Chip16 Official thread (Development/Suggestions)

Discussion in 'Web development / Programming' started by tykel, Nov 6, 2011.

  1. tykel

    tykel Sober coder

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    Read all earlier developments from the first thread from Shendo HERE:
    http://forums.ngemu.com/showthread.php?t=138170


    -----------------------

    Description:
    Chip16 is also more interesting than Chip8, thanks to a higher resolution, colour display and expanded memory.

    Full specification (latest):
    http://github.com/tykel/chip16/wiki/Instructions

    If you have a suggestion to improve the Chip16 specification, please post it here so it can be discussed. Provide as much detail as you can.

    If you have made an emulator, game, or other software regarding Chip16, please post it here with a link. Source code preferred ;)

    In the case of Chip16 games/demos: please post a ROM with a header.

    Screenshots:
    -----------
    View attachment 216991 View attachment 216992 View attachment 216993 View attachment 216994 View attachment 216995 View attachment 216996 View attachment 216997 View attachment 216998 View attachment 216999 View attachment 217000 View attachment 217001 View attachment 217002 View attachment 217003
    [​IMG] [​IMG]
    [​IMG][​IMG]
    [​IMG] [​IMG] [​IMG]

    Links:
    -----

    Program pack (07/16/2012): link
    Program pack (03/14/2012): link

    Assembler: link

    Reference emulator #1 (by refraction): RefChip16
    Reference emulator #2 (by me): mash16
    Online emulator: Js16
    Other emulators (outdated, will not work): cottonCx

    Command line image converter: img16
    GUI image converter: link

    Command line ROM reader/patcher (linux build, source included): View attachment 217495
    GUI ROM reader/patcher (windows build): link
    Last edited: Nov 29, 2013
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  3. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    Wow that was unexpected! Big shame he doesn't want to continue :( thanks for all your work shendo, hopefully those of us who contribute will make you proud :)

    Congrats on your new position tykel :)
  4. Bill_gates

    Bill_gates Linux's worst nightmare..

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    The big thing this project needs is a serious sound spec. I dont see why we cant have something close to the level of gameboy or something...
  5. cottonvibes

    cottonvibes You're already dead... Emu Author

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    Was wondering why there were now 2 chip16 threads :p
    I support the decision, congrats tykel.

    As for sound, I'm too busy to help out with that atm, so I'm going to sit that discussion out.
  6. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    As this is supposed to be somebodies first emulator (a bit more in depth than chip8 anyway) so we dont want anything too complex for sound. A simple tone with pitch/length control is more than enough imo.
  7. @ruantec

    @ruantec Crazy GFX coder Emu Author

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    congrats tykel!
  8. paul_nicholls

    paul_nicholls Member

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    So are we sticking with these, or making some changes?

    Code:
    09 00 00 00     SND0			Stop playing sounds.
    0A 00 LL HH	SND1 HHLL		Play 500Hz tone for HHLL miliseconds.
    0B 00 LL HH	SND2 HHLL		Play 1000Hz tone for HHLL miliseconds.
    0C 00 LL HH	SND3 HHLL		Play 1500Hz tone for HHLL miliseconds.
    
    If someone can already make an emulator that can play 3 different tones (the three existing instructions), why couldn't we change it so there is only one sound instruction instead of 3 with variable tone as presented in the other thread by refraction?

    Code:
    0D 0X LL HH SNP Play PCM Sound for HHLL miliseconds at the tone specified in 
                    address pointed to by Register X
    This wouldn't make the emulator any harder to build would it? A tone is a tone....in this case it would be variable instead of fixed.

    cheers,
    Paul
  9. tykel

    tykel Sober coder

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    I think this is the way to go. Simple but flexible enough to do something interesting.
    The real issue is whether we keep ops SND1..3 :/
    Last edited: Nov 7, 2011
  10. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    The biggest issue is all existing ops will need rewriting if we don't keep the existing ones.

    how many roms use SND0? If none, we can just replace that one, keep the others for compatibility
  11. paul_nicholls

    paul_nicholls Member

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    True, this would be a pain to change...but surly a bit of pain now would make for a better 'machine' later?

    It would be cleaner if we can just get rid of the SND1...SND3 commands, but I don't know how many roms use sound...maybe there are not many?

    cheers,
    Paul
  12. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    A lot of the games play sounds, so that's what we have to contend with, not sure if they use SND0 or not.
  13. paul_nicholls

    paul_nicholls Member

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    So how many games are there, do you know?

    Do we have a list somewhere (including authors)?

    cheers,
    Paul
  14. tykel

    tykel Sober coder

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    I had a look on my hd quickly, I reckon there are about 6-7 ROMs that use sound, and only one or two I don't have source code to. So recompiling with a new instruction would be easy, and hex-editing is a possibility for the remaining one or two.
  15. cottonvibes

    cottonvibes You're already dead... Emu Author

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    these instructions don't make much sense, since they don't talk about what type of wave the sound is.

    we can either keep sound generation really primitive, or we can make it a more simplified version of what consoles have.
    if we want good sounding games, we obviously don't want primitive sound. but at the same time, how many of us are going to code a chip16 game with cool music?

    someone should read up on how the old-gen systems do their sound, and propose a simplified version (they tended to over-complicate things due to hw restrictions).
  16. paul_nicholls

    paul_nicholls Member

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  17. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    The intention was so you have more choice of tones for movement, death noses or maybe a short ditty. Not expecting any maestros here. And sound wave tone is fine imo :)
  18. paul_nicholls

    paul_nicholls Member

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    Fair enough :)

    BTW, what do you mean by sound wave tone? Do you mean sine wave?

    cheers,
    Paul
  19. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    Sorry yes, I meant sine! Got caught out by phone auto correct :p
  20. paul_nicholls

    paul_nicholls Member

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    HAHA! That reminds me of this site (rather amusing, some coarse language though):

    http://damnyouautocorrect.com/
  21. Chris2Balls

    Chris2Balls Le French Touch

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    ok so the palette is almost ready.
    i'm tweaking v7 of the palette, consider pure white as a transparent colour.
    the final touches will be creating pixel art with it, and not just converting existing art.

    also: congrats on taking this on, tykel! :D

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