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!
Devine Lu Linvega
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 😀
tsalvo
in reply to Devine Lu Linvega • • •hikari 🌟 (falling into the sky)
in reply to Devine Lu Linvega • • •ohh, it's my star demo!!! ❤
yes, i am very happy to see it!!
tsalvo
in reply to hikari 🌟 (falling into the sky) • • •@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
Devine Lu Linvega
in reply to tsalvo • • •tsalvo
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 😀
tsalvo
in reply to tsalvo • • •After increasing the clock speed, and a couple other minor improvements, it’s a little smoother now!
#Uxn #Varvara #AnaloguePocket