Search found 378 matches
- Thu Dec 06, 2012 4:12 am
- Forum: Uzebox Derivatives & open source consoles
- Topic: Atxmega NEW powerkill CONSOLE
- Replies: 53
- Views: 51569
Re: Atxmega NEW powerkill CONSOLE
You can possibly make it follow the standard "Atari" controller DB-9 connector and pinout. There's lots of controllers out there with similar pinouts (Sega Genesis, Atari, etc..)
- Thu Dec 06, 2012 4:05 am
- Forum: Hardware
- Topic: Uzebox enters the matrix!
- Replies: 32
- Views: 27972
Re: Uzebox enters the matrix!
Yeah, i checked a lot of modules, wired and wifi, including wiznet, wifly,gainspan etc. This one seemed to offer the best balance of feature/price/ease of use. I guess a "rise card" could also do the job...but all components would need to be surface mount or else it would be somewhat bulk...
- Wed Dec 05, 2012 6:18 pm
- Forum: Hardware
- Topic: Uzebox enters the matrix!
- Replies: 32
- Views: 27972
Re: Uzebox enters the matrix!
As a last ditch try, I guess we could have a tinyAVR to act as a protocol bridge? Sucks though, because it adds another MCU... Isn't the wireless module in itself considered an MCU? Or at least something like one? If you go the additional MCU route, don't think of it as changing the console design,...
- Tue Dec 04, 2012 11:50 pm
- Forum: Hardware
- Topic: Uzebox enters the matrix!
- Replies: 32
- Views: 27972
Re: Uzebox enters the matrix!
ideas: As you mentioned the older Uzebox designs do not have the expansion header. How about make a riser "card" with an expansion header on it. Basically, it's a board with a 40 pin socket for the ATmega and an expansion header. The other side of the board has legs which plug into the 40 ...
- Wed Nov 28, 2012 6:47 am
- Forum: Uzebox Derivatives & open source consoles
- Topic: Atxmega NEW powerkill CONSOLE
- Replies: 53
- Views: 51569
Re: Atxmega NEW powerkill CONSOLE
Nice work!
- Sat Nov 24, 2012 8:20 pm
- Forum: Programming & Software
- Topic: Function for making a character jump
- Replies: 3
- Views: 2177
Re: Function for making a character jump
To have it simpler, certain games uses a fixed jump table (like in my Castlevania port). To get more "natural" jumping though, I'd definitively invest some time implementing variable velocity to control jump height/length like mario bros. I see. The one thing I have noticed with SMB is th...
- Sat Nov 24, 2012 6:08 am
- Forum: Programming & Software
- Topic: Function for making a character jump
- Replies: 3
- Views: 2177
Function for making a character jump
So I'm working on my game and I'm getting stumped on how my character should jump. Do I make the sprite's y axis follow a sine wave predefined by a sine table? Do I make an acceleration and velocity variable and have the sprite's y axis be determined by those? I know there are many ways to go about ...
- Sun Nov 18, 2012 12:07 am
- Forum: Programming & Software
- Topic: Bootloader and .uze file standards
- Replies: 2
- Views: 2111
Re: Bootloader and .uze file standards
Target: I doubt there will ever be another processor type used on the current Uzebox, so this field is pretty obsolete in its original form. So we can change it in a manner you propose, would be a "Platform" target. 0=Uzebox/644, 1=UzeboxJamma/644. Naturally only platforms with significan...
- Sat Nov 17, 2012 2:20 am
- Forum: Programming & Software
- Topic: Bootloader and .uze file standards
- Replies: 2
- Views: 2111
Bootloader and .uze file standards
I figured I'd start discussing possible set standard for the bootloader, the .uze file header, and the bootloader EEPROM block. I'd like to utilization all of the features that the .uze header has to offer as I am mostly done with Packrom GUI (I've been taking a break on that to develop a game for t...
- Fri Nov 16, 2012 2:47 pm
- Forum: Games & Demos
- Topic: [Completed] Video Poker
- Replies: 51
- Views: 61227
Re: WIP: Video Poker
Though one thing I personally would like to see as it's my weakest area I reckon, a central database of sound FX (sticky post /WIKI) - where we can share our existing FX. I agree. Just something to add, the sound FX and music tutorials have spun me in circles numerous times and I have made very lit...