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Items tagged with: varvara


I made `smolbean`, my own little #uxn #varvara virtual machine :3 It was loads of fun, and I tailored it to my Zaurus Husky!

There is sound, it's recorded from the headphone jack of the palmtop!

I'll publish the source code eventually!


Some more progress on sprites! The 2bpp mode is working much better now, but I still have lots of weird drawing bugs. It’s getting there slowly though 😀

#AnaloguePocket #uxn #varvara #fpga


A couple games are getting so close to playable!

I’m going to try running
some FPGA simulations in GHDL for some basic test ROMs, and compare output logs to the Uxn software emulator. The simulator runs many thousands of times slower than the real thing, and is a pain to set up, but I think I can no longer guess my way through it. Too often I’m trying random ideas, waiting 10 mins for a build to finish, and then seeing if it worked on the Pocket 😅

#AnaloguePocket #uxn #varvara


A little more progress on the Uxn core for Analogue Pocket! Some of the test ROMs are looking a little closer to how they are supposed to 😀 I started to fix some issues with how I was implementing the multiple sprite drawing, but I think I still have some more work to do with blending.

Sorry for the lack of updates lately - progress has been slow because I was really sick for a while. Feeling much better now!

#AnaloguePocket #uxn #varvara


A few more ROMs are working on the Analogue Pocket Uxn core, and input is hooked up now! I have so much more to do, so a lot of things still don’t work, but a little more progress is always exciting to see! 😀

Next, I’ll try to implement the auto-advancing sprite drawing (where a single instruction could draw as many as 16 sprites).

#AnaloguePocket #uxn #varvara



Debugging compudanzas hello.tal (hello.rom) in Beetbug.

#uxn #beetbug #varvara


Loading Uxn ROMs from the SD card! There are still bugs to work out with a couple ROMs that were working before, but it’s getting there!
#Uxn #Varvara #AnaloguePocket


Content warning: programming


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


Content warning: programming


I finally completed the varvara Screen device yesterday (with a lot of help from the #uxn irc channel (mainly @neauoire)! not sure what's up with the physics in this demo, but look at those sprites 😀

#uxn #varvara #osdev #theWorkshop #theFurnace


Here is my initial draft of #uxn in tcl/tk called tuxn 😆
https://git.sr.ht/~kr1sp1n/tuxn

.Console/write and .Screen/pixel is roughly implemented.

#varvara #tcl #tcltk #programming #tuxn


A little more progress on the Uxn core for Analogue Pocket! Screen vectors are working, at least partially. This means that “game logic” code, which needs to execute once per frame, is handled correctly. This is assuming we are starting on a new frame where the CPU isn’t already busy. Otherwise, it will wait another frame to try again.

“What’s your vector, Victor?” 😀

#Uxn #Varvara #AnaloguePocket


Thanks! There is a #tclkit creator online (https://kitcreator.rkeene.org/kitcreator) that builds a #tcl #tk interpreter for sooo many different platforms. So my hope is that my implementation will bring #uxn and it's ecosystem to many more machines in the bright future 🙌 I will definetely hop on irc.esper.net if I need a hand.

#programming #tcltk #varvara


Inspired by the work on https://git.sr.ht/~rabbits/uxn5 by @aw and @neauoire I just started an implementation of #uxn in #tcl and #tk. So much fun!
Can already extract opcodes from binary roms. Repo will follow.

#tcltk #varvara #programming


Hi Uxn folks,

I created a simple memory management unit for the Uxn VM.
It provides support for dynamic memory allocation (malloc/free style), and it's done using a virtual memory approach so to access the allocated memory LDA/STA works.

If anyone's interested, I will explain more. There's a README and a rough draft of a DESIGN doc (linked from the README).

https://codeberg.org/wimvanderbauwhede/uxn-mmu

#Uxn #Varvara #Uxntal


Hi Uxn folks,

I created a concurrent version of the Uxn VM. It breaks up long-running tasks in chunks, the purpose is to improve responsiveness, in particular of audio. You need to add some code to your .tal to make use of it.

If anyone's interested, I will explain more.

Haven't had time to write up how it works, the current README is just the default Uxn one.

https://codeberg.org/wimvanderbauwhede/concurrent-uxn

#Uxn #Varvara #Uxntal


First sprites!

I'm not sure what I'm doing wrong here. In the SDL2 version the caps are touching, but i can't seem to get that to work in my emulator.

#uxn #varvara


Got the screen for my #Varvara emu sorta working! (pixel mode, fill mode, autoincrement) Next steps are to figure out sprites!


As suggested by @nettles, I've implemented full auto sprite flipping to #varvara. It doesn't seem to impact any roms negatively, but instead of writing your own sprite flipping routine, you can make use of this to draw entire rows/cols at a time.

A side-effect is that right-to-left, and bottom-to-top, font drawing can make use of the auto byte, which had always been lacking.

implementation: https://git.sr.ht/~rabbits/uxn11/tree/main/item/src/devices/screen.c#L181

test: https://git.sr.ht/~rabbits/uxn11/tree/main/item/etc/pict.tal

mailing list: https://lists.sr.ht/~rabbits/uxn


Hmmm... debating whether to propose different behaviour for #uxn #varvara's flip-x and flip-y bits when interacting with the auto byte, but realising it's not a simple or clean proposal. Would be nice to be able to flip big sprites without complex loops, but maybe it'd make things too confusing.

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