Happy birthday Speccy.
Never liked it myself - the screen memory had a horrible 'split in three' arrangement which needed a table to access efficiently
sound stopped the CPU
you had to write for multiple input devices rather than having a standardised input system - I could go on.
Games for it were brilliant and freely available though
Happy birthday Speccy.
Never liked it myself - the screen memory had a horrible 'split in three' arrangement which needed a table to access efficiently
ld a,y_position
sla
ld ix,screen_table // 16 bit table of screen adresses starting at 0,0 going to 0,240(?)
ld hl,(ix+a) // *edit* can't remember if this was possible but you get the idea
ret
sound stopped the CPU
Also untrue - accessing sound was a simple OUT opcode and took no more CPU time than any other operation did. You're thinking of the BEEP command, which did halt BASIC.
I stand corrected. I was sure sound in the orginal Speccy (pre-Amstrad and the AY chip) meant managing the speaker. As in waiting every frame for a certain amount of time to pass before stopping sound and restarting the main loop.
Like i said on another forum. 3o years was about the average age of clive sinclairs girlfriends.So a quite fitting number. I remember seeing a speccy covered in sellotape once or twice.Not very robust things I imagine.That coloured stripe is quite iconic though.
The way the screen worked was very clever and helped keep the price cheap and memory use low. The same method was used on the Gameboy Colour years later.
The way the screen worked was very clever and helped keep the price cheap and memory use low. The same method was used on the Gameboy Colour years later.
How do you figure? Gameboy Color was more or less like all the other 2D consoles.. or do you mean the colorization for original Gameboy games?
Yes, the colour overlay method to make it 'color' when really it was more of a hack. Still, they looked colour (just like the Spectrum games) and it saved a ton of memory (and was pretty fast).
\ said:The good thing about the z80 (as opposed to the 6502' date=' which wouldn't have stood a chance of driving a beeper quickly enough while running a game) is that you can flip the speaker output and then go off and do some more game loop, before returning later on. That's how many games managed in-game music and sound effects.[/quote']
What about the 6502 do you think makes it less conducive to rendering audio in real-time? It's not like it couldn't do interrupts. It was unusual to see both software generated audio and gameplay at the same time, but the same goes with Z80 based consoles like Sega Master System, where voice samples would usually happen during pauses in gameplay. Do games on the original 16/48K Spectrums really often have music that plays continuously while the game plays? Because w/o timer interrupts that means everything you code has to be done in tiny chunks that don't run for more than a pretty small number of cycles. Even at a really low sample rate like 1KHz that only gives you 3500 CPU cycles between when you have to update that sound bit, which would amount to a few hundred cycles.. that's got to be an absolute nightmare to program a whole game around. Not only because you only have that many cycles but because you have to keep track of how many cycles everything is using so you know when to update the bit.
I can see why the 128K model added that AY-3 chip.. which was pretty bottom of the barrel in terms of sound quality in 1987 but still a huge step up.
Do games on the original 16/48K Spectrums really often have music that plays continuously while the game plays? Because w/o timer interrupts that means everything you code has to be done in tiny chunks that don't run for more than a pretty small number of cycles. Even at a really low sample rate like 1KHz that only gives you 3500 CPU cycles between when you have to update that sound bit, which would amount to a few hundred cycles.. that's got to be an absolute nightmare to program a whole game around. Not only because you only have that many cycles but because you have to keep track of how many cycles everything is using so you know when to update the bit.
Not very robust things I imagine.That coloured stripe is quite iconic though.
They were partially made of metal so they were pretty solid, although it was possible to pry them apart as I think they were glued together.
Yes, they did work like that, play a little, run a little code, play a little, hardcoded:
I think later in the life of the beeper there were more complex and clever ways of handling the sound (let this video get going, the opening is misleading):