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Forum Index : Microcontroller and PC projects : Picomite(VGA) V5.07.07 betas - bug fixes + focus on PIO

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JohnS
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Posted: 06:35pm 12 Feb 2023
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  thwill said  Hi Peter,

I've just downloaded and flashed the above onto my (official Raspberry green) Pico and it doesn't come back alive and start flashing the LED. I've flashed the release, 5.07.06 back onto it and it's fine.

Best wishes,

Tom

Maybe Clear_Flash.uf2 would help?

John
 
matherp
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Posted: 06:39pm 12 Feb 2023
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V5.07.07b18

https://geoffg.net/Downloads/picomite/PicoMite_Beta.zip

Update to SDK V1.5.
Number of flash slots reduced to 4
Fixes bug in previous beta when loaded over some other releases
ERASES ALL FLASH SLOTS AND THE FLASH DISK
 
Pluto
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Joined: 09/06/2017
Location: Finland
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Posted: 06:44pm 12 Feb 2023
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Bluetooth!?
 
Volhout
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Posted: 08:24pm 12 Feb 2023
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Hi Peter,

Thanks for b18. I especially like the a: and b: , was getting bored in typing the chdir's and quotes all the time. Also the wildcards (*) are very usefull.

The one thing that could be added is to default to strings for the disk commands on commandline.

i.e.
kill pluriel.bas
in stead of
kill "pluriel.bas"

But this would be the topping on the cake. The cake as such is tasty enough...

Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Joined: 16/09/2019
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Posted: 08:07pm 13 Feb 2023
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Hi Peter,

The latest upload to https://github.com/UKTailwind/PicoMite seems to be borked, I think either CMakeLists.txt or pico_sdk_import.cmake are in the wrong directory, I suspect the former.

  Volhout said  The one thing that could be added is to default to strings for the disk commands on commandline.

i.e.
kill pluriel.bas
in stead of
kill "pluriel.bas"


A good reason for not doing that is that pluriel.bas is a valid MMBasic variable name.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
matherp
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Posted: 10:43pm 13 Feb 2023
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  Quote  he latest upload to https://github.com/UKTailwind/PicoMite seems to be borked, I think either CMakeLists.txt or pico_sdk_import.cmake are in the wrong directory, I suspect the former.


Put them where you want. I make no pretence that the github is any use other than a repository of the files
 
Volhout
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Posted: 10:47am 16 Feb 2023
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Is there a possibility to copy files from drive b: to drive a: ?

I tried things like

b:
copy "test.bas" to "a:"
copy "test.bas" to "a:test" 'after making a directory "test" on drive a:
copy "test.bas" to "a:/test"

But these do not seem to work....

Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Posted: 11:05am 16 Feb 2023
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Just put the filename in both descriptors

copy "test.bas" to "a:/test/test.bas"
 
Volhout
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Posted: 12:40pm 16 Feb 2023
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  matherp said  Just put the filename in both descriptors

copy "test.bas" to "a:/test/test.bas"


Thanks, I misinterpreted the post on this topic where it says
copy file$ to directory$

Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 08:18am 17 Feb 2023
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Hi Peter,

I know you are playing with memory allocation to support the small tiles, so that is why I performed this test on V50707B18 (the day before...).

The copy command somewhere goes wrong when copying from one drive to another. See below listing. I copy a 12kbyte file from SD card to drive a:

EDIT: after posting I noticed that the time of writing the file on the a: drive is not updated (it is 1980). Since this system has a real time clock, the time should be actual when all copying is finished. Maybe this information is usefull.

> ?mm.ver
5.070718
> a:
> files
A:/
  <DIR>  .
  <DIR>  ..
  <DIR>  test
11:35 16-02-2023          4  bootcount
3 directories, 1 file
> chdir "test"
> files
A:/test
  <DIR>  .
  <DIR>  ..
00:00 00-00-1980      12288  test.bas
2 directories, 1 file
> kill "test.bas"
> files
A:/test
  <DIR>  .
  <DIR>  ..
2 directories, 0 files
> chdir ".."
> files
A:/
  <DIR>  .
  <DIR>  ..
  <DIR>  test
11:35 16-02-2023          4  bootcount
3 directories, 1 file
> b:
> files
B:/
  <DIR>  .Trash-1000
  <DIR>  Balls
  <DIR>  chess_graphics
  <DIR>  circle
  <DIR>  clockclock
  <DIR>  colortext
  <DIR>  devices
  <DIR>  DireStraits
  <DIR>  DOCUMENTS
  <DIR>  ello_chess
  <DIR>  entertainer
  <DIR>  mandelbrot
  <DIR>  ontheroad
  <DIR>  peter_balls
  <DIR>  picochess
  <DIR>  picofrog
  <DIR>  picoroad
  <DIR>  picovaders
  <DIR>  piones
  <DIR>  scale_tree
  <DIR>  solar_clock
  <DIR>  solar_eclips
  <DIR>  spred
  <DIR>  spritedemo
  <DIR>  sstv
  <DIR>  temp
  <DIR>  ter_seq
15:36 06-02-2023       3584  banner.bmp
12:19 07-11-2022       1247  bitbang_IR.BAS
14:22 21-11-2022        623  bubble_bleep.BAS
09:59 22-11-2022        651  bubble_pico1.BAS
15:44 15-11-2022        461  bubbles.BAS
16:42 15-11-2022        489  bubbles_framebuffer.BAS
13:20 09-12-2022       3916  freq_countr.BAS
16:27 27-01-2023      12408  LA_10.bas
13:09 27-01-2023      12328  LA_10t.bas
01:46 28-01-2023      14060  LA_11.bas
18:36 29-01-2023      15051  LA_12.bas
17:53 31-01-2023      16121  LA_13.bas
16:40 01-02-2023      16031  LA_14.bas
17:31 02-02-2023      17044  LA_15.bas
21:57 02-02-2023      18392  LA_16.bas
12:22 03-02-2023      18476  LA_17.bas
14:58 03-02-2023      26403  LA_20.bas
22:42 06-02-2023      21190  LA_21.bas
22:55 25-01-2023      12898  LA_9.bas
23:00 25-01-2023     921654  LA_9.bmp
09:17 24-01-2023        702  la_screen_1.bas
18:41 31-01-2023      98614  logic3.bmp
18:48 31-01-2023       6311  logic3.jpg
18:54 31-01-2023       9623  logic4.jpg
16:08 03-11-2022       1840  snakes_and_ladders.BAS
16:19 24-01-2023       1877  TLSS_pico.bas
27 directories, 26 files
> copy "LA_09.bas" to "a:/test/test.bas"
Error : Could not find the file
> copy "LA_9.bas" to "a:/test/test.bas"
Error : A hard error occurred in the low level disk I/O layer
> a:
> files
A:/
  <DIR>  .
  <DIR>  ..
  <DIR>  test
11:35 16-02-2023          4  bootcount
3 directories, 1 file
> chdir "test"
> files
A:/test
  <DIR>  .
  <DIR>  ..
00:00 00-00-1980      12288  test.bas
2 directories, 1 file



The error message is scaring, and the resulting file size on a: is smaller than the file size on the SD card.

Regards,

Volhout
Edited 2023-02-17 20:31 by Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Posted: 02:27pm 25 Feb 2023
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V5.07.07b24

https://geoffg.net/Downloads/picomite/PicoMite_Beta.zip

Depending on the previous release you were running this may clear all flash and options


Fixed bug in Triangle command not drawing border and fill in correct colours
Changes to flash access speeds to improve stability at cpu speeds > 200MHz
PicoMiteVGA changes:
BREAKING CHANGE

Tiles are now 8 pixels wide and not 16. The default tile height is 12 pixels to match font 1
new command
TILE HEIGHT n' n can be a number between 12 and 480.
in mode 1 colours can now be used with the text command. This will be applied if the character being
written aligns with tile boundaries
e.g.
TILE HEIGHT 50
TEXT 8,50,"12:20:40",,,,rgb(red),rgb(green)
Colour editing is now available in Mode 1 with OPTION COLOURCODE ON set
 
matherp
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Posted: 11:38am 05 Mar 2023
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V5.07.07b25

https://geoffg.net/Downloads/picomite/PicoMite_Beta.zip

Memory for PicoMite increased to 128Kb
Speed improvements for PicoMiteVGA
Fixed bug in using mono displays on PicoMite (e.g. SSD1306I2C, introduced in previous beta)
Support for MM.CMDLINE$ in all versions (thanks Tom)
 
Bleep
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Posted: 08:56am 06 Mar 2023
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Hi Peter,
Thanks for the update, VGA version working fine here, haven't yet had a chance to test the non-vga.
Regards Kevin.
 
Volhout
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Location: Netherlands
Posts: 4262
Posted: 09:29am 06 Mar 2023
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Hi Peter,

I just tried V50707b25 with the LA_21_b24.bas program and noticed the left hand side text is inverted (black ink on white background). on b24 this was correct (white ink on black background).

I can correct this in the LA_21_xx program, but I was wondering why. Maybe I took some shortcuts that where previously allowed, and need extra color setting defined now.
I can always replace the "print" statements with "text" statements and define a color to my liking.

Maybe it is the interaction between COLOR a,b and CLS x and the print statement. I have the feeling the color a,b does not work the same on the printed text.

In the OPTION LIST I have currently NO settings that define colors or tiles. Just OTB.

B.T.W. This b25 version does not erase options versus the previous b24 version.

Regards,

Volhout
Edited 2023-03-06 19:41 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1117
Posted: 10:11am 06 Mar 2023
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I noticed something in V5.07.07b25 (haven't tried every single Beta so I can't say, if this is new)

Using Edit in mode 1 with colorcode off
Marked Lines (F4) are not highlighted
mode 1 with colorcode on
Maked Lines (F4) are highlighted, but White on Black, if they are deselected.
Edited 2023-03-06 20:13 by Martin H.
'no comment
 
matherp
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Posted: 10:17am 06 Mar 2023
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  Quote  I noticed something in V5.07.07b25 (haven't tried every single Beta so I can't say, if this is new)


Fix one thing and break another   - thanks for the report
 
disco4now

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Posted: 11:10am 06 Mar 2023
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The start address for the calltable is now at 0x10000308
Also I think these new calls are only partially implemented. I see them in the code but they don't seem to be in the calltable definition.



#define CFuncInt3                       (*(unsigned int *) Vector_CFuncInt3)
#define CFuncInt4                       (*(unsigned int *) Vector_CFuncInt4)
#define PIOExecute(a,b,c)               ((void (*)(int, int, unsigned int)) Vector_PIOExecute) (a,b,c)
#define CFuncTimer                      (*(unsigned int *) Vector_CFuncTimer)
#define SetUpCFunctTimer       ((void (*)(int)) Vector_SetUpCFunctTimer) (a)
Latest F4 Latest H7
 
matherp
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Posted: 12:29pm 06 Mar 2023
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I've updated the download to fix the editor issues in VGA (12:30 UTC) - no version change
 
thwill

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Posted: 12:36pm 06 Mar 2023
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Hi Peter,

Something fishy (tiley?) going on, this should (and in the past did) print "Hello Wolrd" in black on white ten times, now it prints it alternating black on white and white on black, five times each.

Mode 1
Dim i%
For i% = 1 To 10
 Text 0, Mm.Info(FontHeight) * i% * 1.5, "Hello World", LT, 1, 1, Rgb(Black), Rgb(White)
Next

If this is intended (please "no") then can you tell me what I should be doing instead?

EDIT: does TEXT now have to be aligned on tile boundaries ?

Best wishes,

Tom
Edited 2023-03-06 22:39 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
matherp
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Posted: 12:38pm 06 Mar 2023
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You are incrementing the y coordinate by 1.5 so every other output is not aligned with a tile hence the colours are ignored. This has never worked and never could have
 
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