Search found 613 matches
- Fri Mar 29, 2024 12:28 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
hm. i decompiled Forth part of White Lightning, and it looks quite interesting. the usual fig model code is intact (of course), along with several standard fig inefficiencies. but the added code looks way more interesting. for exampe: it contains two "AT" implementations, absolutely identi...
- Thu Mar 28, 2024 8:24 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
fun fact: for some reason White Lightning has around 40 hidden words. they are not linked to any vocabulary, but have valid headers and names (and they are referenced from other, visible words). it looks like that system wasn't cross-compiled from some asm source code, but created in several stages....
- Thu Mar 28, 2024 3:48 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
ported ROM floating point library from dsForth. for ~1KB of code you'll have full floating point support, backed by ROM calculator. because why not? ;-)
i know, i know, Chuck Moore said that floating point math is for wimps. but hey, i don't have to write my own FP code in asm anyway! ;-)
i know, i know, Chuck Moore said that floating point math is for wimps. but hey, i don't have to write my own FP code in asm anyway! ;-)
- Thu Mar 28, 2024 12:28 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
It'll be cool to see the example game. it is the one supplied with Mastertronic re-release. that tape contains RAM-DISC image, you can load it with "LOADT", and then use "1 LOAD" to load the game. but beware: the game completely sux. ;-) So if i read the manual to fig forth I wo...
- Wed Mar 27, 2024 4:49 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
i had to look at (and edit) the sample game. standard line editor sux, so i wrote the fullscreen one. and implemented 64 columns print driver for it. ;-) https://files.catbox.moe/xxnhla.png the editor works in any mode, though (32, 42, 64). it has line yank/insert, and nice incremental search. by th...
- Mon Mar 25, 2024 8:22 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Re: Abersoft fig-Forth Recompiled
i am preparing poc v2, btw, with many decompilation bugs fixed. i managed to cut demo game compiling time from ~40 seconds to ~20 seconds. the change is very simple: i put LFA field before NFA. i don't know why Bill Ragsdale decided to organize word headers this way, but the effect is that "(FI...
- Mon Mar 25, 2024 9:00 am
- Forum: Games/Software
- Topic: Devfinitive Edition (Steve Crow): vote
- Replies: 25
- Views: 439
Re: Devfinitive Edition (Steve Crow): vote
it is so sad to see poor snake having no votes at all… i'll prolly change mine now.
- Sun Mar 24, 2024 10:37 pm
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
several Forth CPUs had various interesting… solutions, including minimalistic instruction sets, superscalar CPUs, VLIW CPUs… and most of them are even more minimalistic than minimalistic RISCs! ;-)
- Sun Mar 24, 2024 6:26 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 7
- Views: 248
Abersoft fig-Forth Recompiled
as i played with AberForth , i also created Yet Another decompiled version of it. there were other decompiled versions, but mine has something new to offer. ;-) * rebased to $6000, so it can be used with TR-DOS (no TR-DOS support included yet). * removed some unused FIG-Forth parts ("MON",...
- Sun Mar 24, 2024 1:47 pm
- Forum: Games/Software
- Topic: Devfinitive Edition (Steve Crow): vote
- Replies: 25
- Views: 439
Re: Devfinitive Edition (Steve Crow): vote
Starquake looks like a definitive winner here. heh, i once remembered the whole map, along with teleport keywords…
- Sun Mar 24, 2024 1:13 pm
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
I didn't think of calling "stc-to-dstack" and calling "stc-to-rstack" to switch SP contents. When I initially tried different variants of how to use SP, I was told that changing SP is not worth it. it doesn't worth it with the traditional STC code. but Succubus does very aggress...
- Sun Mar 24, 2024 7:28 am
- Forum: Games/Software
- Topic: Impossible games...
- Replies: 24
- Views: 879
Re: Impossible games...
hey, spanish games don't count, nobody can beat The Spanish Inquisition!
p.s.: i did Freddy Hadest 1 and Game Over 1 without cheats. but it was accidental.
- Sun Mar 24, 2024 7:23 am
- Forum: Preservation
- Topic: Fake history
- Replies: 16
- Views: 713
Re: Fake history
i bet that the only game that may pass is a crap one. prolly even in BASIC. and there is no reason to do it, because it won't be a "hidden gem", people will barely notice. the thing is that it's not so hard to spot modern games disguised as old ones. graphical style, programming style, all...
- Sat Mar 23, 2024 9:18 am
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
And I solved your code for days. this is because you had tried to decipher the output of highly optimising compiler. take GCC -O3 output, for example, and try to "decompile" it back to C code. it will be very hard to do, because the compiler transformed the original code into something ba...
- Sat Mar 23, 2024 8:44 am
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
I've been trying for days (!!!) to understand that code. ah, it's mostly straightforward. i omited some helper routines, tho. You don't use do..loop loops, so I replaced them with the closest equivalent, namely begin..while..repeat and begin..until yeah, i am not a big fan of DO/FOR, and sometimes ...
- Fri Mar 22, 2024 12:16 pm
- Forum: Programming
- Topic: Machine Code: Moving from Attribute scrolling to pixel scrolling
- Replies: 33
- Views: 775
Re: Machine Code: Moving from Attribute scrolling to pixel scrolling
by the way, it is possible to do this (copy the whole screen in one frame) on Pentagon. it has slightly more tstates per frame, and no wait states. but you have to load values directly into registers in blit routine, so drawing to such backbuffer is a PITA, and will kill the performance anyway. but ...
- Fri Mar 22, 2024 8:38 am
- Forum: Programming
- Topic: Machine Code: Moving from Attribute scrolling to pixel scrolling
- Replies: 33
- Views: 775
Re: Machine Code: Moving from Attribute scrolling to pixel scrolling
eh. just take a look at Firefly. 8-direction scrolling (actually, there is no "scrolling" there, the engine can draw the map from the arbitrary coordinates). 25 FPS, JIT-compiled blitter, and many, many different maps, all in 48k. i once extracted that engine and turned it into reusable, w...
- Thu Mar 21, 2024 5:47 pm
- Forum: Programming
- Topic: Machine Code: Moving from Attribute scrolling to pixel scrolling
- Replies: 33
- Views: 775
Re: Machine Code: Moving from Attribute scrolling to pixel scrolling
yep, i agree: drawing behind the raster is way easier. you'll have ~14K tstates to prepare: jit-compile your render code, sort sprites, play some music, and so on. and then you can render everything without worrying about raster at all. even if your render code will take more than 69K tstates, it do...
- Thu Mar 21, 2024 11:02 am
- Forum: Programming
- Topic: Machine Code: Moving from Attribute scrolling to pixel scrolling
- Replies: 33
- Views: 775
Re: Machine Code: Moving from Attribute scrolling to pixel scrolling
btw. if you are scrolling by 8 pixels a time, and you see attribute flicker, then you need to rewrite your scoll routines. do not scroll attrs and gfx separately: copy one char, and then immediately copy its attribute. that's if i understood you right.
- Mon Mar 18, 2024 4:36 am
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
anyway, isn't it is the time to rewrite the compiler in Forth? ;-) it will be much, much faster, and it will be possible to mix target code and host Forth code (i.e. use host Forth to calculate some tables, for example). you can use intermediate bytecode (as i did in my SSA compiler). i.e. compile e...
- Mon Mar 18, 2024 4:23 am
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
as for "DOES>", the new standard did it wrong (yet again). in fig-FORTH there was a special word to create "doers": "<BUILDS … DOES>". i.e. "CREATE"d words cannot have "DOES>" part, only "builded". : a create … does> … ; — WRONG! : b <build...
- Mon Mar 18, 2024 4:11 am
- Forum: Programming
- Topic: Forth compiler for ZX
- Replies: 67
- Views: 2195
Re: Forth compiler for ZX
What is SSA poc.? i meant my SSA-based proof-of-concept compiler. it is not ready to be published yet, but basically it works like this: 1. compiled code is represented by a special VM bytecode (primitives are encoded as one-byte VM instructions, calls to other high-level words are 2 bytes). this b...
- Sun Mar 17, 2024 7:20 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth v1.2 (with 42 cols driver)
- Replies: 1
- Views: 92
Abersoft fig-Forth v1.2 (with 42 cols driver)
this is the modification of Abersoft fig-Forth system made on request of PeterJ . it is using 42-columns print driver, and extended line editor. (and some bugfixes to the original system). it is fully compatible with the original system. download: v1.2 RC2 (includes mod source code). brief documenta...
- Sat Mar 16, 2024 12:31 am
- Forum: Programming
- Topic: With Machine Code how much memory to leave basic
- Replies: 7
- Views: 299
Re: With Machine Code how much memory to leave basic
yeah, please, $6000! ;-) this will make TR-DOS-lovers life slightly easier: TR-DOS needs buffer for disk sector, and for some other data. sure, you don't have to think about crappy DOS nobody in their sane mind would use, but… why not? ;-)
- Sat Mar 09, 2024 4:48 pm
- Forum: Programming
- Topic: Measuring frames/VSYNC
- Replies: 10
- Views: 535
Re: Measuring frames/VSYNC
or you can let the ray go. ;-) if you'll start drawing after the ray is passed, you'll have the whole frame to draw everything. some games are using this tech, finishing everything when the ray is already drawing the start of the frame (which was already updated). the only problem is to make sure th...