I also had a further query regarding the status of the Chip16 project itself. When will the next version of the specification be released?
This is really cool. Well done, I've always wondered what this would look like implemented in hardware!New update, blitter is currently clocked at 100Mhz as envisioned, so 4X faster than before which is good.
Also transparency is taken into account when blitting. Currently hardwired to color 0, but I will add a setting later.
A simple example picture shown below. Still an extra black tail at the start of blit which should not be there.
View attachment 202016
@100Mhz and 16-bit wide, a 32x32 sprite takes about: 8.03us-0.34us = 7,69us
View attachment 202015
Overhead of filling the screen with 32x32 (like a full scrolling) would be approx:
10x8 = 80 sprites total => 80*7,69us = 615,2us
1/60s is the full frametime => (1/60)/0,6152 => approx 37 times/frame =>1/37 = 2,7% of frametime is spent
This is the same as about 450 clock cycles @ 1Mhz
Yup that's cool.This is really cool. Well done, I've always wondered what this would look like implemented in hardware!
I wrote another little demo a few months back, what I believe to be the first pseudo-3D raycaster for Chip16. It's a flickery mess, but I was pretty pleased with the result so far. I've attached the source and ROM with a license to do what