22 June 2013, 14:05 | #141 | ||
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
The drive has a diskchange pin, which reflects the state of the disk change switch near the write protection switch. However there is a logic gate between the switch and the diskchange pin, which holds the status of the switch and that only gets updated every time you step in or out. The guys at Commodore noticed quite early on that the anti-click method works for most drives, but by the time they were going to implement it in trackdisk.device, someone noticed that they had already shipped some machines with mechanisms that were incompatible with it. Thus they didn't want to enable it in ROM for 2.x, even though 2.x introduced a bit you can flip to enable it at your own peril. Quote:
My assumption is that the diskchange signal will reflect an ejected disk immediately when you eject it and only the no disk -> disk detected transition requires the head step for it to become visible at the diskchange pin. |
||
22 June 2013, 14:11 | #142 | |
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
Some power bricks are light, these are switch mode power supplies. Some power bricks have the traditional iron core transformer in them, these will be the heavier PSUs. The switch mode is more efficient at converting the wall electricity into DC voltages your Amiga can use, but this is not the whole truth when trying to determine which PSU is better. As has been discussed elsewhere on this forum various times, weight alone will not make a PSU better or worse. You will have to look at the specifications on the sticker under the PSU to find out which PSU outputs more current. |
|
22 June 2013, 14:20 | #143 | |||
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
In a console window: x = cut c = copy v = paste In system requesters: v = left gadget of a requester b = right gadget of a requester Anywhere in intuition: these for 1.x: n = workbench screen to front m = workbench screen to back these for 2.x onwards: n = frontmost screen to back m = workbench screen to front Quote:
Quote:
Here's what the qualifiers do: either shift = pointer moves in larger jumps if either is held down left alt = left mouse button right alt = right mouse button Last edited by Jope; 22 June 2013 at 14:29. |
|||
22 June 2013, 14:34 | #144 | |
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
Even though PC emulation never became that important in the grand scheme of all things Amiga, the additional legends were kept on the keycaps for all future models. |
|
22 June 2013, 14:45 | #145 | |
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
The hardware remaps the ROM to start from memory address 0 when the machine boots. The very beginning of the ROM has two long words for the stack pointer and the initial program counter, which tell the CPU where to jump and start executing code. The initial bit of code that the CPU sees after it has read the program counter address from the beginning of the ROM is the start of exec.library. Exec.library is a bit special because it can be run directly but it can also be called as an OS library. Off it goes, initializing all the hardware registers, moving the ROM back in to its right place at the top of the 16M address space, testing for for the existence of CHIP RAM and adding it to the system memory list, adding all the modules from ROM etc. Later on it ends up starting multitasking and after that it's go. Now in order for exec to be able to find all the other loadable modules (libraries, resources, devices) that are baked into the ROM, there is a structure in front of each module that is called a ROMtag. Exec reads all the ROMtags and selects the newest version of each if there are duplicates. The ROMtag contains info about how large the module is and where is the initialization code and what is the version number.. Exec examines this, sets up the module's metadata in the OS data structures and suddenly you have graphics drivers, a floppy driver and so on. There is no filesystem in ROM. It is just a bunch of modules that each have this special tag in front of them so that they can be distinguished from the sea of binary code. |
|
23 June 2013, 07:28 | #146 |
Registered User
Join Date: Jun 2013
Location: Australia
Posts: 685
|
Who (the programmer or a chip) dictates where graphics are stored in memory?
It appears they are organised into blocks, so the block image transferrer can access them. It appears they are never stored linear. One layer of a bitmap can be between two layers of another bitmap. Now it needs to be stored in memory, the addresses of more than one layer? So the blit can take any block alignment out of memory it feels like? |
23 June 2013, 14:19 | #147 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
The programmer decides. The Amiga DMA devices have no fixed locations, banks or offsets as such, so you specify addresses telling them where to get or put the data. You're limited to chip memory and a couple of small alignment requirements, but that's it.
|
23 June 2013, 14:23 | #148 |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
|
Why are Amiga dos parameters syntax so much harder to understand than ms-dos?
Maybe I'm an idiot but I've always found ms-dos programs parameters more intuitive to understand and use Eg when you type "program name" /? or equiv to find all the options and how to use them. |
24 June 2013, 10:19 | #149 |
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Amiga DOS is basically a research OS called Tripos that has been ported to run under exec. Thus it is not MS-DOS nor is it UNIX.
"program name" ? gives you the usage template, which looks a bit different to what you get under MS-DOS, but nevertheless well documented in AmigaDOS literature. It is not really very difficult, only different. Pro tip: http://archive.org/search.php?query=...iatype%3Atexts |
24 June 2013, 10:25 | #150 |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
|
Yeah the usage template is what I was referring to - its not at all intuitive and prolly why back in the day I rarely ventured into the Amiga CLI.
|
24 June 2013, 10:36 | #151 |
Registered User
Join Date: May 2010
Location: Helsinki, Finland
Posts: 1,341
|
Command lines just are not intuitive almost by definition, particularly if you have no prior experience with any of them, but AmigaDOS (just like the others) is easily picked up after a 10 minute read of the manual. Everything has its quirks. This still keeps bugging me when I need to use the Windows cmd:
Code:
C:\>cd d: d:\ C:\>cd d:\ C:\>d:\ 'd:\' is not recognized as an internal or external command, operable program or batch file. C:\>d: d:\> (finally) |
24 June 2013, 10:38 | #152 |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
|
Lol, I still haven't figured out the Amiga dos equiv of cd.. To drop back one directory level
|
24 June 2013, 10:39 | #153 |
Registered User
Join Date: May 2010
Location: Helsinki, Finland
Posts: 1,341
|
cd /
|
24 June 2013, 10:40 | #154 |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
|
Bah, too frigin simple!
|
24 June 2013, 10:46 | #155 | |
-
Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,861
|
Quote:
It is just different, not difficult. |
|
25 June 2013, 05:56 | #156 | |
Registered User
Join Date: Jun 2013
Location: Australia
Posts: 685
|
Quote:
(if that is the done thing with Amigas). |
|
25 June 2013, 11:24 | #157 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
What applies to bitplanes also applies to sprites (or more usually in games, bobs), they can be anywhere in Chip RAM and don't have to be stored all in one contiguous space. I think some games use "sprite sheets", but you can store each sprite image separately if you prefer (that's what I do anyway, taking my lead from how AMOS Basic does it).
|
25 June 2013, 11:30 | #158 |
Registered User
Join Date: Dec 2011
Location: Northamptonshire, UK
Age: 41
Posts: 1,236
|
here's some tips on why sprite sheets are better than individual files
http://player.vimeo.com/video/44440528 its obviously a more modern take on it, but its totally relevant to amiga and here's part 2 for those that are curious. it refers to openGL specifically but the mechanics are similar: http://player.vimeo.com/video/55557803 |
25 June 2013, 14:58 | #159 | |
Registered User
Join Date: Jul 2005
Location: Australia
Age: 46
Posts: 666
|
Quote:
@ajk: There are good reasons for the "quirks" of the Windows command-line interpreter which really have nothing to do with Windows, they're holdovers from DOS and CP/M, this is analogous to the way AmigaDOS inherited some of it's conventions from TRIPOS. Code:
cd D: Code:
cd /d D:\ |
|
25 June 2013, 15:30 | #160 |
Registered User
Join Date: May 2010
Location: Helsinki, Finland
Posts: 1,341
|
@OddbOd
Sure, I know it works the way it works for a reason. It was just an example of how another CLI is not necessarily any more intuitive than the AmigaDOS one |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Gamebase Amiga - 2 Questions | Fiery Phoenix | New to Emulation or Amiga scene | 8 | 13 August 2012 12:31 |
Amiga CD32 questions | pubzombie | New to Emulation or Amiga scene | 26 | 24 January 2010 16:27 |
A few general Amiga questions. | Hougham | support.Hardware | 6 | 30 April 2008 22:13 |
Amiga A4000 Questions | mfletcher | support.Hardware | 8 | 29 April 2008 10:51 |
Amiga 600 Questions | JDunlap | support.Hardware | 14 | 20 January 2008 19:13 |
|
|