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VibeDroneBeeWolf400 - Printable Version +- Discussion Forum for all things Microbee (https://microbeetechnology.com.au/forum) +-- Forum: Microbee Forum (https://microbeetechnology.com.au/forum/forum-1.html) +--- Forum: Microbee Software and Documentation (https://microbeetechnology.com.au/forum/forum-7.html) +--- Thread: VibeDroneBeeWolf400 (/thread-1092.html) |
RE: VibeDroneBeeWolf400 - Graham72 - 04-10-2026 I loaded VDBeeWolf in Edge. Added ROMS, exited. Restarted: ROMS were cached. Check edge://settings/content/cookies for "Clear cookies and site data when you close Edge". I hate Micro$oft. RE: VibeDroneBeeWolf400 - Graham72 - 05-10-2026 The 101.20 build has one rendering fix. A space with bit 7 set (code A0), the Shell and SuperCalc's way of marking an inverse blank, now draws as a solid block instead of black. The problem. In 80-column mode with the PCG font live, a character with bit 7 set is normally drawn from its PCG glyph. The renderer treats a glyph as "defined" only if some row is neither 00 nor FF. An inverse space is a solid FF glyph, so it counted as undefined. The renderer then fell back to the plain ROM font, which draws a normal black space. That left black gaps in SuperCalc's inverse headers, no bar for the cell cursor, and missing leading spaces on single-digit row labels. A new flag. __fbi is declared next to __inv and defaults to false. Setting the flag. It is set only in the branch that falls back to the ROM font, and only when the glyph is 0x20. Using the flag. In the case that draws from the ROM font, if __fbi is set the bits are inverted (~bits & 255), so the space becomes a solid block. I don't know if this breaks other software, but Supercalc now looks slick. RE: VibeDroneBeeWolf400 - Graham72 - 01-11-2026 With the current explosion of game adaptations it appears VD400 was not always providing the correct colour scheme. Here is a new build with 32K graphics and 1024 memory, under Hardware, Colour there is a three way toggle for colour modes. Freedback sought, thanks g RE: VibeDroneBeeWolf400 - ChickenMan - 01-11-2026 The Lantern Deep running looks okay to me. RE: VibeDroneBeeWolf400 - Graham72 - 01-11-2026 (01-11-2026, 03:36 PM)ChickenMan Wrote: The Lantern Deep running looks okay to me. Thanks, how about the SFX? RE: VibeDroneBeeWolf400 - ChickenMan - 01-11-2026 (01-11-2026, 04:57 PM)Graham72 Wrote:(01-11-2026, 03:36 PM)ChickenMan Wrote: The Lantern Deep running looks okay to me. Sound effects are crazy
RE: VibeDroneBeeWolf400 - brizza - 01-11-2026 (01-11-2026, 12:37 PM)Graham72 Wrote: With the current explosion of game adaptations it appears VD400 was not always providing the correct colour scheme. Colour, graphics and sound working great. Love that cpu speed can be adjusted to overcome levels that suffer from slowdown. RE: VibeDroneBeeWolf400 - Graham72 - 02-11-2026 Another day, another build. Riffing off the latest 'bee games that use 1024K I thought maybe CP/M3 could be adapted. So here is a 1024K emulator that allows me to run Caldera CP/M 3 with VT52 emulation running PCW Mallard Basic as a 80 column program. After months of trying to find it online I succeeded. Mallard Basic was my introduction to serious database programming with its JETSAM extensions. RE: VibeDroneBeeWolf400 - Graham72 - 02-11-2026 Many weeks / months ago I spent hours trying to explain a flash to Claude I had no success. Whilst testing the range of CSI and ESC I found blinken did not blinken. So here I went again. This time I used the example of cursor flashing and literally lights went on and off in Claudes databanks. Blinken modification is now part of emulator. So happy coding Christmas tree lights
RE: VibeDroneBeeWolf400 - Graham72 - 04-11-2026 (01-11-2026, 05:20 PM)ChickenMan Wrote:(01-11-2026, 04:57 PM)Graham72 Wrote:(01-11-2026, 03:36 PM)ChickenMan Wrote: The Lantern Deep running looks okay to me. Adjusted the khz( and BANKS now match metal). Music is still crazy but speech working. |