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a9m

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a9m last won the day on June 11

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  1. I would like to help you too but I don't have any keyboard and mouse with a PS/2 connector. At least I have a basic knowledge in microcontrollers and knows how to approach both it and 6522 bit-banging methods. So hit me up if you're interested. For a background, I used an Arduino to display Bad Apple on 240 7-segment displays
  2. I got through the leaked board design and turns out this thing also has a microcontroller that handles host USB data communication and SPI lines to both the config flash and the FPGA. This is usually done to allow live configuration and config flash writing. This is basically an FPGA dev board. Don't get the hopes up there though, I'm pretty sure they are not going to include this or even the wi-fi module just to save the cost.
  3. I don't mind phase 2 being skipped asides feeling a bit disappointed that it now has less points to buy it over the FPGA board I already have. But at least please make phase 3 with all the phase 1 features, especially expansion slots. In my point of view, I'm not that interested in having all through-hole components and soldering all of them. What I'm interested more is the platform and the architecture itself. So it would be very nice if I can just have a cheaper small board with all the features intact. Also, it's better to not release an X8. In my opinion, it's too incompatible with X16 and people would struggle porting between these two already niche platforms.
  4. Let me explain this. Basically you can start and re-start envelopes independently on each operator. Depending on how you set up connections you can either do echos or crude LFO without restarting the main carrier's envelope.
  5. a9m

    8BPP Cow

    Version 1.0.0

    74 downloads

    This demo features 3D rendering to a 256x240@8bpp surface with full transformation calculation, texture mapping and per-pixel depth buffering. The model is a decimated Spot test model with 512 vertices, 1020 triangles and a 256x64 texture. So, I wrote this just to get familiar with this system and figure out how to write and optimize a 3D math for it. Also, it would makes a nice reason for me to get up and do some coding streams, as shown here: Only runs on r39 since I can't find documents for older versions. There's still bunch of incorrect pixels due to depth buffer precision problems. Controls: A/D - Move camera left/right W/S - Move camera up/down Q/E - Move camera backward/forward (Z value should be an unsigned number but the UI only displays signed numbers) J/L - Rotate left/right (yaw) I/K - Rotate up/down (pitch) U/O - Tilt left/right (roll)
  6. 8BPP Cow View File This demo features 3D rendering to a 256x240@8bpp surface with full transformation calculation, texture mapping and per-pixel depth buffering. The model is a decimated Spot test model with 512 vertices, 1020 triangles and a 256x64 texture. So, I wrote this just to get familiar with this system and figure out how to write and optimize a 3D math for it. Also, it would makes a nice reason for me to get up and do some coding streams, as shown here: Only runs on r39 since I can't find documents for older versions. There's still bunch of incorrect pixels due to depth buffer precision problems. Controls: A/D - Move camera left/right W/S - Move camera up/down Q/E - Move camera backward/forward (Z value should be an unsigned number but the UI only displays signed numbers) J/L - Rotate left/right (yaw) I/K - Rotate up/down (pitch) U/O - Tilt left/right (roll) Submitter a9m Submitted 06/11/21 Category Demos  
  7. Oh right, thanks for reminding me to document reset values. This would require some JS inside the page though but doesn't hurt to try.
  8. Very impressive! Coming from someone who wrote a Gameboy Color port of it. (spoiler: it took 3:32 to finish due to its horrible VRAM layout and access)
  9. Hi! First time posting here. So basically I have a game project coming that targets a retro machine with quite capable graphics and sound. Which I found this system to be a good start. However, the current x16-docs hardware reference is quite hard to navigate and lacking in some details. Inspired by hardware references I usually use for Gameboy and SNES programming, I decided to spend few weeks and write my own X16 hardware reference. Which is now available in both (printable) HTML and plain text here: https://ayce.dev/emptyx16.html https://ayce.dev/emptyx16.txt Note that this will be updated once I can confirm more details and a hardware itself is finalized (no, please don't reply about that leak here). So please look forward to it. The document's source is also available here and everyone is welcome to contribute.
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