Now that I am fully confident in the 256x224x5bpp video mode for Tempest HOW do we hook up a spinner ?
Do we make something that reads a quadrature and shifts that out an SPI port so the normal NES joystick reading routines can get a delta-spin ?
Search found 1445 matches
- Fri Jul 12, 2013 2:01 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 704
- Views: 329541
- Wed Jul 10, 2013 1:15 pm
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 704
- Views: 329541
Re: Tempest is possible
oh well - I will leave enough cycles for the inline mixer then. I was just looking for some free clocks to clear the VRAM during render to save time. If it is going to be borrowing from Peter to pay Paul then I won't do it. I currently have about 230 free clocks per scanline. Going about it a naive ...
- Tue Jul 09, 2013 6:18 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 704
- Views: 329541
Re: Tempest is possible
Here is the complete TimerOverflow Render routine. It doesn't play a game or anything, just draws coloured stripes on the screen. It is just a proof of concept for the final idea to get the 256x224 x5 colour video mode working. The Emulator does not quite get the last pixel correct. It should be med...
- Tue Jul 09, 2013 5:11 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 704
- Views: 329541
Re: Tempest is possible
Whats is this about in mode6.s
And can I use those 213 cycles or are they used some other way for audio mixing?
And can I use those 213 cycles or are they used some other way for audio mixing?
- Tue Jul 09, 2013 3:30 am
- Forum: Uzebox Emulator
- Topic: Timer Overflow 1
- Replies: 10
- Views: 9202
Re: Timer Overflow 1
As long as you are already counting clock cycles and know if the interrupt is going to fall on a 1,2 or 3 clock instruction you don't need to "realign" for latency afterwards. If you look in the tempest thread you will see the render loop there. You save a clock cycle or two by not having ...
- Tue Jul 09, 2013 2:35 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 704
- Views: 329541
Re: Tempest is possible
My new pixel render loop for testing. It simply draws 8 different coloured stripes on the screen. 1: out _SFR_IO_ADDR(DATA_PORT),r17 ; Pixel 0 ldi r17, 0b10000000 nop nop nop out _SFR_IO_ADDR(DATA_PORT),r17 ; Pixel 1 ldi r17, 0b01000000 nop nop nop out _SFR_IO_ADDR(DATA_PORT),r17 ; Pixel 2 ldi r17, ...
- Mon Jul 08, 2013 6:39 am
- Forum: Uzebox Emulator
- Topic: Timer Overflow 1
- Replies: 10
- Views: 9202
Re: Timer Overflow 1
Found my problem.
I have now updated the emulator to support Timer1_OVF
Full steam ahead now.
I have now updated the emulator to support Timer1_OVF
Full steam ahead now.
- Sat Jul 06, 2013 1:36 am
- Forum: Uzebox Emulator
- Topic: Timer Overflow 1
- Replies: 10
- Views: 9202
Re: Timer Overflow 1
1)Sorry if I ask again, did you explain what's the trick with the overflow of timer1, could help me understand some things. Seeing the code could help too. I am using Timer1 to end the pixel loop. Because OC1A and OC1B interrupts are already in use I am using OVF1 as a pseudo timer interrupt. This ...
- Fri Jul 05, 2013 10:57 pm
- Forum: Hardware
- Topic: Problem with EUzebox
- Replies: 7
- Views: 6307
Re: Problem with EUzebox
isifloh, I am looking at the schematic of the euzebox 1.04. The LED looks like it is directly between 5V and GND. If D1, the red LED is not lighting up then it can only be bad LED or inserted wrong way. As an aside to this can you just hook up the scope to the xtal to see if it is oscillating at 28m...
- Fri Jul 05, 2013 10:40 pm
- Forum: Uzebox Emulator
- Topic: Timer Overflow 1
- Replies: 10
- Views: 9202
Re: Timer Overflow 1
OK - did the GCC thing and can compile it now I am just not smart enough to work it out :( I added into avr8::updatehardware if (TCNT1 > (0xFFFF - cycles)) { if (TIMSK1 & TOIE1) TIFR1|=TOV1; //overflow } and }else if (TIFR1 & TOV1){ TIFR1&= ~TOV1; //clear TOV1 flag trigger_interrupt(TIME...