Subject: Re: [stella] TIA latch timing From: Erik Mooney <erik@xxxxxxxxxx> Date: Fri, 19 Oct 2001 01:30:21 -0400 |
On Thu, 18 Oct 2001 04:00:04 -0500, you wrote: >Here is where it gets really tricky! This is possibly new information on >how the players work. Each player register is really a *two byte* >register, instead of a single byte register. What was Manuel saying about the archive and reinventing stuff? :) This was known a looooong time ago (April 1997): http://www.biglist.com/lists/stella/archives/199704/msg00137.html About a year ago, this came into light again when we were experimenting with stuff like hitting RESP0 while a second or later copy of P0 (via NUSIZ) is already being scanned out. Can you throw any light onto that aspect with the schematic? - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] TIA latch timing, Oliver Achten | Thread | [stella] Hypnotic 0.04, inkling |
Re: Aw: Re: [stella] Player data lo, Glenn Saunders | Date | [stella] DASM and IDE, Ronald A. Laski, Jr. |
Month |