Search found 1355 matches

by Jubatian
Wed May 29, 2019 10:51 pm
Forum: Uzebox Derivatives & open source consoles
Topic: MicroDuo if ever (2 x ATmega1284 system)
Replies: 13
Views: 2467

Re: MicroDuo if ever (2 x ATmega1284 system)

Generally I think PIC SUCKS AVR RULES Well, today they are both Microchip, so at this point the old battle became a bit moot :lol: Could even be a fun thing just for the heck of it! I did extensive coding on PIC18s, I dunno the situation today, but then there weren't free C compiler options for the...
by Jubatian
Wed May 29, 2019 10:14 pm
Forum: Uzebox Derivatives & open source consoles
Topic: MicroDuo if ever (2 x ATmega1284 system)
Replies: 13
Views: 2467

Re: MicroDuo if ever (2 x ATmega1284 system)

I like the idea of dedicated 'GPU'. What about adding a dedicated video SRAM that would work as RAMDAC? The tiles would be loaded to Video SRAM (rather than the GPU RAM itself) and the GPU would render pixels by sending 'read' addresses to the VSRAM, which would output the values on the 8bit data o...
by Jubatian
Tue May 28, 2019 9:16 pm
Forum: Programming & Software
Topic: Sprite blitting question
Replies: 8
Views: 915

Re: Sprite blitting question

If I was to turn off sprite auto processing what would I really need to do in order to achieve this? I would be guessing that I could set a flag after I'm done doing all the the ram tile changes and THEN do the sprite blitting followed by the restore background. Would I be correct? There is some do...
by Jubatian
Tue May 28, 2019 8:31 pm
Forum: Programming & Software
Topic: Sprite blitting question
Replies: 8
Views: 915

Re: Sprite blitting question

The problem is that I think it should normally just work, that is, if you reserve user RAM tiles, prepare the colour-replaced sprite into the user RAM tile, then forwarded that to the sprite blitter, the outcome should be as expected. However I am saying this assuming sequential execution. I am real...
by Jubatian
Mon May 27, 2019 10:19 pm
Forum: Programming & Software
Topic: Sprite blitting question
Replies: 8
Views: 915

Re: Sprite blitting question

How ProcessSprites() is called in your setup? If you left it in the original way, that it is executed from the VSync interrupt (SPRITES_AUTO_PROCESS is set, you are not calling it directly from the game loop), then messy things could happen if you are exceeding VBlank time, these components aren't e...
by Jubatian
Mon May 27, 2019 9:54 pm
Forum: Uzebox Derivatives & open source consoles
Topic: MicroDuo if ever (2 x ATmega1284 system)
Replies: 13
Views: 2467

Re: MicroDuo if ever (2 x ATmega1284 system)

Good points actually! It is partially rather a struggle from my part as since long I have some quite elaborate roleplaying and adventure game ideas in mind which I would like to realize (and also some pixel comic idea similar to The Pocalypse which would be interesting to do in a manner that it actu...
by Jubatian
Mon May 27, 2019 7:22 pm
Forum: Uzebox Derivatives & open source consoles
Topic: Pozitron
Replies: 10
Views: 1369

Re: Pozitron

I've compiled LodeRunner demo as well, but it does not work properly (yet). Could be bugs within the game. Keep in mind that you are compiling for a 32 bit target, while most of these games were written for a 8 bit one, the integer size here is 16 bits (avr-gcc). Integer promotion rules are so diff...
by Jubatian
Mon May 27, 2019 4:20 pm
Forum: Uzebox Derivatives & open source consoles
Topic: MicroDuo if ever (2 x ATmega1284 system)
Replies: 13
Views: 2467

MicroDuo if ever (2 x ATmega1284 system)

Just sharing something I am designing since a while. Maybe I will finally start buying stuff for actual HW work, most likely to start blowing up things first :P Pushing 8 bit to the extreme by soldering two 1284s side by side to make a hopefully pretty awesome game console. 2x1284_7.png The left one...
by Jubatian
Mon May 27, 2019 8:44 am
Forum: Programming & Software
Topic: Sprite blitting question
Replies: 8
Views: 915

Re: Sprite blitting question

Huh, this was a bit more complex to figure out than I thought! Of course I did work on this part of the code, but mostly rather fixing it up so it worked the most meaningful way within Mode 3's logic, while I desing the equivalent part of my modes differently (I am not referring to assembly versus C...
by Jubatian
Tue May 21, 2019 6:49 pm
Forum: Games & Demos
Topic: WIP: Shadowgate
Replies: 64
Views: 14318

Re: WIP: Shadowgate

Huh, I thought this got somewhat forgotten long ago... Even when designing Mode 45 recently, I took a look at this, but seeing how old the last activity was, I thought rather not bump it with some new random idea. There were many interpretation of this game, too bad it apparently wasn't ever ported ...