Linus,
thanks, I think that will be the cause of the problem, as P0 and P1 on my demoboard are faulty, I tried it on a protoboard and it was fine, thanks once again.
Linus Akesson said...
Coley: Make sure pins P0-P9 aren't driven from the outside. That might be the reason for your problem.
I think this maybe gives us a clue to one of your techniques
Regards,
Coley
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Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
When it rus on my "Prop nailed to a Z80" abortion the monitor LEDs on P0..3 modulate and P4..7 less so. P10 and11 are obviously the sound. Me thinks the boy is sneeky!
Wow! Can't wait to get this running on my Protoboard. The smoke rising/free convection effect was really cool, that must've been a bear with no multiply!
Two guesses at what pins 0-9 do. First I'm guessing 2-3 of them are handshake lines for some of the video overlay modes. Second, due to the look of the dithering, I'd guess one pin is a noise source that a spare counter in any of the video cogs can count.
Lawson
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Lunch cures all problems! have you had lunch?
You'll always have as many take-offs as landings, the trick is to be sure you can take-off again BTW: I type as I'm thinking, so please don't take any offence at my writing style
You'll always have as many take-offs as landings, the trick is to be sure you can take-off again BTW: I type as I'm thinking, so please don't take any offence at my writing style
I just ran it on my demo board, and i must say that it's fun to see effects that the OCS/ECS Amiga struggled with some 17 years ago, run in full frame rate on a chip that is smaller than my thumb nail.
The propeller is actually about 200 times faster than an OCS/ECS Amiga ( CPU power wise )
Add some more memory and a GPU, and the propeller should be able to do DOOM in 256 colors and full frame rate.
To do DOOM the cog should be a bit different. The small memory and high penalty to access external memory limit its usability. btw, the code foot print of DOOM is quite big and the dataset is even bigger. I think a really cut down version rendering with all COG may produce something but only at 64 colors. Wolf 3D may be possible, though
Of course all cogs should be used, and an external memory and a GPU should be connected to the prop using a parallel bus.
I know there might not be enough pins, and the COG memory is likeyly to small to hold a descent PASM DOOM engine.
But, it MIGHT just be possible with some thinkering :P
I actually made a ray casting engine some years ago, so i know that it's simple enough to fit in a COG.
Any further guesses on how it is done? I don't see an SD card in the setup, so the EEPROM must contain the images, but there is some form of processing going on for some of the procedural stuff like the smoke effect and such. What resolution do you suppose the VGA is running at?
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Timothy D. Swieter, E.I. www.brilldea.com - Prop Blade, LED Painter, RGB LEDs, 3.0" LCD Composite video display, eProto for SunSPOT www.tdswieter.com
I would suspect the 1's and 0's are images of the object code itself. The source imagery is mostly procedural starting with extremely low resolution sources; I doubt if the face bitmap source is larger than 16x16 pixels, and you can even see the square pixels that start off the smoke. And while there's no multiply there are log and antilog tables in the ROM, and you can fake a multiply by converting to log, adding, then doing antilog; I once did this myself to get polar-cartesian conversion on an Atari 2600 demo.
Timothy D. Swieter said...
Any further guesses on how it is done? I don't see an SD card in the setup, so the EEPROM must contain the images, but there is some form of processing going on for some of the procedural stuff like the smoke effect and such. What resolution do you suppose the VGA is running at?
Got an additional clue, when I tried to load the demo to ram on my proto-board. It gave me a nice VGA screen telling me that the demo MUST be loaded to eeprom to work. My guess is this means that after the initial cogs are loaded, a table of pointers to assembly code sections is made and, hub ram is cleared to use as data space. All further re-loading of cogs happen by transferring code from the eeprom to a buffer in hub-ram, and then loading the cog form that buffer.
Further I'd expect the above system to need a house-keeping cog running all the time. Not a bad thing really, as it could also provide the noise source, other timing signals, etc.
Unless someone beats me to it, I'm thinking it'd be rather interesting to probe pins 0-9 with an oscilloscope that is triggered off of the VGA's Hsync and Vsync lines. This would confirm/refute a lot of my hot air on overlay hand-shaking lines.
Hairdryer,
Lawson
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Lunch cures all problems! have you had lunch?
Comments
thanks, I think that will be the cause of the problem, as P0 and P1 on my demoboard are faulty, I tried it on a protoboard and it was fine, thanks once again.
I think this maybe gives us a clue to one of your techniques
Regards,
Coley
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PropGFX - The home of the Hybrid Development System and PropGFX Lite
http://www.pouet.net/prod.php?which=53003
Wish there was a video version that is not using a camera to record from the monitor.
·
Is the demo ported to the Hydra yet ?
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Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
/Bamse
And it's first place!
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Chat in real time with other Propellerheads on IRC #propeller @ freenode.net
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·
Two guesses at what pins 0-9 do. First I'm guessing 2-3 of them are handshake lines for some of the video overlay modes. Second, due to the look of the dithering, I'd guess one pin is a noise source that a spare counter in any of the video cogs can count.
Lawson
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Lunch cures all problems! have you had lunch?
When I see the tunnel Im thinking on one of 3Dmark test (2000?).
The landscape, is it based on a voxel-rendering technique?
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Cheers,
Simon
www.norfolkhelicopterclub.com
You'll always have as many take-offs as landings, the trick is to be sure you can take-off again
BTW: I type as I'm thinking, so please don't take any offence at my writing style
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Timothy D. Swieter, E.I.
www.brilldea.com - Prop Blade, LED Painter, RGB LEDs, 3.0" LCD Composite video display, eProto for SunSPOT
www.tdswieter.com
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Cheers,
Simon
www.norfolkhelicopterclub.com
You'll always have as many take-offs as landings, the trick is to be sure you can take-off again
BTW: I type as I'm thinking, so please don't take any offence at my writing style
Great Demo Linus,
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Links to other interesting threads:
· Home of the MultiBladeProps: TriBladeProp, SixBladeProp, website (Multiple propeller pcbs)
· Single Board Computer:·3 Propeller ICs·and a·TriBladeProp board (ZiCog Z80 Emulator)
· Prop Tools under Development or Completed (Index)
· Emulators: Micros eg Altair, and Terminals eg VT100 (Index)
· Search the Propeller forums (via Google)
My cruising website is: ·www.bluemagic.biz·· MultiBladeProp is: www.bluemagic.biz/cluso.htm
Amazing demo also, I loved the part with the faces.
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Nyamekye,
I just ran it on my demo board, and i must say that it's fun to see effects that the OCS/ECS Amiga struggled with some 17 years ago, run in full frame rate on a chip that is smaller than my thumb nail.
The propeller is actually about 200 times faster than an OCS/ECS Amiga ( CPU power wise )
Add some more memory and a GPU, and the propeller should be able to do DOOM in 256 colors and full frame rate.
To Linus!
Jag trodde att jag skulle bli f
To do DOOM the cog should be a bit different. The small memory and high penalty to access external memory limit its usability. btw, the code foot print of DOOM is quite big and the dataset is even bigger. I think a really cut down version rendering with all COG may produce something but only at 64 colors. Wolf 3D may be possible, though
@ Linus,
Grattis till f
I know there might not be enough pins, and the COG memory is likeyly to small to hold a descent PASM DOOM engine.
But, it MIGHT just be possible with some thinkering :P
I actually made a ray casting engine some years ago, so i know that it's simple enough to fit in a COG.
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
1986 Chevy EL Camino·· No prop yet
1984 Suzukie GS1100GK No prop yet
······ http://capped.tv/playeralt.php?vid=lft-turbulence
worked great for me and even includes a nice Intro by Linus himself!
Plus, seeing it displayed on his monitor, I think gives more understanding to what he is doing.
Now to break out my demoboard and see if I can run it locally!
Lil'Joe
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Timothy D. Swieter, E.I.
www.brilldea.com - Prop Blade, LED Painter, RGB LEDs, 3.0" LCD Composite video display, eProto for SunSPOT
www.tdswieter.com
Great work, you are showing what the propeller can do and it is blowing my mind !
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1986 Chevy EL Camino·· No prop yet
1984 Suzukie GS1100GK No prop yet
Perhaps these are being generated by a noisy pin or two as well?
OBC
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New to the Propeller?
Visit the: The Propeller Pages @ Warranty Void.
Got an additional clue, when I tried to load the demo to ram on my proto-board. It gave me a nice VGA screen telling me that the demo MUST be loaded to eeprom to work. My guess is this means that after the initial cogs are loaded, a table of pointers to assembly code sections is made and, hub ram is cleared to use as data space. All further re-loading of cogs happen by transferring code from the eeprom to a buffer in hub-ram, and then loading the cog form that buffer.
Further I'd expect the above system to need a house-keeping cog running all the time. Not a bad thing really, as it could also provide the noise source, other timing signals, etc.
Unless someone beats me to it, I'm thinking it'd be rather interesting to probe pins 0-9 with an oscilloscope that is triggered off of the VGA's Hsync and Vsync lines. This would confirm/refute a lot of my hot air on overlay hand-shaking lines.
Hairdryer,
Lawson
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Lunch cures all problems! have you had lunch?