Sunday, November 18, 2018

Just because a splash screen is obligatory...

Still working on getting the MEGA65 presentation software ready for Linux Conf in January.  We decided that no presentation software could exist without having an annoying splash screen that appears while it loads, and that the incongruity will be very fun during the presentation. Here is the current version of it (we will fix the colour glitches).



It uses a 240x128 256-colour logo converted from a PNG, and then displayed using the MEGA65's full-colour text mode. As the program for displaying this doesn't need to be too efficient, I am just writing it using CC65, the little C compiler for the C64.  All it really does is copy the screen and colour RAM to another area, and turn it into the two-bytes-per-character version required when using full-colour text mode with character sets with >256 chars, and then draw the characters for the splash logo onto that.  It also uses a neat trick of the VIC-IV, where you can tell it the firsts 256 characters are normal mono/multi-colour characters, and only higher character numbers are full-colour. This lets you easily mix in normal text, which in our case, for overlaying the logo was a really nice simple solution.  The entire source code is really quite simple. Here is the interesting parts:

void main(void)
{

    // Set CPU to full speed, enable VIC-IV IO registers
    m65_io_enable();

    // Go back to upper case, because CC65 programs start by

    // going to lower-case for some reason
    POKE(0xD018,0x14);

    // Copy palette into place

    // $100 bytes each for red, green, and blue = $300 total
    lcopy(splashlogo,0xFFD3100U,0x300);
   
    // Copy splash logo to the top of RAM. The logo consists of

    // 30x16 8x8 full-colour characters, so 64 bytes per
    // character for a total of 30x16x64 = 30,720 bytes.
    // $58000 is near to top of the 384KB RAM
    lcopy(splashlogo+0x300,0x58000U,30720);

    // Copy screen to $57800 to make 16-bit version of screen

    // i.e. put the screen just before the character data
    // Do similar for colour RAM
    for(n=0;n<1000;n++) {
      // Screen RAM:

      // In 16-bit text mode, the character number is the lower
      // 13-bits. So when copying the C64 screen to this mode,
      // we can just copy the screen RAM byte with the character
      // number to the lower byte, and leave the upper byte
      // blank.
      lpoke(0x57800U+n*2,PEEK(0x0400+n));
      lpoke(0x57800U+n*2+1,0);

      // Colour RAM is similar, but the colour goes in the 2nd

      // byte (this is just how the VIC-IV works)
      lpoke(0xFF80800+n*2+0,0);
      lpoke(0xFF80800+n*2+1,PEEK(0xD800U+n));
    }    

    // Draw logo on the screen.
    // 240 x 128 = 30 x 16 rows

    // Character numbers >256 in full-colour mode refer to 
    // fixed addresses of (character number)*64, so we have to
    // add $58000/64 = $1600 = 5632 to character number
    // which is x + y * 30.  These then get stored into the 
    // appropriate bytes of the screen memory at $57800.
    // we use lpoke() because the addresses are >$FFFF.
    for(x=0;x<30;x++)
      for(y=0;y<16;y++) {
        glyph=(0x58000U/0x40)+x+y*30;
        lpoke(0x57800U+0+(5*2)+(4*40*2)+x*2+y*(40*2),glyph&0xff);
        lpoke(0x57800U+1+(5*2)+(4*40*2)+x*2+y*(40*2),glyph>>8);
      }
   
    // set 16-bit text mode, enable compositor, and full-colour

    // text mode for characters >255
    POKE(0xD054U,0xC5);


    // set screen line length to 40*2=80 bytes 
    POKE(0xD058U,40*2);

    // Move start of screen address to $057800
    POKE(0xD060U,0x00); POKE(0xD061U,0x78); POKE(0xD062U,0x05);
  
    // Set colour RAM start to $FF80000 + $0800
    POKE(0xD064U,0x00); POKE(0xD065U,0x08);

    // Then pretend to load for now
    while(1) {
      POKE(0xD020U,0x0e);
      for(n=0;n<12000;n++) continue;
      POKE(0xD020U,0x01);
      for(x=0;x<25;x++) continue;
    }
   
    return;
}

Tuesday, November 13, 2018

More work getting ready for presenting the MEGA65 at Linux Conf

We have been accepted to give a talk at Linux Conf in Christchurch New Zealand in January, and I really want the MEGA65 to be able to present itself at that event, rather than using another device to run the slides.  Many of you will have seen the recent work towards that.  We have more progress now, with basic slide editing and presentation mode working now:


You can edit slides, and switch between them, and go back and forth between editor and presenter modes (which really just changes whether the cursor is there and editing is available for now).

There are still a bunch of bugs and performance improvements (rendering the text is still much slower than it should/could be, for example), but it fundamentally works. With a little effort, it is possible to make simple presentations like this one.  And as it is built on our prior work on anti-aliased text for the MEGA65, it really looks quite nice, which is a bit clearer in the still image:


In the video you can also see sprites with alpha blending.  This is used for the slide number indicator that appears on the bottom right corner of the screen and then fades out using an alpha transition from opaque to transparent to smoothly disappear.

Sunday, November 11, 2018

Vertical border knockout for Wizball

The logic for what feature or bug we work on next on the MEGA65 varies quite a lot.  Today, the motivation was my kids have discovered the joy of Wizball, and in particular, playing it as a two-player cooperative team.  The trouble is that the MEGA65 didn't support vertical border knockout in a way that was compatible with existing C64 software.  

It turns out to be a real pain playing Wizball without vertical border knockout working, because you can see neither the power up section at the top, nor the colour buckets at the bottom.  I don't think I had realised until today that those were all fully placed in the vertical borders, but they are.

This bug/feature turned out to be really quite easy to fix. All I had to do was make the vertical border enable/disable logic in the VIC-IV be edge triggered like on the VIC-II (and I presume, the VIC-III), so that if you moved the border position so that the VIC-IV never sees the start of the vertical borders, then the vertical borders never appear.  

After a quick synthesis run, this was the result (with the border colour changed to blue to make it easier to see what is going on):


Yay! We can now see the missing sections of the screen.  

There is however some detritis in the lower border, which I need to deal with.  This is not entirely simple, because it is actually the 26th and further rows of the screen being drawn, because the VIC-IV isn't limited to 25 rows like the VIC-II or VIC-III.  I'll have to have a think about how I deal with that.   While there is little software for the MEGA65 at the moment, it might just be easiest to have a register that sets the number of lines of text to draw, and just have it default to the usual 25.

Monday, November 5, 2018

Working on the user's guide

Another little milestone for us, we started work more seriously on the user guide for the MEGA65, including making a latex template for us to use as the basis for the collaborative development stage of the user guide. This adds to our existing quiet little team of volunteers on the user's guide who have offered assistance with professional layout and editing. Whether we use the latex template in the end will depend on whether we can make it look exactly like we want.   There is of course a lot of planning and content writing between now and then to be done.

On the content and planning, our intention is to make a user's guide that is at least as friendly and useful as the original C64 user's guide.
 
But for now, here is one possible front-cover for the user's guide:



Also, we'd love to hear what you think should be in the MEGA65 user's guide (and what shouldn't), so comment below!