6502.org Forum  Projects  Code  Documents  Tools  Forum
It is currently Sat Oct 05, 2024 11:11 am

All times are UTC




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: Gameduino 2
PostPosted: Tue Oct 08, 2013 3:08 pm 
Offline

Joined: Wed May 20, 2009 1:06 pm
Posts: 491
http://www.kickstarter.com/projects/208 ... s-personal

The Graphics speak for themselves.

Is the 6502 ready for a GPU?


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Tue Oct 08, 2013 10:53 pm 
Offline

Joined: Wed May 20, 2009 1:06 pm
Posts: 491
I found it is using the Embedded Video Engine from FTDI Chip.

http://www.youtube.com/watch?v=xOJ0br7l ... r_embedded


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Tue Oct 22, 2013 6:06 pm 
Offline

Joined: Mon Nov 11, 2002 6:53 pm
Posts: 79
Location: Seattle
FTDI has preliminary datasheets and stuff on there. All communication is SPI based which would require at least an SPI interface of sorts, maybe a small CPLD. Not a deal-breaker but it'd bloat your BOM somewhat..


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Sat Nov 02, 2013 3:52 pm 
Offline
User avatar

Joined: Mon Aug 08, 2011 2:48 pm
Posts: 808
Location: Croatia
The output of that chip could probably be modified to run VGA.


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Sat Nov 02, 2013 6:41 pm 
Offline

Joined: Wed Sep 11, 2013 8:43 pm
Posts: 207
Location: The Netherlands
yzoer wrote:
FTDI has preliminary datasheets and stuff on there. All communication is SPI based which would require at least an SPI interface of sorts, maybe a small CPLD. Not a deal-breaker but it'd bloat your BOM somewhat..
I’ve interfaced the original Gameduino with my 6502 prototype using 65SPI. By providing an external clock of 16MHz, the Gameduino can be fed with its maximum of 8MHz. In the near future I’m going to test performance.

The Gameduino 2 may seem overkill, but with enso’s 45MHz 65C02, it would be a nice match. Only hurdle is to provide SPI on CHOCHI :-)

The Gameduino 2 has 256k of video memory, so for providing enough data and quick enough, a 65C816 would be more suitable.

However, I find the original Gameduino a better option for our 6502!

_________________
Marco


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Thu Feb 27, 2014 6:08 am 
Offline
User avatar

Joined: Wed Feb 13, 2013 1:38 pm
Posts: 588
Location: Michigan, USA
Marco,

Can you tell us how the original Gameduino worked for you, please? How were you using it? Text only?

Thank you... Regards, Mike


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Thu Feb 27, 2014 11:53 pm 
Offline

Joined: Wed Sep 11, 2013 8:43 pm
Posts: 207
Location: The Netherlands
Hello Mike,

Initially I had tried the Gameduino on an ATMega328, which worked without issues. Of course due to the Arduino IDE, I could simply use the readymade libraries. Looking at those libraries I could determine how to access the Gameduino with bare bit banging the ports. It wouldn’t be a bad idea to convert some of the libraries in 6502 assembler routines. But u haven’t come to that.

The next step was to breadboard MARC-1 with 65SPI and the Gameduino. There I went into trouble. I had to add sufficient bypass caps and some extra ground wires. I also made the blunder to feed the XC9572XL (3,3V) with 5V. :oops: However, it did work, kind of, but not reliable.

65SPI is a 65xx compatible SPI interface created by Daryl Rictor [8BIT] in the forum.

MARC-1 is a MOS6502 based SBC with 48kB RAM and 16kB ROM running at 1,8432 MHz.

Attachment:
Test Gameduino.jpg
Test Gameduino.jpg [ 824.07 KiB | Viewed 1288 times ]

Finally I had MARC-1 on a PCB and made a better board for the XC9572XL with proper 3,3V VCC and sufficient bypass caps. On the picture you see how it was setup. I added one more detail to gain more speed. I fed the 3,6864 MHz (where PHI2 is derived from) to the EXTC in of 65SPI. Of course this doubled the speed of the Gameduino. EXTC can except up to 45 MHz, however the Gameduino excepts a maximum of 8 MHz. But that’s more than fast enough, even for games.


In my opinion, in combination with 65SPI, the Gameduino is a very capable video option. It doesn’t use any RAM of you system, it does text, graphics, sprites and soft scrolling in all directions. It operates at 3,3V to 5V and does sound too. You can omit the Gameduino startup screen. At startup, there is already a charset present in the Gameduino’s RAM, so you have immediate text mode to your disposal.

Do you intend to buy one?

_________________
Marco


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Fri Feb 28, 2014 7:39 am 
Offline
User avatar

Joined: Thu Dec 11, 2008 1:28 pm
Posts: 10947
Location: England
Very nice - thanks for back-linking to the MARC-1 post, I'd surely read it at the time but it was worth a revisit.


Top
 Profile  
Reply with quote  
 Post subject: Re: Gameduino 2
PostPosted: Sat Mar 01, 2014 3:03 am 
Offline
User avatar

Joined: Wed Feb 13, 2013 1:38 pm
Posts: 588
Location: Michigan, USA
lordbubsy wrote:
Do you intend to buy one?


Thank you, Marco.

I'm not sure I'll buy one. I'm just looking for GPU solutions that use an SPI interface for my SBC project.

BTW, your MARC-1 and 2 projects look fantastic. Bravo!

Cheerful regards, Mike


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: