Thomas Harte schrieb:
To be honest, I houugh Acorn Electron has the same processor as C64 and Atari XL, and I was sure, they hawe no Ports and anything is memory-mapped (By the way, I currently extending my Retro-X to Acorn Electron and Amiga screen conversion, is your Electron Emulator probably for SAM???).


Everything is memory mapped, but it's still registers at addresses, you just use the regular load/store instructions to write to them. The only difference of the z80 versus the 6502 is that it has a 17-bit address, adding a second 64kb can only be accessed by a IN/OUT.

My Electron emulator is for the PC/Mac, but I haven't released a new version in years. In any case, if you have any questions about anything on that front, feel free to drop me a line.

Aha. I never stop learning. That was completly new for me...
For Acorn emulation I currently use Beeb. Just requested from the authors to have a binary PC file import and export-function for one of the next versions, like Sim Coupé. I have never heard about your emulator. Is there a Acorn Electron screen interpreter/viewer available? I should test the export of my screen converter, how it works on a emulator, but without binary import it is a bit hard. Just noticed that my Amiga HAM6 IFF export looks fine on real Amiga 500, but some pixels are wrong if I view it with XnView on my PC (I guess, the line start colour was not set to Palette entry Zero in XnView). BTW. Do you use API calls in your emulator? I'm looking for a reference of Linux and Mac API calls online. There are a lot of Windows API calls documented, but no Linux and Mac calls. I looking for example for the eqivalent of GetAsyncKeyState(). There is a demand for Retro-X on Mac and Linux...
Releasing your 3D engine for others is a great idea, I saw the Videos on YouTube, I think, you can improve the speed of line drawing by optionaly draw every second pixel of the line on screen (like "Mercenary" on Speccy).


That would definitely help. There's quite a few more things I can do to speed it up without affecting the graphics first though. It's just finding the time. I think I'm relatively lucky because I don't work in anything to do with software so I don't end up with programming fatigue from my real life.

I'm not working in Software programming professionally too, it's just my hobby. Take nearly much time as you need... ;-)
I'm also giving serious consideration to knocking up a quick BASIC dialect to try to increase the code's reach to non-ASM people and make it more likely that some actual titles will be released. But if I manage that then it'll be through a PC/Mac-side compiler rather than any sort of Sam-based interactive environment.

Excellent idea (that is something I was planing for Retro-X, but as Cross-Suite, with supply for multiple Machines, with modern BASIC dialect and comfortable Scintilla-Based editor. Unfortunally I was never very good at coding in Z80 assembly, and using ROM Routines), I'm looking forward to see your work, as you are much more gifted coder than I'm.

Oh, this stuff is all much easier now than it must have been in the 80s. And it's not just the wide array of information that is accessible through the internet, when I was learning 3d I found out that Elite achieves its near-solid look just by using convex objects by directly asking David Braben. Let's not pretend you would have been able to get that sort of help when that sort of information actually had commercial value.

Thats right... I also use ithe Internet to do some research about graphics formats and image preprocessing. Asking people to help, helping other people... In the 80 my programs are just simple and small games, and Utilitys, in the 90 I learned to code better games and used first time my own graphics converter that I wrote on Amiga. And now with PC I'm stick to internet having not much free time to finish coding my projects.

LCD

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