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That's shown in the manual as "complement writing" mode. Maybe I misunderstood and thought that mem should be complemented? The logic unit is just a black box in the manual and it's behavior isn't well described.

Last edited by crazyc; 10/14/18 09:49 PM.
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does BK 0010-01 ever really worked ? I've been reported (and then checked myself) it is not - you may type commands and load some game(s), but ingame inputs not working, or acts like some keys pressed all the time.
not sure if its regressed or was like that since beginning.

Last edited by MetalliC; 10/14/18 09:51 PM.
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Never tested the BK, but its native CPU (1801VM1) is not emulated, so anything that appears to work does so by accident smile

I did work on VM2 and made some progress (seen earlier in the thread), but the result needs a complete rewrite and I'm not quite sure where to start...

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I see. anyway, if its not regression we should mark this system as not_working to not mislead people.

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An incentive to make bk.cpp work- the Good Apple demo (2018):


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Originally Posted by crazyc
That's shown in the manual as "complement writing" mode. Maybe I misunderstood and thought that mem should be complemented? The logic unit is just a black box in the manual and it's behavior isn't well described.

Needs more testing -- I've just noticed that cursor disappears if this change is made, in vt240 as well.

There's also a video corruption issue involving scroll regions, easy to reproduce (output a screenful of text and then printf "\033[1;23r\033[23;1H\r\n") Worth a MT or github issue?

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I don't think a driver where nobody even understands the documentation is worth entering any issues.

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https://www.computer.org/csdl/mags/co/1978/05/01646958.pdf "Using Emulation to Verify Formal Architechture Descriptions" (in this case PDP-11)

The tidbit about ASHC and V bit is interesting.

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Continued from https://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=114543#Post114543

I've added a skeleton driver for Palestra-02 console (a TTL-only Pong clone from 1978), and typed in most of its schematic (sans the paddle input circuits). There are bugs in the schematic (connections with no signal source &c), but I do not have the actual console to debug, so this is on hold until one is found somewhere.

Gorodki arcade (also TTL-only) has a much better chance of working - there are known good machine readable schematics, hopefully these can be converted from Proteus format to something nlconv can parse (pinging @IgorRus here).

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