TSConf ZEsarUX emulation

Эмуляторы, поддерживающие TS-Conf

Postby TS-Labs » Mon, 30.10.2017 16:56:52

chernandezba
Imagine, I plan to extend TS-Conf palette to 24 bits. You will need 16MB buffer for palette then, right?
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Postby chernandezba » Fri, 03.11.2017 00:23:22

YES, right

Keep in mind that ZEsarUX wasn’t designed for these big palettes, the biggest one was Prism which uses 12 bits
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Postby chernandezba » Thu, 28.12.2017 19:01:16

Hi!
In the following podcast you can hear me (starting at 1h 44m) talking about TSConf:
https://www.ivoox.com/retro-entre-amigo ... 525_1.html

It’s a Spanish podcast, but I hope some of you could understand it :)
Cheers
Cesar
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Postby TS-Labs » Fri, 29.12.2017 01:46:25

Cool! They seem to be impressed with 85 sprites per same screen line =)
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Postby chernandezba » Sat, 30.12.2017 14:29:35

So you understand Spanish too ! :)
Well, I know that the TSConf can handle 85 sprites maximum, but I'm not sure if the same limit applies to a scanline... is it true?
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Postby TS-Labs » Sat, 30.12.2017 20:25:03

It's true, but the limit is the number of pixels that can be rendered in a line. It depends on number of RAM access cycles per line. It is 448, and every read cycle gives 16 bits, thus - 4 pixels for TSU graphics. So, the total number of TSU pixels is about 1700 per line, provided all other graphic modes are off and CPU executes code from cache. Else, you have to deduce cycles for graphics: 1 read per 4 pixels for 16c, or per 2 pixels for 256c, textmode takes same number of RAM cycles per time unit as 256c, CPU takes 1 cycle per every 8-bit access, if cache is off, or 1 cycle per two adjacent bytes (16-bit word) once the word isn't cached. Every 8-bit CPU write takes 1 cycle.
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Postby chernandezba » Thu, 18.01.2018 00:46:24

Thanks for the info. The other day I read some information about this tsu pixels limit per scanline
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