Added separate debugger/non-debugger machine configs for the PC8080 machines (like most PCx86 machines do)
This commit is contained in:
parent
276c36334e
commit
62b8f504b3
8 changed files with 531 additions and 468 deletions
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@ -11,7 +11,9 @@ Space Invaders (1978)
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---
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This is a test of [PC8080](/modules/pc8080/), a new 8080-based machine emulator recently added to the
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PCjs Project. It is currently playable only in desktop browsers and uses the following hard-coded key mappings:
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PCjs Project.
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It is currently playable only in desktop browsers and uses the following hard-coded key mappings:
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- 1: One Player
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- 2: Two Player
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@ -20,71 +22,7 @@ PCjs Project. It is currently playable only in desktop browsers and uses the fo
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- D: Move Right
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- L: Fire Missile
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Assorted [Space Invaders Hardware Notes](#space-invaders-hardware-notes) are collected below.
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See the [Debugger Configuration](/devices/pc8080/machine/invaders/debugger/) for more control of the machine, along
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with assorted [Space Invaders Hardware Notes](/devices/pc8080/machine/invaders/debugger/#space-invaders-hardware-notes).
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{% include machine.html id="invaders" %}
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Space Invaders Hardware Notes
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---
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### Memory Map
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0000-1FFF r ROM code
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2000-23FF rw RAM
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2400-3FFF rw bitmapped screen (224x256)
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### I/O Map
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00 r
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01 r control inputs
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bit 7
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bit 6 right
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bit 5 left
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bit 4 fire
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bit 3
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bit 2 1 player start
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bit 1 2 player start
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bit 0 coin slot
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02 r control inputs
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bit 7 0=display coin info
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bit 6 right 2
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bit 5 left 2
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bit 4 fire 2
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bit 3 bonus (1500,1000) / preset mode
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bit 2 1=tilt
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bit 0-1 initial lives (3,4,5,6) / (3,4)
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02 w shift count (0-7)
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03 r shifted value (low then high)
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03 w sound
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bit 4 bonus base
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bit 3 invader hit
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bit 2 base hit
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bit 1 base fire
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bit 0 saucer
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04 w value to shift
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05 w sound
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bit 5 flip video
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bit 4 saucer hit
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bit 3 invader movement 4
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bit 2 invader movement 3
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bit 1 invader movement 2
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bit 0 invader movement 1
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06 w watchdog timer clear
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Note that, unlike most emulators, PC8080 (like PCx86) has a *[Bus](/modules/pc8080/lib/bus.js)* architecture,
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allowing components to "plug in" different kinds of memory or memory-mapped devices at different addresses,
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and to register specific functions for specific I/O ports.
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For example, Space Invaders has 8Kb of ROM at addresses 0x0000 through 0x1FFF, which means that if any 8080 code
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attempts to write to those addresses, nothing should happen. Unfortunately, most emulators treat the entire address
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space as one contiguous array of bytes. Which means either that the ROM is susceptible to corruption *or* that every
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write operation must check the address to determine its validity, which hurts the performance of *all* writes.
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In PC8080 (and PCx86), all writes are equally fast, and all ROMs are fully protected. An exception is made for the
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Debugger, which allows you to use the "e" command to modify ("patch") ROM code on the fly, but that is completely
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outside and independent of the 8080 code being emulated.
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### Other Online References
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See [Computer Archeology](http://www.computerarcheology.com/Arcade/SpaceInvaders/) for an excellent collection
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of materials on the original Space Invaders, including commented ROM disassemblies.
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@ -12,8 +12,9 @@ Space Invaders (1978) with Debugger
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-----------------------------------
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The [PC8080](/modules/pc8080/) machine below is configured to run [Space Invaders](/devices/pc8080/machine/invaders/)
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with a Control Panel and Debugger. It is currently playable only in desktop browsers and uses the following hard-coded
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key mappings:
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with a Control Panel and Debugger.
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It is currently playable only in desktop browsers and uses the following hard-coded key mappings:
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- 1: One Player
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- 2: Two Player
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@ -22,6 +23,72 @@ key mappings:
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- D: Move Right
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- L: Fire Missile
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Click the "Run" button when you're ready to start the simulation.
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Click the "Run" button to start the simulation. You'll also find assorted
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[Space Invaders Hardware Notes](#space-invaders-hardware-notes) below.
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{% include machine.html id="invaders" %}
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Space Invaders Hardware Notes
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-----------------------------
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### Memory Map
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0000-1FFF r ROM code
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2000-23FF rw RAM
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2400-3FFF rw bitmapped screen (224x256)
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### I/O Map
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00 r
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01 r control inputs
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bit 7
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bit 6 right
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bit 5 left
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bit 4 fire
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bit 3
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bit 2 1 player start
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bit 1 2 player start
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bit 0 coin slot
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02 r control inputs
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bit 7 0=display coin info
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bit 6 right 2
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bit 5 left 2
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bit 4 fire 2
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bit 3 bonus (1500,1000) / preset mode
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bit 2 1=tilt
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bit 0-1 initial lives (3,4,5,6) / (3,4)
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02 w shift count (0-7)
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03 r shifted value (low then high)
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03 w sound
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bit 4 bonus base
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bit 3 invader hit
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bit 2 base hit
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bit 1 base fire
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bit 0 saucer
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04 w value to shift
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05 w sound
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bit 5 flip video
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bit 4 saucer hit
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bit 3 invader movement 4
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bit 2 invader movement 3
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bit 1 invader movement 2
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bit 0 invader movement 1
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06 w watchdog timer clear
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Note that, unlike most emulators, PC8080 (like PCx86) has a *[Bus](/modules/pc8080/lib/bus.js)* architecture,
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allowing components to "plug in" different kinds of memory or memory-mapped devices at different addresses,
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and to register specific functions for specific I/O ports.
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For example, Space Invaders has 8Kb of ROM at addresses 0x0000 through 0x1FFF, which means that if any 8080 code
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attempts to write to those addresses, nothing should happen. Unfortunately, most emulators treat the entire address
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space as one contiguous array of bytes. Which means either that the ROM is susceptible to corruption *or* that every
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write operation must check the address to determine its validity, which hurts the performance of *all* writes.
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In PC8080 (and PCx86), all writes are equally fast, and all ROMs are fully protected. An exception is made for the
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Debugger, which allows you to use the "e" command to modify ("patch") ROM code on the fly, but that is completely
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outside and independent of the 8080 code being emulated.
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### Other Online References
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See [Computer Archeology](http://www.computerarcheology.com/Arcade/SpaceInvaders/) for an excellent collection
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of materials on the original Space Invaders, including commented ROM disassemblies.
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@ -11,121 +11,16 @@ machines:
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DEC VT100 Terminal
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------------------
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This is a work-in-progress emulation of another 8080-based machine: the VT100 Terminal.
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This is a PCjs work-in-progress emulation of another 8080-based machine: the VT100 Terminal.
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Unlike other VT100 emulators, this is not simply an emulation of VT100 protocols. It is a simulation of the original VT100
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Unlike other VT100 emulators, it is not simply an emulation of VT100 protocols. It is a simulation of the original VT100
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machine, running the [VT100 Firmware](/devices/pc8080/rom/vt100/) inside the [PC8080](/modules/pc8080/) CPU emulator.
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Admittedly, terminals aren't that useful in isolation, since they're designed to be connected to other (host) machines.
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But once this PCjs VT100 Terminal simulation is fully operational, you can expect to see it used in conjunction with a variety
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of other PCjs machines.
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For now, play with the [Debugger Configuration](/devices/pc8080/machine/vt100/debugger/), which also provides information
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about VT100 internals and links to other technical resources.
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{% include machine.html id="vt100" %}
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VT100 Memory Usage
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------------------
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As described in the [Technical Manual (July 1982)](http://bitsavers.informatik.uni-stuttgart.de/pdf/dec/terminal/vt100/EK-VT100-TM-003_VT100_Technical_Manual_Jul82.pdf),
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p. 4-15, 8Kb (0x2000) of ROM is located at 0x0000, and 3Kb (0x0C00) of RAM immediately follows it at 0x2000. The ROM at
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0x0000 contains all the VT100's 8080 code. The VT100 also contains a 2Kb character generator ROM, but that ROM is not
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addressable by the CPU; it is used directly by the Video Processor.
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See [DEC VT100 ROMs](/devices/pc8080/rom/vt100/) for more information about the ROMs.
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[vt100romhax](http://vt100romhax.tumblr.com/post/90697428973/the-vt100-memory-map-and-8080-disassembly)
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(aka [phooky](https://github.com/phooky) aka Adam Mayer) further explains VT100 memory usage:
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Start End Size Description
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0x0000 0x1fff 8K Basic ROM
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0x2000 0x2012 18B Blank lines for refresh (6 x 3B)
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0x2012 0x204f 61B Stack area (grows down from 0x204e)
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0x204f 0x22d0 641B Scratch Pad/Setup Area(?)
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0x22d0 0x2c00 2352B Screen RAM
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VT100 I/O Ports
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---------------
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From p. 4-17 of the Technical Manual:
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READ OR WRITE
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00H PUSART data bus
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01H PUSART command port
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WRITE ONLY (Decoded with I/O WR L)
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02H Baud rate generator
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42H Brightness D/A latch
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62H NVR latch
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82H Keyboard UART data input
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A2H Video processor DC012
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C2H Video processor DC011
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E2H Graphics port
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READ ONLY (Decoded with I/O RD L)
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22H Modem buffer
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42H Flags buffer
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82H Keyboard UART data output
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The PC8080 ChipSet component deals with the ER1400's Non-volatile RAM (NVR) ports, the Flags buffer, and the
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DC011 and DC012 circuits, while the Keyboard component deals with the Keyboard UART.
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You might wonder why the PC8080 Video component doesn't manage the DC011 and DC012. In fact, the above labels are misleading.
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If you look at the Functional Diagram on p. 4-53 of the Technical Manual, you'll see that DC011 and DC012 are really
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peripheral components providing inputs to the Video Processor. Moreover, they are not exclusive to the Video Processor.
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For example, the LBA7 output of the DC011 is also used to clock the NVR chip.
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In most respects, the VT100 Technical Manual provides a phenomenal amount of detail.
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However, documentation for some of the above ports is almost non-existent. It's only thanks to
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[third parties](https://github.com/phooky/VT100-Hax/blob/master/Platform%20Notes.md) that we have, for example, the following
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information about the Flags buffer (port 0x42):
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Bit Active? Description
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7 H KBD Transmit Buffer Empty
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6 H LBA 7(?) (It's a pin on the backplane connector...) - used to clock NVR - line buffer address
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5 H NVR DATA
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4 L EVEN FIELD (comes out of the video timing generator)
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3 H OPTION PRESENT (terminal output option???)
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2 L GRAPHICS FLAG (is VT52 graphics card present) [I think he meant VT125 -JP]
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1 L ADVANCED VIDEO (is AVO present)
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0 H XMIT FLAG
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VT100 Video Processor
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---------------------
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Normally, the PC8080 Video component allocates its own video buffer, based on the specified buffer address
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(*bufferAddr*) and other dimensions (eg, *bufferCols* and *bufferRows*), but the VT100 is a little unusual:
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it has a custom Video Processor that uses DMA to request character data from any region of RAM, one line at a time.
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It always defaults to address 0x2000 for the first line of character data, but each line terminates with 3 bytes
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containing the attributes and address of the next line, so the location of subsequent lines will vary, depending
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on the type of line:
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- Single-wide characters (80 or 132 columns)
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- Double-wide characters (40 or 66 columns)
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In addition to single-wide vs. double-wide, line attributes can also specify double-high, along with whether the
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top or bottom halves of the double-high characters should be displayed, because double-high always implies double-wide
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(ie, there is no support for double-high, single-wide characters).
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Conssequently, a VT100 [machine XML file](machine.xml) must set the Video component's *bufferRAM* property
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to "true", indicating that existing RAM should be used, and a new property, *bufferFormat* must be set to "vt100",
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enabling support for the VT100's line data format; eg:
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<ram id="ram" addr="0x2000" size="0x0C00"/>
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<video id="video" screenWidth="1600" screenHeight="960" bufferAddr="0x2000" bufferRAM="true" bufferFormat="vt100" bufferCols="80" bufferRows="24" ...>
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VT100 Screen and Character Dimensions
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-------------------------------------
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Ordinarily, the VT100 screen displays 800 dots per horizontal scan, and a total of 240 horizontal scans, and by default,
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it uses a 10x10 character cell, for a total of 80 columns and 24 rows of characters. However, in 132-column mode, it
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uses a 9x10 character cell instead, implying a total of 1188 dots displayed per horizontal scan. This means we will have
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to dynamically reallocate our internal buffers whenever the horizontal dimensions change. Also, if no AVO expansion
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card is present, there is only enough RAM available for 14 rows of characters in 132-column mode.
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For optimum scaling, I define the virtual screen size using multiples of the VT100's default "dot" dimensions; eg, 1600x960
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(a horizontal multiplier of 2 and a vertical multiplier of 4). That gives us a virtual screen aspect ratio of 1.67.
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According to the Technical Manual, a physical VT100 screen measures 12 inches diagonally, and in 80-column mode, characters
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measure 2.0mm x 3.35mm (in 132-column mode, they measure 1.3mm x 3.35mm), which suggests that the text area of the screen is
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roughly 160mm x 80mm, implying a screen aspect ratio of 2.0. However, after visually comparing the Technical Manual's SET-UP
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screenshots to our test screens, 1.67 appears to be closer to reality than 2.0. I'll revisit this issue at a later date.
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Additional VT100 Resources
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--------------------------
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[VT100 Publications](/pubs/dec/vt100/)
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134
devices/pc8080/machine/vt100/debugger/README.md
Normal file
134
devices/pc8080/machine/vt100/debugger/README.md
Normal file
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@ -0,0 +1,134 @@
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---
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layout: page
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title: DEC VT100 Terminal
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permalink: /devices/pc8080/machine/vt100/debugger/
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machines:
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- type: pc8080
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id: vt100
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debugger: true
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---
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DEC VT100 Terminal with Debugger
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--------------------------------
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The [PC8080](/modules/pc8080/) machine below is configured to simulate a [VT100 Terminal](/devices/pc8080/machine/vt100/)
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with a Control Panel and Debugger. It is running the original [VT100 Firmware](/devices/pc8080/rom/vt100/) inside the
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[PC8080](/modules/pc8080/) CPU emulator.
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Click the "Run" button to start the simulation. You'll also find assorted
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[Hardware Notes](#vt100-memory-usage) below.
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{% include machine.html id="vt100" %}
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VT100 Memory Usage
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------------------
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As described in the [Technical Manual (July 1982)](http://bitsavers.informatik.uni-stuttgart.de/pdf/dec/terminal/vt100/EK-VT100-TM-003_VT100_Technical_Manual_Jul82.pdf),
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p. 4-15, 8Kb (0x2000) of ROM is located at 0x0000, and 3Kb (0x0C00) of RAM immediately follows it at 0x2000. The ROM at
|
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0x0000 contains all the VT100's 8080 code. The VT100 also contains a 2Kb character generator ROM, but that ROM is not
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addressable by the CPU; it is used directly by the Video Processor.
|
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See [DEC VT100 ROMs](/devices/pc8080/rom/vt100/) for more information about the ROMs.
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[vt100romhax](http://vt100romhax.tumblr.com/post/90697428973/the-vt100-memory-map-and-8080-disassembly)
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(aka [phooky](https://github.com/phooky) aka Adam Mayer) further explains VT100 memory usage:
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Start End Size Description
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0x0000 0x1fff 8K Basic ROM
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||||
0x2000 0x2012 18B Blank lines for refresh (6 x 3B)
|
||||
0x2012 0x204f 61B Stack area (grows down from 0x204e)
|
||||
0x204f 0x22d0 641B Scratch Pad/Setup Area(?)
|
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0x22d0 0x2c00 2352B Screen RAM
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VT100 I/O Ports
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---------------
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From p. 4-17 of the Technical Manual:
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READ OR WRITE
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00H PUSART data bus
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01H PUSART command port
|
||||
|
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WRITE ONLY (Decoded with I/O WR L)
|
||||
02H Baud rate generator
|
||||
42H Brightness D/A latch
|
||||
62H NVR latch
|
||||
82H Keyboard UART data input
|
||||
A2H Video processor DC012
|
||||
C2H Video processor DC011
|
||||
E2H Graphics port
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||||
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||||
READ ONLY (Decoded with I/O RD L)
|
||||
22H Modem buffer
|
||||
42H Flags buffer
|
||||
82H Keyboard UART data output
|
||||
|
||||
The PC8080 ChipSet component deals with the ER1400's Non-volatile RAM (NVR) ports, the Flags buffer, and the
|
||||
DC011 and DC012 circuits, while the Keyboard component deals with the Keyboard UART.
|
||||
|
||||
You might wonder why the PC8080 Video component doesn't manage the DC011 and DC012. In fact, the above labels are misleading.
|
||||
If you look at the Functional Diagram on p. 4-53 of the Technical Manual, you'll see that DC011 and DC012 are really
|
||||
peripheral components providing inputs to the Video Processor. Moreover, they are not exclusive to the Video Processor.
|
||||
For example, the LBA7 output of the DC011 is also used to clock the NVR chip.
|
||||
|
||||
In most respects, the VT100 Technical Manual provides a phenomenal amount of detail.
|
||||
However, documentation for some of the above ports is almost non-existent. It's only thanks to
|
||||
[third parties](https://github.com/phooky/VT100-Hax/blob/master/Platform%20Notes.md) that we have, for example, the following
|
||||
information about the Flags buffer (port 0x42):
|
||||
|
||||
Bit Active? Description
|
||||
7 H KBD Transmit Buffer Empty
|
||||
6 H LBA 7(?) (It's a pin on the backplane connector...) - used to clock NVR - line buffer address
|
||||
5 H NVR DATA
|
||||
4 L EVEN FIELD (comes out of the video timing generator)
|
||||
3 H OPTION PRESENT (terminal output option???)
|
||||
2 L GRAPHICS FLAG (is VT52 graphics card present) [I think he meant VT125 -JP]
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||||
1 L ADVANCED VIDEO (is AVO present)
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0 H XMIT FLAG
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||||
VT100 Video Processor
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||||
---------------------
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||||
|
||||
Normally, the PC8080 Video component allocates its own video buffer, based on the specified buffer address
|
||||
(*bufferAddr*) and other dimensions (eg, *bufferCols* and *bufferRows*), but the VT100 is a little unusual:
|
||||
it has a custom Video Processor that uses DMA to request character data from any region of RAM, one line at a time.
|
||||
It always defaults to address 0x2000 for the first line of character data, but each line terminates with 3 bytes
|
||||
containing the attributes and address of the next line, so the location of subsequent lines will vary, depending
|
||||
on the type of line:
|
||||
|
||||
- Single-wide characters (80 or 132 columns)
|
||||
- Double-wide characters (40 or 66 columns)
|
||||
|
||||
In addition to single-wide vs. double-wide, line attributes can also specify double-high, along with whether the
|
||||
top or bottom halves of the double-high characters should be displayed, because double-high always implies double-wide
|
||||
(ie, there is no support for double-high, single-wide characters).
|
||||
|
||||
Conssequently, a VT100 [machine XML file](machine.xml) must set the Video component's *bufferRAM* property
|
||||
to "true", indicating that existing RAM should be used, and a new property, *bufferFormat* must be set to "vt100",
|
||||
enabling support for the VT100's line data format; eg:
|
||||
|
||||
<ram id="ram" addr="0x2000" size="0x0C00"/>
|
||||
<video id="video" screenWidth="1600" screenHeight="960" bufferAddr="0x2000" bufferRAM="true" bufferFormat="vt100" bufferCols="80" bufferRows="24" ...>
|
||||
|
||||
VT100 Screen and Character Dimensions
|
||||
-------------------------------------
|
||||
|
||||
Ordinarily, the VT100 screen displays 800 dots per horizontal scan, and a total of 240 horizontal scans, and by default,
|
||||
it uses a 10x10 character cell, for a total of 80 columns and 24 rows of characters. However, in 132-column mode, it
|
||||
uses a 9x10 character cell instead, implying a total of 1188 dots displayed per horizontal scan. This means we will have
|
||||
to dynamically reallocate our internal buffers whenever the horizontal dimensions change. Also, if no AVO expansion
|
||||
card is present, there is only enough RAM available for 14 rows of characters in 132-column mode.
|
||||
|
||||
For optimum scaling, I define the virtual screen size using multiples of the VT100's default "dot" dimensions; eg, 1600x960
|
||||
(a horizontal multiplier of 2 and a vertical multiplier of 4). That gives us a virtual screen aspect ratio of 1.67.
|
||||
|
||||
According to the Technical Manual, a physical VT100 screen measures 12 inches diagonally, and in 80-column mode, characters
|
||||
measure 2.0mm x 3.35mm (in 132-column mode, they measure 1.3mm x 3.35mm), which suggests that the text area of the screen is
|
||||
roughly 160mm x 80mm, implying a screen aspect ratio of 2.0. However, after visually comparing the Technical Manual's SET-UP
|
||||
screenshots to our test screens, 1.67 appears to be closer to reality than 2.0. I'll revisit this issue at a later date.
|
||||
|
||||
Additional VT100 Resources
|
||||
--------------------------
|
||||
|
||||
[VT100 Publications](/pubs/dec/vt100/)
|
||||
|
||||
30
devices/pc8080/machine/vt100/debugger/machine.xml
Normal file
30
devices/pc8080/machine/vt100/debugger/machine.xml
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml-stylesheet type="text/xsl" href="/versions/pc8080/1.23.3/machine.xsl"?>
|
||||
<machine id="vt100" class="pc8080" border="1" pos="center" background="#FAEBD7">
|
||||
<name pos="center">VT100 Terminal</name>
|
||||
<computer id="computer" busWidth="16"/>
|
||||
<cpu id="cpu8080" model="8080" cycles="2764800"/>
|
||||
<rom id="rom" addr="0x0000" size="0x2000" file="/devices/pc8080/rom/vt100/VT100.json"/>
|
||||
<ram id="ram" addr="0x2000" size="0x0C00"/>
|
||||
<video id="video" screenWidth="1600" screenHeight="960" smoothing="false"
|
||||
fontROM="/devices/pc8080/rom/vt100/23-018E2.json" fontColor="white" cellWidth="10" cellHeight="10"
|
||||
bufferAddr="0x2000" bufferRAM="true" bufferFormat="vt100" bufferCols="80" bufferRows="24" pos="left" padding="8px">
|
||||
<menu>
|
||||
<title>VT100 Screen</title>
|
||||
<control type="container" pos="right">
|
||||
<control type="rled" label="ON LINE" binding="online" padleft="8px"/>
|
||||
<control type="rled" label="LOCAL" binding="local" padleft="8px"/>
|
||||
<control type="rled" label="LOCKED" binding="locked" padleft="8px"/>
|
||||
<control type="rled" label="L1" binding="l1" padleft="8px"/>
|
||||
<control type="rled" label="L2" binding="l2" padleft="8px"/>
|
||||
<control type="rled" label="L3" binding="l3" padleft="8px"/>
|
||||
<control type="rled" label="L4" binding="l4" padleft="8px"/>
|
||||
<control type="button" binding="fullScreen" padleft="8px;line-height:1em">Full Screen</control>
|
||||
</control>
|
||||
</menu>
|
||||
</video>
|
||||
<chipset id="chipset" model="VT100"/>
|
||||
<keyboard id="keyboard"/>
|
||||
<panel ref="/devices/pc8080/panel/wide.xml"/>
|
||||
<debugger id="debugger" messages="mem" commands="s 8086"/>
|
||||
</machine>
|
||||
|
|
@ -8,7 +8,7 @@
|
|||
<ram id="ram" addr="0x2000" size="0x0C00"/>
|
||||
<video id="video" screenWidth="1600" screenHeight="960" smoothing="false"
|
||||
fontROM="/devices/pc8080/rom/vt100/23-018E2.json" fontColor="white" cellWidth="10" cellHeight="10"
|
||||
bufferAddr="0x2000" bufferRAM="true" bufferFormat="vt100" bufferCols="80" bufferRows="24" pos="left" padding="8px">
|
||||
bufferAddr="0x2000" bufferRAM="true" bufferFormat="vt100" bufferCols="80" bufferRows="24" padding="8px">
|
||||
<menu>
|
||||
<title>VT100 Screen</title>
|
||||
<control type="container" pos="right">
|
||||
|
|
@ -25,6 +25,4 @@
|
|||
</video>
|
||||
<chipset id="chipset" model="VT100"/>
|
||||
<keyboard id="keyboard"/>
|
||||
<panel ref="/devices/pc8080/panel/wide.xml"/>
|
||||
<debugger id="debugger" messages="chipset|mem" commands="s 8086"/>
|
||||
</machine>
|
||||
|
|
|
|||
Loading…
Reference in a new issue