• Semi-OT - What all the Logo blathering is leading up to...

    From Steve Nickolas@usotsuki@buric.co to comp.sys.apple2 on Sun Feb 25 07:09:55 2024
    From Newsgroup: comp.sys.apple2

    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.
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  • From fadden@fadden@fadden.com to comp.sys.apple2 on Mon Feb 26 08:30:03 2024
    From Newsgroup: comp.sys.apple2

    On 2/25/2024 4:09 AM, Steve Nickolas wrote:
    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.)

    Bresenham's line and circle algorithms are pretty well documented
    online. I can offer 6502 versions but they're specific to Apple II
    hi-res. Some of the documentation, e.g. https://github.com/fadden/fdraw/blob/master/docs/manual.md#circles may
    be useful.

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  • From Steve Nickolas@usotsuki@buric.co to comp.sys.apple2 on Wed Feb 28 12:23:37 2024
    From Newsgroup: comp.sys.apple2

    So I just had a thought.

    Some googling led me here: https://www.bluerwhite.org/2014/07/running-sprite-logo/

    There's a copy of Sprite Logo here. Sprite Logo uses a TMS-9918 card in
    slot 2, apparently.

    I tried it with the TMS-9918 cards supported in MAME, installed in slot 2,
    and didn't get anything useful. This would seem to suggest that the card isn't compatible with an Arcade Board, EZCGI or StarSprite. I could
    perhaps try to figure that out, but it would require filecracking AND disassembling it.

    Figuring out what makes it tick may also prove helpful to my other idea...

    -uso.
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  • From Steve Nickolas@usotsuki@buric.co to comp.sys.apple2 on Wed Feb 28 12:27:10 2024
    From Newsgroup: comp.sys.apple2

    ...Derp.

    Didn't think they might've put some of the code on the damn card as copy protection... >_>

    -uso.
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