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Just fixed a CPU bug where something was just slightly off by one. That was a tough one to find, but more test ROMs are working now.

I started out with an 18MHz clock speed on the Pocket, which ought to be more than enough for everyone right? 😅 I’m gonna try to see if I can increase that speed. Maybe I can also get some more instructions to complete in fewer cycles. Then finally, I’ll go back to working on sprites!

#Uxn #Varvara #AnaloguePocket

in reply to tsalvo

Oooh! You've got the chibicc example going 😁

What was the CPU bug btw, I'm curious if maybe I can't add a note about it in the docs?

I'm sure @lynn and @hikari would be happy to see this 😀

This entry was edited (6 months ago)
in reply to Devine Lu Linvega

@neauoire @lynn @hikari it was 100% on my end. In the SFT instruction I was shifting by a 2 instead of a 1, because I had copy-pasted it from SFT2. Took me forever to find, but it was totally my fault!
in reply to hikari 🌟 (sparkly arc?)

@hikari @neauoire @lynn

Awesome! Thank you for this demo 😀 being able to work with some examples in chibicc has been so helpful! I’m hoping to do it proper justice by speeding up the Pocket core a bit more, and getting those “u” and “n” sprites to show

in reply to tsalvo

@hikari @lynn the sprite function implementation can be a bit of a headscratcher, if you need a hand, hop on #uxn on irc.esper.net and I'll give you a hand 😀
in reply to Devine Lu Linvega

@neauoire @hikari @lynn

I may need to rethink my approach for that. For the FPGA code, I have to separate memory accesses into separate clock cycles, and account for some latency in getting the correct values back from the various RAMs. I think PipelineC has a cleaner way for me to do this with a _clk() function, to mark divisions in the code where something should happen on the next cycle. I’ve been using giant “if” statements to separate the per-cycle work, but sprites have a lot of steps 😀

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