Why no "gameboys"?
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Why no "gameboys"?
Hi,
So I have a proper newbie question. I'm at the early research stage for designing a 6502-based computer of my own. I want to make a "gameboy-esque" handheld gaming device.
I've made a couple of similar things using an AVR MCU core previously but have grown frustrated with the Harvard architecture not being well suited to swapping games.
I want to try building something simple based around the 6502 with a bit of RAM, bit of ROM to handle loading games from an SD card, a VIA for buttons and a little OLED display. The ubiquitous SSD-powered OLEDs all have a 'secret' 8-bit parallel mode which I'm pretty sure can map to the address and data bus.
So, my question is: why hasn't anyone else done this? There are loads of 'Arduino' based gaming devices out there but barely any based on this otherwise very popular platform.
I guess I'm just worried I'm missing something that has doomed me to failure before I even start!
Thanks
-Mike
So I have a proper newbie question. I'm at the early research stage for designing a 6502-based computer of my own. I want to make a "gameboy-esque" handheld gaming device.
I've made a couple of similar things using an AVR MCU core previously but have grown frustrated with the Harvard architecture not being well suited to swapping games.
I want to try building something simple based around the 6502 with a bit of RAM, bit of ROM to handle loading games from an SD card, a VIA for buttons and a little OLED display. The ubiquitous SSD-powered OLEDs all have a 'secret' 8-bit parallel mode which I'm pretty sure can map to the address and data bus.
So, my question is: why hasn't anyone else done this? There are loads of 'Arduino' based gaming devices out there but barely any based on this otherwise very popular platform.
I guess I'm just worried I'm missing something that has doomed me to failure before I even start!
Thanks
-Mike
- BitWise
- In Memoriam
- Posts: 996
- Joined: 02 Mar 2004
- Location: Berkshire, UK
- Contact:
Re: Why no "gameboys"?
There are millions of 6502s out there in Tamogochis, electronic dictionaries and other handheld game devices. Sunplus created an extended 6502 with a builtin LCD driver that is used in lots of them.
No one has ever used a MOS or WDC chip directly because its too big, too power hungry and needs lots of other support chips. You could probably make something with one of the microcontroller versions like the 65C134 or 65C265 but a custom ASIC would be the best option.
No one has ever used a MOS or WDC chip directly because its too big, too power hungry and needs lots of other support chips. You could probably make something with one of the microcontroller versions like the 65C134 or 65C265 but a custom ASIC would be the best option.
Last edited by BitWise on Sun Nov 24, 2019 8:41 pm, edited 1 time in total.
Andrew Jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
Re: Why no "gameboys"?
MalphasWats wrote:
Hi,
So I have a proper newbie question. I'm at the early research stage for designing a 6502-based computer of my own. I want to make a "gameboy-esque" handheld gaming device.
I've made a couple of similar things using an AVR MCU core previously but have grown frustrated with the Harvard architecture not being well suited to swapping games.
So I have a proper newbie question. I'm at the early research stage for designing a 6502-based computer of my own. I want to make a "gameboy-esque" handheld gaming device.
I've made a couple of similar things using an AVR MCU core previously but have grown frustrated with the Harvard architecture not being well suited to swapping games.
MalphasWats wrote:
I want to try building something simple based around the 6502 with a bit of RAM, bit of ROM to handle loading games from an SD card, a VIA for buttons and a little OLED display. The ubiquitous SSD-powered OLEDs all have a 'secret' 8-bit parallel mode which I'm pretty sure can map to the address and data bus.
So, my question is: why hasn't anyone else done this? There are loads of 'Arduino' based gaming devices out there but barely any based on this otherwise very popular platform.
I guess I'm just worried I'm missing something that has doomed me to failure before I even start!
-Gordon
--
Gordon Henderson.
See my Ruby 6502 and 65816 SBC projects here: https://projects.drogon.net/ruby/
Gordon Henderson.
See my Ruby 6502 and 65816 SBC projects here: https://projects.drogon.net/ruby/
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Re: Why no "gameboys"?
Thanks chaps - it seems the answer is somewhere in the realm of "because it's a stupid thing to do" which kinda sits right in my wheelhouse for projects.
I did the 'cartridge' idea with a previous iteration of the project I linked above. The mechanical design is harder for that one though and that's in the bottom of my skills ranking!
I've been looking at doing something using the QFP versions of the various chips to keep the size down a bit.
I found a source of 128x128 pixel 16-grayscale OLEDs which I thought would make a real improvement to the 1-colour ones I've been using. thought it could be cool to try a new architecture too but was suspicious that I was the only person to have thought of it!
I did the 'cartridge' idea with a previous iteration of the project I linked above. The mechanical design is harder for that one though and that's in the bottom of my skills ranking!
I've been looking at doing something using the QFP versions of the various chips to keep the size down a bit.
I found a source of 128x128 pixel 16-grayscale OLEDs which I thought would make a real improvement to the 1-colour ones I've been using. thought it could be cool to try a new architecture too but was suspicious that I was the only person to have thought of it!
Re: Why no "gameboys"?
Welcome! Not stupid, but staying within a battery power budget and a small form factor could be tricky. But then batteries are now much better than they used to be. And you can these days get a 6502 in a small square package too (44 pin QFP) which might help. Even better if a microcontroller option gives you some help in reducing chip count.
Edit: there are a few projects listed on hackaday's project portal:
https://hackaday.io/search?term=6502+game
(They may be finished and working, or barely started!)
Edit: there are a few projects listed on hackaday's project portal:
https://hackaday.io/search?term=6502+game
(They may be finished and working, or barely started!)
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Re: Why no "gameboys"?
Huh, I've just been browsing the W65C134 microcontroller datasheet. Why did I not know about this thing!? It's basically everything I've ever wanted from an AVR MCU!!
- BitWise
- In Memoriam
- Posts: 996
- Joined: 02 Mar 2004
- Location: Berkshire, UK
- Contact:
Re: Why no "gameboys"?
MalphasWats wrote:
Huh, I've just been browsing the W65C134 microcontroller datasheet. Why did I not know about this thing!? It's basically everything I've ever wanted from an AVR MCU!!
https://www.tindie.com/products/wdc/w65c134sxb/
https://www.tindie.com/products/wdc/w65c265sxb/
Andrew Jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
-
EvilSandwich
- Posts: 36
- Joined: 13 Oct 2019
- Location: Pennsylvania, USA
Re: Why no "gameboys"?
The handheld Atari Lynx ran on a 65SC02, if I recall correctly. Which was a CMOS 6502 without bit instructions.
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
- BitWise
- In Memoriam
- Posts: 996
- Joined: 02 Mar 2004
- Location: Berkshire, UK
- Contact:
Re: Why no "gameboys"?
EvilSandwich wrote:
The handheld Atari Lynx ran on a 65SC02, if I recall correctly. Which was a CMOS 6502 without bit instructions.
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
Quote:
Battery holder (six AA) 4–5 hours (Lynx I) 5–6 hours (Lynx II)
Andrew Jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
6502 & PIC Stuff - http://www.obelisk.me.uk/
Cross-Platform 6502/65C02/65816 Macro Assembler - http://www.obelisk.me.uk/dev65/
Open Source Projects - https://github.com/andrew-jacobs
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Re: Why no "gameboys"?
When I was a kid my best friend's uncle had a Lynx. I didn't realise it was 6502-based!
I do remember most handhelds had pretty poor battery life back then, although it was also before LED backlights were a thing. OLED displays are pretty low drain these days so hopefully I could squeeze a bit more out of a set of AAAs
I do remember most handhelds had pretty poor battery life back then, although it was also before LED backlights were a thing. OLED displays are pretty low drain these days so hopefully I could squeeze a bit more out of a set of AAAs
-
EvilSandwich
- Posts: 36
- Joined: 13 Oct 2019
- Location: Pennsylvania, USA
Re: Why no "gameboys"?
The Atari Lynx was an interesting piece of hardware under the hood with a few decent games.
You're better off using an emulator if you wanna test programs on it though. The actual physical hardware on it was notoriously bad. Particularly the screen, which was extremely prone to ghost images and blurring.
But yeah, most old school handheld devices ran on some kind of custom Z80 like the Sega Game Gear. Or a custom 8088 like the criminally underrated Bandai Wonder Swan. Or, in the case of the old gameboy, a weird and cleverly designed 8088/Z80 hybrid. The Atari Lynx was pretty unique in running on a 6502.
Edit:
It just occurred to me. No need to chain yourself to the fleeting battery life of disposal batteries, if you're making a handheld device. Its not like this is the early 90's anymore. Why not just install a rechargeable battery setup, so you just need to plug it in for a couple hours when the 6502's power draw ultimately kills it?
Not all old tech is worth reviving. The giant pile of dead AA batteries my Game Gear killed is proof of that. lol
https://www.jameco.com/webapp/wcs/store ... egory=4715
You're better off using an emulator if you wanna test programs on it though. The actual physical hardware on it was notoriously bad. Particularly the screen, which was extremely prone to ghost images and blurring.
But yeah, most old school handheld devices ran on some kind of custom Z80 like the Sega Game Gear. Or a custom 8088 like the criminally underrated Bandai Wonder Swan. Or, in the case of the old gameboy, a weird and cleverly designed 8088/Z80 hybrid. The Atari Lynx was pretty unique in running on a 6502.
Edit:
It just occurred to me. No need to chain yourself to the fleeting battery life of disposal batteries, if you're making a handheld device. Its not like this is the early 90's anymore. Why not just install a rechargeable battery setup, so you just need to plug it in for a couple hours when the 6502's power draw ultimately kills it?
Not all old tech is worth reviving. The giant pile of dead AA batteries my Game Gear killed is proof of that. lol
https://www.jameco.com/webapp/wcs/store ... egory=4715
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Re: Why no "gameboys"?
Yeah, all my previous projects have built-in 3.7v LiPo cells, they're pretty easy to work with most of the time. The AAAs thing was just something I was considering.
-
EvilSandwich
- Posts: 36
- Joined: 13 Oct 2019
- Location: Pennsylvania, USA
Re: Why no "gameboys"?
MalphasWats wrote:
Yeah, all my previous projects have built-in 3.7v LiPo cells, they're pretty easy to work with most of the time. The AAAs thing was just something I was considering.
I admit, I've never installed anything more complex than a 16x4 Text LCD display on my bread board projects.
-
MalphasWats
- Posts: 12
- Joined: 24 Nov 2019
Re: Why no "gameboys"?
EvilSandwich wrote:
Oh, you're wayyyyy ahead of me then. What kind of screen are you thinking of using?
I admit, I've never installed anything more complex than a 16x4 Text LCD display on my bread board projects.
I admit, I've never installed anything more complex than a 16x4 Text LCD display on my bread board projects.
I've never built anything with a 6502-based brain though, only AVR and ARM microcontrollers so far, so it should be quite fun to try!
- GARTHWILSON
- Forum Moderator
- Posts: 8775
- Joined: 30 Aug 2002
- Location: Southern California
- Contact:
Re: Why no "gameboys"?
EvilSandwich wrote:
The handheld Atari Lynx ran on a 65SC02, if I recall correctly. Which was a CMOS 6502 without bit instructions.
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
Coincidentally, I recall it having a battery life, so short, that you could bake muffins to it. I wonder why. lol
About batteries: I've bought 100 AA alkaline batteries for as little as $16.
http://WilsonMinesCo.com/ lots of 6502 resources
The "second front page" is http://wilsonminesco.com/links.html .
What's an additional VIA among friends, anyhow?
The "second front page" is http://wilsonminesco.com/links.html .
What's an additional VIA among friends, anyhow?