pausing looks startlingly similar:


        ;; Check to see if the user has requested a pause.
        MVII    #$5A,   R0      ; Keypad 1 + Keypad 9
        CMP     $1FE,   R0      ; Pause on first controller?
        BEQ     @@pausing
        CMP     $1FF,   R0      ; Pause on second controller?
        BEQ     @@pausing

        PULR    PC              ; Return

@@pausing:
        DIS                     ; Disable interrupts while paused.
        ; Grab PSG volume settings aside and force volume to zero.


4-Tris actually goes a step further than the EXEC and actually disables interrupts while paused.  (I don't know if all 4-Tris revisions do this off hand.  The one I checked just now does though.)  In practice it's actually a bad idea to disable interrupts for an unbounded period of time:  The STIC loses its internal register settings after awhile--somewhere around 1 second, but I never actually measured.  Apparently the STIC uses INTAK as a mechanism to trigger its internal refresh.

Regards,

--Joe

[*] Actually, the STIC copies the current border color register out to the display immediately.  Programs can update the border color once the CPU acknowledges the interrupt.  The border color change takes effect immediately, so it is actually possible to draw arbitrary graphics to the display when the STIC is disabled.  The CP-1600 isn't fast enough to draw very interesting graphics, but it is indeed possible to generate rather interesting and odd displays this way.

 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail.com>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 2:02:25 PM
Subject: Re: [intvprog] 1+9 pause

Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe



#5178 From: Joe Zbiciak <intvnut@...>
Date: Mon Apr 16, 2007 9:11 pm
Subject: Re: 1+9 pause
intvnut
Send Email Send Email
 
Joe,

The STIC does no processing if it doesn't get a write to $20.  So, if by "render as usual" you mean "Inform Windows what the screen looks like," then yes.  If by "render as usual" you mean "do all the STIC emulation, just hiding it," then no.

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@...>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 3:57:19 PM
Subject: Re: [intvprog] 1+9 pause

Joe,
 
Yes, if I get a write to $20 during the 'reg invisible' state, I do the display.  If I don't get a write, I do nothing.
 
So instead of doing nothing, I should immediately fill the video buffer with the border color, then render as usual?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 4:43 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

As I recall, the screen blanking works by skipping the writes to $20 that enable display.  If there's no write to $20 in what I call the "VBlank 1 period," the display will fill with the border color[*] on the next frame.  Is your video rendering code looking for these writes?

Amusingly, and entirely by accident I should add, 4-Tris' code for pausing looks startlingly similar:


        ;; Check to see if the user has requested a pause.
        MVII    #$5A,   R0      ; Keypad 1 + Keypad 9
        CMP     $1FE,   R0      ; Pause on first controller?
        BEQ     @@pausing
        CMP     $1FF,   R0      ; Pause on second controller?
        BEQ     @@pausing

        PULR    PC              ; Return

@@pausing:
        DIS                     ; Disable interrupts while paused.
        ; Grab PSG volume settings aside and force volume to zero.


4-Tris actually goes a step further than the EXEC and actually disables interrupts while paused.  (I don't know if all 4-Tris revisions do this off hand.  The one I checked just now does though.)  In practice it's actually a bad idea to disable interrupts for an unbounded period of time:  The STIC loses its internal register settings after awhile--somewhere around 1 second, but I never actually measured.  Apparently the STIC uses INTAK as a mechanism to trigger its internal refresh.

Regards,

--Joe

[*] Actually, the STIC copies the current border color register out to the display immediately.  Programs can update the border color once the CPU acknowledges the interrupt.  The border color change takes effect immediately, so it is actually possible to draw arbitrary graphics to the display when the STIC is disabled.  The CP-1600 isn't fast enough to draw very interesting graphics, but it is indeed possible to generate rather interesting and odd displays this way.

 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 2:02:25 PM
Subject: Re: [intvprog] 1+9 pause

Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe




#5179 From: "Joe Fisher" <joefish75@...>
Date: Mon Apr 16, 2007 9:15 pm
Subject: Re: 1+9 pause
joefish75@...
Send Email Send Email
 
Joe,
 
I meant the former, thanks.  As usual, you're a great help :)
 
Anything new on the game contest front?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 5:11 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

The STIC does no processing if it doesn't get a write to $20.  So, if by "render as usual" you mean "Inform Windows what the screen looks like," then yes.  If by "render as usual" you mean "do all the STIC emulation, just hiding it," then no.

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail.com>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 3:57:19 PM
Subject: Re: [intvprog] 1+9 pause

Joe,
 
Yes, if I get a write to $20 during the 'reg invisible' state, I do the display.  If I don't get a write, I do nothing.
 
So instead of doing nothing, I should immediately fill the video buffer with the border color, then render as usual?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 4:43 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

As I recall, the screen blanking works by skipping the writes to $20 that enable display.  If there's no write to $20 in what I call the "VBlank 1 period," the display will fill with the border color[*] on the next frame.  Is your video rendering code looking for these writes?

Amusingly, and entirely by accident I should add, 4-Tris' code for pausing looks startlingly similar:


        ;; Check to see if the user has requested a pause.
        MVII    #$5A,   R0      ; Keypad 1 + Keypad 9
        CMP     $1FE,   R0      ; Pause on first controller?
        BEQ     @@pausing
        CMP     $1FF,   R0      ; Pause on second controller?
        BEQ     @@pausing

        PULR    PC              ; Return

@@pausing:
        DIS                     ; Disable interrupts while paused.
        ; Grab PSG volume settings aside and force volume to zero.


4-Tris actually goes a step further than the EXEC and actually disables interrupts while paused.  (I don't know if all 4-Tris revisions do this off hand.  The one I checked just now does though.)  In practice it's actually a bad idea to disable interrupts for an unbounded period of time:  The STIC loses its internal register settings after awhile--somewhere around 1 second, but I never actually measured.  Apparently the STIC uses INTAK as a mechanism to trigger its internal refresh.

Regards,

--Joe

[*] Actually, the STIC copies the current border color register out to the display immediately.  Programs can update the border color once the CPU acknowledges the interrupt.  The border color change takes effect immediately, so it is actually possible to draw arbitrary graphics to the display when the STIC is disabled.  The CP-1600 isn't fast enough to draw very interesting graphics, but it is indeed possible to generate rather interesting and odd displays this way.

 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 2:02:25 PM
Subject: Re: [intvprog] 1+9 pause

Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe




#5180 From: Joe Zbiciak <intvnut@...>
Date: Mon Apr 16, 2007 9:35 pm
Subject: Re: 1+9 pause
intvnut
Send Email Send Email
 
Joe,

You're welcome.

As for the programming contest:  Actually, yes and no.  I've given it some more thought, and come up with some unique ideas for the judging.  Other than that, I have been swamped productizing Space Patrol.  David can tell you how much we both have been putting into tying it up with a bright red ribbon to say "Tada!  It's done!"

In terms of schedule (and this is still tentative), I think I'll launch the programming contest at the end of this month, with entries in by Halloween.  Judging results should be in by Thanksgiving, and prizes should be out by Christmas.  I'm leaning towards opening up judging to the entire Intellivision community.  (Details TBD.)

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Fisher <joefish75@...>
To: intvprog@yahoogroups.com
Sent: Monday, April 16, 2007 4:15:47 PM
Subject: Re: [intvprog] 1+9 pause

Joe,
 
I meant the former, thanks.  As usual, you're a great help :)
 
Anything new on the game contest front?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 5:11 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

The STIC does no processing if it doesn't get a write to $20.  So, if by "render as usual" you mean "Inform Windows what the screen looks like," then yes.  If by "render as usual" you mean "do all the STIC emulation, just hiding it," then no.

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 3:57:19 PM
Subject: Re: [intvprog] 1+9 pause

Joe,
 
Yes, if I get a write to $20 during the 'reg invisible' state, I do the display.  If I don't get a write, I do nothing.
 
So instead of doing nothing, I should immediately fill the video buffer with the border color, then render as usual?
 
-JoeFish
 
----- Original Message -----
Sent: Monday, April 16, 2007 4:43 PM
Subject: Re: [intvprog] 1+9 pause

Joe,

As I recall, the screen blanking works by skipping the writes to $20 that enable display.  If there's no write to $20 in what I call the "VBlank 1 period," the display will fill with the border color[*] on the next frame.  Is your video rendering code looking for these writes?

Amusingly, and entirely by accident I should add, 4-Tris' code for pausing looks startlingly similar:


        ;; Check to see if the user has requested a pause.
        MVII    #$5A,   R0      ; Keypad 1 + Keypad 9
        CMP     $1FE,   R0      ; Pause on first controller?
        BEQ     @@pausing
        CMP     $1FF,   R0      ; Pause on second controller?
        BEQ     @@pausing

        PULR    PC              ; Return

@@pausing:
        DIS                     ; Disable interrupts while paused.
        ; Grab PSG volume settings aside and force volume to zero.


4-Tris actually goes a step further than the EXEC and actually disables interrupts while paused.  (I don't know if all 4-Tris revisions do this off hand.  The one I checked just now does though.)  In practice it's actually a bad idea to disable interrupts for an unbounded period of time:  The STIC loses its internal register settings after awhile--somewhere around 1 second, but I never actually measured.  Apparently the STIC uses INTAK as a mechanism to trigger its internal refresh.

Regards,

--Joe

[*] Actually, the STIC copies the current border color register out to the display immediately.  Programs can update the border color once the CPU acknowledges the interrupt.  The border color change takes effect immediately, so it is actually possible to draw arbitrary graphics to the display when the STIC is disabled.  The CP-1600 isn't fast enough to draw very interesting graphics, but it is indeed possible to generate rather interesting and odd displays this way.

 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 2:02:25 PM
Subject: Re: [intvprog] 1+9 pause

Strange.  My video isn't getting updated during the pause, even after 5 minutes.  I'll have to play around with the debugger and see what's going on.
 
-Joe
 
----- Original Message -----
Sent: Monday, April 16, 2007 11:57 AM
Subject: Re: [intvprog] 1+9 pause

Joe,

Older EXEC based games blank the screen after some number of seconds.  This is a feature of the EXEC's default input scanning loop.  I think the timeout is around 5 minutes. 

This appears to be the code that does the check:

L_14F1:
        PSHR    R5              ; 14F1  
        MVII    #$005A, R1      ; 14F2   1 + 9
        CMP     G_01FE, R1      ; 14F4   Check right controller
        BEQ     L_1507          ; 14F6   Blank if equal

        CMP     G_01FF, R1      ; 14F8   Check left controller
        BEQ     L_1507          ; 14FA   Blank if equal

        MVII    #$011D, R4      ; 14FC   Point to blank-out counter
        MOVR    R4,     R5      ; 14FE   Save a copy
        SDBD                    ; 14FF   \_ Get blank-out counter
        MVI@    R4,     R0      ; 1500   /
        DECR    R0              ; 1501   Decrement
        MVO@    R0,     R5      ; 1502   \
        SWAP    R0,     1       ; 1503    |- Write out counter
        MVO@    R0,     R5      ; 1504   /
        BNEQ    L_1523          ; 1505   Don't blank if non-zero

L_1507:
        MVII    #$0080, R0      ; 1507   \_ Ask ISR to blank us.
        MVO     R0,     G_0102  ; 1509   /



--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/


----- Original Message ----
From: Joe Fisher <joefish75@hotmail. com>
To: intvprog@yahoogroup s.com
Sent: Monday, April 16, 2007 10:03:17 AM
Subject: [intvprog] 1+9 pause

Morning, all.  There have been some questions about the behavior of the 1+9 pause code implemented on some games in my emulator.
 
I don't have an Inty hooked up to test with at the moment.  What is the appropriate behavior?  Does the screen blank after a while?  Does it depend on how it was coded?
 
Thanks,
 
-Joe





#5181 From: Chuck Whitby <intvsama@...>
Date: Tue May 8, 2007 4:26 am
Subject: Any new games being released?
intvsama
Send Email Send Email
 
August 26th is my next game convention and I'd love to promote a new
Intellivision game at the upcoming event.  Our April show played host to
the release of Cola Invaders (Pepsi Invaders/Coke Wins) and I'd love to
do an exclusive release for our favorite classic system, the Inty.  Does
anyone have a game they'll have produced for late August?  Perhaps if a
physical cart won't be available I can demo a rom of it on an emulator.
In any case, let me know guys!

--
__
Chuck Whitby
Too Many Games
"Let us Play"
www.toomanygames.com

#5182 From: "twjenterprises" <twjenterprises@...>
Date: Tue May 22, 2007 6:09 pm
Subject: Interesting....
twjenterprises
Send Email Send Email
 
I opened an Intellivision main board today... and found it to have a
CP1610A Chip in it, Versus the Standard 1610. It's a smaller IC, I am
wondering if this is an Intellivision 3 main board, and I am wondering
if there is a schematic out there for it.

#5183 From: Joe Zbiciak <intvnut@...>
Date: Mon Jun 4, 2007 7:34 am
Subject: Space Patrol and Programming Contest
intvnut
Send Email Send Email
 
All,

I have put the final touches on Space Patrol.  I do believe I have the version that will go into ROM on the cartridge release.  I am going to playtest it over the next week to ensure my last minute codesize tweaks, etc. didn't break anything.   The ROM is literally full.  I take that back.   I wasted 1 whole word at $DFFF.  :-)

Now that I have that out of the way, I've had a chance to think a bit more about the programming contest.  I am holding one, and actually I hope to announce the official rules this week.  So yes, the contest is on.

I will be releasing source code for Space Patrol eventually.  That release will be under the GPL like everything else I do.  I don't want to take the lustre off the cartridge release I'm planning, though, so I won't be releasing the full, unadulterated source code right away.  I will release stuff I think and hope is useful (such as the INITMEM piece I shared a bit ago).

I want the programming contest to be a success, and if code from Space Patrol can help make that happen, then I think that's really cool.

Regards,

--Joe

 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


#5184 From: "Joe O'Brien" <oblachubs@...>
Date: Wed Jun 6, 2007 12:46 pm
Subject: RE: Digest Number 990
oblachubs
Send Email Send Email
 
Very cool news Joe.  I've been waiting.  Will you be releasing the ROM for
us intellicart users?


>From: intvprog@yahoogroups.com
>Reply-To: "No Reply"<notify-dg-intvprog@yahoogroups.com>
>To: intvprog@yahoogroups.com
>Subject: [intvprog] Digest Number 990
>Date: 4 Jun 2007 19:23:01 -0000
>
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>    Space Patrol and Programming Contest
>   From:
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>         Space Patrol and Programming Contest
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>     Posted by:      "Joe Zbiciak"
>       intvnut@...
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>
>           intvnut
>
>
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>       Mon Jun 4, 2007 12:34 am        (PST)
>
>
>             All,
>
>
>
>I have put the final touches on Space Patrol.  I do believe I have the
>version that will go into ROM on the cartridge release.  I am going to
>playtest it over the next week to ensure my last minute codesize tweaks,
>etc. didn't break anything.   The ROM is literally full.  I take that back.
>   I wasted 1 whole word at $DFFF.  :-)
>
>
>
>Now that I have that out of the way, I've had a chance to think a bit more
>about the programming contest.  I am holding one, and actually I hope to
>announce the official rules this week.  So yes, the contest is on.
>
>
>
>I will be releasing source code for Space Patrol eventually.  That release
>will be under the GPL like everything else I do.  I don't want to take the
>lustre off the cartridge release I'm planning, though, so I won't be
>releasing the full, unadulterated source code right away.  I will release
>stuff I think and hope is useful (such as the INITMEM piece I shared a bit
>ago).
>
>
>
>I want the programming contest to be a success, and if code from Space
>Patrol can help make that happen, then I think that's really cool.
>
>
>
>Regards,
>
>
>
>--Joe
>
>
>
>--
>
>We sell Spatulas, and that's all!
>
>http://spatula-city.org/~im14u2c/
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#5185 From: Joe Zbiciak <intvnut@...>
Date: Wed Jun 6, 2007 3:22 pm
Subject: Re: Space Patrol
intvnut
Send Email Send Email
 
Joe,

Since I really want people to buy the cartridge, I'm going to release in stages.  I will release a teaser ROM shortly (this weekend?).  The teaser ROM will have all the game engine, but not all the worlds in it.

Some time after the cartridge release, I'll release a ROM image with the full game + source code.  Note that the ROM release will not be identical to the cartridge release, as the cartridge release will be "branded."  I'm really psyched about the cart release and I want to make it special.

This approach is similar in concept to how id Software released the "free" version of DOOM, with additional levels available if you paid for the commercial version.  And later, they released the whole engine under GPL.  I'll be doing much the same, except I'll also be releasing the artwork and course data under the GPL as well.

Regards,

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe O'Brien <oblachubs@...>
To: notify-dg-intvprog@yahoogroups.com; intvprog@yahoogroups.com
Sent: Wednesday, June 6, 2007 7:46:11 AM
Subject: RE: [intvprog] Digest Number 990

Very cool news Joe.  I've been waiting.  Will you be releasing the ROM for
us intellicart users?




#5186 From: Joe Zbiciak <intvnut@...>
Date: Thu Jun 7, 2007 3:56 am
Subject: Intellivision Programming Contest
intvnut
Send Email Send Email
 
I would like to officially announce the 2007 Intellivision Programming Contest.

I've put all the details here:

    http://spatula-city.org/~im14u2c/intv/contest-2007/

If anyone has any questions or feedback, please email me.

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


#5187 From: "willy_in_japan" <willy_in_japan@...>
Date: Sat Jun 9, 2007 4:01 pm
Subject: Steam Roller
willy_in_japan
Send Email Send Email
 
If anyone is interested in porting Steamroller for the Colecovision to the
Intellivision for the programming contest, i can hook you up with the
source.

I have to scare it up though.

#5188 From: "cschell13" <yahoo@...>
Date: Sat Jun 9, 2007 7:24 pm
Subject: CC3 Available
cschell13
Send Email Send Email
 
Since I never got around to posting the fact that CC3s are in stock I
figured with the announcement of the programming contest now is as
good of a time as any.

So if you want something to test your code on a real Intellivision,
you might want to consider a Cuttle Cart 3.

http://www.schells.com/cc3.shtml

Chad

#5190 From: Joe Zbiciak <intvnut@...>
Date: Mon Jun 11, 2007 12:08 am
Subject: Re: Intellivision Programming Contest
intvnut
Send Email Send Email
 
All,

Just a minor update to the rules.  I softened the rules slightly to say that games *should* run flawlessly in jzIntv, but they aren't required to.

And, as always, if you have problems getting your code to run, feel free to ask questions.  I'm willing to help anyone here on INTVPROG.


Good luck!

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


----- Original Message ----
From: Joe Zbiciak <intvnut@...>
To: INTVPROG <intvprog@yahoogroups.com>
Sent: Wednesday, June 6, 2007 10:56:14 PM
Subject: [intvprog] Intellivision Programming Contest

I would like to officially announce the 2007 Intellivision Programming Contest.

I've put all the details here:

    http://spatula- city.org/ ~im14u2c/ intv/contest- 2007/

If anyone has any questions or feedback, please email me.

--Joe
 
--
We sell Spatulas, and that's all!
http://spatula- city.org/ ~im14u2c/
http://sdk-1600. spatula-city. org/
http://intyos. spatula-city. org/



#5191 From: Joe Zbiciak <intvnut@...>
Date: Tue Jun 19, 2007 2:48 am
Subject: Space Patrol: Teaser Edition --- with source code!
intvnut
Send Email Send Email
 
All,

I've put the Teaser Edition of Space Patrol up here:


    http://spatula-city.org/~im14u2c/intv/spteaser/


This is a feature complete, fully playable version of Space Patrol.  The main difference between it and the release version is that I've truncated the levels.  If you want the full game, you'll have to buy the cartridge.  :-)

I've also made the source code available.  Most of it is under the GNU GPL.  Some files are released directly into the public domain.  The public domain files are marked directly in the source.

Go!  Dig into it!  Beat up on it!  Blow things up and have fun!  :-)

It's SPACE PATROL!


Also, I haven't gotten much feedback yet on the Intellivision Programming Contest:

    http://spatula-city.org/~im14u2c/intv/contest-2007/

I hope y'all are interested in it.  If you've got questions or reservations or whatever, please don't hesitate to email me or the list.  If you need help getting started, I'm more than happy to help.  Really, once you get rolling, code comes more quickly than you could've imagined.


--Joe

 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/


#5192 From: Rick Reynolds <rick@...>
Date: Tue Jun 19, 2007 6:35 am
Subject: Re: Space Patrol: Teaser Edition --- with source code!
rickreynolds_se
Send Email Send Email
 
Congrats, Joe!  That is seriously excellent.  I swear the sound is nearly dead-on the arcade version (Moon Patrol).  It's a very fun game.  I can't wait for the cartridges and then the full romfiles to be distributed (all my INTV playing is via emulation these days, but I like getting the carts too...).

Thanks,
Rick Reynolds
-- 
"Never work for a sawmill that's so behind that they don't have time to sharpen the blades." -- Will Hayes, Software Engineering Institute



On Jun 18, 2007, at 10:48 PM, Joe Zbiciak wrote:


All,

I've put the Teaser Edition of Space Patrol up here:


    http://spatula-city.org/~im14u2c/intv/spteaser/


This is a feature complete, fully playable version of Space Patrol.  The main difference between it and the release version is that I've truncated the levels.  If you want the full game, you'll have to buy the cartridge.  :-)

I've also made the source code available.  Most of it is under the GNU GPL.  Some files are released directly into the public domain.  The public domain files are marked directly in the source.

Go!  Dig into it!  Beat up on it!  Blow things up and have fun!  :-)

It's SPACE PATROL!


Also, I haven't gotten much feedback yet on the Intellivision Programming Contest:

    http://spatula-city.org/~im14u2c/intv/contest-2007/

I hope y'all are interested in it.  If you've got questions or reservations or whatever, please don't hesitate to email me or the list.  If you need help getting started, I'm more than happy to help.  Really, once you get rolling, code comes more quickly than you could've imagined.


--Joe

 
--
We sell Spatulas, and that's all!
http://spatula-city.org/~im14u2c/
http://sdk-1600.spatula-city.org/
http://intyos.spatula-city.org/




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