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Contention and floating bus timingHello, I was recently playing a bit with memory contention and floating bus stuff in ZXDS and there is one thing which puzzles me a bit. It is the d…
... bit with memory contention and floating bus stuff in ZXDS and there ... seem to appear on the floating bus.
To be ... ?). However, as far as the floating bus is concerned, the very same ... .html"]tech doc[/URL] about floating bus.
Ramsoft's [URL=" ... -
Pentagon floating bus timingI wanted to take a little break from working on the ZXDS UI yesterday, so I added support for Pentagon timing instead, so I can finally enjoy the lik…
... and exact info about the floating bus behavior and timing. An explanation ... -
Floating bus on 128K models[b]Background:[/b] i need run code with interrupt enabled but i need use stack instruction to maximize performance in copy/shift/mirror routines. dur…
... /> questions are:
1) is floating bus present on all of 128 ... -
Emulating a +2A with floating bus modBefore I start hacking Fuse's source... Does any existing emulator have an option to behave as a +2A with the [URL="http://www.secarica.ro/html/plus…
Before I start hacking Fuse's source...
Does any existing emulator have an option to behave as a +2A with the [URL="http://www.secarica.ro/html/plus3_hardware.html#inFFport"]floating bus modification[/URL]?
-Stephen -
Spectrum +2A floating bus portHi As I discovered in the past, Spectrum +2A (and probably +3) do have floating bus port. But it is not shown on all unused ports, only on some po…
... (and probably +3) do have floating bus port. But it is not ... that +2A does not have floating bus port, but it's incorrect ... -
****ing Awesome Spectrum Engine (FASE)This is a new engine (sprites, tiles, map) for all ZX Spectrum machines. The engine set ups a runtime enviroment that leave between 24K and 30K byt…
... diferent implementation for each machine (floating bus in 48K, shadow screen in ... the 48K part thanks to Hikaru and mixing with the 128K ... -
Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …
[QUOTE=Hikaru;627744]Here's an outline ... delay routine. Cobra uses the floating bus reads but it can also ... dissimilar).[/QUOTE]
Cheers Hikaru,
Ahaaa, is this ... my current understanding of the floating bus :-D
[IMG]http ... -
Some thoughs about fast scrolling on 128 modelPlease, consider this article as technically interesting concept not a proven algorithm. ONE The fastest scrollers use long sequence of PUSH inst…
[QUOTE=Hikaru;707670]Were there firmware revisions ... IM2 also relies upon non-floating bus, which is simply not true ... many Spectrum models.
[QUOTE=Hikaru;707670]It's a fairly ... war and coding? :)
[QUOTE=Hikaru;707670]Still, techniques like 'byte ... -
Double Buffering Artefacts on Real HardwareI have a project that I've played around with for a while and always tested using emulators, either ZX Spin or Spectaculator. It is a 128k game th…
[quote="Ast_A_Moore;909881"][quote="Hikaru;909867"]As the result, the ... ) get the result of the "floating bus". This will be 255 when ... get a consistent value, so Hikaru's code should be a ... -
Double Buffering Artefacts on Real HardwareI have a project that I've played around with for a while and always tested using emulators, either ZX Spin or Spectaculator. It is a 128k game th…
... ) get the result of the "floating bus". This will be 255 when ... get a consistent value, so Hikaru's code should be a ... ]
In Timex machines floating bus is 0, if I remember ... -
Double Buffering Artefacts on Real HardwareI have a project that I've played around with for a while and always tested using emulators, either ZX Spin or Spectaculator. It is a 128k game th…
... ) get the result of the "floating bus". This will be 255 when ... get a consistent value, so Hikaru's code should be a ... ]
In Timex machines floating bus is 0, if I remember ... -
Double Buffering Artefacts on Real HardwareI have a project that I've played around with for a while and always tested using emulators, either ZX Spin or Spectaculator. It is a 128k game th…
[quote="Hikaru;909896"]
Also, there's ... by I/O) but exhibit floating bus, then this idea is useless ... -
Need help from people with a +2A/+3Started a topic [url="https://www.worldofspectrum.org/forums/discussion/55141/need-help-from-people-with-a-2a-3"]here[/url] to get a broader reach, b…
[quote="Hikaru;920567"]I'm interested in ... represent bytes read off the floating bus port, #0FFD in this case ... -
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... ="Your Spec-chum;920669"][quote="Hikaru;920567"]I'm interested in ... represent bytes read off the floating bus port, #0FFD in this case ... there's anything similar to floating bus functionality on the +2A/+3 ... -
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... />
@Hikaru, can you modify your test for floating bus testing in ... mode of +2A/+3? Maybe floating bus reading does not work in ... -
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[quote="Hikaru;921387"]this probably doesn't ... .[/quote]
Right. Using the floating bus as a way of syncing ... , neither the quirky +2A/+3 bus behavior, nor the “standard” 48K ... -
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[quote="Hikaru;921443"]
It's about ... you're experimenting with the floating bus sync now.[/quote]
I ... , so got interested in the floating bus trick. Then it kind of ... -
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@Hikaru, big thanks!
@ ... Hikaru's test [/url], please? It's need to know how floating bus ... to know about +2A/+3 floating bus for using it in new ... -
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[quote="weiv;921459"]@Hikaru, big thanks!
@ ... Hikaru's test [/url], please? It's need to know how floating bus ... to know about +2A/+3 floating bus for using it in new ... -
Need help from people with a +2A/+3Started a topic [url="https://www.worldofspectrum.org/forums/discussion/55141/need-help-from-people-with-a-2a-3"]here[/url] to get a broader reach, b…
[quote="weiv;921459"]@Hikaru, big thanks!
@ ... Hikaru's test [/url], please? It's need to know how floating bus ... to know about +2A/+3 floating bus for using it in new ... -
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[quote="Hikaru;921509"]
The following loop ... value will appear on the floating bus at which T state, but ... -
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Thanks, @Hikaru. But, as I understood, during ... influence of memory operations to floating bus probably concerns "slow" memory pages ... -
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[quote="weiv;921633"]Thanks, @Hikaru. But, as I understood, during ... influence of memory operations to floating bus probably concerns "slow" memory pages ... -
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[quote="Hikaru;921603"]@Your Spec-chum Aw. ... mind helping. Understanding how this floating bus works though I'm afraid ... -
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[quote="Hikaru;921827"]@Ast_A_Moore Noice. So this ... code fetching, influences to the floating bus value. (And writing too, of ... -
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[quote="Hikaru;921916"][quote="weiv;921913"]Or ... quite exact emulation of the floating bus (but also related to the ... -
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[quote="Hikaru;921916"]And there's something ... ended up having the +3 floating bus tied to the display renderer ... -
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[quote="Hikaru;922840"]I'll have to ... we’ve tackled down the floating bus nitty-gritty on the +2A ... -
Need help from people with a +2A/+3Started a topic [url="https://www.worldofspectrum.org/forums/discussion/55141/need-help-from-people-with-a-2a-3"]here[/url] to get a broader reach, b…
[quote="Ast_A_Moore;922849"][quote="Hikaru;922840"]I'll have to ... we’ve tackled down the floating bus nitty-gritty on the +2A ... -
Definitive list of games incompatible with +2A/+3 and of compatible versions (if any)I am trying to compile the definitive list of games which are incompatible with the +2A and the +3 and of their compatible versions, if they are pres…
[quote="Hikaru;955641"]...check out [url=http:// ... fix[/url] that removes the floating bus dependence altogether. Both of these ...