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|    comp.sys.apple2    |    Discussion about Apple II micros    |    56,720 messages    |
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|    Message 56,588 of 56,720    |
|    Steve Nickolas to All    |
|    Semi-OT - What all the Logo blathering i    |
|    25 Feb 24 07:09:55    |
      From: usotsuki@buric.co              So here's what I really had in mind when I first started bringing up the       terrapin talk a couple weeks ago...              A friend of mine and I are designing a little pocket computer based on a       65C02 (I had the idea, he took it and ran with it; he's designing it at       the hardware level, but the firmware is mainly going to come from me). We       were talking about how to handle the video mode, and since he and I had       already developed one of the two working emulators for the Nabu, we wound       up deciding to just clone the Nabu's graphics chip, since we both had a       fair idea how the thing worked.              Guess what... that makes it pretty similar to a very specific       configuration of an Apple ][! Specifically, an Apple ][ with a sprite       card. That means I can do some theoretical code testing while I don't       have a workable simulation of the system, using existing resources, such       as MAME.              So...              I had in mind to try to pack as much as I could into the ROM space, which       would be somewhat larger than that of the ][ (would be 32K, actually, and       unbanked). And I was thinking, at first, the usual - you know, the kind       of stuff we have on the ][ line - monitor, miniassembler, BASIC, and we       started to think about what else might be viable, and Logo had been tossed       around as an idea. That's why I was trying to figure out how to implement       turtle graphics - because ultimately I was going to have to implement       turtle graphics on a TMS9918/65C02 pairing.              That's also going to lead to another question... Waitaminute, the TMS9918       doesn't have anything like the ]['s split screen graphics mode! Actually,       that can be fudged, with a slight limitation. G2 mode basically splits       the screen into three 256x64 windows, each implemented as a 32x8 set of       tiles. 32*8 = 256 - so often a person will just write 0-255 into each       set, then dink the font to create an all-pixels-addressable mode. In this       case, that would only be done for the first 2 blocks, then 128-255 in the       top half of the third, and a standard ASCII font loaded as 0-127 of the       third tile set. You lose the ability to do inverse text (there's still       ways to do this, by dinking the color memory), but that's still plenty       enough if you need graphics and text together. You get 256x160 graphics,       plus 32x4 text.              So testing will probably be done initially on an emulated ][ - and that       will be enough to make sure the _logic_ works.              Ultimately, I was wanting to create an environment as similar as possible       to an Apple //e, within the limits of the hardware I was targetting - and       have it, you know, a monitor, mini-assembler, BASIC and Logo - and Logo       could avail itself of the BASIC in order to implement some of its       features, they could shere their floating point library and their graphics       support (which in Logo's case would be used to implement turtle graphics).              Once I brought in graphics and Logo, though, that's where my brain melted.       (I'll probably need to do preliminary implementations in some other       language and then translate it into 65C02 postfacto, but I know nothing of       low-level handling of graphics like Bresenham algorithm, circle       algorithms, etc., and might need a hand on these things.)              The Logo implementation, if it should come to fruition, would also be       ported to the Apple since there would be practically no further effort       required.              -uso.              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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