Search found 108 matches

by JRoatch
Mon Jun 03, 2013 9:36 pm
Forum: Programming & Software
Topic: Video Mode 9 tile format
Replies: 4
Views: 4017

Re: Video Mode 9 tile format

But what I find strange is each pixel can be 3 or 4 words, the pattern is 334443. like Janka said, Some opcodes like mul (0x9f15) and ld (0x9119) take 2 cycles to execute. The exact format is documented in gconvert.cpp ldi r16, pixel1 ; ?1 e? ; 1 cycle out 0x08, r16 ; 08 b9 ; 1 cycle ld r17, Y+ ; 1...
by JRoatch
Sat May 25, 2013 5:32 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 174409

Re: Uzebox Code Challenge 2013 Opens!

CunningFellow wrote:Can someone with real hardware please check I have not broken the render engine.
Unless you are changing the innermost rendering loop that's in the TIMER1_COMPA interrupt, the video will be stable between builds.

[strike]Anyway it works.[/strike] ninja'd by uze
by JRoatch
Mon May 20, 2013 4:45 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 174409

Re: Uzebox Code Challenge 2013 Opens!

Both tests work on the hardware I have. Nothing funny going on with the TV screen.
I did have to remove the out of range extraneous zeros at the end of the hex files though.
tests.jpg
tests.jpg (25.16 KiB) Viewed 9187 times
by JRoatch
Wed Apr 17, 2013 6:04 pm
Forum: Games & Demos
Topic: Asteroids - maybe not - now with movement.
Replies: 33
Views: 27973

Re: Asteroids - maybe not

If the asteroids aren't going to rotate you could try to making some kind of 1bit per pixel ROM to RAM bitter and pre-draw the rocks in ROM. There might actually be enough ROM to have rotating rocks.
by JRoatch
Wed Apr 11, 2012 3:59 pm
Forum: New to Uzebox? Start here!
Topic: Uzebox Quick Start
Replies: 88
Views: 141263

Re: Uzebox Quick Start

I'm guessing you are flashing the ROM directly with the programmer rather than loading a game from an SDcard via the bootloader. Sometimes when I flash a ROM directly, it also erases the bootloader, and I fix this by re-flashing the bootloader after flashing the ROM. If you expect to be flashing the...
by JRoatch
Mon Apr 09, 2012 4:30 am
Forum: Uzebox Derivatives & open source consoles
Topic: Thinking about STMUzebox
Replies: 155
Views: 101060

Re: Thinking about STMUzebox

That is awesome. I really enjoyed it. Well done. The best thing I like about the demoscene is demonstrating the capabilities of hardware previously thought to be too limiting. As for the code... Besides having most of the data as code in plenty of places, on the surface it looks pretty well written ...
by JRoatch
Tue Mar 20, 2012 7:26 pm
Forum: New to Uzebox? Start here!
Topic: Hello!!!!!!!??
Replies: 2
Views: 4497

Re: Hello!!!!!!!??

C is the optimal language. Assembly is used in the kernel for time critical stuff like the video output. The fixed palette is not as good as a SNES, but it's still RBG. The pixel possessing power is about NES level, but different. Yes. Everything, including the hardware design, is under GPL3, and o...
by JRoatch
Tue Mar 06, 2012 5:44 pm
Forum: Hardware
Topic: Minimal Uzebox
Replies: 3
Views: 3771

Re: Minimal Uzebox

The design came from work did in the thread super-minimal breadbox Uzebox.
You could also try searching this forum for "Minimal"
by JRoatch
Tue Mar 06, 2012 2:19 am
Forum: General Discussions
Topic: NES roms on Uzebox
Replies: 2
Views: 4545

Re: NES roms on Uzebox

It's not just an issue of cpu power and other raw resources, but the two are completely different architectures. They work differently in every way: 6502 vs AVR; 8,8,4 RBG vs 16,4 YC; 8bit 15734hz PCM vs Direct pulse generators; A cpu rendering all sprite pixels vs a ppu doing the heavy lifting; Eve...
by JRoatch
Sat Mar 03, 2012 6:39 am
Forum: Programming & Software
Topic: Trying to make yet another video mode...
Replies: 22
Views: 11673

Re: Trying to make yet another video mode...

This took awhile but I wrote the main sound routine for this kernel rewrite. I'll just upload what I have, in case I totally abandon this project for some reason. I'm not able to test this because I don't have any makefiles and initialization code. If I did my code correctly, The sound engine takes ...