so i found an open source ebook reader that fits in 768bytes of RAM (excluding device drivers like video and sd)
my intention is to get it working on the uzebox.
it has basic features like:
text
links
images
it has a custom book format, and an open source converter too.
since real ebooks won't fit in the 768bytes of RAM
only thing i wonder is the interaction, usind the DPAD as a mouse interface?
ebook-reader [WIP]
- schepers_cp
- Posts: 125
- Joined: Tue Feb 04, 2014 9:48 pm
- Location: netherlands
- Contact:
Re: ebook-reader [WIP]
An ambitious project! What are your plans on a video mode for this one? As far as the images, I think you would need to go a monochrome video mode or something custom. You could probably do a small type picture with full color bitmap and have the rest of it tile based.
Gamepad should work well as a mouse, and you can check out Whack-a-Mole or Solitaire source code to see how to use the SNES mouse.
Gamepad should work well as a mouse, and you can check out Whack-a-Mole or Solitaire source code to see how to use the SNES mouse.
Re: ebook-reader [WIP]
Related to this, I found a neat thing by Rossum:
If someone ported that, you get a whole bunch of text games automatically since it is compatible with a bunch of classic text adventures apparently.
If someone ported that, you get a whole bunch of text games automatically since it is compatible with a bunch of classic text adventures apparently.
- schepers_cp
- Posts: 125
- Joined: Tue Feb 04, 2014 9:48 pm
- Location: netherlands
- Contact:
Re: ebook-reader [WIP]
in fact, the ebook reader is initally also made by the same guy (rossum).
making it relative easy to port it to the uzebox
i don't know what to do for video mode and how to get images to work.
going to set up a development onvironment asap.
making it relative easy to port it to the uzebox
i don't know what to do for video mode and how to get images to work.
going to set up a development onvironment asap.
Re: ebook-reader [WIP]
Do you need a specialized video mode for this?
Maybe after releasing Mode 72, I can pick this up to build you one. I guess the requirements are 1 bpp with high resolution text & graphics capabilities. Keep in mind that such a mode is very RAM intensive. ZorkDuino seems to use 40x25 tile text mode, that's 1Kbytes of VRAM, the image approximately covers 256 tiles, which is 2Kbytes if rendered from RAM. You won't be able to have much larger images alongside other stuff you need unless you used SD streaming (then it is CunningFellow, he has good experience on this with Tempest, not that I wouldn't be able to do it, just that I would rather leave it to him then ).
Maybe after releasing Mode 72, I can pick this up to build you one. I guess the requirements are 1 bpp with high resolution text & graphics capabilities. Keep in mind that such a mode is very RAM intensive. ZorkDuino seems to use 40x25 tile text mode, that's 1Kbytes of VRAM, the image approximately covers 256 tiles, which is 2Kbytes if rendered from RAM. You won't be able to have much larger images alongside other stuff you need unless you used SD streaming (then it is CunningFellow, he has good experience on this with Tempest, not that I wouldn't be able to do it, just that I would rather leave it to him then ).