May be going back there again this weekend.

#ZXSpectrum #Spectrum #Speccy #retrocomputing #ZXGUI

ZX Prop is a proportional bitmap font for #ZXGUI

Not too bad in between footie and code, and it's not even Sunday.

#zxgui #retrocomputing #ZXSpectrum #Speccy #Spectrum

These are the only relatively unusual things that I'm using to build #ZXGUI at this time.

@tsturm The research about colour was not only about the cursor, it also involved some other things, like hyperlinks, and other ui elements.

#ZXGUI #Speccy #Spectrum #ZXSpectrum #retrocomputing

I stayed up late and I fixed the optimisation problems, re-implemented flash, and re-implemented zoom. This is what it looks like now, the red indicator on the bottom right is the number of FPS.

And now I'm going to sleep! Good night!

#ZXSpectrum #Spectrum #Speccy #retrocomputing #retrogaming #ZXSpectrum256 #Spectrum256 #ZXGUI

@tsturm Yes and no.

It's a number of things:

1) Trying to see if I could fit unix-style listings into the Spectrum standard resolution.

2) Trying to see if I could fit unix-style listings using 51-column and 64-column text still in Spectrum standard resolution.

3) A rudimentary attempt (nowhere near ready) to imagine how Spectrum +3 commands should work, using real local filesystem files instead of +3 floppy images.

4) Trying to see whether I would be able to display a DivMMC-like user interface for loading snapshots using the Spectrum screen, or maybe I should use a native toolkit, or something else that works outside of the Spectrum screen (right now I just drag and drop files into the emulator window).

5) Other ideas, like a sort of Netflix interface but for Spectrum titles.

And then a few things more...

#ZXSpectrum
#Spectrum
#Speccy
#ZXGUI
#ZXSpectrum256
#Spectrum256
#retrocomputing
#retrogaming

Texture optimisation now works, working around the OpenGL problems on M1 when drawing on textures. I had a little regression having to implement the flash attribute differently, and also the zoom magnification factor has to be done again.

But hey... 600 FPS now, 200% more up from 200 FPS!

I think I could push it somewhere higher closer to 800 FPS, but I'm content with this already. Further optimisation might risk introducing convoluted and unreadable code.

This improvement leaves a lot of room for doing more processing and for many other things, also allowing for the emulator to be ported to slower machines with ease.

All in all, a good Sunday.

#ZXSpectrum #Spectrum #Speccy #ZXGUI #ZXSpectrum256 #Spectrum256 #retrocomputing #retrogaming

I'm not reusing any pre-existing Z80 emulation code, I'm implementing the Z80 again this time around in such a way that it can later be reused to make it scriptable, and more importantly, a component that can be used to later model the SMPeccy from modular parts.

But what I like about this approach the most is that I can, for example, implement a 6502 or a 68000 and assemble chimeric virtual computers from the modules I have available.

If you're familiar with VSTs which are popular in the digital audio and music space, you know what I'm talking about. I have no idea why this idea has never been very popular before among retro computer enthusiasts.

https://en.wikipedia.org/wiki/Virtual_Studio_Technology

As for the scripting language, I'm for now using a dialect of LISP, simply because it's the easiest to implement and build an AST from quickly and without introducing unnecessary dependencies. Call it ZX Script, or something.

#ZxScript #ZXGUI #ZXSpectrum256 #SMPeccy #retrocomputing

Virtual Studio Technology - Wikipedia

@somepx I like it! It looks a bit like H1, a heavy title font I made for #ZXGUI

After the storm of certain events which shook my family for several months, this is the first weekend in a while I'm feeling there's a little room in my brain to resume #ZXGUI work.

Not that anybody's waiting for it, but I thought I'd let you know.