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Re: Various questions

PostPosted: Fri Mar 28, 2014 12:00 am
by erico
What I meant, was a CHR set into graphical sets, similar to what tile maps would be, you could then draw using them instead of memory. Like this coco 2 or any other 8bit system. (I mean it to be fixed, not user modifiable (not the avarege user though))...just an idea ;)
http://en.wikipedia.org/wiki/File:Cocobvdg.png

Re: Various questions

PostPosted: Fri Mar 28, 2014 8:51 am
by rodot
Bitmap encoding:
-First byte: width
-Second byte: height
-Following bits: pixels (raw bitmap)

The sound is encoded on 2 bytes for a total of 16 bits:
-Notes 6bits = 64 values (identifier for notes from C3 to B5)
-Duration 6bits = 64 values (in number of frames)
-Volume 3bits = 8 values
-Instrum. 1bit = 2 values (square wave or noise)
But I did a tracker on excel for you to easily compose sounds/musics. You can find it on Github.

More documentation to come! But it's the last thing I'm going to do, because I don't want to re-do the documentation every time I change something.

The character map only has 128 character, so you're free to add your own custom 128 character. It's easy, just use the font editor I've put on github. But why would you like to mess with custom fonts when you can use bitmaps? The problem with custom is that it won't be embedded in your program, people will have to edit the Gamebuino library to change it.

Re: Various questions

PostPosted: Fri Mar 28, 2014 10:28 am
by MrTAToad
Sounds interesting, thanks!