Search found 116 matches
- Mon Apr 15, 2024 6:26 pm
- Forum: Other platforms
- Topic: No need to install with devcontainer+GitHub codespaces
- Replies: 3
- Views: 241
Re: No need to install with devcontainer+GitHub codespaces
Hi @dom! Thanks for your reply! You know Docker and devcontainers better than me so I assume you must be right. I just don't understand why you would need two separate Dockerfiles maybe because I only understand them superficially. In my case I use the very same Dockerfile for the devcontainer as we...
- Sat Mar 23, 2024 10:34 pm
- Forum: Other platforms
- Topic: No need to install with devcontainer+GitHub codespaces
- Replies: 3
- Views: 241
No need to install with devcontainer+GitHub codespaces
Hi! Will there ever be a devcontainer container? A devcontainer can also be used with any free GitHub account with codespaces (https://github.com/features/codespaces) even the free version (with a monthly time limit) in order to automatically build a container that you can run on a browser. No need ...
- Wed Mar 30, 2022 10:45 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG sounds for SMS and GameGear
- Replies: 9
- Views: 4709
PSG sounds for SMS and GameGear
Hi! I have never managed to figure out how to produce sounds with the PSG APIs on the SMS and GameGear. Bit-banging may not work (no sound is reproduced by KegaFusion even though commercial games do) and I am not able to compile a simple example with SN PSG (with new APIs such as `psg_channels`). I ...
- Sun Jun 06, 2021 10:04 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
Re: PSG and 1-bit on sms and gamegear
@dom I am opening an issue to better track this.
- Sun Jun 06, 2021 9:55 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
Re: PSG and 1-bit on sms and gamegear
If I compile fx.c for the zx target I can here sounds. I hear (and see) nothing if I compile fx.c it for the sms target. Tested on both Emulicious and Kega Fusion. I compile fx.c (bit_bang.c is a copy) with: zx_bit_bang: $(Z88DK_PATH)$(MYZ88DK) +zx -clib=default -lndos $(SOURCE_PATH)/../../test/bit_...
- Sun Jun 06, 2021 9:32 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
Re: PSG and 1-bit on sms and gamegear
@dom, yes, I am try fx.c, which is what I am trying to use.
- Sun Jun 06, 2021 8:45 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
Re: PSG and 1-bit on sms and gamegear
How is the user supposed to use the emulated 1-bit sounds on targets with the SN76489 chip?
I am using the 1-bit sound functions bit_fx...(...).
I will try to write a simple example.
I am using the 1-bit sound functions bit_fx...(...).
I will try to write a simple example.
- Sun Jun 06, 2021 7:40 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
Re: PSG and 1-bit on sms and gamegear
@dom What do you mean by emulates 1 bit flipping? If I use the 1 bit API on the sms I hear nothing.
Should I open an issue?
Should I open an issue?
- Sun May 30, 2021 8:17 pm
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: PSG and 1-bit on sms and gamegear
- Replies: 8
- Views: 5497
PSG and 1-bit on sms and gamegear
I am a bit lost with what is meant by PSG as it means many different things depending on the sound chip of the target and on weather you are using the classic lib or the new lib. I wonder what I can use on the sms and gg in classic lib and if I can reuse the same code I use for other PSG chips. I se...
- Fri May 21, 2021 10:25 am
- Forum: Other targets
- Topic: [Microbee] Which mode is 160x48?
- Replies: 5
- Views: 3943
Re: [Microbee] Which mode is 160x48?
I have just read that the high resolution modes are based on redefined characters (PCG) and that not all models had the same number of available PCGs.
Shouldn't UDG graphics in Z88DK be possible by just doing a mapping to PCGs?
Shouldn't UDG graphics in Z88DK be possible by just doing a mapping to PCGs?
- Fri May 21, 2021 10:03 am
- Forum: Other targets
- Topic: [Microbee] Which mode is 160x48?
- Replies: 5
- Views: 3943
Re: [Microbee] Which mode is 160x48?
Thanks for the reply!
Do the other higher resolution graphics modes currently support Z88DK software sprites?
Are these graphics modes only meant for special extra hardware or do they target standard Microbee models?
Do the other higher resolution graphics modes currently support Z88DK software sprites?
Are these graphics modes only meant for special extra hardware or do they target standard Microbee models?
- Fri May 21, 2021 7:43 am
- Forum: Other targets
- Topic: Joystick options per target? Cursors as joystick on all targets with cursors?
- Replies: 11
- Views: 6315
Re: Joystick options per target? Cursors as joystick on all targets with cursors?
I think keyboard-mapped joystick and cursor-mapped joystick does not work on the Laser 500. At least I have not managed to get it work.
- Fri May 21, 2021 7:41 am
- Forum: Other targets
- Topic: [Microbee] Which mode is 160x48?
- Replies: 5
- Views: 3943
[Microbee] Which mode is 160x48?
Hi, Which mode should I use for the MicroBee built-int 160x48 graphics mode, which supports UDG? The documentation at https://github.com/z88dk/z88dk/wiki/Platform---Microbee only mentions this resolution but no corresponding mode is given. I see text modes 0,1,2. Is this mode 3? or one of the text m...
- Wed May 12, 2021 8:12 pm
- Forum: Feature Requests
- Topic: More compilation tests? I am willing to help
- Replies: 1
- Views: 3839
More compilation tests? I am willing to help
As I can see Z88DK gets continuous updates thanks the the huge work of its developers. This makes Z88DK very special. This has the side effect of breaking the compilation (i.e., compilation ends with an error). The support is great and problems are quickly fixed but maybe we could do something to pr...
- Tue May 11, 2021 11:41 pm
- Forum: Other targets
- Topic: Joystick options per target? Cursors as joystick on all targets with cursors?
- Replies: 11
- Views: 6315
Re: Joystick options per target? Cursors as joystick on all targets with cursors?
@dom Maybe the joystick does not work on the Laser500 I have tried stick=2 and stick=5 and none of them worked.
Maybe I am doing something wrong.
Maybe I am doing something wrong.
- Tue May 11, 2021 7:01 pm
- Forum: Other targets
- Topic: Joystick options per target? Cursors as joystick on all targets with cursors?
- Replies: 11
- Views: 6315
Re: Joystick options per target? Cursors as joystick on all targets with cursors?
Thanks!
Could it be possible to have support for cursors on the Laser 500?
Could it be possible to have support for cursors on the Laser 500?
- Mon May 10, 2021 9:29 pm
- Forum: Other targets
- Topic: Joystick options per target? Cursors as joystick on all targets with cursors?
- Replies: 11
- Views: 6315
Joystick options per target? Cursors as joystick on all targets with cursors?
Hi Where can I see which joystick options (values for "stick") are possible for a given target? It would be nice to have cursors+space mapped as joystick on all targets with physical cursors and space keys. For example I would like to use cursors+space on the Laser500. Does it have an opti...
- Sat May 08, 2021 3:03 pm
- Forum: Other targets
- Topic: No sound on the GB target?
- Replies: 4
- Views: 3531
Re: No sound on the GB target?
Indeed the problem is the emulator Emulicious, which produces no sound.
I get sound on VisualGameBoyAdvance emulator.
I get sound on VisualGameBoyAdvance emulator.
- Sat May 08, 2021 1:30 pm
- Forum: Texas Instruments Calculators
- Topic: Support for modern Z80-based TI calculators?
- Replies: 0
- Views: 12139
Support for modern Z80-based TI calculators?
How far is Z88DK from supporting modern eZ80-based TI calculators? For example: https://fr.wikipedia.org/wiki/TI-83_Premium_CE These recent calculators are still commonly used in schools. How different are such modern-day calculators from the ones already supported by Z88DK? Only different screen re...
- Fri May 07, 2021 8:30 pm
- Forum: Other targets
- Topic: No sound on the GB target?
- Replies: 4
- Views: 3531
Re: No sound on the GB target?
I have tried:
https://github.com/Fabrizio-Caruso/CROS ... b_sounds.h
but I could hear no sound.
I must have done something wrong.
https://github.com/Fabrizio-Caruso/CROS ... b_sounds.h
but I could hear no sound.
I must have done something wrong.
- Fri May 07, 2021 8:28 pm
- Forum: Other targets
- Topic: c128 fast execution
- Replies: 4
- Views: 3653
Re: c128 fast execution
@stefano, the problem is that binaries compiled with Z88DK for the C128 take 1000 times or more more time to start (i.e. seconds for large binaries). It seems to depend on the size of the binary.
- Fri May 07, 2021 10:01 am
- Forum: Other targets
- Topic: No sound on the GB target?
- Replies: 4
- Views: 3531
No sound on the GB target?
Hi everyone! I am trying to produce some very simple sounds with the GB target but so far I have not managed to produce any sound. I have tried to do something like: https://gist.github.com/gingemonster/600c33f7dd97ecbf785eca8c84772c9a but I hear no sound. In the example above sounds seem to be prog...
- Fri May 07, 2021 9:00 am
- Forum: Other targets
- Topic: c128 fast execution
- Replies: 4
- Views: 3653
Re: c128 fast execution
Yes, I have the same experience. I think it worked even in Z64K. In order to gain a bit of time I also disable the Vic-IIe. By the way, Vice is not very accurate. Z64K provides better C128 (and VDC) emulation. I see that the C128 programs take some time to start. I wonder what the loader is doing. I...
- Sat May 01, 2021 10:26 pm
- Forum: Other targets
- Topic: [vg5k] Support for 8x9 tiles in UDG
- Replies: 3
- Views: 3177
Re: [vg5k] Support for 8x9 tiles in UDG
Thanks! Cool! Any other target has tiles with size different from 8x8? Are all pixels visibile on the 8x10 tiles or it is just 10 bytes in memory where only the first 9 are visible? I ask because this is the case on some systems (e.f., COSMAC VIP chip). The MSX has a 6x8 screen mode but tiles are or...
- Sat May 01, 2021 3:17 pm
- Forum: Other targets
- Topic: [vg5k] Support for 8x9 tiles in UDG
- Replies: 3
- Views: 3177
[vg5k] Support for 8x9 tiles in UDG
Is there any support for 8x9 tiles? If I compile my latest Cross-Lib based game Cross Horde, the effect I get with my 8x8 software tiles is quite ugly because of the empty ninth lines. Is there a way to override the standard 8x8 format? This feature may be useful on other targets with non-standard t...