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Vintage Computers Any vintage computer systems, calculators, video games etc., but with an emphasis on 1980s and earlier equipment. |
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#41 |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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The REVPGS signal is also available on the DIP switches so allows the two video pages to be correctly ordered.
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#42 | |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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Here's a short video of it running. I was messing about with NENIN timing on my VDU card at the time and seem to have slowed the whole game down, but you get the idea! Enjoy ![]() |
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#43 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,270
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Just saw that video on the Tube and had to jump on here to see if you had posted it - thanks for securing a copy. Having trouble at the moment with my hip so cant sit at computers but, will try it out as soon as I can.
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#44 | |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,270
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And indeed I can confirm that was a hard way for me to learn the lesson. A similar event cost me one of my 8154's as well so the resistor against user stupidity is a must ![]() |
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#45 | ||
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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![]() So here is an updated zip file with one long wav file instead of 3 shorter ones. |
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#46 | |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Of course it was never possible to notice that on an original MK14 with only the full 640 bytes of memory installed, because the three block of memory were never continuous. |
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#47 |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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Hi, I've been a bit quiet recently as I've been multi-tasking on the VDU module and a new game. I mentioned some time back that I had started INVADERS for the MK14 and it's now ready to unveil. Got to say I'm pretty pleased with the end result.
- You have 5 lives - When you clear all invaders from the screen a new set of invaders appear - Hitting an invader gets you 1 point, up to a maximum 99 points - The invaders are rotated around the screen (as opposed to zigzagging left/right). After 14 rotations the invaders drop down a row - Key 1 to move shooter left - Key 2 to shoot a bullet - Key 3 to move shooter right - Key GO to restart game once all lives are used - Key ABORT to exit to monitor at any time - All characters on screen are defined by constants, so easy to customise The game requires continuous memory from 0x0200 to 0x07FF and also uses the MK14 base RAM. The memory map is: 0x200-0x2FF Video RAM top half of screen 0x300-0x3FF Video RAM lower half of screen 0x400-0x7FC Game code. Yes there are 4 bytes spare ![]() 0xF20-0xF36 Game variables There is also control of the VDU module via the INS8154. For correct operation the VDU TOPPAGE signal needs to be wired to PS1 to properly display the 2 pages of video RAM. It takes 4 minutes to load using the standard tape interface and about 4 seconds using Coolsnaz2's M5Stick-C based fast loader. Attached are a couple of screen shots and here's a link to a short video. I just bought a USB video capture device so the screen shots and video are direct from the VDU module. https://youtu.be/GBNdN9o6Emk?t=5 I will be making the assembly code and hex available shortly - just want to add a few more comments to the code. I'm sure there are areas that can be made more memory efficient but for now it fits and it works. ![]() Last edited by Realtime; 14th Oct 2022 at 10:44 am. |
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#48 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Well done, Ian. Looks like the MK14 VDU finally has a Killer App some 44 years after it originally arrived.
![]() I'm sure Tim will be delighted to show that off at the forthcoming meet up at the Centre For Computing History if you can get a copy to him in time. Last edited by SiriusHardware; 14th Oct 2022 at 12:21 pm. |
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#49 |
Octode
Join Date: Apr 2018
Location: Newbury, Berkshire, UK.
Posts: 1,254
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Great work, its good to see the VDU getting a good application at last. Looks like you squeezed every byte out of the available memory!
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#50 |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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Attached is a Zip file containing:
Code:
Invaders.asm - written for SBASM Invaders.lst - assembled code listing Invaders.hex - Intel hex file Invaders.bin - raw binary used to create Invaders.wav Invaders.wav - 4 minute 20 wave file for the standard tape interface Enjoy! |
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#51 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Nice to see that there has been so much interest in this already (eight views or downloads already, not including myself as I haven't grabbed it yet).
For your next trick, dare I suggest a 'demo' mode (ie, game starts playing itself if the controls are not touched for a minute or so). It would be a really good way of stress testing a complete MK14 + extra RAM +VDU setup, but I can't begin to imagine how difficult that would be given the remaining memory available. I'll try to run this version up with these configurations later in the week: issue VI + Homebrew extra RAM (0200-07FF) card + original SOC VDU issue VI + Slothie-Ortonview which has onboard RAM at 0200-07FF. |
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#52 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,270
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Well despite feeling rough with another dose of the dreaded virus (arggg I hope I am clear by the weekend as it is the 40th Birthday Dragon Users Group meeting in Port Talbot next weekend and I really don't want to miss another show) I just had to try out the Invaders game on my:
Issue VI+Slothie-OrtonView with onboard RAM. What a great game once I remembered to flick the switch to text mode ![]() This will go down a storm at Cambridge on Nov 5th/6th - Invaders is also the demo game I have for the Triton... |
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#53 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Sorry to hear you are battling illness again Tim - I am only just starting to throw off a cough that started on Sep 3rd. (Not Covid, but I did wonder for a while as it was the worst chest infection I've had for years).
Your glitch could be a manifestation of the Ortonview 'occasional corruption' bug - if it's easy for you to do so, try swapping in your replica SOC VDU (I will make the same comparison, Slothie-Ortonview vs. SOC VDU, when I get the chance). |
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#54 |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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Thanks Tim for making the effort to test the game, especially when you’re not feeling great. The half-an-invader is not a graphics card issue, it’s a ‘feature’
![]() Regarding SiriusHardware’s suggestion of a demo mode. It might be possible if I used the remaining base ram at 0xF40 or the expansion at 0xB00. It would mean loading the game in 2 sections unless someone has come up with an Intel hex loader. Right now I’m focussing on building a 3rd VDU module and 2 more DM8678 replacement modules, so I’ll put the sw to one side for a bit. If anyone is interested in the modules I’ll work out a price for them. Need to cover costs but not worried about making a profit as such. |
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#55 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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It is an indication of your confidence / competence that you actually took my suggestion seriously - I said it with a 'straight face' but I didn't really expect you to leap into action and do it. (Nor do I).
The uploader I use actually only uses Intel Hex files, it works by reading the Intel hex code and converting it into the equivalent keystrokes by which a human operator would enter the code (there is a microcontroller, ie, Raspberry Pi or Arduino, connected to the keypad edge connector via two banks of optocouplers). It's not as blindingly fast as Coolsnaz2's asynchronous serial uploader, but still faster than loading from cassette or typing the code in and it does have the ability to upload across split memory areas. So for me, code split across discrete memory blocks presents no problem but I understand that splitting the code across non-continuous memory would break your new found ability to load all of the code in in one go - therefore I would not ask you to do it. I think it's fair to say that Tim and I, at a minimum, are both interested in getting our hands on one of your CPLD VDUs whenever you feel you (and they) are ready. Slothie and Mark may also be interested. I am an electronics repair tech by trade and I work with SMD all the time so if you preferred to supply me with one in kit form that would not be a problem - as long as none of the devices are BGA (ball grid array) packages, as we don't have facilities for working with those. 100 pin or 144 pin fine pitch flat-pack ICs aren't a problem for me though. |
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#56 |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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#57 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Well, don't let us stop you. Any sort of 'demo' which is quite graphics intensive and churns out continuous VDU activity over a wide area of the screen has potential as a system test. It wouldn't actually have to be a game, something like a kaleidoscope simulator (which admittedly might lose something in monochrome) would do.
I'm in the early stages of setting up to try to run MK14 Invaders on at least one of the configurations I mentioned earlier. (There, I've said it, so now I have to do it). |
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#58 | |
Pentode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 148
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In terms of connectors, I have 64 way connectors to mate with the gold fingers on the Rev V / Rev VI PCBs. I think Timbucus has used a DIN41612 64 way (?). I’ve built 2 modules with no connector fitted. I’ll test them as far as I can but if the connector can be supplied I could finish off the build. Let me know what you think, or if anyone needs a different connector. |
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#59 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,270
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Yes I would of course love one and I have used a DIN41612 female (the PCB straight mount type) soldered directly either side of the Issue VI fingers.
I then can use right angle or straight through Male ones on the peripherals. I adopted this method as the SOC VDU was shown in the advert with the male right angle unit fitted - which cried out for a mating one on the MK14 but, you do have to juggle some of the connectors around to make it usable. I will see if I have any in stock if not I will have to order one. Did you put the holes for a right angle Euro on the PCB or do I need a straight one to solder to PCB fingers? I did try my Issue VI with home made RAM and SOC VDU Replica but, as the mapping for INS control was not the same as mine - I usually only use main RAM for screen it would not run and I do not feel up to doing a code mod at the moment. |
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#60 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 9,773
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Of course, I almost certainly don't have the means to programme the ICs myself.
I have a spare 'straight' 32+32 way edge connector which should fit into the holes you provided on the initial design, but if you have some yourself and can fit one to the finished article I don't mind if that is included in the cost because I use that 'spare' connector to connect lash-up interfaces to the issue VI. As possibly mentioned earlier, the most flexible connection you could provide on any final version would be the same type of double sided edge connector with the same (mirrored) pinout as the issue VI edge connector, as that would allow almost any kind of 32+32 row connector to be slipped on over the edge and soldered to the contacts on the upper and lower side of the VDU PCB, then it would be up to the user to decide what sort of connector to use. If you did them like that, you could still test them prior to dispatch yourself if you soldered two of your 32+32 way edge connectors back to back so you could connect the VDU board to your issue VI for test purposes. |
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