Search found 1445 matches

by CunningFellow
Fri Jul 12, 2013 2:01 am
Forum: Games & Demos
Topic: Tempest is possible
Replies: 704
Views: 329541

Re: Tempest is possible

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 ?
by CunningFellow
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 ...
by CunningFellow
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...
by CunningFellow
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
what is this about
what is this about
uze_audio_out_q.png (9.11 KiB) Viewed 7521 times
And can I use those 213 cycles or are they used some other way for audio mixing?
by CunningFellow
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 ...
by CunningFellow
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, ...
by CunningFellow
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.
by CunningFellow
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 ...
by CunningFellow
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...
by CunningFellow
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...