Code Monkey home page Code Monkey logo

agon-light-emulator's People

Contributors

astralaster avatar lennart-benschop avatar tomm avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

agon-light-emulator's Issues

Window resize results in black screen

Its a graphics driver dependant bug. So far it has only been reported on windows. Whenever you resize the window manually or by setting another MODE all uploaded bitmaps and the screencontent gets lost.

Better handle keys with shift

The current logic to convert the keycode in case the SHIFT key is pressed does not work for most symbols.
There is probably a better way to obtain the ASCII code from a key in SDL that does not depend on the keyboard layout.

Redesign text rendering.

I'm less than happy with the way the entire canvas is re-rendered each frame from the text data.
As soon as we add line drawing and whatnot, we cannot store the parameters of all lines drawn and re-render them each time.
Think of the triangles.bas demo that keeps drawing triangles indefinitely, where each triangle overwrites parts of previous ones.

So I would like to draw all characters, lines etc. onto one 'surface' (which may or may not be the window's own canvas) and then possibly blit this into the window's canvas each frame. This way we may be able to draw sprites on top of this when we get to that (or the cursor possibly). When scrolling we move part of the 'surface' using an appropriate blit function. Characters can be drawn by plotting each pixel (first clear the rectangle to the background colour).
The real Agon hardware draws each character as a bitmap into the frame buffer. When you update a character in the font using VDU 23, future instances will be redrawn with the updated pattern, but previously drawn characters will stay as-is.

VDP command get pixel colour doesn't return expected results.

When using the VDP command "23, 0, $84, x; y;" in the emulator, in mode 2 (320x200), I don't get the expected results back. I'm getting some data back, much of the screen is black, with some white and some green pixels, and I know my coordinates are correct as I'm using the same coordinates to position a sprite, but the return from this command is off. I sometimes get a green pixel back, but nowhere where I'd expect it to be. Could it be that the change of mode is causing some issues with the canvas?

Make RST be less picky about .LIS vs .LIL suffixes

This is one for the upstream component, but you probably know how to pass it on.

My FORTH for Agon uses RST.LIL in 16-bit mode (ADL=0) and this is rejected by the eZ80 interpreter. The hardware just works. There may be other programs that refuse to run just because the wrong instruction suffix (in fact a prefix byte in the binary machine code) is used on RST.

Redesign text rendering.

I'm less than happy with the way the entire canvas is re-rendered each frame from the text data.
As soon as we add line drawing and whatnot, we cannot store the parameters of all lines drawn and re-render them each time.
Think of the triangles.bas demo that keeps drawing triangles indefinitely, where each triangle overwrites parts of previous ones.

So I would like to draw all characters, lines etc. onto one 'surface' (which may or may not be the window's own canvas) and then possibly blit this into the window's canvas each frame. This way we may be able to draw sprites on top of this when we get to that (or the cursor possibly). When scrolling we move part of the 'surface' using an appropriate blit function. Characters can be drawn by plotting each pixel (first clear the rectangle to the background colour).
The real Agon hardware draws each character as a bitmap into the frame buffer. When you update a character in the font using VDU 23, future instances will be redrawn with the updated pattern, but previously drawn characters will stay as-is.

VDU 22<anything invalid> in MOS causes emulator to exit

Using the VDU 22 command from MOS is much more harsh than the real hardware.
If you type vdu 22, 0 it will work, but if you type vdu 22,0 or even just vdu 22 the emulator will exit.
I'm using the current windows build 0.03. (13-Jun)

MacBook Pro gets hot after a few mins of running the emulator

Hi,

great work with the Agon emulator, it looks great for now and I was able to build it without problems on my MacBook Pro M1.
I noticed that after a few minutes of usage my Mac gets super hot and I have to stop the emulator. Any idea what could cause this problem ? (BTW, same problem with the emulator built in debug and release mode)

Thanks,
Jean

Please add the required version of BBC Basic to the repo

Thank you for creating this emulator! I'm loving it!

It can be quite confusing to get the correct version of BBC Basic from other repos...

Pleas add the version working with the current state of the emulator as you did for MOS.bin

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.