ATM-Turbo 2/2+/3
Publicado: 26 Sep 2020, 10:46
Are there plans to include ATM-Turbo support? There are around 100 demos and around 50 games for it:
Bomb Tetris, Miner, Reversy, Король под горой, Magi Squares, Color Fight, Color Logic, Color Lines, Green Peace, The Hunter, Mine, Gobliiins (100% clone of PC game), Prince of Persia (100% clone of PC game), Страна Мифов (also works on Pentagon 512, Scorpion 256 and Profi), Pang 16C, Time Gal (CD game), Ball Quest, Season of the Sakura, Книга мёртвых: Потерянные души, Three Sisters' Story, XNX, Innsmouth, Project R.O.B.O., Hexagonal Filler, Rubik's Cube simulator, Big L demo, Uwol: Quest for Money, Retro Kombat demo (ATM3), AMC1 colorized, 2048 (Your Game 5), ASCII Invaders (ATM3), Edge Grinder, Zooming Secretary, Space Mercenary demo, Ninjajar! (colorized), Many of Us demo, Space Mercenary: prologue, Rusted Souls demo, Billiard, SpaceMerc: Liberation, SpaceMerc: Overseers (dev. build), Nomad, DinoRun (Chrome Easter Egg),
Battle Toads demo, Конёк-Горбунок, Tetris (NedoOS), Tank (NedoOS), Untangle (NedoOS), Snake (NedoOS), Net Snake (NedoOS), Супер Марио (NedoOS, NES game emulator), Бесконечное лето demo + cardgame (NedoOS), Eric and the Floaters (colorized) (NedoOS), Black Raven (colorized) (NedoOS), Loyd (NedoOS), Wolf 3D demo (NedoOS)
There are two big operating systems still being updated: TASiS and NedoOS (the latter has native Pascal and C compilers, network utilities including a web browser, jpg/gif/png/bmp/zip/tar/gz support etc).
The hardware as compared to a Pentagon 128K needed to run these:
- 4 banking windows (ports #3ff7,#7ff7,#bff7,#fff7 in DOS, bit7=1 means #7ffd control, bit6=0 means ROM, bit5..0=inevrted page number) with separate memory maps for #7ffd bit 4=0 and =1. In ATM3 there are also ports #37f7,#77f7,#b7f7,#f7f7 for 4MB RAM.
- videomode and turbo mode control (port #xx77 in DOS, D2..D0 videomode, D3 turbo, A14=0 enable palette write, A9=0 keep DOS mode, A8=0 all memory=start ROM page)
- videomodes in pages 1,5 or 3,7 (depending on #7ffd bit 3): 320x200 (mode 0), 640x200 (mode2), textmode (mode 6) (A5..A0 of video address are incremented at the same rate as in 6912 mode (mode 3), so for ex. 320x200 consists of 4 layers: 0011223300112233..., layer 0 in page 1(3) +#0000, layer 1 in page 4(7) +#0000, layer 0 in page 1(3) +#2000, layer 1 in page 4(7) +#2000, pixel %RLrrrlll)
- palette 16 out of 64(R2G2B2), palette register controlled by border value (colors 8..15 via port #f6), palette value written via port #xxff in DOS (%grbG11RB, inverted). Or 4096(R4G4B4 DDp's scheme), lower bits of RGB written as A15..A8 of port #xxff (also %grbG11RB, inverted).
- IDE controller (ATM2 IDE ports in DOS: #feef cmd/stat, #fecf head, #feaf cylhi, #fe8f cyllo, #fe6f sec, #fe4f count, #fe2e err, #febe/#feba control, #ff0f/fe0f data) to use TASiS (NedoOS also supports NemoIDE in ATM3 mode)
- Z-Controller (ZX Evo version) SD-card (ports #xx57 (xx<#80) data, #8057 select) to use NedoOS
- 8-bit DAC at port #fb for ~20 more games and a number of demos and utilities
There are separate tests for all the features for ease of hardware realization.
(for more compatibility you can consult Turbo 2+ Hardware Programming Manual, ZX Evo programming manual, ATM3 description in Info Guide #12, or dmitry dot alonecoder at gmail)
Bomb Tetris, Miner, Reversy, Король под горой, Magi Squares, Color Fight, Color Logic, Color Lines, Green Peace, The Hunter, Mine, Gobliiins (100% clone of PC game), Prince of Persia (100% clone of PC game), Страна Мифов (also works on Pentagon 512, Scorpion 256 and Profi), Pang 16C, Time Gal (CD game), Ball Quest, Season of the Sakura, Книга мёртвых: Потерянные души, Three Sisters' Story, XNX, Innsmouth, Project R.O.B.O., Hexagonal Filler, Rubik's Cube simulator, Big L demo, Uwol: Quest for Money, Retro Kombat demo (ATM3), AMC1 colorized, 2048 (Your Game 5), ASCII Invaders (ATM3), Edge Grinder, Zooming Secretary, Space Mercenary demo, Ninjajar! (colorized), Many of Us demo, Space Mercenary: prologue, Rusted Souls demo, Billiard, SpaceMerc: Liberation, SpaceMerc: Overseers (dev. build), Nomad, DinoRun (Chrome Easter Egg),
Battle Toads demo, Конёк-Горбунок, Tetris (NedoOS), Tank (NedoOS), Untangle (NedoOS), Snake (NedoOS), Net Snake (NedoOS), Супер Марио (NedoOS, NES game emulator), Бесконечное лето demo + cardgame (NedoOS), Eric and the Floaters (colorized) (NedoOS), Black Raven (colorized) (NedoOS), Loyd (NedoOS), Wolf 3D demo (NedoOS)
There are two big operating systems still being updated: TASiS and NedoOS (the latter has native Pascal and C compilers, network utilities including a web browser, jpg/gif/png/bmp/zip/tar/gz support etc).
The hardware as compared to a Pentagon 128K needed to run these:
- 4 banking windows (ports #3ff7,#7ff7,#bff7,#fff7 in DOS, bit7=1 means #7ffd control, bit6=0 means ROM, bit5..0=inevrted page number) with separate memory maps for #7ffd bit 4=0 and =1. In ATM3 there are also ports #37f7,#77f7,#b7f7,#f7f7 for 4MB RAM.
- videomode and turbo mode control (port #xx77 in DOS, D2..D0 videomode, D3 turbo, A14=0 enable palette write, A9=0 keep DOS mode, A8=0 all memory=start ROM page)
- videomodes in pages 1,5 or 3,7 (depending on #7ffd bit 3): 320x200 (mode 0), 640x200 (mode2), textmode (mode 6) (A5..A0 of video address are incremented at the same rate as in 6912 mode (mode 3), so for ex. 320x200 consists of 4 layers: 0011223300112233..., layer 0 in page 1(3) +#0000, layer 1 in page 4(7) +#0000, layer 0 in page 1(3) +#2000, layer 1 in page 4(7) +#2000, pixel %RLrrrlll)
- palette 16 out of 64(R2G2B2), palette register controlled by border value (colors 8..15 via port #f6), palette value written via port #xxff in DOS (%grbG11RB, inverted). Or 4096(R4G4B4 DDp's scheme), lower bits of RGB written as A15..A8 of port #xxff (also %grbG11RB, inverted).
- IDE controller (ATM2 IDE ports in DOS: #feef cmd/stat, #fecf head, #feaf cylhi, #fe8f cyllo, #fe6f sec, #fe4f count, #fe2e err, #febe/#feba control, #ff0f/fe0f data) to use TASiS (NedoOS also supports NemoIDE in ATM3 mode)
- Z-Controller (ZX Evo version) SD-card (ports #xx57 (xx<#80) data, #8057 select) to use NedoOS
- 8-bit DAC at port #fb for ~20 more games and a number of demos and utilities
There are separate tests for all the features for ease of hardware realization.
(for more compatibility you can consult Turbo 2+ Hardware Programming Manual, ZX Evo programming manual, ATM3 description in Info Guide #12, or dmitry dot alonecoder at gmail)