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Messages - Keoni29
Pages: 1 ... 34 35 [36] 37 38 ... 168
526
« on: February 27, 2014, 04:46:34 am »
YES! I finally managed to get the midi output working. What I was doing wrong before was that I sent a midi parameter that was 8 bits long instead of 7 bits. This caused some issues.
Now I am going to work on a midi player! I need to figure out a way to time it first. I was thinking about using the vblank interrupt that the gameduino can provide.
527
« on: February 27, 2014, 04:40:58 am »
The Google Play store has over 250 flappy bird clones. How did this happen? :S
528
« on: February 26, 2014, 06:25:21 pm »
I can use both because you can daisy chain midi devices.
530
« on: February 26, 2014, 03:27:04 pm »
Working on a midi player program for the eZ8. This morning I found out that the midi file format is not as complicated as I thought. It is just a stream of midi events. Research:  I will be using the second UART for midi out. I have a little module for my electronic drum set that has all of the standard midi sounds in it, so I will be using that to generate the sounds!
531
« on: February 25, 2014, 12:51:56 pm »
I did some more work today. Mostly upgrading/rewriting existing routines. For example: The str2dec routine is now called str2int. It will now reject any characters that are not numbers. The return value used to be only 8 bit, but now it is 16 bits.
I am also working on a graphical demo for the computer. So far I have been able to display a 200x216 pixel image on screen. It uses up the entire character memory of the gameduino. I can double the size of the image if I use the sprites as well. It took quite a bit of crunching to get it to fit in the character memory. I had to go from 25x27=675 tiles to only 256.
532
« on: February 25, 2014, 11:16:55 am »
Is this demo optimized for cubes or will it run as fast when it's smooth terrain with the same amount of vertices?
533
« on: February 25, 2014, 08:42:35 am »
I agree that the action buttons on the gamecube controller are a bit akward, but you get used to it when you play a loooot of smash bros
534
« on: February 24, 2014, 07:44:48 pm »
The eZ80 is a very nice cpu. There are a lot of peripherals on board. Some people use them to host webpages.
535
« on: February 24, 2014, 06:10:28 pm »
Working on some new articles. I also made a page for the eZ8 operating system which I'm developing for my eZ8 computer. It is currently empty, but I will update this page frequently as the featurelist grows. http://ez8tut.sourceforge.net/?p=ez8os.php
536
« on: February 24, 2014, 05:09:23 pm »
I am working on a file transfer interface. To pull files from my pc to the eZ8 I first send the filename over serial and then a program running on my pc dumps the content of the file over serial. At the moment it only works with files that are exactly 512 bytes long (the size of a flash page)
Syntax on eZ8: load page# filename(max 16 characters) Syntax on PC: serialDisk port
You can later execute the machinecode by typing: execute page# It will execute from the page's base address, so the first instruction needs to be there.
537
« on: February 23, 2014, 04:22:07 pm »
The gamecube has awesome controllers and hardware. I love that thing
538
« on: February 23, 2014, 03:35:37 pm »
Yeah the n64 controller is pretty weird, but also revolutionary.
539
« on: February 23, 2014, 03:29:39 pm »
Still writing the standard gameduino routines. It is tedious work, but when it's all done it will be much easier to work with it. I made a little test program that reads I/O portB and puts its content on the screen. Those dots are custom characters. Because of the way the gameduino works I had to use two separate characters (one for each color.) The gameduino has a palette for every character, but not for every tile on the screen. This results in a lot of tile duplicating when you want different colors for the same tile on one screen. This is the opposite of what the NES does for example and it is not very convenient. You can get a lot of colors on screen, but it will result in some speed loss.
Some things I will be working on next week: - Reworking the OS a bit so it is possible to load and execute programs fetched from the PC via serial. - Adding jump tables for the serial interrupt, so applications can use it. - Maybe experiment with timers (especially the watchdog timer. whenever it times out it will dump the working register contents on screen)
540
« on: February 23, 2014, 01:59:34 pm »
What do you mean? It works fine. Just look in the manual.
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