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hrvach

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It doesn't, the coordinates are always reported 0-32767 and the computer does the heavy lifting of mapping it to the physical screen geometry. This also takes care of the problem with different resolutions.

I'm not very versed in gaming, so have very little knowledge about what games want. It should be possible to implement a relative mode too and some way to switch between the modes so when working use absolute, when playing use relative.

This is a really great idea! If you don't mind, I'll put this on a list of to-do features.

I was testing a "nudge" feature, where you need to move a mouse a little faster towards the other screen to have it jump across. It was not bad, even though I've found it to be most intuitive when the cursor simply moves freely like it was one big desktop.

Clipboard would be awesome to have, but considering privacy, security and data protection concerns, it's just too risky.

It's not a full Raspberry Pi, but their RP2040 microcontroller based board. Teensy boards are awesome but they are kind of pricey. This one is 4-5$, it's in stock everywhere, and what's usually the most important reason for making such decisions - I had two lying around from a previous project :-)

Thank you so much for the kind words. I'm hardly an expert but I will try to write something when I find some extra cycles. It was done to fix a problem I was seeing on a daily basis, but then I figured out it might help others (also gave me an excuse to practice kicad and 3d modelling).

That's an awesome idea, man. I wish I thought of that.

I learned about about that screen hopper project only yesterday, and it just confirmed my theory - whatever I try to do, somebody smarter than me already made, only better, smoother running and with nicer features :)

I play no games whatsoever so absolute coords would be perfectly fine, but one of the items on the to-do list is to make it configurable.

Sitting 14 hours a day in front of the screen and not giving up, even when you seem not to be making any progress. Stick to it and don't cave in - the results will follow.

Always share knowledge with those who know less and learn as much as you can from those who know more. Help others, ask questions, practice and try to have fun while doing it!

Good luck :)

Thank You for the advice! I'm still very much a beginner and since I find the "blink a led" kind of projects too boring, this is basically the first thing I ever wrote in Verilog.

I hope my next project will have cleaner code, be more readable and have less issues like these. HDL languages seem to have a rather steep learning curve and it takes some effort to distance yourself from the usual programming mindset.

The manuals found on Bitsavers were a great help, they are very detailed and explain the system well.

The original instruction test tapes helped me a lot with debugging the various corner cases. For example, the multiply step opcode (MUS) is re-used in later versions which had full hardware multiply (MUL). The backwards compatibility was retained by flipping a switch inside the computer to selecting between MUS and MUL. I had some programs failing mysteriously because of this.

There were also various pixel brightness available and after implementing it, I discovered Spacewar actually uses that to make some stars brighter than others.

Music playing capability was very advanced for its time (having 4 voices) and after everything was a "silent movie" for a while, there was a rewarding moment when I finally fixed a bug and Mozart started playing from the speakers.

A cool machine, very advanced for its time...

Cheers!