Is this the correct forum section?
Does anyone actually read my video ramblings?
Also, yes, the name is another Propeller pun.
Copypaste from OBEX description:
Somewhat of a work-in-progess: Stable and functional, but with room for improvement.
This is a game graphics driver with NTSC and PAL60 output.
Short overview of features:
- 256x224 resolution
- uses 5 cogs and a bunch of memory
- 16x16 tiles and sprites
- 32 sprites on screen, 8 per scanline
- 4 colors per scanline per sprite/tile
- 8-way scrolling
- full-screen post-"""processing"""
- Antialiased ROM font text
- Screen can be split into horizontal strips - "subscreens" for status displays, parallax (heh) scrolling and more
- For more detailed info, look at the scrolltext in demo.spin, aswell as just the code itself. I tried documenting the PASM rendering code as well as possible: most lines have a comment explaining what they do!
I've been working on this one for a while. There are still some things that should/could be done:
- Clean up and structure the code a little better - especially in the demo application!
- Write output object for SCART-style RGB (VGA is AFAICT impossible). Should be easy, but ATM I lack the hardware to test/do it.
- Write output object that sends pixel data to PC for high-quality screen capture
- Reduce need for large buffers at the end of RAM
- Further optimizations and features
- Write an actual game/application that uses it
- Write a cogless SD card driver (due to jet engine's high cog usage)
- Explore fast mixed XMM/LMM assembly techniques to overcome memory limit
And because "no pix no clix" or whatevever, here's a terrible screenshot of my demo application (which isn't very impressive, overall):