|
Fortunately SS13 sprites are almost entirely 32x32 and fit nicely into a 4bpp graphic setup. Yes, that includes...
|
# ¿ Sep 18, 2017 03:59 |
|
|
# ¿ May 17, 2024 07:18 |
|
Cool! You could do something similar with the Amiga's hardware sprites - people figured out how to get the video chip to move them to the right in the middle of a scanline, letting you repeat a 64px background across the screen.
|
# ¿ Sep 30, 2017 18:22 |
|
I converted Tyrian's ship graphics to Jaguar format and added a sprite bitmap layer to my program. They're available under a CC license now so I'm gonna figure out something cool to do with them.
|
# ¿ Oct 2, 2017 22:43 |
|
https://twitter.com/LuigiThirty/status/941944560195956736
|
# ¿ Dec 17, 2017 23:51 |
|
My Jaguar 3D engine is coming along. - I wrote a model importer in Scheme that turns standard OBJ files into a binary format for easy loading by the GPU! - Scenes can contain multiple objects! (This was hard.) - The camera can move and rotate in all 3 dimensions! It runs at a whole 35FPS with 3 rotating cubes on screen. https://twitter.com/LuigiThirty/status/946913810148941825 (The black lines are for debugging the renderer)
|
# ¿ Dec 30, 2017 21:25 |
|
It runs in a Jaguar emulator. The emulator isn’t totally accurate to all the quirks of the hardware so it doesn’t quite run on my Jaguar flashcart yet.
|
# ¿ Dec 31, 2017 00:02 |
|
I started writing a DOS game and I think I accidentally wrote a windowing system instead. https://twitter.com/LuigiThirty/status/1027103445080268800
|
# ¿ Aug 10, 2018 09:21 |
|
Spraynard posted:Spent some time learning how to use this logic analyzer to track down a crash I'm seeing in hardware, but not in emulation, for a hack project I'm working on. This has been driving me nuts and without a repro case on anything but actual hardware it's been really hard to debug. I finally get it going and the addresses seem sane, and then it just hangs on a write to $5FFF88. It hasn't run into the weeds and the poo poo, but it's just sitting there. Arguably a hardlock, not a crash. What kind of board is that? I don’t recognize it
|
# ¿ Aug 29, 2018 07:23 |
|
I got flat shading and camera movement working together in my Glide 3D engine. Now stuff is properly lit wherever it is in the scene. (I think, but it’s close enough.) https://twitter.com/LuigiThirty/status/1036455871587471361
|
# ¿ Sep 3, 2018 08:22 |
|
I bought a TinyFPGA last month and decided the best way to learn Verilog would be to design an 8-bit computer. 16MHz processor with a 6502-style architecture (though compatibility isn't a goal), 1KB of RAM, 4KB of ROM, 9600bps UART. 40x25 text mode display with a simple ASCII plus symbols character set. All hooked up on a breadboard with composite video out (tested on an old PVM, this picture's on an LCD monitor). I wrote a little assembler in Python for programming it. Now it's time to write some software for it!
|
# ¿ Dec 29, 2018 10:33 |
|
There’s no color yet. Just 1BPP. It’s more of a PET than a C64.
|
# ¿ Dec 30, 2018 06:40 |
|
My homebrew N64 microcode is packed with features. - Solid-color polygons - Broken Z buffering - 1KB display list buffer - 16-vertex cache https://twitter.com/LuigiThirty/status/1112516062074097666
|
# ¿ Apr 1, 2019 01:50 |
|
I want to get this really old graphics chip working with my RC2014. I have a breakout board that I designed but I've also got emulation hooked up in MAME of a reference design (34010 GSP with an 8-bit RAMDAC and 256K of VRAM) that I implemented as an RC2014 card. I got a toolchain going in Dosbox (with help from Bitsavers, who found the C compiler and assembler/linker somewhere) and now I'm able to produce really fast rectangles. I'm doing my usual bit of reverse-engineering Quickdraw, since this chip was pretty much designed to implement Quickdraw primitives in hardware. https://twitter.com/LuigiThirty/status/1244184548730179584?s=20
|
# ¿ Mar 29, 2020 09:52 |
|
I can’t seem to find the magic words to find vertical breakouts, but I found a manufacturer of PLCC to DIP adapters (Aries P/N 68-653000-11-RC) that has a few units in stock. Where did you find the vertical ones?
Luigi Thirty fucked around with this message at 02:19 on Apr 3, 2020 |
# ¿ Apr 3, 2020 02:17 |
|
https://twitter.com/LuigiThirty/status/1250355564678246401?s=20 About 10-15fps on a 50MHz 34010 at the moment. Graphics primitives are in 34010 ASM, the rendering engine is in C for now. Engine operates in terms of S15.16 fixed-point numbers.
|
# ¿ Apr 15, 2020 10:31 |
|
Blue Footed Booby posted:I made an incredibly half assed and mostly broken Doom renderer a while back using MS XNA. It's stupid fun to mess around with. Oh cool, yeah. Doom editor is a fun thing to work on. I’ve got a bunch of Obj-C I wrote for NextStep to do it, lol
|
# ¿ Jul 1, 2020 10:25 |
|
|
# ¿ May 17, 2024 07:18 |
|
Athas posted:That doesn't work in many terminal emulators. If I wanted to use something only pseudo-standard and not widely supported, I'd just use Kitty's graphics protocol, as it's much better than sixel. Pseudo-standard! I wish more stuff supported vt300 instead of vt100, Sixel and ReGIS are great for TUI.
|
# ¿ Feb 13, 2023 19:07 |