Quote from: Prodatron on Yesterday at 21:06Is there any reason why you should know about these undocumented bits in the F-register beside to develop a 100% correct Z80 emulator?I trying to emulate the z80, I'm not planning to make another RVM either
I never understood why this was necessary to know. Does it have any advantages for making code better/faster/shorter? Does anyone have an example for this? Or is this just for fun (which includes detecting, if a Z80 emu is cool or not).
Quote from: Fran123 on 15:51, 13 April 24I invented a steering wheel for the cpc. It would be connected through the expansion port. I have not implemented it but the scheme is very simple. It could be turned with different degrees and the steering wheel and brake would also have different degrees.It might be interesting to add support for it. even for the mouse interface. Thank you.
Quote from: Sykobee (Briggsy) on Yesterday at 11:55Looks great, are there any technical details how this fake mode 7 works in this game?Fixed sky area (6 chars), double buffer game area (13 chars), fixed car view area (6 chars), 32 width chars to optimize memory space for double buffer (not strictly for the maths) <---- SyX programmed me the interrupt function to use this configuration. Thanks SyX I owe you a beer .
Line doubling? 32 char wide screen for optimal maths? Byte addressing, not nybble.
Quote from: sigh on Yesterday at 15:41That is mighty impressive!
I would love to see the actual car you are driving to give it that FZero vibe.
I was also thinking how nice it would be to not make it an F1 game, but a PowerDrift type of game instead so that it would have hills, dips and jumps. I'm guessing that a lot more memory would need to be freed up, so it would probably need to be a mode 1 game?
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