Search found 81 matches

by mast3rbug
Sat Jan 12, 2013 2:08 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

I understand. Half of the pixels are automatic, and the other half is driven by the OUT PORT. Brilliant! About your actual console, It use only internal RAM of a Xmega384, But you talk about a 512K console too, which one is the console that you want to made at the end? Also, are you using sprites at...
by mast3rbug
Sat Jan 12, 2013 12:58 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

Do you still do any HDL design? I do enjoy it sometimes, but these damn FPGAs can be so quirky with timing and propagation when dealing with SRAM. I managed to get about 60MHz in and out of a 10ns SRAM and after that, tings start to go bad on a breadboard design. Here is a Spartan3 connected to an ...
by mast3rbug
Fri Jan 11, 2013 4:15 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

Yep, I remember that one. You used propagation delays through buffers in the CPLD by schematic capture. Xilinx ISE won't even let you do that these days, it will just trim the gates to remove the delays! Brad In the Altera CPLD I used, there is setting for slower slew rate to increase the delay pro...
by mast3rbug
Thu Jan 10, 2013 7:03 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

I am also working on an NTSC system using a 512K external SRAM, and it does 256x200 resolution with 10 full pages. I have only 1 external IC in this system, a quad AND gate. I can't wait to finish this one as well, it has some serious magic happening in it. My new single AND gate system replaces th...
by mast3rbug
Thu Jan 10, 2013 6:38 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

lol. Yes the fun. Sure, I must do sbrs instead... This routine was written late yesterday lol. Sometimes when it's too late I took the complex way. I'm sure the routine works, because when I do: mychar=getworkbuffer(); if (mychar==0) { some code } it works. The bug is only when I put the function ca...
by mast3rbug
Thu Jan 10, 2013 6:19 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

Ha ok. I was not using any counters, it was only static in the line generation itself. I think this was my problem. I have not tried really hard on that. Also I have a strange bug here: maybe Brad or UZE have already had this bug in C: I have an ASM function, very simple: getworkbuffer: in r24,frame...
by mast3rbug
Thu Jan 10, 2013 4:19 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

I will have to post my XMega VGA project soon so we can compare work. I see you did the same 8xtimer technique I did, creating an automatic 8 bit counter. I found that the timers had a 2-5ns phase error as well, but did find a way to correct this. Instead of using a 245 or 244 as an output buffer, ...
by mast3rbug
Wed Jan 09, 2013 6:14 am
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega NEW powerkill CONSOLE
Replies: 53
Views: 23807

Re: Atxmega NEW powerkill CONSOLE

Wow.

I know AtomicZombie a little, I talked to him a few times. But I didn't know that he was working to a similar project! Really strange, two persons at the same time, working on similar project. Kind of funny!

Mast3rbug.
by mast3rbug
Sat Dec 29, 2012 9:32 pm
Forum: Uzebox Derivatives & open source consoles
Topic: Atxmega Videogame Console NEW!
Replies: 59
Views: 25019

Re: Atxmega Videogame Console NEW!

Great work as usual, thats a heck of a lot of sprites...and I love the song too, gotta love those samples! twilight zone from two unlimited was a favorite of mine back then. :mrgreen: Yes. Was one of my favorite too. This one is a mix of Mortal Kombat and Twilight Zone. For the sprites, Yes it's a ...
by mast3rbug
Sat Dec 29, 2012 7:37 am
Forum: Off Topic
Topic: Has anyone watched the Retro City Rampge trailer?
Replies: 3
Views: 1916

Re: Has anyone watched the Retro City Rampge trailer?

I know the post is old, (2010) But do you know that this game was supposed to be released two month ago? It's two years later!

I like the game concept.
(The video here doesn't work anymore, so I will post a new one)



Mast3rbug