Akheon23 / oriculator

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No Ingame Samples in ZipnZap #14

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Ingame samples in ZipnZap rely on Cb2 being permanently high and Ca2 being 
low with the register previously set up.
So the sample is simply produced by rapidly sending each entry to Port A 
of the 6522.

However it may be that Oricutron is working on the basis of a transition 
of CB2/CA2 control lines before data is transferred from 6522 PortA to AY?
This is not emulated correctly though. On the real Oric setting CB2 
permanently high allows us to send data as fast as we like to the selected 
register.

However this is a little unreliable since it was found that roughly 50% of 
real machines crashed if Cb2 was held high for too long. That is why the 
game tries to detect beforehand if the real machine is used and then 
relies on the Shift register to pulse Cb2.

Obviously i don't expect Oricutron to randomly decide whether to crash or 
support Cb2 permanently high but it would be cool to honour it.

Using 0.3 Oricutron under Windows Build

Original issue reported on code.google.com by Jonathan...@gmail.com on 13 Feb 2010 at 7:23

GoogleCodeExporter commented 9 years ago
This Cb2 issue may have something to do with why some exotic key routines are 
not 
working either. Sometimes in my games i have setup the Column register the used 
Cb2 
high to make PortA the effective Column register. This definately makes key 
scan 
routines run alot faster.

Original comment by Jonathan...@gmail.com on 13 Feb 2010 at 7:34

GoogleCodeExporter commented 9 years ago
Fixed for 0.4

Original comment by p...@petergordon.org.uk on 16 Feb 2010 at 8:56

GoogleCodeExporter commented 9 years ago

Original comment by p...@petergordon.org.uk on 16 Feb 2010 at 8:57

GoogleCodeExporter commented 9 years ago

Original comment by p...@petergordon.org.uk on 16 Feb 2010 at 8:57