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I got the Sharp EL-503 calculator with TP0327, and a couple of Mickey Math Adventures (http://www.datamath.org/Edu/Mickey.htm)

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I've gotten TMNT playable with some fiddling around. My current guess is opcode 01 transfers some of the timer bits to accumulator.

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Nice! I wonder why that opcode's not documented. Do you have any more info about the instruction set other than what's in the 1990 Sharp Microcomputers Data Book? I haven't been able to find anything.

I'm having some difficulty figuring out the Contra segment mapping. I built a rig to mount the LCD panels that has all 41 connectors pinned out, and I apply a 3V 100Hz signal to pairs of pins and note which segment gets activated. This worked well on Top Gun and TMNT, but it's activating multiple segments at a time with Contra. So I need to sort that out.

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missing in SM511 documentation is: IDIV(reset counter), CEND(halt, low-power), and opcode $01. Plus maybe more undocumented opcodes that TMNT didn't use.

I think it's not on purpose, but simply a missing page by accident when Sharp compiled their databook(s). I don't know of useful docs other than their 1990 and 1996 databooks.

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Originally Posted by hap
And now for a less friendly post! smile

ICEknight you with your blunt criticism last year were indirectly the cause for removing a cog in the VFD handhelds emulation treadmill. Is there something you can think of to reverse this?
No idea of what you mean, but I'm sorry if my "blunt criticism" offended or discouraged anybody.

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hap Offline
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Rereading what I typed, uhh, forget my stupid poetry ;p

To summarize: kevtris stopped providing artwork due to lack of time AND due to criticism. Back then, not everyone 'agreed' with the artwork. Unfortunately you happened to be the last person to this list and therefore added bias.

Lack of artwork files results in lack of playable VFD handhelds in MAME, results in the people providing handhelds for dumping(Rik) losing interest, results in nomore of these games getting dumped and emulated.

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I don't recall any criticism of the actual contents of the artwork, just that they were being hoarded. And thus because they weren't available to MAME users who didn't read this board or MW, would-be donors/dumpers would think we didn't support those games and they wouldn't get dumped and emulated.

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That's a different issue, relaying information to the users on where to get the artwork files. This was eventually solved when Stilleto did the "somebody do something" thing and uploaded them here: http://www.mess.org/artwork

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Yeah. Hopefully that page can get folded into Firehawke's rework of the user documentation on mamedev.org so more people see it.

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Maybe this is the post in question?
Originally Posted by ICEknight
Regarding the current vectorized VFD Artwork, I've noticed that, compared side-to-side, they sometimes are not very accurate to their source.

This is specially noticeable when looking at certain cartoony figures, which sometimes look like they've been drawn by using tracing paper over the original art (kind of how other artwork in MAME would look if it was replicated by hand, I guess).

I ignore how these are being made, but perhaps there may be some alternative way of creating more accurate vector files out of the originals?


I fear that this could be a problem that will be carried over to all future supported handhelds, and will be specially noticeable in those with more elaborate graphics, licensed characters, etc, so now that the ball is just starting to roll, it may be a good time to look into it...
As I've already said, I'm sorry if my criticism ended up feeling too harsh to anybody, it was not my intention to bash anybody's work but to point out the incorrections I had observed at the time. Can we please move on now?

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