+CharlieChaplin Posted April 30, 2023 Share Posted April 30, 2023 16 hours ago, rsh said: Ok setting the Ram type to 320K (compy) fixed the problem. So that RAMBO must be 50% compliant with 130XE. I think it only supports CPU mode not both Antic and CPU mode. Which kind of makes sense because all the artifacts your seeing are the player missile graphics rendered by Antic. I've been looking for extended Ram for my 800XL that is full compy/130XE but only the original Novell?? can do it But requires a lot of soldering which I don't want to do. Sorry that's a bummer. Altirra Settings: Base system NTSC 1200XL (320K Compy) Additional devices Host device (H:), Printer (P:) OS firmware Atari 1200XL OS [C5C11546] Mounted images Disk: BrushupV54.atr Cartridge: basxe41.bin [003D3A36] Aha, the program requires seperate Antic access, it seems ? There is the 130XE and some RAM enhancements or modes that support that (e.g. Compyshop, Newell, U1MB and others in CS mode), but there are also quite many RAM enhancements that do NOT support this mode (e.g. Rambo, Peterson, Atari Magazin, TOMS, AVG-cart, etc.). Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 30, 2023 Share Posted April 30, 2023 Peterson Antic following fix works maybe deploy that for Rambo. Quote Link to comment Share on other sites More sharing options...
Ricky Spanish Posted April 30, 2023 Share Posted April 30, 2023 4 hours ago, _The Doctor__ said: Peterson Antic following fix works your knowledge never ceases to amaze me. That said, what's a "Peterson Antic following fix". Quote Link to comment Share on other sites More sharing options...
+DjayBee Posted April 30, 2023 Share Posted April 30, 2023 9 minutes ago, Ricky Spanish said: your knowledge never ceases to amaze me. That said, what's a "Peterson Antic following fix". Huh, you don't know the world famous Peterson Antic following fix? Me neither. 🤪 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 30, 2023 Share Posted April 30, 2023 by Scott Peterson. Looking for an easy upgrade for the 130XE? Well it's thanks to the "Freddie" chip (CO61991) this modification is much easier to do than either of the other upgrades. To do the upgrade you will need a soldering iron, a de-soldering tool, and some fine wire. See the parts list for the chips needed. First, remove both the case and the metal shield to get down to the mother-board. Then remove the eight ram-chip U26 thru U33 (MT4264). They are the row closest to the TV RF module. Next, install Z2 thru Z9 in the place of U23 thru U33. These are the 256K ram-chips. You can solder them to the mother board, or use sockets. Now take a piece of wire approx 12 in. long and run a jumper from pin one on each of the 256K ram-chips to the next. After you do this the wire will be connected to pin 1 on Z2 thru Z9 and you should have about 6 inches left over. Do this on the rear of the mother board and then snake the wire thru the large hole near the ram chips. Next, desolder and remove U23 (CO14795), and replace it with a 40 pin socket. Bend up pins 15 and 16 on U23 and insert it in the socket you just installed. Take Z1 (74LS158) and bend up all the pins on it except pins 8 and 16. Put this "piggy-back" on top of U20 (HD14050) and solder pins 8 and 16 of Z1 to pins 8 and 16 on U20. Now solder a short jumper from pin 15 on Z1 to pin 8 of Z1. Now, take a piece of wire about 4 in long solder one end to pin 30 on the chip marked "CO14805" on the mother board, and the other to pin 1 on Z1. Next solder a wire to pin 15 (one of the two you bent out) of U23 and connect the other end to pin 2 on Z1. Solder a wire to pin 16 on U23 and connect the other end to pin 3 on Z1. Take R1 (33 ohm) and trim the leads to about 1/4 in. Take the wire you connected to pin one on the 256K ram-chips and solder it to one end of R1, solder the other end of R1 to pin 4 on Z1. Re-assemble the RF shield and base and you are finished. PARTS LIST ---------- 1) Z1 74LS158 (2 to 1 Multiplexer) Z2-Z9 41256 dynamic RAM (150ns) 1) R1 33 ohm 1/4 watt resistor 1) 40 pin socket 16 pin sockets (optional) The next page is a quick overview of the bit table and numbers to be used in location 54017 (PORTB). I have finished modifying a ramdisk handler for the extra ram. It uses a ram based OS so basic XE or XL can't be used. At present the best deal for this mod. is to use MYDOS 4.0. This supports a very large single density ramdisk. With basic XE you can use a 1500 sector ramdisk and without it you can have about 2000 sectors. This upgrade has been built and tested on a BBS, it has run for days on end without a memory loss or error. If you need help or more information feel free to call the Peanut Gallery (408)-384-3906. 24HR, 300/1200 Baud. Leave mail to the Sysop(thats me). Good luck and let me know if you write a better handler. Memory Control Register 54017 ($D301) Bit 7 6 5 4 3 2 1 0 D a b C c d B R D=0 enable diagnostic ROM. B=0 enable BASIC ROM. R=1 enable OS ROM. C=0 enable extended RAM. abcd= memory control bits. -------------------- Bank # Control# -------------------- Bank 0 -------->131| Bank 1 -------->135| Bank 2 -------->139| Bank 3 -------->143| Bank 4 -------->163| Basic= off Bank 5 -------->167| OS = on Bank 6 -------->171| ENH = on Bank 7 -------->175| Bank 8 -------->195| Bank 9 -------->199| Bank 10 ------->203| Bank 11 ------->207| Bank 12 ------->227|<--\ $e3 Bank 13 ------->231| \ $e7 Bank 14 ------->235| / 130XE $eb Bank 15 ------->239|<--/ bank's $ef -------------------- If you are using MYDOS 3.016 and wish to use Basic XE and a ram-disk at the same time, boot DOS and poke 5275,163 and 5324,16. Go to DOS and write the new DOS. This will keep the two from "bumping" into each other. A similar poke can be done t0 DOS 2.5, it is poke 4838,163. The handler I have will set up 192K of the extra ram as 2 SD ramdisks or 1 DD ramdisk. If you are a hot-shot programmer (I'm not) I think a print spooler that uses part of this ram would also be very nice. This mod is easy to do and perfect for running a BBS. One note, on compuserve there is a mod by Rich Andrews which should not be confused with this one, his uses 33 new chips and mine uses 9 new chips. Have fun. Scott Peterson and if you add one of the switch mod to it multi modes... or simpler Using twin ribbon wire- I ran pin 14 center of the switch to piapadpcb 14 on the underside of the board... as well as pin15piapad of switch to piapadpcb 15- to be tidy down gave 320K bank following antic access up gave 192K true separated antic access.... 1 Quote Link to comment Share on other sites More sharing options...
Ricky Spanish Posted April 30, 2023 Share Posted April 30, 2023 1 minute ago, _The Doctor__ said: by Scott Peterson. Looking for an easy upgrade for the 130XE? Nope, looking straight at my 1200XL ha-ha. Guess this program is a no go for me. Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 30, 2023 Share Posted April 30, 2023 But with the XE's OS and a little hardware work... maybe? 1 Quote Link to comment Share on other sites More sharing options...
Ricky Spanish Posted April 30, 2023 Share Posted April 30, 2023 3 minutes ago, _The Doctor__ said: But with the XE's OS and a little hardware work... maybe? Well I'm never afraid with hard work, but, I'm too in love with the 1200XL dual 8k ROM & no built-in Basic. I feel there's more potential there. Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted May 1, 2023 Share Posted May 1, 2023 @rsh Great work. Sorry if I've missed this but I think you were integrating mouse support drivers at some stage. If so, how's that going? Quote Link to comment Share on other sites More sharing options...
rsh Posted May 3, 2023 Author Share Posted May 3, 2023 For the memory for 800XL... I'm talking with Simius for the Antonio 4MB it does full compy or rambo and I think AXLON (if I have that all that correctly). Cool thing is no soldering, is what I hear. Quote Link to comment Share on other sites More sharing options...
rsh Posted May 3, 2023 Author Share Posted May 3, 2023 On 5/1/2023 at 2:15 AM, Beeblebrox said: @rsh Great work. Sorry if I've missed this but I think you were integrating mouse support drivers at some stage. If so, how's that going? Still seeing if this is possible. Basic XE uses the memory that one of those mouse routines uses. So, I might have to do something custom. My assembly is not the best at all. I have another example I was going to dive into and hopefully it's relocatable... That would definitely make easier to implement. 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted May 3, 2023 Share Posted May 3, 2023 1 hour ago, rsh said: Still seeing if this is possible. Basic XE uses the memory that one of those mouse routines uses. So, I might have to do something custom. My assembly is not the best at all. I have another example I was going to dive into and hopefully it's relocatable... That would definitely make easier to implement. Perhaps I can help here: 605 lines of source assembled in 3 pass 647 bytes written to the object file This is my modified implementation of a mouse driver 1st provided in 1994. Each timing bar is an interrupt, overall impact is quite low. This video shows the positional accuracy for X and Y positioning. When the screen turns red, that means the left mouse button is pressed. There is no way of reading the right mouse button. You will see, regardless of speed the mouse is moved, the direction will never reverse, or fly-away. Interrupts can be provided via DLI (as in this video) or via PoKey interrupt. This will also work for VBXE, even with DMA off, because DLIs still fire. Only thing to keep in mind. PMG only have 160 pixel resolution. So when using stock Atari output, mouse can only move in 2 hi-res pixel increments. This is further exacerbated if using this method for a mouse driver in VBXE 80 column mode. Because now we have true 640 pixel resolution. Each "pixel" the mouse moves, is 4 VBXE hi-res pixels. s 1 Quote Link to comment Share on other sites More sharing options...
rsh Posted May 4, 2023 Author Share Posted May 4, 2023 BrushUp v5.5 (attached!) ... I broke the Hex offset from showing in v5.4 darn it!!! So I fixed that... and added a new feature I've been wanting to do. You can move a pre-drawn object without changing it's size. This can be done with X/Y toggled on and only with the Joystick. Using the arrow keys will always stretch and size the object being drawn. Once saved to screen it can't be moved <fire/return>. You will need to use cut/paste/duplicate option after that. Affected pre-drawn objects when using one of these: Quick Key K: Line connect Draw Tool Keys Ctrl+R: Rectangle Ctrl+C: Circle Ctrl+T: Triangle Ctrl+D: Diamond Ctrl+F: Diamond2 Ctrl+H: Hexagon Ctrl+A: Angles L/R Ctrl+S: Star Ctrl+Z: Trapazoid Ctrl+K: Corners From: BUREADME.BXE on Brushupv54.atr Bug Fix/New from v5.4 * Hex Offset<o> not showing FIX * Ability to move draw tool objects circle,square,triangle,etc. when XY<space> is on. Note: Only the the joystick can move the object without changing dimensions. The keyboard arrows will always change size dimensions. NEW -- end -- BrushupV55.atr Quote Link to comment Share on other sites More sharing options...
rsh Posted May 4, 2023 Author Share Posted May 4, 2023 23 hours ago, Stephen said: Only thing to keep in mind. PMG only have 160 pixel resolution. So when using stock Atari output, mouse can only move in 2 hi-res pixel increments. This is further exacerbated if using this method for a mouse driver in VBXE 80 column mode. Because now we have true 640 pixel resolution. Each "pixel" the mouse moves, is 4 VBXE hi-res pixels. It would have to give all graphics 3-15 modes exact pixel location or it's not useful for a drawing tool option or at least for BrushUp. I cheat on Gr.8 but I'm still able provide all 95 brushes to use in 320x192. Another problem is no memory left. I think I can maybe squeeze another 1k out of it... if I do my trick again and that's it. $600 is already being used for the palette. Would need to be super creative to get this to work. The obj would need to be all relocatable for DLI and USR getting x/y coords. In Action! this would be way easier to implement.. which is on my list, I might have to wait until I port over to add mouse support. 2 Quote Link to comment Share on other sites More sharing options...
rsh Posted May 13, 2023 Author Share Posted May 13, 2023 BrushUp v5.6 (attached!) ... The new moving of the draw objects <with joystick only> and X/Y<space bar> ON feature. Did not work correctly in all graphics modes. And fixed a potential out of bounds crash with this option on as well. Affected pre-drawn objects when using one of these: Quick Key K: Line connect Draw Tool Keys Ctrl+R: Rectangle Ctrl+C: Circle Ctrl+T: Triangle Ctrl+D: Diamond Ctrl+F: Diamond2 Ctrl+H: Hexagon Ctrl+A: Angles L/R Ctrl+S: Star Ctrl+Z: Trapazoid Ctrl+K: Corners From: BUREADME.BXE on Brushupv56.atr Bug Fix/New from v5.5 * Moving of draw tool object with X/Y<space> on did not work 100% in all Graphics modes and for all tool objects. FIX * Out of range crash could also occur moving tool object shape to edges of screen. FIX FYI: Excessive moving at edge of screen in the same direction may distort the original object shape. BrushupV56.atr 2 Quote Link to comment Share on other sites More sharing options...
rsh Posted May 15, 2023 Author Share Posted May 15, 2023 (edited) BrushUp v5.7 (attached!) ... Fixed a dup/cut range select bug in v5.6 that I caused doh!. Fixed some other things bugging me. The palette will no longer flicker in color boxes and Esc/left arrow out of Edit Menu did not reset the draw mode icon at top of screen when it put you back in draw mode. hopefully, no more major bugs.. This should be the most stable and clean version. From: BUREADME.BXE on Brushupv57.atrBrushupV57.atr Bug Fix/New from v5.6 * Palette no longer flickers on the color boxes. However, does require a DMA flash between moving of color picker. A nice trade off. FIX * Attract Mode disabled now when using the palette. NEW * Esc or Left arrow out of Edit menu could show wrong tool on on edit screen. FIX * Fix Dup/Cut select range bug introduced in v5.6 FIX Edited May 15, 2023 by rsh 2 Quote Link to comment Share on other sites More sharing options...
rsh Posted May 15, 2023 Author Share Posted May 15, 2023 1 hour ago, rsh said: BrushUp v5.7 (attached!) ... Fixed a dup/cut range select bug in v5.6 that I caused doh!. Fixed some other things bugging me. The palette will no longer flicker in color boxes and Esc/left arrow out of Edit Menu did not reset the draw mode icon at top of screen when it put you back in draw mode. hopefully, no more major bugs.. This should be the most stable and clean version. From: BUREADME.BXE on Brushupv57.atrBrushupV57.atr Bug Fix/New from v5.6 * Palette no longer flickers on the color boxes. However, does require a DMA flash between moving of color picker. A nice trade off. FIX * Attract Mode disabled now when using the palette. NEW * Esc or Left arrow out of Edit menu could show wrong tool on on edit screen. FIX * Fix Dup/Cut select range bug introduced in v5.6 FIX Attached is Disk: BrushupV57.atr 1 1 Quote Link to comment Share on other sites More sharing options...
rsh Posted August 25, 2023 Author Share Posted August 25, 2023 BrushUp v5.8 (attached!) ... Two fixes, corrected since 5.7. From: BUREADME.BXE on Brushupv58.atr Bug Fix/New from v5.7 * Hex offset toggle value was incorrectly showing E value twice, Now shows D value correctly. FIX * Dup/Cut/Paste was corrupted when Hex offset toggle was on. Offset now disabled when in use. FIX -- end -- BrushupV58.atr 4 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted August 25, 2023 Share Posted August 25, 2023 @rsh Thanks for the update. Fingers crossed at some stage if and when you port it to Action that mouse support will be included. Aside touchpad/tablet, mouse control is really the only ideal control for art programs. Quote Link to comment Share on other sites More sharing options...
rsh Posted August 26, 2023 Author Share Posted August 26, 2023 21 hours ago, Beeblebrox said: Fingers crossed at some stage if and when you port it to Action that mouse support will be included It's on my list !!! I'm currently working on a large Action! game... I have couple of hurdles left to figure out with Action! But, I think the mouse is doable and will be a lot faster, with some added features such as cut/paste/dup can move by color clock instead of by byte and will be able to move behind or in front of existing colored screen areas. 1 Quote Link to comment Share on other sites More sharing options...
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