[Coco] 6309 microprocessor project 01-13-2004
Roger Taylor
rtaylor at bayou.com
Tue Jan 13 19:02:18 EST 2004
At 12:13 PM 1/13/2004 -0500, you wrote:
>6309 microprocessor project.
>
>I been real busy lately and been working on the emulator. It will be a
>win32 app and will only work with virtual *.dsk and *.vhd. This way I'll
Good deal. I just feel for you if you're converting Jeff's original code
which is designed for DOS only. Yikes. All of that dealing with segments
scares me. You can do so much more and much easier by using the Windows
API, but you're probably finding this out already.
>If I keep a virtual memory extent (64K) and change the page number pointer
>this will give me a easy way to keep track of the memory. But, I'll have to
>I can't decide which one of these would be the best choice. The question is
>Getbyte and PutByte are called constantly so they should be the quickest.
I'm not sure what you're really wanting to do, so I can't suggest anything
specific. But, I'm sure if you've made it this far, you'll come up with an
excellent idea for optimized address translation from the CoCo's GIME
scheme into a mere 2meg block of RAM you are guaranteed to get by the
malloc function in most PC compilers.
>I was wondering about what the emulator lacks in making Sockmaster's demos
>work? Is it the horizontal/vertical offset registers or is it more then
>just that going on? Any insights into why Jeff's emulator does not run
>Sockmaster's demo appreciated.
Precise timing is required for most of Sock's stuff. There's too many
factors involved per user system that determines how timing-critical
programs and games behave. Some of Sock's demos change video settings
while the raster beam is traveling down the monitor, without synchronizing
to HSYNC or VSYNC. It is true that Sockmaster's real nickname should have
been "Syncmaster"... because he is a master of the CoCo's video system. It
doesn't surprise me at all if an emulator can't keep up with ole
Sock. However, Sock's demos should be *THE* ultimate video test system for
the emulators.
Nothing as far as I know is lacking from the M.E.S.S. emulator, but I've
always had problems with Jeff's emulator. Please stick with the standard
format for .DSK and .ROM images which is to retain the pure image and not
chop off any null bytes at the end or anything else that would otherwise
show the file as being of a wierd size that a user can't directly look at
and determine what it might be for. For instance, a 23k .DSK file means
absolutely nothing to me, but a 156k .DSK file speaks a common language to
everybody who sees it and knows anything about the CoCo disk system. You
can even tack a small header to a 156k .DSK file and Windows will show it
as either 156k or 156 "point something", which is still very
revealing. Let ZIP do the compression. And by all means, choose
predefined formats for your images... it's bad enough that there are so
many .DSK formats that are totally incompatible or unrelated, such as the
DSHRINK .DSK format, Jeff's .DSK format, M.E.S.S.'s .DSK format, and
Microsoft has a .DSK format as well.
----------
Roger Taylor
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