"Text Box" exactly, these were used to build "Pseudo Windows". Not long ago, they are the only thing closest to what can be called "graphic display" GUI for early Office Program like Lotus. (You may known its descendant Excel), and of course you can adaptive that for gaming purposes.
Quote from GICodeWarrior »
If the GPU has geometry fill instructions they wouldn't be that useful, but if not they provide a way to draw on the screen 3-bytes (one character) at a time without having to set the bytes individually.
What do you mean by 3-bytes? 4x6=24 bits? The encoder should be able to accept 8-bit code(SBCS) and translate them to the BITMAP of 24-bits. Or completely bypass the encoder and draw the pixels 8 at a time. But it will not equal to a pixel by pixel display, since it will be very hard to show 1 dot on screen without interfering it's neighboring pixels. (And a mask of some kind will help, I believe I've talk about this in an early post.)
As for ASCII Pong Game, Actually, I DO. And I believe I have write several small game using Turbo C++. And I still kept some source codes. And I believe you can google some of them as well. like this http://cboard.cprogramming.com/game-pro ... eview.html
A little too fancy though. And it used some assembly codes to accelerate timer. But I believe the core are much more simpler.
Quite simple actually, a giant loop with constant keyboard and timer check, and a "bat" reflecting simulation. (Just dx = dx, dy=-dy, vise versa). The only problems I can think of are first the random generator, (if you want a real game but a pseudo random may be enough), and second the timer. Since we can't rely on a "real time" clock, this may cause a lot synchronize troubles. (they are related to the I/O and internal clock counter)
If the GPU has geometry fill instructions they wouldn't be that useful, but if not they provide a way to draw on the screen 3-bytes (one character) at a time without having to set the bytes individually.
What do you mean by 3-bytes? 4x6=24 bits? The encoder should be able to accept 8-bit code(SBCS) and translate them to the BITMAP of 24-bits.
I think that's what he means, it allows you to draw shapes out of 24-bit bitmaps instead of doing it 8 bite at a time.
Or completely bypass the encoder and draw the pixels 8 at a time. But it will not equal to a pixel by pixel display, since it will be very hard to show 1 dot on screen without interfering it's neighboring pixels. (And a mask of some kind will help, I believe I've talk about this in an early post.)
You can show individual dots without interfering with neighboring pixels, thanks to the separate set and reset lines. I should be able to choose whether you overwrite the whole 6x4 area when printing characters or just set the appropriate bits and leave any already on ones as they are.
Nope, although I have been wondering whether I could make some sort of speaker using sounds like doors closing...
Notch's twitter indicates redstone powered music coming soon, maybe I can make speakers. :tongue.gif:
Also, I tried doubling the screen width and everything slowed down and it crashed randomly as I was walking around. I think that the game is struggling with how big it is. ;S
Also, I tried doubling the screen width and everything slowed down and it crashed randomly as I was walking around. I think that the game is struggling with how big it is. ;S
Having you tried to clear out the blocks around where you build? If I remembered correctly, the blocks within your line of sight, and the blocks within 128 blocks will affect the "simulation speed". Since those blocks have to be "simultaneously" update in order to achieve the effect of a simulated minecraft world, if there are no objects in the "simulation zone", they are inactive. (unless triggered by the neighboring blocks), Thus I think that's why there is some rules like south-west rules, it's simply because they are the blocks been simulated first. Hence if there are many blocks interactively trigger one with another like the giant screen, the less objects that may affect (interactive with) them the better. Like building on the bedrock layers, clearing or filled in caves and water lava blocks near by, remove glass and trees those will be affect by light and spawning creatures, etc) Maybe it will help.
PS. I am working on a demo small screen and a keyboard to test my own mega-build as well, it should be fun!!
Also, I tried doubling the screen width and everything slowed down and it crashed randomly as I was walking around. I think that the game is struggling with how big it is. ;S
Having you tried to clear out the blocks around where you build? If I remembered correctly, the blocks within your line of sight, and the blocks within 128 blocks will affect the "simulation speed". Since those blocks have to be "simultaneously" update in order to achieve the effect of a simulated minecraft world, if there are no objects in the "simulation zone", they are inactive. (unless triggered by the neighboring blocks), Thus I think that's why there is some rules like south-west rules, it's simply because they are the blocks been simulated first. Hence if there are many blocks interactively trigger one with another like the giant screen, the less objects that may affect (interactive with) them the better. Like building on the bedrock layers, clearing or filled in caves and water lava blocks near by, remove glass and trees those will be affect by light and spawning creatures, etc) Maybe it will help.
PS. I am working on a demo small screen and a keyboard to test my own mega-build as well, it should be fun!!
It's reasonably clear, I should probably check for lava and stuff around the edges though. I think I'll leave the screen at this size though, since it'll need to run while connected to the CPU and stuff.
Wow. I can't wait to see this thing connected to the CPU. You literally work magic with redstone.
Rollback Post to RevisionRollBack
"Can you point to the object that represents a resilient parasite of an idea caught in the tangled nature of the subconscious human mind? Thaaaat's right!"
If you do use a 7-bit encoding, could you make the left-over bit be used as a "Highlight/Invert" bit? Basically, if the bit is set to 1, instead of turning on the pixels making up the character, you turn on all of the pixels outside of the character, while leaving the character pixels off.
If you do use a 7-bit encoding, could you make the left-over bit be used as a "Highlight/Invert" bit? Basically, if the bit is set to 1, instead of turning on the pixels making up the character, you turn on all of the pixels outside of the character, while leaving the character pixels off.
also love your work laz.
"Text Box" exactly, these were used to build "Pseudo Windows". Not long ago, they are the only thing closest to what can be called "graphic display" GUI for early Office Program like Lotus. (You may known its descendant Excel), and of course you can adaptive that for gaming purposes.
What do you mean by 3-bytes? 4x6=24 bits? The encoder should be able to accept 8-bit code(SBCS) and translate them to the BITMAP of 24-bits. Or completely bypass the encoder and draw the pixels 8 at a time. But it will not equal to a pixel by pixel display, since it will be very hard to show 1 dot on screen without interfering it's neighboring pixels. (And a mask of some kind will help, I believe I've talk about this in an early post.)
As for ASCII Pong Game, Actually, I DO. And I believe I have write several small game using Turbo C++. And I still kept some source codes. And I believe you can google some of them as well. like this
http://cboard.cprogramming.com/game-pro ... eview.html
A little too fancy though. And it used some assembly codes to accelerate timer. But I believe the core are much more simpler.
Quite simple actually, a giant loop with constant keyboard and timer check, and a "bat" reflecting simulation. (Just dx = dx, dy=-dy, vise versa). The only problems I can think of are first the random generator, (if you want a real game but a pseudo random may be enough), and second the timer. Since we can't rely on a "real time" clock, this may cause a lot synchronize troubles. (they are related to the I/O and internal clock counter)
I think that's what he means, it allows you to draw shapes out of 24-bit bitmaps instead of doing it 8 bite at a time.
You can show individual dots without interfering with neighboring pixels, thanks to the separate set and reset lines. I should be able to choose whether you overwrite the whole 6x4 area when printing characters or just set the appropriate bits and leave any already on ones as they are.
Nope, although I have been wondering whether I could make some sort of speaker using sounds like doors closing...
Notch's twitter indicates redstone powered music coming soon, maybe I can make speakers. :tongue.gif:
Also, I tried doubling the screen width and everything slowed down and it crashed randomly as I was walking around. I think that the game is struggling with how big it is. ;S
Having you tried to clear out the blocks around where you build? If I remembered correctly, the blocks within your line of sight, and the blocks within 128 blocks will affect the "simulation speed". Since those blocks have to be "simultaneously" update in order to achieve the effect of a simulated minecraft world, if there are no objects in the "simulation zone", they are inactive. (unless triggered by the neighboring blocks), Thus I think that's why there is some rules like south-west rules, it's simply because they are the blocks been simulated first. Hence if there are many blocks interactively trigger one with another like the giant screen, the less objects that may affect (interactive with) them the better. Like building on the bedrock layers, clearing or filled in caves and water lava blocks near by, remove glass and trees those will be affect by light and spawning creatures, etc) Maybe it will help.
PS. I am working on a demo small screen and a keyboard to test my own mega-build as well, it should be fun!!
Umm...you weren't alive in 1980. You don't have to lie to be cool.
Back on topic...I'm excited to see what you are going to do with the screen.
It's reasonably clear, I should probably check for lava and stuff around the edges though. I think I'll leave the screen at this size though, since it'll need to run while connected to the CPU and stuff.
Post a link to your project when it's done?
Wow. I can't wait to see this thing connected to the CPU. You literally work magic with redstone.
Thanks for the move! :smile.gif:
An epic techno minecraft wizard.
The best kind of course... :3
#1 in Crazy-ness
Yep, I've already done that. :biggrin.gif:
I've mostly finished the ROM block for the GPU. There's 192 stacks of 8 bits here.
I've been spending WAY too much time on The Art of Trolling.
No it isn't. :S Thanks, fixed it now.