Search found 13 matches

by jrseattle
Mon Jun 14, 2010 5:46 pm
Forum: Hardware
Topic: Atmega1284P Test Results -- UPDATED!
Replies: 32
Views: 35417

Re: Atmega1284P Test Results!

Hi, Uze.

Any news on the Atmega1284p AVR? It would be so nice to have this chip supported.

-Jan-
by jrseattle
Mon Mar 01, 2010 11:43 pm
Forum: Hardware
Topic: Atmega1284P 40-pin DIP available
Replies: 19
Views: 7548

Re: Atmega1284P 40-pin DIP available

Forget about the SNES controller problems I had; turns out to be a broken solder connection.

-Jan-
by jrseattle
Mon Mar 01, 2010 10:56 pm
Forum: Hardware
Topic: Atmega1284P 40-pin DIP available
Replies: 19
Views: 7548

Re: Atmega1284P 40-pin DIP available

Yes, I did test (meaning programmed it in the Atmega1284p) the image built from the dev_kernel_b4_07-22-2009 source tree and it works great. When doing the same from the uzebox_src_3.0, the initial menu is flickering badly but the megatris game itself is fine. The SNES controller is an unrelated pro...
by jrseattle
Mon Mar 01, 2010 6:16 pm
Forum: Hardware
Topic: Atmega1284P 40-pin DIP available
Replies: 19
Views: 7548

Re: Atmega1284P 40-pin DIP available

After my build using the "dev_kernel_b4_07-22-2009" source tree, I downloaded the "uzebox_src_3.0" tree, modified the Megatris makefile to use the Atmega1284p and rebuilt. No dice! The screen is flickering badly (LCD with ntsc video in). So I put the Atmega644p back in the fuzebo...
by jrseattle
Mon Mar 01, 2010 4:10 pm
Forum: Hardware
Topic: Atmega1284P 40-pin DIP available
Replies: 19
Views: 7548

Atmega1284P 40-pin DIP available

Mouser finally delivered some Atmega1284P 40-pin DIP chips! I recompiled the Megatris demo in "dev_kernel_b4_07-22-2009" for the Atmega1284p on my fuzebox and it works great. I used WinAVR-20100110. Here is the build result: AVR Memory Usage ---------------- Device: atmega1284p Program: 60...
by jrseattle
Mon Dec 14, 2009 7:41 am
Forum: Games & Demos
Topic: New Game: Pac-Man!
Replies: 39
Views: 36248

Re: New Game: Pac-Man!

Hi, Paul. Great game, as many others have already reported. I'm running into 1 problem though. My "original" uzebox is actually a breadboard connected to a Sharp RGB LCD, which generates a very sharp picture, quite impressive, but it uses the old NES controllers. I rebuilt the application ...
by jrseattle
Thu Dec 11, 2008 8:06 am
Forum: Uzebox Emulator
Topic: Uzebox Emulator!
Replies: 136
Views: 66538

Re: Emulator?

I downloaded uzem.zip dated Dec 9, 2008 and built the executable using Visual C++ 2008 (building works fine in the IDE but not on the command line - different story). I run it with the original tetris (V1 release) but the emulator crashes on that hex file (it's attached) Line 1616; next_scanline is ...
by jrseattle
Thu Dec 11, 2008 5:13 am
Forum: Programming & Software
Topic: Atmega644 instruction cycles count
Replies: 1
Views: 2059

Atmega644 instruction cycles count

Hi, Alec. I'm running into a problem regarding Atmega644 cycle count for certain instructions, specifically the RCALL and RET instructions. According to the datasheet (doc2593.pdf), the RCALL instruction takes 4 cycles and the RET takes 5 cycles. These numbers are different from other AVR cores. Are...
by jrseattle
Fri Dec 05, 2008 4:02 am
Forum: Programming & Software
Topic: Uzebox Sprite Engine Beta3 is released!
Replies: 20
Views: 10734

Re: Uzebox Sprite Engine Beta3 is released!

Sorry for the delay. Here are my pictures of the fuzebox with the 2 maze files you posted, both without and with the cap that ladyada recently added to the fuzebox. These are all displayed on a 32" Sony CRT television. The text problem is definitely fixed. Maze_522.png: http://www213.pair.com/j...
by jrseattle
Mon Nov 24, 2008 3:56 am
Forum: Programming & Software
Topic: Uzebox Sprite Engine Beta3 is released!
Replies: 20
Views: 10734

Re: Uzebox Sprite Engine Beta3 is released!

Hi, Alec. Another question related to beta3 vs beta2. In Beta2 megatris, when I changed from 1 player to 2 players or vs. CPU, the program would ALWAYS restart (one controller hooked up). This has been fixed in beta3. Was this a known bug in beta2 that you fixed? Can the bug fix be applied to beta2?...