mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-25 03:34:05 +00:00
updated demo.html text
This commit is contained in:
parent
04e6343875
commit
59b73c3f34
@ -179,7 +179,7 @@ At the end of this adventure, you should be well-equipped to begin exploring the
|
||||
<p>
|
||||
The Midway 8080 system powered Gun Fight, the first CPU-based arcade game.
|
||||
Later, it would also run the immensely popular Space Invaders.
|
||||
It used a Z80 and a simple black-and-white frame buffer backed by 7 KB of RAM, a huge amount for the time.
|
||||
It used a Z80 and a simple black-and-white frame buffer backed by 7 kilobytes of RAM, a huge amount for the time.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
@ -212,8 +212,8 @@ At the end of this adventure, you should be well-equipped to begin exploring the
|
||||
<div class="col-md-4">
|
||||
<h2><a href="redir.html?platform=williams-z80">Williams</a></h2>
|
||||
<p>
|
||||
The Williams games like Defender, Robotron, and Joust were powered by plenty of hardware.
|
||||
A 36 KB framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly.
|
||||
The Williams games like Defender, Robotron, and Joust were powered by Motorola's 6809 CPU (our emulation uses the Z80 though) and plenty of RAM.
|
||||
A 36 kilobyte framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly.
|
||||
A separate CPU powered its unique sound effects.
|
||||
</p>
|
||||
</div>
|
||||
|
@ -93,6 +93,7 @@ TODO:
|
||||
- verilog: support VGA/multisync monitor?
|
||||
- stego shareable images (http://pico-8.wikia.com/wiki/P8PNGFileFormat)
|
||||
- https://makecode.com/language?
|
||||
- show .map file in listings?
|
||||
|
||||
|
||||
WEB WORKER FORMAT
|
||||
@ -175,3 +176,19 @@ PIXEL EDITOR
|
||||
everything is an editor
|
||||
back/forward propogation
|
||||
encoded <-> raw + spec + palette(s) <-> full tilemap <-> selected tile/sprite/metasprite
|
||||
need references
|
||||
panes: source code, metadata tree, graphics panes
|
||||
decoded info:
|
||||
- CHR tiles
|
||||
- palettes
|
||||
- maps/rooms
|
||||
- metasprites
|
||||
- metatiles
|
||||
- sprite data (williams etc)
|
||||
store in intermediate single file or embed in C/ASM?
|
||||
we'd then have to generate C/ASM probably automatically
|
||||
intermediate file could still be edited
|
||||
switch between hex/graphic editor? (palettes should edit via hex)
|
||||
final display types: number, color, sprite, etc
|
||||
CHR editor has palette selector, obj selector
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include <string.h>
|
||||
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned char word;
|
||||
typedef unsigned short word;
|
||||
|
||||
__sfr __at (0x0) input0;
|
||||
__sfr __at (0x1) input1;
|
||||
|
Loading…
Reference in New Issue
Block a user