Oricutron 1.0 (EDIT: Now 1.2)

Comments, problems, suggestions about Oric emulators (Euphoric, Mess, Amoric, etc...) it's the right place to ask. And don't hesitate to give your tips and tricks that help using these emulations in the best possible way on your favorite operating system.
User avatar
iss
Wing Commander
Posts: 1641
Joined: Sat Apr 03, 2010 5:43 pm
Location: Bulgaria
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by iss »

Updates again!

Download developer builds HERE!
Tested on real machines under Linux, macOS Mojave 10.14.4, Windows 10 and Android.

Short list of changes:

Code: Select all

--------------------------------------
* Added missing chars (@,&) in monitor font
* Fixed typing upper case chars and syms in debugger window
* Added case insensitive file extensions for GTK file selector dialog
* Fixed loading of rom/pch files in Telestrat mode
* Added 'pravdiskautoboot' option in .cfg file
* Added 'printenable' option in .cfg file
* Added 'printfilter' option in .cfg file
User avatar
Dbug
Site Admin
Posts: 4444
Joined: Fri Jan 06, 2006 10:00 pm
Location: Oslo, Norway
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Dbug »

Maybe the version number should be changed, or is it still 1.2 :) ?
User avatar
Chema
Game master
Posts: 3014
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Chema »

May I suggest that the saving/loading of data arrays with STORE/RECALL not working is quite of an important bug in the emulator, and I think it is not yet solved? :wink:

Joking apart, you are doing an excellent job supporting Oricutron. Maybe it is time some of us jump in and collaborate at least with some ideas and tests.

I'd love to have some kind of remote debugging support, which should not be that difficult to add. But I am sure that there must be many things which could be improved.
User avatar
iss
Wing Commander
Posts: 1641
Joined: Sat Apr 03, 2010 5:43 pm
Location: Bulgaria
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by iss »

Chema wrote: Tue Apr 30, 2019 9:11 am May I suggest that the saving/loading of data arrays with STORE/RECALL not working is quite of an important bug in the emulator, and I think it is not yet solved?
Can you check if it works now? I think it's fixed.
Chema wrote: Tue Apr 30, 2019 9:11 am I'd love to have some kind of remote debugging support, which should not be that difficult to add.
I'd love it too, but help me to understand correctly what are the advantages of remote debugger compared to the internal one? I see one - to have normal console window where we can easy copy/paste data (disassembled code or memory dumps), anything else? I'm asking just to know what are the expectations ;).
User avatar
Chema
Game master
Posts: 3014
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Chema »

If done correctly, it could open the path to source debugging from an IDE such as Visual Studio Code.

Maybe an extension to use the OSDK, similar to this https://marketplace.visualstudio.com/it ... =rosc.vs64

At least having the possibility of querying the memory contents and displaying how it changes while running, generating profiling logs (cycle counts between different points), or dumping how the value of memory locations or registers change during an execution.

Well, maybe just for core programmers :)
christian
Pilot Officer
Posts: 96
Joined: Sun Nov 24, 2013 9:58 pm

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by christian »

@chema, @iss: regarding the issue with The Quill, I think i found a way.

After loading quill.tap:
  1. disable the option "Turbo Tape" in the hardware menu
  2. select "Save tape output" and set a file name
  3. go back to the quill and save your datas (you can save many times)
  4. go to Oricutron menu and select "Stop tape recording"
  5. select "Insert tape" and select the ort file from step 2
  6. go back to the quill
  7. you can load your datas
Disable "Turbo Tape" is required only to save the datas.
Can you tell me if that helps you?
User avatar
Chema
Game master
Posts: 3014
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Chema »

Nice find! Thank you.
User avatar
iss
Wing Commander
Posts: 1641
Joined: Sat Apr 03, 2010 5:43 pm
Location: Bulgaria
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by iss »

Developer builds updated 2019-09-18

Changes:

Code: Select all

* Fixed Z-flag in BCD mode
* Fixed embedded assembler: BRK is a 2 bytes instruction
* Added 3rd button support with SDL Joystick
* Added Telestrat Joysticks support
* Fixed CSAVE/CLOAD with Sedoric
This release has a story - I found the Z-flag bug after long hours in debugging Macadam Bumper!
macadam-oricutron.png
Now it works :D
User avatar
Chema
Game master
Posts: 3014
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Chema »

Great! Nice work!
User avatar
peacer
Flight Lieutenant
Posts: 451
Joined: Wed Jun 09, 2010 9:23 pm
Location: Turkey
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by peacer »

Thank you very much for your efforts..

Just to remind you a little mistake at your website.. Its written as "parvetz 8d emulator" where the clone name must be "Pravetz" instead..
User avatar
iss
Wing Commander
Posts: 1641
Joined: Sat Apr 03, 2010 5:43 pm
Location: Bulgaria
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by iss »

peacer wrote: Wed Sep 18, 2019 11:30 pm..parvetz 8d..
Thanks! Fixed. :)
User avatar
Symoon
Archivist
Posts: 2307
Joined: Sat Jan 14, 2006 12:44 am
Location: Paris, France

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Symoon »

Ah, mystery solved for the non-working Macadam Bumper with Oricutron - well done ;)
User avatar
Dbug
Site Admin
Posts: 4444
Joined: Fri Jan 06, 2006 10:00 pm
Location: Oslo, Norway
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Dbug »

Actually, an incorrect handling of the zero flag in BCD mode probably caused subtle issues in dozen of games but nobody noticed.

As far as I'm concerned, I use BCD mostly when handling score increments because it's cheaper to store the numbers split two by two on each byte when you want to display to the screen, but there's no reason that would not be used for other purposes, so yeah, well done :)
User avatar
Steve M
Squad Leader
Posts: 787
Joined: Fri Mar 24, 2006 3:33 am
Location: Cumbria, UK
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Steve M »

Cool. I'll have a play of Macadam Bumper ;o)

There's a small issue I noticed when saving a snapshot. It just saves the filename with no added extension.
(Obviously you can add it, but if you don't the files don't show up when you try and load.)
User avatar
Chema
Game master
Posts: 3014
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: Oricutron 1.0 (EDIT: Now 1.2)

Post by Chema »

Hi guys!

I am having trouble helping a friend with porting a game to the Oric. Maybe you can help, because it is an emulator thing (I think).

He is making a game with The Quill, and the first part is ready. He is working with Oricutron (last official version, I guess) and he was never able to save the game to a tap or ort file and load it back, so he used the snapshot facility.

Okay, so now he sent it to me to see if I can help producing a tap file. And I simply don't know how to do it. All I can produce is an ort file, which I don't know how to convert to tap. Also it takes forever to save or load, because it does not seem to work (loading or saving) in turbo mode.

Besides, the snapshot refuses to load with the developer versions posted here. It flags an incorect file type. As it is not compatible with Euphoric, I cannot use it to save the game to tap either...

I would like to create a basic loader, add a presentation screen and put together the two parts of the game all as a tap or disk file, but ort format seems not to be the way to go.

Any guidance?
Post Reply