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#MegaWang2000TurboEdition

2 posts2 participants0 posts today
Martin Piper (he/him) 💙💛🌻💉<p>To increase the colours available, the palette banks are now dynamic during the titles and game. The landing sequence objects switch palette banks and then the buildings after that use another palette bank. <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Added a runway for the landing and takeoff refueling sequence to my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo. This uses the APU "copper" board and the tiles layer containing a "road" with perspective.</p>
Martin Piper (he/him) 💙💛🌻💉<p>I've found some hardware optimisations that should give me 15% more sprite draw time for my "After Burner" demo for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> and my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware. While PCBWay builds the update, I've been adding some extra landing and takeoff tests and extra graphics.</p>
Martin Piper (he/him) 💙💛🌻💉<p>My "After Burner II" demo running on a real <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> with hundreds of scaled sprites, sampled audio, RGB565 colour, and higher resolution. Using my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware. Thanks to <span class="h-card" translate="no"><a href="https://mastodon.social/@PCBWay" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>PCBWay</span></a></span> for a build that worked first time.<br><a href="https://youtu.be/2BH-KohmC6U" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/2BH-KohmC6U</span><span class="invisible"></span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> quick visual update about the new super scaled sprites PCB for the <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> ... Video later...</p>
Martin Piper (he/him) 💙💛🌻💉<p>Checking orientation and part numbers, all looks good... <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> super scaled sprites is almost done!</p>
Martin Piper (he/him) 💙💛🌻💉<p>I think this is the final <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> board design for super scaled sprites. Weighing in at 245mm x 218mm. Signal separation pathways split the board into quadrants between the major parts of the logic, the sprite RAM and register RAM, calculation, and pixel outputs.</p>
Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware update, today I've been adding player missiles to test my <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> CPU time. Also the hardware has gained extra pixel and sprite offscreen checks, that optimise fill rate for sprites on screen. It looks like the first hardware will run reliably at 12.096 MHz.</p>
Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware update, today I've been in software mode, adding some extra polish to the title screen sequence, the carrier take-off, and improving the enemy entity system. <a href="https://mastodon.social/tags/FridayWang" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FridayWang</span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware simulation and debugging of the super scaled sprites layer is complete. Accurate hardware simulation like this is slow but very necessary for debugging <a href="https://mastodon.social/tags/electronics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>electronics</span></a>. Next step, get this built and plug it into my <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> :)</p>
Martin Piper (he/him) 💙💛🌻💉<p>In this video I use the After Burner demo to test the new super scaled sprites functionality for my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware and Commodore 64. This expands upon the old scaled sprites board by using the entire frame buffer time to render and adds sprite width and height options.<br><a href="https://youtu.be/kANFIOqRNeE" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/kANFIOqRNeE</span><span class="invisible"></span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p>In this video I cover plans for a new <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> board to provide super scaled sprites functionality for the <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a>. This expands upon the existing scaled sprites board by using the entire frame buffer time to render instead of just scanline rendering and expanding sprite width and height options.<br><a href="https://youtu.be/ixlFuGs7gCE" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/ixlFuGs7gCE</span><span class="invisible"></span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today I've been adding logic. Three scaled sprites, test pattern. Java emulation output on the left, hardware digital simulation on the right (zoomed in a bit). Pixels and colours match.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today I'm in super scaled sprite hardware design mode. Using Proteus schematic capture with 74LS TTL logic and some CMOS static RAM. This is a portion of the design...</p>
Martin Piper (he/him) 💙💛🌻💉<p>In this video I cover plans for a new <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> board to provide super scaled sprite functionality for the <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a>. This expands upon existing scaled sprites by using the entire frame buffer time and expanding sprite width and height options. <a href="https://youtu.be/Cn47p8VCarI" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/Cn47p8VCarI</span><span class="invisible"></span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today I've been coding extraction of music data from After Burner arcade. I've also been improving the algorithmic landscape. Using only a few bytes this describes large scenery transitions.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today I've been adding some extra large graphics, specifically the aircraft carrier and sea sprites. This is basically an overdraw test. The transition to the land is algorithmically generated at the moment.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today more enemy types, with rotations, and the enemies and player are correctly depth sorted.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Today more enemies and better animation frames for the enemy rotation.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Update for <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Commodore64</span></a> design tests. Enemy position and rotation calculation works, also frame rate is now a stable 30fps instead of dropping to 20fps. Hardware maths, multiply and divide added. Need to extract better animation frames.</p>