From 59b73c3f343aa149423621a12c11e34aac79acf7 Mon Sep 17 00:00:00 2001 From: Steven Hugg Date: Mon, 4 Feb 2019 22:53:50 -0500 Subject: [PATCH] updated demo.html text --- demo.html | 6 +++--- doc/notes.txt | 17 +++++++++++++++++ presets/vicdual/soundtest.c | 2 +- 3 files changed, 21 insertions(+), 4 deletions(-) diff --git a/demo.html b/demo.html index 47499bf6..71d0522a 100644 --- a/demo.html +++ b/demo.html @@ -179,7 +179,7 @@ At the end of this adventure, you should be well-equipped to begin exploring the

The Midway 8080 system powered Gun Fight, the first CPU-based arcade game. Later, it would also run the immensely popular Space Invaders. - It used a Z80 and a simple black-and-white frame buffer backed by 7 KB of RAM, a huge amount for the time. + It used a Z80 and a simple black-and-white frame buffer backed by 7 kilobytes of RAM, a huge amount for the time.

@@ -212,8 +212,8 @@ At the end of this adventure, you should be well-equipped to begin exploring the

Williams

- The Williams games like Defender, Robotron, and Joust were powered by plenty of hardware. - A 36 KB framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly. + The Williams games like Defender, Robotron, and Joust were powered by Motorola's 6809 CPU (our emulation uses the Z80 though) and plenty of RAM. + A 36 kilobyte framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly. A separate CPU powered its unique sound effects.

diff --git a/doc/notes.txt b/doc/notes.txt index e6576b6b..272f69d6 100644 --- a/doc/notes.txt +++ b/doc/notes.txt @@ -93,6 +93,7 @@ TODO: - verilog: support VGA/multisync monitor? - stego shareable images (http://pico-8.wikia.com/wiki/P8PNGFileFormat) - https://makecode.com/language? +- show .map file in listings? WEB WORKER FORMAT @@ -175,3 +176,19 @@ PIXEL EDITOR everything is an editor back/forward propogation encoded <-> raw + spec + palette(s) <-> full tilemap <-> selected tile/sprite/metasprite +need references +panes: source code, metadata tree, graphics panes +decoded info: +- CHR tiles +- palettes +- maps/rooms +- metasprites +- metatiles +- sprite data (williams etc) +store in intermediate single file or embed in C/ASM? +we'd then have to generate C/ASM probably automatically +intermediate file could still be edited +switch between hex/graphic editor? (palettes should edit via hex) +final display types: number, color, sprite, etc +CHR editor has palette selector, obj selector + diff --git a/presets/vicdual/soundtest.c b/presets/vicdual/soundtest.c index fd2f9ca2..41d5f89c 100644 --- a/presets/vicdual/soundtest.c +++ b/presets/vicdual/soundtest.c @@ -2,7 +2,7 @@ #include typedef unsigned char byte; -typedef unsigned char word; +typedef unsigned short word; __sfr __at (0x0) input0; __sfr __at (0x1) input1;