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#1 |
Registered User
Join Date: Aug 2020
Location: Kokkola/Finland
Posts: 13
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Keyboard controller emulation
Just a thought that came into my mind while trying to learn to code asm for Amiga. It seems that emulation of reading keyboard is very forgiving compared to real Amiga. At least timings of the handshake and resync state, could those be emulated so that it would be similar to real ones? (most likely optionally)
I've tried to write keyboard reading for a game and I think I'm currently on my third or fourth iteration. Each one has worked fine in emulation, but none properly with real Amiga ![]() |
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#2 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,574
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There is already optional keyboard handshake timing debugging:
Quote:
Resync is already emulated. But I think this is also keyboard model specific. Keyboard behavior is not (yet?) examined in detail (like many chipset features that have been checked for cycle accuracy recently), perhaps there is still something that is not accurate. (No, I am not going to emulate keyboard microcontroller because there are different controllers and higher level emulation should be more than accurate) If keyboard code still does not work and handshake logging says nothing: include code, even if it is ugly and bad, thanks ![]() "Real" keyboard behavior is not emulated by default because it would break lots of programs. Sound emulation being "too good" when CPU is too fast (which can be disabled optionally) "solves" same problem: too many programs would break when using non-accurate modes and emulator would be blamed. ("It did work in previous version") No keyboard handshake minimum time, sound emulation "too good", immediate blitter: lots of bad programs work without accurate emulation. |
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#3 |
Registered User
Join Date: Aug 2020
Location: Kokkola/Finland
Posts: 13
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Thanks, so this was rtfm after all. I will try my code trials and check what the log says.
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