Baggers said...
Confused in what way Brad? ( btw, no dis-respect taken )
Why is that Brad? I would use a PropII over Leon's little puppy anyday, it'll have lots more ram, it'll have faster cores [noparse]:D[/noparse]
Don't get me wrong. I'm *really* looking forward to the release of the Prop II. To be honest, if I had it now I would not be bolting other chips together to do what I want it to do, but that other chip exists now. The alternative is currently unavailable for the foreseeable future (thus my comment about your tense).
I nearly wet myself when I heard 384k of ram. I could take a whole board of processors, memory and glue logic and put it in the one chip. In fact, when it's released I'll do just that, but until that point, I'm seriously looking at that other chip interfaced to the prop. I'm already using a dsPIC with the Prop, but that other processor has some extra oomph that I could really use.
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If you always do what you always did, you always get what you always got.
Coley, I am calm [noparse]:)[/noparse] thanks for the tip!
Ale, thanks for the compliments.
Yes, it has 4 renderer cogs, spliting the screen into 4* 32x96 vertical strips and each of the render cogs rendering their section, it does this from the time the raster hits the panel, it starts the render cogs, which completes this task before the top start of the next frame being displayed. so you get 60fps [noparse];)[/noparse] I then use the display area part of the screen to use the 4 renderer cogs to cast the rays and generate the display table, for the next frame. [noparse]:)[/noparse] if you need any more info on it, ask away. that's what the forum is for :P
Brad, Yeah, I see and get what you mean, it is available now which is a bonus, but I guess I'm just happy to wait [noparse]:)[/noparse] besides, as you can probably tell, I'm still enjoying using my little spare time still happily playing with the PropI.
Thanks Ahle2 [noparse]:)[/noparse]
I thought the responses from the audience were good, and especially around the parallax stand where it was also on show, as for the whole time of the show, there was a big crowd constantly around the parallax stand, and on pretty much every other stand there was only a couple at a time [noparse]:)[/noparse] so that was great for the parallax stand.
I really had a good time there, even doing the presentation. [noparse]:D[/noparse]
I have not seen the demo yet, but based on the comments and photo, you are one amazing programmer!!!!· I would have never guessed that someone could make a DOOM type game on the Prop.· Good job and congrats on a fine demonstration of "Prop power"!
Yeah I was quite surprised at being able to have textures at 60fps, I would have been happy with solid walls, but bonus for the "Prop power" [noparse]:)[/noparse]
Pretty amazing Jim! It brings back memories...
Got it working in a few seconds by changing tv pin settings and changing PAL=1, NTSC=0 to PAL=0,NTSC=1...
I don't have an NES controller, but I see it starts a little recorded movement demo after 30 seconds or so...
Strange thing though... After running around the maze a while it runs straight into a wall (is that Potatohead's symbol?) and then the video goes bad...
Like it loses sync somehow. Is this supposed to happen?
Strange thing though... After running around the maze a while it runs straight into a wall (is that Potatohead's symbol?) and then the video goes bad...
Like it loses sync somehow. Is this supposed to happen?
I get the same thing here.
Jim that is bloody *awesome*. Really, you just keep pushing the boundaries.
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If you always do what you always did, you always get what you always got.
Did you write it to EEPROM? as after it goes through the potatohead avatar ( as he was the first to say it was wolfenstein, so won the avatar in the demo ) it goes back to the title screen, which in ram was in the screen buffer, which has since been overwritten, so I loaded it from EEPROM, which is whatever you had in before writing the demo to HUB-RAM not EEPROM. I forgot to say to write it to EEPROM, sorry [noparse]:D[/noparse]
btw, Rayman, It should work from Keyboard also. ( oh and PAL should = 1 and NTSC = 0, there's a mode = $c0 + NTSC change that to mode = $c0 + PAL )
This thing sounds awesome! Where did you wind up posting the code or .eeprom file? Have you posted a video of this working? I only ask because it would be good to be able to show people over the net.
Chip, Thanks [noparse]:)[/noparse] did you manage to find the sources? and Coley's added video ( thanks Coley )
All, sorry I've not been overly detailed on this demo, as I've not stopped since coming back from Eindhoven, yesterday I went to London, and had a nightmare getting back, due to traffic, I was got to airport 4mins after the gate closed, then had to get another taxi, a train, another taxi, then finally drive my car back from Manchester airport, god knows how many hours later. but I'm back now, somewhat tired, but back. [noparse]:)[/noparse]
Jazzed, thanks [noparse]:)[/noparse]
Rayman, Thanks for saying what page the source is on [noparse]:)[/noparse] Oh, btw, the bottom was cut off because NTSC doesn't have 256 lines deep display, whereas PAL does, so the PAL version has the full display, but the NTSC one has the bottom of the panel cut due to the lack of vertical resolution.
Graham Stabler, Thanks, I'm guessing he didn't if the NTSC one had the panel [noparse]:)[/noparse]
Cluso99, Thanks, glad you like, yes, they normally do, but hey, the prop is a powerful capable little device [noparse]:D[/noparse]
I'm not much of a gamer but that video brought back fine memories of one of the few games that I played years ago. That absolutely awesome! programming. Hard to believe you could get it all working on a Prop. No doubt that Michael Abrash and John Carmack (both of ID software fame) would be impressed.
Post Edited (Bob Lawrence (VE1RLL)) : 12/2/2009 3:53:35 AM GMT
Bob, I'm also surprised how much I fit into 32KB also tbh, I was originally going to do depth shaded untextured colours for the walls, but it turned out fast enough to texture them [noparse]:D[/noparse] and I recon they'd be impressed also, thanks!
Casslan, [noparse]:D[/noparse] thanks, and it would have been a shame for you to completely miss this.
Sounds excellent [noparse]:D[/noparse] I think we all have lots of plans for PropII, it's gonna be ( in the words of Rhino off Bolt ) "Totally awwwwwwesome" [noparse]:D[/noparse]
nice idea on the dip80 [noparse]:)[/noparse] was thinking you would have to lose some pins for white boarding with PropII using a dip40, but dip80 would be great [noparse]:)[/noparse]
Comments
Don't get me wrong. I'm *really* looking forward to the release of the Prop II. To be honest, if I had it now I would not be bolting other chips together to do what I want it to do, but that other chip exists now. The alternative is currently unavailable for the foreseeable future (thus my comment about your tense).
I nearly wet myself when I heard 384k of ram. I could take a whole board of processors, memory and glue logic and put it in the one chip. In fact, when it's released I'll do just that, but until that point, I'm seriously looking at that other chip interfaced to the prop. I'm already using a dsPIC with the Prop, but that other processor has some extra oomph that I could really use.
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If you always do what you always did, you always get what you always got.
Ale, thanks for the compliments.
Yes, it has 4 renderer cogs, spliting the screen into 4* 32x96 vertical strips and each of the render cogs rendering their section, it does this from the time the raster hits the panel, it starts the render cogs, which completes this task before the top start of the next frame being displayed. so you get 60fps [noparse];)[/noparse] I then use the display area part of the screen to use the 4 renderer cogs to cast the rays and generate the display table, for the next frame. [noparse]:)[/noparse] if you need any more info on it, ask away. that's what the forum is for :P
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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Please tell us about the reactions at Eidenhoven... i'm courious.
I am guessing that people wasn't interested in any other prop demo after you have showed them this.
I thought the responses from the audience were good, and especially around the parallax stand where it was also on show, as for the whole time of the show, there was a big crowd constantly around the parallax stand, and on pretty much every other stand there was only a couple at a time [noparse]:)[/noparse] so that was great for the parallax stand.
I really had a good time there, even doing the presentation. [noparse]:D[/noparse]
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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I have not seen the demo yet, but based on the comments and photo, you are one amazing programmer!!!!· I would have never guessed that someone could make a DOOM type game on the Prop.· Good job and congrats on a fine demonstration of "Prop power"!
Chris
Yeah I was quite surprised at being able to have textures at 60fps, I would have been happy with solid walls, but bonus for the "Prop power" [noparse]:)[/noparse]
Cheers,
Jim.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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Got it working in a few seconds by changing tv pin settings and changing PAL=1, NTSC=0 to PAL=0,NTSC=1...
I don't have an NES controller, but I see it starts a little recorded movement demo after 30 seconds or so...
Strange thing though... After running around the maze a while it runs straight into a wall (is that Potatohead's symbol?) and then the video goes bad...
Like it loses sync somehow. Is this supposed to happen?
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
I get the same thing here.
Jim that is bloody *awesome*. Really, you just keep pushing the boundaries.
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If you always do what you always did, you always get what you always got.
Did you write it to EEPROM? as after it goes through the potatohead avatar ( as he was the first to say it was wolfenstein, so won the avatar in the demo ) it goes back to the title screen, which in ram was in the screen buffer, which has since been overwritten, so I loaded it from EEPROM, which is whatever you had in before writing the demo to HUB-RAM not EEPROM. I forgot to say to write it to EEPROM, sorry [noparse]:D[/noparse]
btw, Rayman, It should work from Keyboard also. ( oh and PAL should = 1 and NTSC = 0, there's a mode = $c0 + NTSC change that to mode = $c0 + PAL )
Baggers.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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This thing sounds awesome! Where did you wind up posting the code or .eeprom file? Have you posted a video of this working? I only ask because it would be good to be able to show people over the net.
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Chip Gracey
Parallax, Inc.
I've captured the video and will upload it to youtube tonight.
Alternatively I'll send you a direct download link from our site.
Coley
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PropGFX - The home of the Hybrid Development System and PropGFX Lite
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Links to other interesting threads:
· Home of the MultiBladeProps: TriBlade,·RamBlade,·SixBlade, website
· Single Board Computer:·3 Propeller ICs·and a·TriBladeProp board (ZiCog Z80 Emulator)
· Prop Tools under Development or Completed (Index)
· Emulators: CPUs Z80 etc; Micros Altair etc;· Terminals·VT100 etc; (Index) ZiCog (Z80) , MoCog (6809)
· Search the Propeller forums·(uses advanced Google search)
My cruising website is: ·www.bluemagic.biz·· MultiBladeProp is: www.bluemagic.biz/cluso.htm
PS:· I tried it with PAL=1, NTSC=0, but the bottom of the status bar was cut off...· Looked better with NTSC=1...
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
mode = $c0 + NTSC
to
mode = $c0 + PAL
www.youtube.com/watch?v=6vp5krplhxE
Regards,
Coley
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PropGFX - The home of the Hybrid Development System and PropGFX Lite
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Links to other interesting threads:
· Home of the MultiBladeProps: TriBlade,·RamBlade,·SixBlade, website
· Single Board Computer:·3 Propeller ICs·and a·TriBladeProp board (ZiCog Z80 Emulator)
· Prop Tools under Development or Completed (Index)
· Emulators: CPUs Z80 etc; Micros Altair etc;· Terminals·VT100 etc; (Index) ZiCog (Z80) , MoCog (6809)
· Search the Propeller forums·(uses advanced Google search)
My cruising website is: ·www.bluemagic.biz·· MultiBladeProp is: www.bluemagic.biz/cluso.htm
All, sorry I've not been overly detailed on this demo, as I've not stopped since coming back from Eindhoven, yesterday I went to London, and had a nightmare getting back, due to traffic, I was got to airport 4mins after the gate closed, then had to get another taxi, a train, another taxi, then finally drive my car back from Manchester airport, god knows how many hours later. but I'm back now, somewhat tired, but back. [noparse]:)[/noparse]
Jazzed, thanks [noparse]:)[/noparse]
Rayman, Thanks for saying what page the source is on [noparse]:)[/noparse] Oh, btw, the bottom was cut off because NTSC doesn't have 256 lines deep display, whereas PAL does, so the PAL version has the full display, but the NTSC one has the bottom of the panel cut due to the lack of vertical resolution.
Graham Stabler, Thanks, I'm guessing he didn't if the NTSC one had the panel [noparse]:)[/noparse]
Cluso99, Thanks, glad you like, yes, they normally do, but hey, the prop is a powerful capable little device [noparse]:D[/noparse]
Edit: I've also posted source on the first post.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
Post Edited (Baggers) : 11/25/2009 3:29:04 PM GMT
I'm not much of a gamer but that video brought back fine memories of one of the few games that I played years ago. That absolutely awesome! programming. Hard to believe you could get it all working on a Prop. No doubt that Michael Abrash and John Carmack (both of ID software fame) would be impressed.
Post Edited (Bob Lawrence (VE1RLL)) : 12/2/2009 3:53:35 AM GMT
BAGGERS!!! This is amazing!!!!!
If someone hadn't bumped this thread back up I would have completely missed it!!
Can't wait to run it in the shop tommorow!!!
Rick
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NYC Area Prop Club
Prop Forum Search (Via Google)
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Casslan, [noparse]:D[/noparse] thanks, and it would have been a shame for you to completely miss this.
Glad you both like it [noparse]:)[/noparse]
Cheers,
Baggers.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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24 bit LCD Breakout Board now in. $21.99 has backlight driver and touch sensitive decoder.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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24 bit LCD Breakout Board now in. $21.99 has backlight driver and touch sensitive decoder.
Maybe it'll be my first PropII game [noparse];)[/noparse]
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
·
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24 bit LCD Breakout Board now in. $21.99 has backlight driver and touch sensitive decoder.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
·
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24 bit LCD Breakout Board now in. $21.99 has backlight driver and touch sensitive decoder.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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