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Plans for C3? — Parallax Forums

Plans for C3?

RavenkallenRavenkallen Posts: 1,057
edited 2011-01-13 10:47 in Propeller 1
I have a few projects in mind myself, but I was just curious as to what everybody is going to do with the C3? Any specific projects? Anybody working on video games? Just a little something to get the creative juices flowing..

Comments

  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-01-11 15:58
    In a word... Gaming....

    Honestly there is so much real computing goodness in there I could see applications of all sorts being written.

    OBC
  • RavenkallenRavenkallen Posts: 1,057
    edited 2011-01-11 17:53
    @OBC... Cool!!! I would love to see some neat games for the C3. Have any in mind so far? It is just so full of potential!!
  • Daniel HarrisDaniel Harris Posts: 207
    edited 2011-01-11 19:07
    I have been pondering using the Propeller to interpret the 6502 instruction set. The old NES used a modified 6502 as its main processor. If I remember right, the modifications to the proc and package helped with clock division and audio generation, so I think it should be possible to use the Propeller to do everything. I think the Propeller should be able to mimic an 8-bit processor running at 1 MHz in its sleep [mode?], lol. One could store and load ROMs right off of the SD card.

    Just a thought.
  • trodosstrodoss Posts: 577
    edited 2011-01-11 19:22
    @Daniel,

    There was a project along the same lines on the old Hydra forum:

    (See the following thread)
    http://forums.parallax.com/showthread.php?119075-Hydra-NES-Pacman-Emulator&p=871551

    --trodoss
  • Daniel HarrisDaniel Harris Posts: 207
    edited 2011-01-11 19:41
    @trodoss,

    Ha! Dang. Sometimes its hard to come up with something that someone else hasnt already done. I had wondered if someone already tried this with the Hydra. Well, still a good way to learn stuffs! Thank you for the thread link :)
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-01-11 19:49
    Don't go out the door so fast...

    I'd personally love to see that project upgraded to run on the C3 so that it supported all ROMS. :)

    OBC
  • JT CookJT Cook Posts: 487
    edited 2011-01-12 05:11
    My plans are to finish my new game :)

    As far as the NES emulator goes, it should be easy to port over to the C3, but don't expect it to ever use more than 16KB games. The 6502 core and graphics rendering elements require the rom data to be in HUB memory.
  • David BetzDavid Betz Posts: 14,516
    edited 2011-01-12 06:21
    I'm working on getting C code to run on the C3. Actually, I have it working using the ZPU version of GCC and Heater's ZOG ZPU emulator. I can run code from either the SPI flash or SPI SRAM. In either case, data goes in SPI SRAM. When targeting flash you can have up to 1MB of code and 64K of data. That should allow decent sized C programs to run on the C3. Unfortunately, the code runs under the ZOG virtual machine so it is interpreted like Spin. I may try to port Catalina C to the C3 next or even attempt an LMM code generator for GCC.
  • ericballericball Posts: 774
    edited 2011-01-12 09:20
    @Daniel Harris

    The three main challenges for an emulator:
    1. 32K of HUB RAM which has to include the console/expansion RAM, the game ROM, any SPIN code, and space for inter-cog communications.
    2. Emulation of the video generator using the Prop video generator. (How close may depend on the game.)
    3. Clock for clock identical behavior and synchronization between emulated components. (Critical for some games/systems, less for others.)
  • RavenkallenRavenkallen Posts: 1,057
    edited 2011-01-12 16:18
    Some very cool ideas here. It seems like gaming is going to be a big thing for the C3. Sort of like a Hydra, but more flexible... I am working on a new OS like program that will be able to load specially modified programs. I am going to call it PAS(Propeller App System) and it will feature some useful programs like calculators, a notepad, calender, WAV player and a better version of my in progress programming language called HOLL-E(Which will also run on the PropPDA)...I am so excited
  • AndreLAndreL Posts: 1,004
    edited 2011-01-12 21:41
    And anyone that makes anything cool, ports games, whatever, clean them up, put in a nice zip container with name, version, date kind of thing along with a readme.txt in the zip archive -- then email or PM me and I will test it and put it on the global FTP site for the C3, so others can enjoy it also. Its obviously cool for games, but I really want to see some serious applications in data logging, acquisition, control, things like that --

    Also, FYI, the Parallax NES adapter fits into the primary 2x16 interface IO header (I made sure it did) and I wrote a driver that makes it work, so any gamepad game will work on the C3 as well -- FYI.


    Andre'
    ceo@nurve.net
  • prof_brainoprof_braino Posts: 4,313
    edited 2011-01-13 05:00
    AndreL wrote: »
    ... but I really want to see some serious applications in ...

    I have plans to make a Jupiter ACE stand alone version for C3. There is already at least one of the forth users working on a standalone editor.
  • JonnyMacJonnyMac Posts: 9,208
    edited 2011-01-13 09:12
    At the moment I'm using mine as a "playground" with a Wii Nunchuk hooked up (for my March column).

    As I intend to develop "shields" for future columns I created a blank shield schematic (just connections and nets) and a blank mini board (outline and connectors placed -- perhaps Andre can confirm that the delta between the ground pin on the analog port and the P0 pin connection is 850mils). I'm just now learning DipTrace so forgive any bonehead errors in the attached files.

    WHOOPS... the best way to find errors in one's work is to use one's work. I found that I had incorrectly connected the PSCL pin to the SCLK net. Sorry; fixed files attached.
  • trodosstrodoss Posts: 577
    edited 2011-01-13 10:02
    JonnyMac wrote: »
    At the moment I'm using mine as a "playground" with a Wii Nunchuk hooked up (for my March column).

    As I intend to develop "shields" for future columns....

    A "shield" for the Wii Nunchuck would be great!

    The Wayne and Layne Game Shield has a connector as part of their pcb.
    http://www.wayneandlayne.com/projects/video-game-shield/

    --trodoss
  • jazzedjazzed Posts: 11,803
    edited 2011-01-13 10:13
    I'll port the Javelin compatible PropellerJVM to run from the 1MB Flash chip at some point.
  • schillschill Posts: 741
    edited 2011-01-13 10:47
    I plan to stick mine to a piece of acrylic. :)
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