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ackerman
Spain
เข้าร่วมเมื่อ 9 ธ.ค. 2013
Passionate about demoscene and minimalist programming
Editor and coder diskmag Exilium 1:
LINK: www.pouet.net/prod.php?which=5967
Exilium 2:
LINK: www.pouet.net/prod.php?which=8803
Exilium 3:
LINK: www.pouet.net/prod.php?which=15221
Editor and coder diskmag Exilium 1:
LINK: www.pouet.net/prod.php?which=5967
Exilium 2:
LINK: www.pouet.net/prod.php?which=8803
Exilium 3:
LINK: www.pouet.net/prod.php?which=15221
NESten vs Tiny InfoNES ESP32 (Giants - Trapped in the past)
Sound comparison of the NES intro Giants - Trapped in the past on the NESten emulator versus the Tiny InfoNES on ESP32 with oscillators and DAC output.
This intro makes use of:
- 2 square channels.
- Triangle channel
- Noise channel
- DMC sample channel
I have added DMC support, which in this intro has been resampled from 16884 hz to the output frequency.
From 00:00 to 01:03 runs on NESten.
From 01:05 to 04:49 runs on Tiny InfoNES ESP32.
Spanish:
Comparación de sonido de la intro Giants - Trapped in the past, de NES en el emulador NESten frente al Tiny InfoNES en ESP32 con osciladores y salida DAC.
Esta intro hace uso de:
- 2 canales cuadrados.
- Canal triangular
- Canal de ruido
- Canal de samples DMC
He añadido el soporte DMC, que en esta intro a resampleado de los 16884 hz a la frecuencia de salida.
De 00:00 a 01:03 se ejecuta en NESten.
De 01:05 a 04:49 se ejecuta en Tiny InfoNES ESP32
This intro makes use of:
- 2 square channels.
- Triangle channel
- Noise channel
- DMC sample channel
I have added DMC support, which in this intro has been resampled from 16884 hz to the output frequency.
From 00:00 to 01:03 runs on NESten.
From 01:05 to 04:49 runs on Tiny InfoNES ESP32.
Spanish:
Comparación de sonido de la intro Giants - Trapped in the past, de NES en el emulador NESten frente al Tiny InfoNES en ESP32 con osciladores y salida DAC.
Esta intro hace uso de:
- 2 canales cuadrados.
- Canal triangular
- Canal de ruido
- Canal de samples DMC
He añadido el soporte DMC, que en esta intro a resampleado de los 16884 hz a la frecuencia de salida.
De 00:00 a 01:03 se ejecuta en NESten.
De 01:05 a 04:49 se ejecuta en Tiny InfoNES ESP32
มุมมอง: 78
วีดีโอ
Test sound NESten vs Tiny ESP32 InfoNES
มุมมอง 98หลายเดือนก่อน
Sound test of the InfoNES emulator I'm porting to ESP32. Use of oscillators for channel 0 and 1 with volume and pulse width control. Use of channel 2 with triangle wave. Use of noise channel with envelope control, not exact to the NES, but enough to make effects. DMC/PCM channel is not yet implemented, but the game does not need it. From second 00:00 to 00:46 Shiru's homebrew game Chase is test...
Legendary Wings ESP32 TTGO VGA32 v1.4
มุมมอง 1194 หลายเดือนก่อน
Real test on TTGO VGA32 v1.4 board of the MAME with Legendary Wings. github.com/rpsubc8/ESP32TinyMame
CHIP8 emulator on RP2040
มุมมอง 1036 หลายเดือนก่อน
Chip8 emulator on Waveshare RP2040 PiZero board. Test on VGA and PS/2 keyboard. github.com/rpsubc8/RP2040TinyChip8
Another World ESP32 (OSD test)
มุมมอง 2287 หลายเดือนก่อน
HDMI capture of Another World on ESP32 TTGO VGA32 v1.4 with PSRAM. Tests with the OSD.
Another World ESP32 VGA (with sound)
มุมมอง 2187 หลายเดือนก่อน
First tests of the Another World port on TTGO VGA32 ESP32 with PSRAM. github.com/rpsubc8/ESP32TinyAnotherWorld Spanish: Primeras pruebas del port del Another World en TTGO VGA32 ESP32 con PSRAM. github.com/rpsubc8/ESP32TinyAnotherWorld
Galaksija ESP32 emulator
มุมมอง 22211 หลายเดือนก่อน
First tests of Galaksija emulator on ESP32 without PSRAM.
ESP32 test vga
มุมมอง 309ปีที่แล้ว
Test of different video modes on TTGO VGA32 v1.2 board. The VGA output has been connected to a CVBS converter and recorded on a usb capture device. github.com/rpsubc8/ESP32TestVGA
Test real DAC ESP32 32 Khz
มุมมอง 226ปีที่แล้ว
Real test on TTGO VGA32 v1.2 board, with ESP32 playing a WAV in 8-bit 32 kHz RAW format at a real sampling rate of 32 kHz. No PWM, PDM, PPM or PAM modulation is used, only direct writing to the DAC (GPIO 25) via interrupts at a frequency of 32 Khz (32000 Hz). Spanish: Test real en placa TTGO VGA32 v1.2, con ESP32 reproduciendo un WAV en formato RAW de 8 bits y 32 Khz a una frecuencia real de mu...
Test Sound DAC ESP32 8 Khz
มุมมอง 171ปีที่แล้ว
8 Khz 8 bit wav sound playback test on the real ESP32 DAC at 8 Khz, with an 8 millisecond update. Real recording by connecting the GPIO25 output of the TTGO VGA32 board to the sound card of the computer, without using any filter. 00:03 - Connection time of the ttgo vga32 Board 00:05 - Wait 2 seconds 00:06 - Play Da Som Nu For Alltid retrowiki.es/viewtopic.php?f=118&t=200039654&sid=530af28505620...
ESP32 8 Khz DAC mixer test.
มุมมอง 401ปีที่แล้ว
Real audio test DAC ESP32 with mixer (8 Khz) of 3 oscillators in real time with direct access to DAC GPIO 25 by ISR interrupt (less than 40 microseconds), and with 2048 bytes stream buffer synchronised every 8 milliseconds. Only one core is used (the second one is free) and no PSRAM is used. The same core is running the PACMAN arcade emulator with Z80 CPU.
Real ESP32 CPC emulator sound (tracks 90)
มุมมอง 305ปีที่แล้ว
Testing the dirty sound on the CPC 464 emulator on ESP32. Real recording with a usb video capture device. retrowiki.es/viewtopic.php?f=115&t=200038387
ESP32 load SNA CPC 464
มุมมอง 279ปีที่แล้ว
Testing of SNA file reads (snapshots) on the ESP32 CPC 464 emulator.
Operation Alexandra ESP32
มุมมอง 207ปีที่แล้ว
Testing Operation Alexandra on the ESP32 CPC 464 emulator. The video capture is under the intermediate version of the emulator I have for x86 PC.
Chip8 ESP32 Arduino Cloud and ArduinoDroid
มุมมอง 108ปีที่แล้ว
Chip8 ESP32 Arduino Cloud and ArduinoDroid
Maniac Mansion real ESP32 (without psram)
มุมมอง 3662 ปีที่แล้ว
Maniac Mansion real ESP32 (without psram)
Test Acorn Electron ESP32 (no psram) ROM SNA
มุมมอง 3012 ปีที่แล้ว
Test Acorn Electron ESP32 (no psram) ROM SNA
Hello I am trying to use fabgl library and nes emulator with my esp32. So my question is it possible to show my Nes game in my moniter(my moniter only support for vga that's why I use fabgl). Also can u give a guide for do that correctly?.
I don't understand exactly what your problem is. This emulator doesn't use fabgl, it uses a reduced version of the bitluni libraries. Although it is available ( github.com/rpsubc8/TinyESP32InfoNES ), it is a very early version, which I don't recommend using, except for experimentation. For more information: www.retrowiki.es/viewtopic.php?t=200040940
Mola
Emula 100% o el SID va a ser dificil?
TTGO VGA ESP32 - automatic display of short texts every 24 hours Hello everyone, I am working on a project using TTGO VGA ESP32 and FabGL. I would like the device to display short texts (about 20-30 words) during the day, changing every 24 hours to another but different 30 words, for example from a notepad on an SD card. I wonder how to best automate this. Does FabGL offer any functions for scheduling tasks or displaying text at specific intervals? I thought about several solutions, e.g.: Table of texts: Storing texts in an array and displaying the next element every 24 hours. Text file: Loading text from a file on an SD card and changing the file every 24 hours. RTC: Using the RTC module to measure time and trigger the display of new text. Which solution will be the easiest to implement with FabGL? Do you have any other ideas or ready solutions? I would be grateful for any tips.
TTGO VGA ESP32 - automatic display of short texts every 24 hours Hello everyone, I am working on a project using TTGO VGA ESP32 and FabGL. I would like the device to display short texts (about 20-30 words) during the day, changing every 24 hours to another but different 30 words, for example from a notepad on an SD card. I wonder how to best automate this. Does FabGL offer any functions for scheduling tasks or displaying text at specific intervals? I thought about several solutions, e.g.: Table of texts: Storing texts in an array and displaying the next element every 24 hours. Text file: Loading text from a file on an SD card and changing the file every 24 hours. RTC: Using the RTC module to measure time and trigger the display of new text. Which solution will be the easiest to implement with FabGL? Do you have any other ideas or ready solutions? I would be grateful for any tips.
The FabGL and Bitluni libraries are only libraries for VGA video output, CVBS, as well as keyboard or terminal input, however, for what you are asking about tasks, it is very easy to do. The ESP32 has an internal RTC (ESP32Time), but once it stops being powered, the date will be lost, so it requires a battery. Synchronisation could be done with a WIFI request to the UTC Time. Another simpler option, using the Arduino millis framework function, but it also requires an initialisation with the global UTC, if you want to be synchronised with the world time. To store and read the texts, although you propose to use SD, I would opt for a simpler solution, taking advantage of all the modules available on an ESP32. You have 3 MB of SPIFFS or even 4 MB of flash with a fixed partition. There is also 300 KB of SRAM or 4 MB of PSRAM, which via Bluetooth or WIFI can be used to send the desired texts from a mobile device or even from a USB terminal to be saved. There is also 512 bytes of EPROM (not much for texts). And last but not least, there is a non-volatile NVS memory in a partition. For a prototype, the easiest way is to use FabGL, but for something stable and final, it is better to use a reduced and custom version of the bitluni libraries, so as not to depend on frameworks.
Straight wizardry man. This was awesome!
great
Por que parou de usar a placa FabGL VGA32? Sabe dizer quantos amperes exige esse placa que está usando agora?
Não abandonei o ESP32, apenas estou a utilizar o RP2040 porque é mais fácil obter uma saída de vídeo HDMI. Também a placa Waveshare pizero está muito bem preparada para ser usada como placa de desenvolvimento, pois tem a linha de GPIO. O consumo de energia é muito baixo, 90 mA com teclado PS/2 ligado e saída VGA, enquanto com HDMI (overclock a 252 Mhz com 1.05v) e teclado PS/2, é de 93.5 mA. Cada teclado tem um consumo diferente.
@@ackerman3754 Obrigado por responder. Creio que hj vc é o desenvolvedor ativo mais relevante de projetos para a placa FabGL VGA32.
Is there a library or code you suggest to use?
Here you will find everything you need: retrowiki.es/viewforum.php?f=114
I think it would be cool to combine several of your codes into a single system, just like I did in PCEmulatorPlus, where I combined the PCEmulator, the VIC-20 emulator, online radio player, MP3 player, etc.
Thank you very much for the information. I have added it to the list: retrowiki.es/viewtopic.php?t=200038369 Since a lot of the emulators I've ported don't make use of PSRAM, it's more problematic. Also, as the roms and disks are stored in FLASH, i.e. no use is made of SD, it is taking up space for packaging.
It is viable to emulate also the pc buzzer sound?
In the gbConfig.h file by uncommenting the pragma #define use_lib_speaker_cpu and compiling, you have sound on GPIO 25. github.com/rpsubc8/ESP32TinyFake86
What libraries did you use?
No libraries need to be installed.
Que maravilla
Hello I am trying to compile the esp32 with arduino and it gives me an error. When compiling the project it tells me that the file is too large
In the documentation, both in English and Spanish, it is specified that from the Arduino IDE, you must choose the Partition Scheme option (Huge APP), as well as disable the PSRAM option.
Is the emulator for download anywhere?
The development progress of the emulator is here: retrowiki.es/viewtopic.php?f=115&t=200040139
@@ackerman3754 I downloaded it from github yesterday evening and I allready love it :) THANKS A LOT!
Impressive
Wow this is amazing. I'm curious if its possible to get 286 emulation on the PC emulator with esp32 , or doom as a direct port, but c64 is always better than vic20. I look forward to working c64 emulation with (probably everything other than sid chip and joystick) working. **Eventually** keep up the good work
agradecemos pelo video.
Impresionante todo lo que has logrado hacer con esta plaquita. Me he pillado una y me gustaría programar algunos juegos para ella. Pero primero toca aprender del maestro.
Enhorabuena,ahora a disfrutarla.
how to add serial port support? so we can network it with a real CPC or perhaps a modem? if a real CPC then we can have effectively a dual CPC...
I haven't added the serial port emulation functionality (it's not something I'm very interested in), but it would be a matter of adding it following the specifications, both in the software emulation part, as well as the physical DB9 RS232 part.
is it not possible to. create an 1541 emulator with that code like pi1541?
For now, like the original EMUDORE, it is without a disc holder. Later I will add the same disk support as the Toy C64 emulator or similar. These first phases have been about project preparation, RAM reduction and object orientation removal. In short, it's the heaviest part, but it had to be done.
@@ackerman3754 yeah, very nice, but i mean just 1541 emulation without c64. to use it on an real c64 as an 1541 emulated drive.
Do you have a website with more information?
github.com/rpsubc8/ESP32TinyChip8
not a bad sound for a wifi chip!
Muy bueno.👍👏
Muy bueno.👍
sound is quite off unfortunately.. im sure there is a proper AY3 implementation around somewhere..would be nice if you could look into adding it.. the new DAC settings are interesting tho...
Cool project. I would like to know, how do you transfer the compiled code from DevC++ to the ttgo vga32? I do not use DevC++, sorry if my question is out sense. But it appears to be a alternative for arduino ide or platformio vscode if it work for this.
It is not possible to do it directly, for that, we have been using custom wrappers of intermediate layers, as would be the case of SDL or similar, so, we use a C code as POSIX as possible, leaving a basic version of I/O for the visual or keyboard part with SDL or similar. This allows us to take it not only to ESP32, but to any platform. If you want to start with something simpler, you can remove the visual SDL part and go to what would be a text console, with this simpler project, which allows you to use C natively on ANDROID (C4droid y CppDroid) or ESP32: github.com/rpsubc8/z80coreJLSc
Muy bueno. Gran trabajo👍👏👏
Muy bueno!!👍
Gran trabajo!!, me tiene enganchado, estoy con una wroom32 , pero no tengo sonido, sigo experimentando, seria bueno un lector sd, quiero probar esta última opción, un saludo de Toni EA5HYW, 73.
Me alegra que te guste. Para activar el sonido hay que descomentar la línea use_lib_sound_ay8912 en el fichero gbConfig.h, y recompilar. El sonido sale por el GPIO 25. Está documentado en la sección Opciones. Así mismo si se quiere soporte para 128K, ratón, etc..., se tiene que descomentar las opciones correspondientes. Añadir el soporte SD es muy sencillo, pero dado que el proyecto se centra en el modo Tiny, es decir, la versión mínima de un emulador CPC 464, compatible con TTGO VGA32 v1.2, no tengo intención de añadirlo, dado que carece de PSRAM y módulo SD. Puedes encontrar más ayuda o cualquier cosa en: retrowiki.es/viewtopic.php?f=115&t=200038387 retrowiki.es/viewforum.php?f=114 Los juegos que vienen de demostración, alguno requiere que se active el modo 128K, o dará que no se encuentra algún archivo en la carga desde el DSK.
@@ackerman3754 gracias por la información, es oro!!, también agradecer el trabajazo de tu proyecto, soy mas de electrónica y cacharreo, pero ver estos retro proyectos me enganchó, me hace ilusión meterlo en un teclado y trastear, gracias y 73.
@@Ea5hyw Si no quieres complicarte mucho para el soporte de SD, puedes usar el fork que han realizado a partir del mio, por el usuario elfuska: github.com/elfuska/ESP32TinyCPC Requiere PSRAM, por lo que no funcionaría en ESP32 inferiores.
@@ackerman3754ya me funciona el audio, le añadí un lm386, me sorprende enormemente el currazo para llevarlo a la esp32, sería bueno añadir en el menú la opción rom o sd, mi esp32 es la worrom32, 👍😍
@@ackerman3754gracias por la información.👍👏😍
I think you'll have to use a lot of hacks like taking advantage of the various internal memories (DRAM, IROM, IRAM, ) and managing the two CPU cores. Another trick is not to display the image in full screen, but in real size (256 × 192 resolution without upscaling). And there is also the option of using a TTGO VGA32 1.4 that has PSRAM and microSD memory and it would be easier.
It's great
are you going to release the code and how to do this soon by chance?s is really exciting to see. i hope to see this working with wifi and bbs systems in the future, if you could pull the bbs off on c64 that would be a kings feast. i got bbs working on a emulator the other day and i love it. hats off to all your hard work and great progress!
Here you have the first previews with the published code: github.com/rpsubc8/ESP32TinyEmudore www.retrowiki.es/viewtopic.php?f=115&t=200039294
@@ackerman3754 your work is super amazing, im gonna try and get it running today if i can compile in arduno ide correctly. thank you so much for the fun oportunity to test, if u need future testing in anything let me know, im always happy to help any way i can. best regards
@@ackerman3754 i tested the tiny c64 and got it to boot on the ttgo eso32 v1.4 . i was able to get it to boot and keyboard works on the serial monitor limited. havnt got any comands or functions to work yet but love the progreess you are making. i found an old video by doctor volt where is is able to get the keyboard working with emu without serial but it causes an interrupt when typing. here is the video just in case it could help you with anything. im not sure how to do commands to do c64 functions yet but im sure i can figure it out sooner or later from your forum link you posted for me. th-cam.com/video/jMNXyMuxqfE/w-d-xo.html
@@biominter8484 Thank you very much for the tests. The emulator is still in a very early stage of testing, but it is useful. You just need to bring up the OSD with the TAB key or F2 from a monitor terminal or putty, select a prg and then type RUN from BASIC.
im not sure where to use tab or f2 to bring up osd. im trying to use putty also in serial config area but when i click open after baud set i just hear chime sound and nothing happends, maybe its cause arduino ide is open perhaps? im able to use serial monitor to send limited single letters. i have now installed platform io but im not sure how to use it for this, any chance u could make a how to video on this subject. ive tryed f2 on ttgo vga 1.4 and tab on keyboard but that also does nothing, not sure what im doing wrong, any chance u could guide me in the right direction? also curious if there is an update to interface keyboard to the c64 basic emu. best regards and love the great progress @@ackerman3754
Muy buen proyecto, es interesante 👍😍👏👏
Maybe you can port Arduboy to TTGO VGA32, all ready for Arduino IDE, just change buttons, audio output and display output.
Part of the Uzebox, Arduboy and Gamebuino APIs I have ported to ESP32 with VGA, as well as CVBS, but not 100%, as I have little free time. It's not a difficult task, but it takes time. github.com/rpsubc8/ESP32TinyUzebox
@@ackerman3754 For me is difficult and take time kkk I working in PCEmulator Plus: The PCEmulator plus more apps for a more complete computer. Some apps t will work in several conditions (no SD card, no display, no internet, etc.). I am doing a MP3 Player now for this system.
Added these lines in void Poll_Keyboard() in MECUMEesp81.ino :- if (!keymap[PS2_KC_7]) keyboard[4]= 0xF7; if (!keymap[PS2_KC_8]) keyboard[4]= 0xFB; if (!keymap[PS2_KC_9]) keyboard[4]= 0xFD; if (!keymap[PS2_KC_L_SHIFT]) keyboard[0]= 0xFE; if (!keymap[PS2_KC_DOT]) keyboard[7]= 0xFD; and changed these lines :- if (!keymap[PS2_KC_M]) keyboard[7]= 0xFB; if (!keymap[PS2_KC_N]) keyboard[7]= 0xF7; Exactly as I remember now !! Thanks
Thank you. The keyboard mapping was in testing. Later in the week I'll do a github upload with the correct keyboard version, the correction of the 32 text column and with the output to CVBS composite video on the TTGO VGA32 board. In the meantime, if you don't want to wait, the correct keyboard solution in Poll_keyboard is: void Poll_Keyboard() { //Keyboard Matrix // Port____Line____Bit__0____1____2____3____4__ // FEFEh 0 (A8) SHIFT Z X C V // FDFEh 1 (A9) A S D F G // FBFEh 2 (A10) Q W E R T // F7FEh 3 (A11) 1 2 3 4 5 // EFFEh 4 (A12) 0 9 8 7 6 // DFFEh 5 (A13) P O I U Y // BFFEh 6 (A14) ENTER L K J H // 7FFEh 7 (A15) SPC . M N B memset(keyboard,0xFF,9); gb_show_osd_main_menu = (!keymap[PS2_KC_F1])&0x01; //row0 if (!keymap[PS2_KC_L_SHIFT] || !keymap[PS2_KC_R_SHIFT]) { keyboard[0]&= 0xFE; } //SHIFT if (!keymap[PS2_KC_Z]) { keyboard[0]&= 0xFD; } //Z if (!keymap[PS2_KC_X]) { keyboard[0]&= 0xFB; } //X if (!keymap[PS2_KC_C]) { keyboard[0]&= 0xF7; } //C if (!keymap[PS2_KC_V]) { keyboard[0]&= 0xEF; } //V //row 1 if (!keymap[PS2_KC_A]) { keyboard[1]&= 0xFE; } //A if (!keymap[PS2_KC_S]) { keyboard[1]&= 0xFD; } //S if (!keymap[PS2_KC_D]) { keyboard[1]&= 0xFB; } //D if (!keymap[PS2_KC_F]) { keyboard[1]&= 0xF7; } //F if (!keymap[PS2_KC_G]) { keyboard[1]&= 0xEF; } //G //row 2 if (!keymap[PS2_KC_Q]) { keyboard[2]&= 0xFE; } //Q if (!keymap[PS2_KC_W]) { keyboard[2]&= 0xFD; } //W if (!keymap[PS2_KC_E]) { keyboard[2]&= 0xFB; } //E if (!keymap[PS2_KC_R]) { keyboard[2]&= 0xF7; } //R if (!keymap[PS2_KC_T]) { keyboard[2]&= 0xEF; } //T //row 3 if (!keymap[PS2_KC_1]) { keyboard[3]&= 0xFE; } //1 if (!keymap[PS2_KC_2]) { keyboard[3]&= 0xFD; } //2 if (!keymap[PS2_KC_3]) { keyboard[3]&= 0xFB; } //3 if (!keymap[PS2_KC_4]) { keyboard[3]&= 0xF7; } //4 if (!keymap[PS2_KC_5]) { keyboard[3]&= 0xEF; } //5 //row 4 if (!keymap[PS2_KC_0]) { keyboard[4]&= 0xFE; } //0 if (!keymap[PS2_KC_9]) { keyboard[4]&= 0xFD; } //9 if (!keymap[PS2_KC_8]) { keyboard[4]&= 0xFB; } //8 if (!keymap[PS2_KC_7]) { keyboard[4]&= 0xF7; } //7 if (!keymap[PS2_KC_6]) { keyboard[4]&= 0xEF; } //6 //row 5 if (!keymap[PS2_KC_P]) { keyboard[5]&= 0xFE; } //P if (!keymap[PS2_KC_O]) { keyboard[5]&= 0xFD; } //O if (!keymap[PS2_KC_I]) { keyboard[5]&= 0xFB; } //I if (!keymap[PS2_KC_U]) { keyboard[5]&= 0xF7; } //U if (!keymap[PS2_KC_Y]) { keyboard[5]&= 0xEF; } //Y //row 6 if (!keymap[PS2_KC_ENTER] || !keymap[PS2_KC_KP_ENTER]) { keyboard[6]&= 0xFE; } //ENTER if (!keymap[PS2_KC_L]) { keyboard[6]&= 0xFD; } //L if (!keymap[PS2_KC_K]) { keyboard[6]&= 0xFB; } //K if (!keymap[PS2_KC_J]) { keyboard[6]&= 0xF7; } //J if (!keymap[PS2_KC_H]) { keyboard[6]&= 0xEF; } //H //row 7 if (!keymap[PS2_KC_SPACE]) { keyboard[7]&= 0xFE; } //SPACE if (!keymap[PS2_KC_KP_DOT] || !keymap[PS2_KC_DOT]) { keyboard[7]&= 0xFD; } //. if (!keymap[PS2_KC_M]) { keyboard[7]&= 0xFB; } //M if (!keymap[PS2_KC_N]) { keyboard[7]&= 0xF7; } //N if (!keymap[PS2_KC_B]) { keyboard[7]&= 0xEF; } //B //Keys as joystick if (!keymap[KEY_CURSOR_LEFT]) {/*keyboard[0]&= 0xFE;*/ keyboard[3]&= 0xEF; } //SHIFT + 5 if (!keymap[KEY_CURSOR_DOWN]) {/*keyboard[0]&= 0xFE;*/ keyboard[4]&= 0xEF; } //SHIFT + 6 if (!keymap[KEY_CURSOR_UP]) { /*keyboard[0]&= 0xFE;*/ keyboard[4]&= 0xF7; } //SHIFT + 7 if (!keymap[KEY_CURSOR_RIGHT]) {/*keyboard[0]&= 0xFE;*/ keyboard[4]&= 0xFB;} //SHIFT + 8 if (!keymap[KEY_ALT_GR]) { /*keyboard[0]&= 0xFE;*/ keyboard[3]&= 0xFE; /*keyboard[4]&= 0xFD;*/ } //9 y 1 ///SHIFT + 9 }
Tested and works great ! I'm having a little trouble with the PS2 Keyboard mapping - which keys map to 'Shift', '7', '8' & '9' ? Any advice would be greatly appreciated !!
Great work. Maybe run Landmark Speed Test on it if it will run? Might need an 80x25 screen though from memory.
The fake86 emulator core requires the execution of 10,000 CPU cycles to emulate in 20 real milliseconds for correct real-time emulation. On the PSX it takes only 1,600 CPU cycles to emulate in 180 real milliseconds, making it 60 times slower. It would require an interception and re-implementation of all and absolutely all BIOS, DOS and video interrupts in order to increase the emulation speed, and even then, we still wouldn't be able to have perfect real-time emulation. However, as a proof of concept and without looking for real-time execution, it is interesting. Cores like the z80 runCPM could run in realtime on the PSX.
Bravo!
Try MagiDuck! To see the frame rate. Magi Duck use awso text mode ,but 80 x 40. The system requirements are 8088 4.77MHz CGA and 256KB RAM
MagiDuck uses a text-mode page switcher, which the fake86 core versions do not support perfectly. However, with several modifications to the code, it is possible to make it work correctly. However, the main problem is the emulation speed, as I have already mentioned that the emulation is 60 times slower than a normal emulation, so it is currently laggy, as you can see in the video.
8086 emulator for PlayStation 1?! Unfortunately too slow even in text mode
Man this is cool. Always enjoy seeing people make new stuff for older hardware
Wtf
Veeerryyy sloooowwwwlllyyy
50 dkp minus
Here what the code looks like outputing to the oscilloscope- replacing the VGA code with this increases the FPS to about 30 or so up from VGA's 10... th-cam.com/video/J523SKyvs14/w-d-xo.html :)
Congratulations, very good work.
Nice - Could this use a DAC to output to an Oscilloscope or modified tv to get real Vector Graphics? It would be a much simpler and more functional build than a "scopetrex". ( th-cam.com/video/oDtiTSY0lIw/w-d-xo.html ) Is source code available for how far you have got? Id be interested in having a look - Thanks! .
Thank you. I have left a version for ESP32 (without PSRAM) in VGA 1024x768 mode. github.com/rpsubc8/ESP32TinyVectrex
@@ackerman3754 Thanks - I made some changes to your code to output to the DAC (pin 25 & 26) instead of plotting points - I can indeed see an output on my oscilloscope ! (an old CRT 25Mhz scope in XY mode)) - but as the ESP32 DAC is only 0..255 step values - it effectively makes it a 255x255 pixel display- so not very clear ... I will try locate a higher resolution pair of DACs that ESP32 can use and see how it goes.... Thanks again!
@@AmbroseClarke I am glad you found the code useful. Since there are no restrictive licenses, feel free to modify the code as you like and best suits your project. I started from John Hawthorn's x86 code, simplifying and compacting it, so that it can be used with very little SRAM. I have seen the video about the oscilloscope, and it is very good. The truth, that the graphs on oscilloscope, are very hypnotic, and give off a great amazement. Congratulations.
what youre doing with the VGA32 is damn awesome... got a request (again!) tho... any chance you could add a serial connection on the CPC emu? (on the vga32s spare GPIOs)... id like to try to hook up VGA32 and a real CPC board (CPC has USIFAC to provide direct serial connection..and can even use esp8266 to provide serial over wifi) and have them both talking to each other (on port &FBD0)
Thank you very much. Although the idea of emulating the serial port and being able to communicate the ESP32 with a real CPC is interesting, I don't think I'm going to add such functionality to the project, at least soon. For now, I prefer to simplify the project.
I love the animated island from the Introductory Cassette. I used to stare at it for ages when I was a kid.
Sweet
awesome