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
The first one: The Mouse Pointer Demo
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
/***************************************************************/
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
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!