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Old February 14th, 2013, 21:40   #641
tykel
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Quote:
Originally Posted by ShendoXT View Post
System simplicity for first timers has I dare say it vanished. So adding more stuff for "Chip8 veteran" coders should be acceptable.
Are you referring to the ADSR sound? If so, then it is not quite as trivial as the beepers, sure... but if you want a chance at implementing a more complex system, it sure is very useful. There is a learning curve in the implementation I find, which is not necessarily a bad thing.

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Originally Posted by ShendoXT View Post
Edit: Just a teaser for something. It's 50% done. I just need to finish it when I find time.
Look forward to seeing more

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Originally Posted by ShendoXT View Post
It should be added.
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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Old February 16th, 2013, 21:32   #642
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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]
Z flag raised when result is zero.
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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Old February 22nd, 2013, 10:33   #643
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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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Old February 24th, 2013, 16:33   #644
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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
I'll tell you what else is missing: NOT and NEG!
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Old February 24th, 2013, 19:34   #645
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indeed they are :P
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Old February 26th, 2013, 22:12   #646
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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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Old March 1st, 2013, 14:08   #647
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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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Old March 1st, 2013, 19:15   #648
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Originally Posted by refraction View Post
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?
That example uses the default palette, which is pretty flexible according to my experiments!
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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Old March 2nd, 2013, 18:03   #649
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Quote:
Originally Posted by tykel View Post
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
Nice work, tykel!
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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File Type: png imgconv.png (199.4 KB, 28 views)
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Old March 19th, 2013, 20:53   #650
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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
from the root directory.
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Old April 13th, 2013, 21:08   #651
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Originally Posted by vahokif View Post
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
from the root directory.
Good job, it's nice to see new emulators

@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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Old April 15th, 2013, 18:49   #652
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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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Old April 15th, 2013, 18:54   #653
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Indeed, good job
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Old April 16th, 2013, 23:33   #654
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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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Old April 20th, 2013, 12:02   #655
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Nice move! Looking forward to the github, not that I have used it much LOL
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Old April 20th, 2013, 12:06   #656
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pm sent...
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Old April 22nd, 2013, 18:18   #657
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Done
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Old June 9th, 2013, 20:49   #658
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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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Old June 15th, 2013, 17:17   #659
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Quote:
Originally Posted by ShendoXT View Post
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.
Wasn't expecting this... Very nicely done! I need more practice though

I am currently rewriting the assembler, objectives include relocatable code, macros etc. Project is on gitub.com/tykel/as16 !
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