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Messages - Keoni29

#16
Hardware / Re: Displaying bitmaps on an oscilloscope
November 08, 2015, 12:28:00 PM
You can only turn the beam on and off. There is no greyscale. The vga picture has to be converted to monochrome and that only looks good with dithering. Doing this on the fly would be very complex. First of all you need a high speed AD converter, then the signal needs to be processed in the fpga. It's much easier to make the PC do all the conversions and then send the result to the fpga.
#17
Hardware / Re: Displaying bitmaps on an oscilloscope
November 08, 2015, 11:42:51 AM
I can also mirror part of my computer screen to the oscilloscope. I just take a screenshot, convert it and send it to the device. I made a script that does this in a loop so the screen refreshes automatically.
#18
Hardware / Re: Displaying bitmaps on an oscilloscope
November 06, 2015, 10:37:55 PM
It had to be done. First oscilloscope rickroll.

https://www.youtube.com/watch?v=5HTpikG7GH8
#19
Hardware / Re: Displaying bitmaps on an oscilloscope
November 06, 2015, 07:39:50 PM
If the header is a fixed length I can also strip it using dd.
#20
Hardware / Re: Displaying bitmaps on an oscilloscope
November 06, 2015, 02:14:34 PM
I would like to convert animated gifs directly to 1 bits bitmap files that I can then stream to the device. I recall that a community member made a gif viewer for ti calculators. Perhaps I modify this tool to convert images to my own format.
#21
Hardware / Displaying bitmaps on an oscilloscope
November 05, 2015, 10:38:31 PM
I turned my oscilloscope into a raster display using an FPGA. It generates the horizontal and vertical sweep signals to draw the screen in X. Y mode and then modulates the beam to create the image.
A 256x256 dots image is stored in a framebuffer. I can send bitmap files to it from my pc. The data transfer rate is 4Mbit/s. This allows me to animate the image at 60FPS.
https://www.youtube.com/watch?v=zya7-fk2Ybo
I can use this display for other projects. Eventually I hope to make a computer game that uses the display.
#22
Quote from: DJ Omnimaga on August 15, 2015, 07:14:49 PM
THis would be great if you could implement items in your map generator :P
What you would typically do is put items in dead ends: rooms with just one entrance. You can seal these entrances with puzzles and locks that require other items. It's up to another algorithm to generate the contents of the rooms.

Quote from: CKH4 on August 15, 2015, 07:25:44 PM
Wow this is awesome, I can't wait to see the code.
Good news. You already could!
#23
I read an article about zelda-like dungeon generation after I wrote my algorithm. It incorporates item-based puzzles in the generator.
http://bytten-studio.com/devlog//2012/01/21/procedural-dungeon-generation-part-i/
#24
Quote from: Cumred_Snektron on August 13, 2015, 09:59:59 PM
Looks pretty sweet. Maybe you can release the algorithm and allow user to make dungeons with it?
Here is the AXE source code and executable attached down below.

Quote from: DJ Omnimaga on August 14, 2015, 11:28:15 AM
Very nice work. I am curious if you plan to use this in Herocore? How large is the program? It would be interesting if this could be made into a BASIC lib or something for people who wants to make Rogue-like games. :)
For Hero Core the algorithm would have to be expanded with item rooms and save rooms, barriers and bosses. This is very complex and it's probably better to make a world manually in a level editor. The program is smaller than 2k with absolutely no optimizations and fast compilation. It could probably be coded in BASIC as well. No need to make a library for it.

Edit: made a screenshot:
#25
I am experimenting with random dungeon/world generation. The algoritm creates rooms in a 2d grid. When a room is created there is a chance that new rooms spawn in an adjacent empty spot. I used recursive code to implement this.
#26
Hardware / Re: Building a Gameboy Oscilloscope
July 01, 2015, 05:09:44 PM
Quote from: Cumred_Snektron on July 01, 2015, 03:43:51 PM
2 bits on the IO port is to inaccurate :P
That is not the point. The cartridge contains all hardware for converting the analog signals to digital. The z80 inside the gameboy then reads the digital information and puts it on the screen. With a calculator linkport you're limited to a 2 wire interface. You CAN read digital data from an analog to digital converter using just 2 wires, but it would be way too slow for realtime measurements like on an oscilloscope.
#27
Hardware / Re: CBS6000 - an 8-bit 6510 computer
July 01, 2015, 02:05:57 PM
I made new back-boards for the computer. These do the same, but instead of stacking the boards I layed them side by side for a flatter form-factor. This allows me to build these into a case with perhaps a keyboard on top. The biggest problem I faced with the old back-boards was the lack of space. The board on the left will have the (relatively) slow peripherals on it such as serial flash roms, realtime clocks, character display drivers and so on.
#28
Hardware / Building a Gameboy Oscilloscope
July 01, 2015, 02:01:09 PM
I recently picked up an incomplete electronics kit for making a Gameboy oscilloscope cartridge. The kit contained an unpopulated circuitboard, some random chips and a diskette with link software.

Apparently this kit was published by an electronics magazine. This is the article that went with it:
http://www.reinerziegler.de/gbdso_uk.pdf

I almost have all the required parts for it except for some rare chips. Here are some pictures:
#29
Web / Re: WebMIDI
June 29, 2015, 06:25:58 PM
It's weird that this is a feature shipped with the browser as opposed to being an optional plugin. I don't think that many people will use it.

I once used an online piano application which worked kind of like a chat program with different rooms. The input lag was terrible and you could not really play together.
#30
Web / Re: WebMIDI
June 28, 2015, 08:24:30 PM
Does this mean I can hook up a midi keyboard to the internet?
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