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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Postby chernandezba » Tue, 27.02.2018 15:25:11

Hi
Just a quick update. I added DMA emulation and improved video render (using all video layers) and now most of the demos / games are working perfect or almost perfect :)
I will record a video running ZEsarUX and showing the improvements this week :)

Cheers
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Postby TS-Labs » Thu, 01.03.2018 21:11:09

Great work!
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Postby chernandezba » Fri, 02.03.2018 13:55:21

TS-Labs wrote:Great work!

Thanks!
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Postby chernandezba » Fri, 02.03.2018 22:16:23

Hi!

Added new TSConf debugging facilities: sprite navigator, tile navigator, and sprite viewer :)

https://youtu.be/02HlOZ_eEvQ
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Postby VBI » Sat, 03.03.2018 01:31:36

very interesting!
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Postby TS-Labs » Sun, 04.03.2018 13:29:19

Wow! Cool!
Sprite examiner is what actually missing in the 'official' ts-conf emulator.
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Postby chernandezba » Mon, 05.03.2018 11:56:42

TS-Labs wrote:Wow! Cool!
Sprite examiner is what actually missing in the 'official' ts-conf emulator.


Oh great! I'm happy to contribute the TSConf community with something useful and new :)
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Postby chernandezba » Mon, 05.03.2018 11:57:27

By the way, do you miss something on the Unreal emulator ? Maybe I can it to ZEsarUX
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Postby TS-Labs » Mon, 05.03.2018 13:41:41

I plan to finally implement an excessive graphic memory debugger.
https://www.youtube.com/watch?v=tjcvR5McmSg
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Postby chernandezba » Mon, 05.03.2018 15:55:22

TS-Labs wrote:I plan to finally implement an excessive graphic memory debugger.
https://www.youtube.com/watch?v=tjcvR5McmSg


I think this is the same as "Visual memory" menu on ZEsarUX, where I show on a window which memory areas are read, written or executed. Currently only shows the mapped 64kb but in the future willl handle all memory
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Postby chernandezba » Mon, 05.03.2018 15:58:07

This is an old video (it showed only memory read) but gives you an idea:

https://www.youtube.com/watch?v=caF-fcGANVw
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Postby TS-Labs » Mon, 05.03.2018 16:17:19

Yeah, seems OK. But I'm not sure if it is a good idea to put all into one window.
In Unreal Speccy I stick to the multi-window model, where every instrument should be a separate window. E.g. Debugger, Memory Viewer etc.
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Postby TS-Labs » Mon, 05.03.2018 17:04:44

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Postby chernandezba » Mon, 05.03.2018 17:30:24

TS-Labs wrote:Yeah, seems OK. But I'm not sure if it is a good idea to put all into one window.
In Unreal Speccy I stick to the multi-window model, where every instrument should be a separate window. E.g. Debugger, Memory Viewer etc.


Well, currently ZEsarUX only supports one window, and it's the same interface on all video drivers (cocoa, x11, fbdev, curses, aalib, cacalib, stdout, sdl) and operating systems (Linux, Mac and Windows). I have thought on some different ways to have a multi window interface but it's not a priority for me: the gui works :)
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