News

See and discuss these topics in-depth on the Forum

Here will be posted the newly updated videos posted on youtube:

The first one: The Mouse Pointer Demo

Command Parser Dev

Hey everyone,

here is a small link to a video where I am actually using a command to do something.

I have begun implementing the command parser that has been long overdue.

Now, the command parser recognizes the commands, I just need to implement the rest of the code to support every command in the list



MD .block
CLS .text $03, "CLS", $00, CMD_ARGTYPE_NO, ENTRY_CMD_CLS ; Clear Screen
DIR .text $03, "DIR", $00, CMD_ARGTYPE_DEV, ENTRY_CMD_DIR ; @F, @S
EXEC .text $04, "EXEC", $00, CMD_ARGTYPE_SA, ENTRY_CMD_EXEC ; EXEC S:$00000
LOAD .text $04, "LOAD", $00, (CMD_ARGTYPE_DEV | CMD_ARGTYPE_FN | CMD_ARGTYPE_EA), ENTRY_CMD_LOAD ; "LOAD @F, "NAME.XXX", D:$000000
SAVE .text $04, "SAVE", $00, (CMD_ARGTYPE_DEV | CMD_ARGTYPE_FN | CMD_ARGTYPE_SA | CMD_ARGTYPE_EA), ENTRY_CMD_SAVE ; SAVE @F, "NAME.XXX", S:$000000, D:$000000
PEEK8 .text $05, "PEEK8", $00, CMD_ARGTYPE_SA, ENTRY_CMD_PEEK8 ; PEEK8 $000000
POKE8 .text $05, "POKE8", $00, (CMD_ARGTYPE_SA | CMD_ARGTYPE_8D), ENTRY_CMD_POKE8 ; POKE8 $000000, $00
PEEK16 .text $06, "PEEK16", $00, CMD_ARGTYPE_SA, ENTRY_CMD_POKE16, ENTRY_CMD_PEEK16 ; PEEK16 $000000
POKE16 .text $06, "POKE16", $00, (CMD_ARGTYPE_SA | CMD_ARGTYPE_16D), ENTRY_CMD_POKE16 ; POKE16 $000000, $0000
RECWAV .text $06, "RECWAV", $00, (CMD_ARGTYPE_DEV | CMD_ARGTYPE_FN) , ENTRY_CMD_RECWAV ; RECWAV @S, "NAME.XXX" (Samples)
EXECFNX .text $07, "EXECFNX", $00, CMD_ARGTYPE_FN, ENTRY_CMD_EXECFNX ; "EXECFNX "NAME.XXX"
GETDATE .text $07, "GETDATE", $00, CMD_ARGTYPE_NO, ENTRY_CMD_GETDATE ; GETDATE
GETTIME .text $07, "GETTIME", $00, CMD_ARGTYPE_NO, ENTRY_CMD_GETTIME ; GETTIME
MONITOR .text $07, "MONITOR", $00, CMD_ARGTYPE_NO, ENTRY_CMD_MONITOR ; MONITOR TBD
PLAYRAD .text $07, "PLAYRAD", $00, (CMD_ARGTYPE_DEV | CMD_ARGTYPE_FN), ENTRY_CMD_PLAYRAD ; PLAYRAD @S, "NAME.XXX" (music File)
PLAYWAV .text $07, "PLAYWAV", $00, (CMD_ARGTYPE_DEV | CMD_ARGTYPE_FN), ENTRY_CMD_PLAYWAV ; PLAYWAV @S, "NAME.XXX" (samples)
SETDATE .text $07, "SETDATE", $00, CMD_ARGTYPE_DAT, ENTRY_CMD_SETDATE ; SETDATE YY:MM:DD
SETTIME .text $07, "SETTIME", $00, CMD_ARGTYPE_TIM, ENTRY_CMD_SETTIME ; SETTIME HH:MM:SS
SYSINFO .text $04, "SYSINFO", $00, CMD_ARGTYPE_NO, ENTRY_CMD_SYSINFO
DISKCOPY .text $08, "DISKCOPY", $00, CMD_ARGTYPE_DEV, CMD_ARGTYPE_DEV, ENTRY_CMD_DISKCOPY ; DISKCOPY @F, @F
SETTXTLUT .text $09, "SETTXTLUT", $00, (CMD_ARGTYPE_DAT | CMD_ARGTYPE_RGB), ENTRY_CMD_SETTXTLUT ; SETLUT $00, $000000
.bend

More video will come as things progress... Stay tuned.

S
Actual Specifications that reflects revision B2 of the PCB
/***************************************************************/

CPU

65C816 @ 14 Mhz (working in 16Bits Expended Mode - Always)

/***************************************************************/

Memory (Updated)

4 MBytes of Static RAM for Video System (Graphic Data)

2 MBytes of Static RAM for System (Code & Data)

/***************************************************************/

System Controller Chip - CFP9518 - GAVIN

Fixed Point Math Co-Processor (16Bits Multiplication, 16Bits Division, 32Bits Addition)

Interface to the LPC Chip (Floppy, Serial Port, Parallel Port, Keyboard, Mouse, etc...)

SDMA Controller

Timer Controller

Interrupr Controller

Background Debug Module

/***************************************************************/

Video (Updated)

Graphic Chip - CFP9549 - VICKY

VICKY is now only dedicated to the Graphic Engine and its memory. It Contains all the video goodies to get bitmap, sprites, tiles, etc... and there is a VDMA block to move graphic info around inside the Graphic Memory. The Engine works @ 200Mbytes per second.

Standard Graphic (bit map) Resolution

Game Mode:
640 x 480 @ 60 FPS, 256 Colors which Includes: Bitmap + 4 Tiles Layers + 32 Sprites.(NEW)

The 800 x 600 Video mode has been eliminated.

Colors: 1 Byte per pixel for every graphic mode which gives 256 Simultaneous Color but can have different Palettes (Palette of 24 Bits Colors). Total of 8 Palettes in system for a total of 2K different colors from 16.4Millions possibilities.

Video Output:

DVI-D (TMDS - HDMI)

DVI-A (VGA)

Text Modes: (Preliminary)

Multi-Font Support (PETSCII, ASCII, etc...) 8x8 and 8x16. Monochrome (16 Colors FONT/ 16 Colors Background) Special Character supports. (PS2 Keyboard characters & C64 Keyboard characters support).

Multi Color FONT (256 Colors, 1 byte per pixel) for gaming mostly since the system doesn't store those.

32 Sprites

2D Game Engine: (Preliminary)

VDMA - Block Transfer within Graphic Memory

Layering System (10 Layers)

Inter-layer Collision Detection system with Interrupt.

Example:

1- Sprites (Front of Screen)

2- Multi Color TILE Layer 0 with or without Sprites

3- Sprites Inter-Layer

4- Multi Color TILE Layer 1 with or without Sprites

5- Sprites Inter-Layer

6- Multi Color TILE Layer 2 with or without Sprites

7- Sprites Inter-Layer

8- Multi Color TILE Layer 3 with or without Sprites and/ or Collision Layer

9- Sprites Inter-Layer

10- Bitmap (Back of Screen)

1x TILE = 16 x 16 Pixels @ 256 Colors from Choices of LUT

1x Sprite = 32 x 32 Pixels @ 256 Colors from Choices of LUT

(More details to come, will be detailed in the VICKY user manual)

/***************************************************************/

Sound (Updated)

Sound Controller Chip - Code Name: BEATRIX

(Mono) 6 Voices FPGA SID (No Filters)(NEW)

(Stereo) 9+9 Voices from 2x OPL2

Plus a Full 24 Bits CODEC, used in 16Bits Mode @ 48Khz

Connectors:

Stereo RCA In - Line In for ADC Sampling.(NEW)

Stereo RCA Out - Line Out with complete music (ADC + Line IN + SID + OPL2 + Cartridge Input)(NEW)

1/4" Jack Output for Headphone (Digitally Adjustable)(NEW)

Midi In / DIN Connector

Midi Out / DIN Connector

Beatrix is essentially a sequencer that will take care of feeding the data to the right chip at the right time. Beatrix has the independent control of all the Audio Chips and will be able to perform a sync write to all the chips at the same time.

/***************************************************************/

System

System Controller Chip with INT Controller / Timer - Code Name: GAVIN

1x RS-232 Port, External DB9 Male (Super IO)(NEW)

1x RS-232 Port, internal 10 Pin Headers (Super IO)

1x EPP Parallel Port , External DB25 Female (Super IO)(Super IO)(NEW)

1x Internal 3.5" Floppy with DMA Support. CBM Format support as well as FAT. (Super IO)

1x SDCARD Connector (NEW)

4x Joystick (DB9) Port with Analog Input (NEW)

1x PS2 Keyboard Din Connector (Super IO)

1x PS2 Mouse Din Connector (Super IO)

1x USB to Serial for connectivity to Gavin** (This is for the developer unit only)

Software

Kernel (System Control/Disk OS)

Extended version of Basic to support Hardware features to control graphic and sound and I/Os.

Resident Monitor for Debug and Development

PC Development Suite to help the developer to design software development and games.

NO C64 Support whatsoever.

Cheers,

Stefany, March 10th, 2019
Update Video – Jan 1st, 2019

Hey Guys,
I have released a newsletter yesterday, but for the people who didn’t get it, here is the most important part, the update video.
Happy new year everyone!