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#641 | ||
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Quote:
Quote:
![]() Incoming ![]() @haxatax: it may not be real hardware, but you are still trying to push the system's limitations... isn't that what demos are about?
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#642 |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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I propose the following additions for specification 1.2: Code:
A3 0X LL HH MOD RX, HHLL Divide immediate value with value of register X, modulus is stored in register X. Affects [z,n] A4 YX 00 00 MOD RX, RY Divide value of register Y with value of register X, modulus is stored in register X. Affects [z,n] A5 YX 0Z 00 MOD RX, RY, RZ Divide value of register Y with value of register X, modulus is stored in register Z. Affects [z,n] A6 0X LL HH REM RX, HHLL Divide immediate value with value of register X, remainder is stored in register X. Affects [z,n] A7 YX 00 00 REM RX, RY Divide value of register Y with value of register X, remainder is stored in register X. Affects [z,n] A8 YX 0Z 00 REM RX, RY, RZ Divide value of register Y with value of register X, remainder is stored in register Z. Affects [z,n] N flag raised when result is negative. No C,O flags needed I believe. EDIT: I would also like to modify the SPU section to add clarifications for newcomers: Code:
SPU: ----- Two options are available: - Playing one of 3 fixed tones (500 Hz, 1000 Hz, 1500 Hz) for a given number of milliseconds, OR - Using sound generation options (SNG instruction), play a tone from memory for a given number of milliseconds. Total time = Attack + Decay + (Duration - Attack - Decay) + Release Attack is the duration it takes to go from intensity 0 to max intensity (volume). - Duration values: 2, 8, 16, 24, 38, 56, 68, 80, 100, 250, 500, 800, 1000, 3000, 5000, 8000 Decay is the duration it takes to go from max intensity to sustain intensity. - Duration values: 6, 24, 48, 72, 114, 168, 204, 240, 300, 750, 1500, 2400, 3000, 9000, 15000, 24000 Release is the duration it takes to go from sustain intensity to intensity 0. - Duration values: 6, 24, 48, 72, 114, 168, 204, 240, 300, 750, 1500, 2400, 3000, 9000, 15000, 24000 Volume is the peak volume of the sound. Sustain is the volume the sound will sustain after decay, until release. Sounds may be of 4 types, which affects the sound's wave pattern: - Triangle: Slope up and down linearly between negative and positive amplitude at the given frequency. - Sawtooth: Slope up from negative to positive amplitude, then fall back to negative, at the given frequency. - Pulse (Square): Alternate between negative and positive amplitude in a binary fashion, at the given frequency. - Noise: A white noise channel, obtained by creating random samples at the given frequency.
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Last edited by tykel; February 16th, 2013 at 22:32.. |
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#643 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Sounds good. Can we think of any other OPs which would be useful? any simple MADD style ones? (Multiply Add) or anything? If we're gonna change the spec, we might as well cram in what we can ;p
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#644 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Quote:
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#645 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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indeed they are :P
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#646 |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Updated my bmp->sprite converter, img16, with dithering support (Floyd-Steinberg variety). Without/with dithering: ![]() Using and specifying a custom palette will improve the result. Available on Google Code: http://code.google.com/p/img16/downloads/list
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Last edited by tykel; February 26th, 2013 at 22:26.. |
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#647 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Its amazing the dithering makes! very impressive does it make up the palette for you (if so does it export the bin for you?) or do you have to specify the palette file for it to use?
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#648 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Quote:
It can take a custom palette too, though, as can my emulator now. I am currently trying to get automatic palette generation to work properly (currently broken), I will update when that happens. Also, let's remember tronix had dithering in his converter from the start
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Last edited by tykel; March 1st, 2013 at 19:23.. |
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#649 | |
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Registered User
Join Date: Aug 2010
Location: Russia, Moscow
Posts: 48
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Quote:
BTW My new version support generating optimal pallete from source image, support custom pallete set (not finished yet) and of course support original CHIP16 palette. Maybe someday I build release.
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Last edited by tronix286; March 2nd, 2013 at 18:10.. |
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#650 |
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Registered User
Join Date: Feb 2011
Posts: 1
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Hey guys, I've just finished my Chip16 emulator in Haskell: https://github.com/vahokif/hchip It's pretty much feature-complete now (including ADSR audio), so give it a shot if you like. You'll need ghc 7.6 and cabal-install to build it, just run: Code:
cabal install --only-dependencies cabal configure cabal build |
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#651 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Quote:
![]() @Tronix: Yes, do release it, please! And how about a command line version too? ![]() --------------------------------------------------------------------------------------- I have an announcement to make: the primary home of Chip16 is moving. I have set up a Github page (http://github.com/tykel/chip16) which will from now on act as the primary reference for the specification. You will find a much clearer and cleaner specification, in the form of a wiki, which provides a good base for the version bump we have been talking about. This thread will remain, for us old timers (lol) to discuss, but I think it would be wise to have a message board for chip16 - or perhaps a subreddit, or maybe both. I want to setup a proper frontend for showcasing all these ROMs we have too - not sure if that should go on the github, or chip16.pcsx2.net. Anyway, I would really like some input from everyone, as this is quite exciting
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Last edited by tykel; April 13th, 2013 at 21:14.. |
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#652 |
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Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Croatia
Posts: 4,599
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That's an awesome move Tykel. It should give Chip16 a lot more coverage and hopefully popularity. Also, nice job on the wiki, it's very well written and contains a lot of information
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Shendo's software blog Core i5 2400 3.1 Ghz | ASRock H67M | GTX460 768Mb | 8GB DDR3 1333 | 1500 Gb HDD Grundig VLC 7121 C (1080p) 32" | Razer DeathAdder | Logitech G110 | Windows 7 x64 Don't PM or ask me about VMP-MCR conversions. I will ignore you if you do. |
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#653 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Indeed, good job
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#654 |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Thanks guys. ![]() So it's posted on reddit too now, so a few more like-minded people can find it (and have already, by the looks of things). I forgot to mention, the Issues section of the GH page allows for a centralised Requests location -- so if you feel something is missing, just follow the template and post it there. Final thing, I want to give a few of us commit access - like Shendo, if he wants to stay involved. PM me your GH username if you want. EDIT: I have set a milestone of May 1st for spec 1.3. It's coming!
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Last edited by tykel; April 19th, 2013 at 00:04.. |
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#655 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Nice move! Looking forward to the github, not that I have used it much LOL
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#656 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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pm sent...
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#657 |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Done
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#658 |
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Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Croatia
Posts: 4,599
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Finally I got Sokoban to a beta release. All 50 levels from the original game are included. Screens: ![]() The only thing left to do is proper in game pause menu and undo command. I'll work on that when I find some free time. If you encounter any bugs please inform me. I did test the game but there is always a possibility of mistake. Controls: SELECT - Go to main menu B - Restart stage I do have to say Tykel, your compiler amazes me. It works really great and error detection is superb. Also, Refraction's emulator is awesome too. I had no problems with it whatsoever. It abides the spec perfectly.
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Shendo's software blog Core i5 2400 3.1 Ghz | ASRock H67M | GTX460 768Mb | 8GB DDR3 1333 | 1500 Gb HDD Grundig VLC 7121 C (1080p) 32" | Razer DeathAdder | Logitech G110 | Windows 7 x64 Don't PM or ask me about VMP-MCR conversions. I will ignore you if you do. Last edited by ShendoXT; June 10th, 2013 at 00:32.. |
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#659 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 434
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Quote:
![]() I am currently rewriting the assembler, objectives include relocatable code, macros etc. Project is on gitub.com/tykel/as16 !
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