[Coco] CoCo 3 MMU test for all
Arthur Flexser
flexser at fiu.edu
Mon Jan 21 04:14:39 EST 2008
Roger, the value you get from reading an MMU address depends on exactly HOW you
read it, I discovered some years back. This arose when I noticed that the value
I got from PEEK differed from the value returned by the MON function in ADOS (ML
monitor). I traced this to the fact that PEEK used something like LDA 0,X while
MON used LDA ,X. The different postbyte affected whether I got $7x (PEEK) vs.
$3x (MON). So, I think asking people to PEEK an MMU address and report the
results will give you a somewhat misleading impression.
Art
On Sun, 20 Jan 2008, Roger Taylor wrote:
>
> Since LOADM does read what you poke in any address, including the MMU
> registers, I can take advantage of a few things if I know more than I
> knew before. ;)
>
> For the record, most of what you guys are assuming I don't know, I've
> known for years. I'm not a hardware guy like you so I wouldn't care
> why Tandy only used 6 of the 8 MMU bits so we would be having these
> conversations 20+ years later about ghosting and how other designers
> handled adding another 1.5 megs.
>
> I realize 128k on a memory board is $0-$F and my question about Why
> Tandy uses MMU blocks $30-$3F was not asking how ghosting works, it
> was me making a point that the software point of view is all I'm
> interested in here. If PEEKing 65441 yields $79 because %01000000
> shows up on an undesired/illegal PEEK, my initial idea was that Tandy
> did this on purpose. It really doesn't matter to me now. The topic
> is blown far away from my original post, as this happens from people
> only reading the first sentence and then jumping back with tutorials
> and stuff. All of my stuff works great and I'm about to load huge
> games into both 128k/512k CoCo's from a single .bin file. On a 1 or
> 2 meg CoCo 3, I'm sure I'll have different copies of the .bin file
> that will LOADM without producing an error.
>
More information about the Coco
mailing list