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I have found some conflicting tables on how the ADM-31 codes are implemented across platforms, the original ADM-31 decodes the char after the G as a bitfield:
0: Blanking or Underlining, depending on a DIP switch
1: Blinking
2: Reverse
3: Graphics
But the C128s implementation that you use in your game uses completly different codes that aren't decodable into a bitfield.
Maybe you could make a distinction between a real ADM-31 and the C128s implementation of one?
Attached for reference are the real terminals codes and (sorry, only found it in German from the book "C128 - Alles über CP/M 3") the C128s implementation.
ADM 31 Users Manual:
C128 - Alles über CP/M 3:
The text was updated successfully, but these errors were encountered:
I have found some conflicting tables on how the ADM-31 codes are implemented across platforms, the original ADM-31 decodes the char after the G as a bitfield:
0: Blanking or Underlining, depending on a DIP switch
1: Blinking
2: Reverse
3: Graphics
But the C128s implementation that you use in your game uses completly different codes that aren't decodable into a bitfield.
Maybe you could make a distinction between a real ADM-31 and the C128s implementation of one?
Attached for reference are the real terminals codes and (sorry, only found it in German from the book "C128 - Alles über CP/M 3") the C128s implementation.
ADM 31 Users Manual:
C128 - Alles über CP/M 3:
The text was updated successfully, but these errors were encountered: