Tech Support > Computer Hardware > Microprocessors > Wanted: 5 people to look at an embedded book idea.
Wanted: 5 people to look at an embedded book idea.
Posted by larwe on April 28th, 2006


Hello all,

I'm working on the idea/presentation for my next book. It relates to
retrogaming from an embedded developer's standpoint (not an emulation
book, but more along the lines of "this is how you could develop a
modern version of the 2D tile-based graphics ASIC in XYZ old arcade
machine", and "this is how you can simulate a YM2159 synthesizer in
VHDL"). I feel many of these circuits have modern applications beyond
gaming. I will include /some/ historical material in the book, but it's
mostly concentrated on applications.

The book will be based around the Xilinx ML403 EDK [I haven't yet
decided fersure which CPU core I will be using but in order to exploit
synergies with other work I'm doing it is likely to be PowerPC]. Very
strong C and digital design skills are presumed. This is assuredly not
a novice-level book; it is intermediate to advanced material.

I'm looking for five people (only) to review my outline and make
suggestions, particularly of additional pieces of arcade, console or
home computer hardware I can implement in VHDL or C. There is a small
gift certificate in it for you if you participate (your choice of
amazon.com or cabelas.com).

During the official submission process, I also have to provide at least
two reviewer contacts to my publisher. I will be selecting those two
reviewers from the pool of five people gathered in my first-round
review. My publisher typically pays a cash honorarium of ~$80 or twice
that amount in books.

If you're interested, please contact me via email.

Muchos gracias.

Posted by Craig Yarbrough on April 28th, 2006


Just a few initial observations. First, what exactly are you trying to
do with your book? Is this a lesson in VHDL/FPGA/Digital via
retrogaming design examples? Or how historical hardware paved the way
for today's technology? Or..?

Second, if you're intent is to accurately model vintage gaming
hardware, why on Earth are you trying to bastardize them into a PowerPC
or MicroBlaze? There's plenty of folks who have done free models of the
older processors (6502, Z80, 8080, etc). It's not unlike trying to
drive a nail with a belt sander.

Next, who is your intended audience? Anything Virtex-4 is quite
expensive for anyone other than corporate, and cost-prohibitive for the
casual programmer or student. Spartan-3E's are 1/50th the price and are
more than enough ponies for emulating 80's LSI and MSI hardware. Ever
try a belt sander with balsa?

Companies such as www.digilentinc.com have decent demo boards for a
song with plenty of firepower to do what you need.

Lastly, be very careful of asynchronous logic when modeling some of the
older game boards, especially ones with no CPU. Atari's PONG comes to
mind. :-) FPGA's do not lend themselves readily to the asynchronous
Rube Goldberg designs of yore because they (and I can only speak for
XIlinx) cannot guarantee a minimum propagation delay anywhere. So,
where the emulated design relies on race conditions you kinda have to
fudge it and play tricks to get it to match a good synchronous design
practice without losing the intent of the circuit.

Hope that helps at least a bit.

Cheers!

- Craig

Posted by msg on April 28th, 2006


larwe wrote:

Please don't restrict yourself to such 'modern' hardware; _real_ arcade
games were TTL MSI :-)

Regards,

Michael Grigoni
Cybertheque Museum


Posted by Grant Edwards on April 28th, 2006


On 2006-04-28, msg <msg@_cybertheque.org_> wrote:

I think I've still got the first book I bought on video game
design. A counter for the ball's X position, a counter for the
ball's Y position, some logic to detect collisions and toggle
the counter direction flip-flop, a couple A/D converters for
paddle positions, and away you go...

--
Grant Edwards grante Yow! Boys, you have ALL
at been selected to LEAVE th'
visi.com PLANET in 15 minutes!!

Posted by larwe on April 28th, 2006



None of the above exactly, but most like the first option.

History: A long time ago, I was interested in the Sega System 16
hardware for various reasons (Thierry Lescot, author of the Sys16
emulator, has at least one of my old Golden Axe boards I got all
fired up and began writing an "emulator for a nonexistent piece of
arcade hardware". This was called System N, and the intent was to use
it as a generic 2D gaming engine. It was written in C with PPC assembly
(for MacOS 9). It implemented two 8-way joystick interfaces with three
buttons apiece, three 16bpp 32x32 tile layers for parallax effects, and
a text layer on top of that.

More recently I've become interested in lashing some of the same sorts
of capabilities to various micro systems. It occurred to me that it
would be extremely useful to have a VHDL model of, say, the ZX
Spectrum's video hardware. It would also be useful to me to have a
64x64 3-layer palettized tile graphics system with an 8x8 text overlay
and at least 16 128x128 sprite channels. But not specifically for
anything to do with retrogaming.

Using the old game hardware as historical info puts the ideas in
context.

No, it's not the intent. I did say this was not an emulation book. The
intent is to develop various graphics and audio output hardware that
does the same sorts of things as various arcade, console and
home-computer equipment.

This sort of material has applications in non-gaming sorts of arenas.
For instance, simulations (of the industrial-equipment-training
variety, not flight sims), digital instrumentation, and test equipment.

Again, the aim is not to emulate anything. I'm well aware of the free
cores - but that's not what I need.

The ML403 EDK is < $1,000. While not cheap, it's not prohibitive
either. I did say this wasn't an introductory-level book...

It really boiled down to this board or an equivalent monster from
Altera. I already have the Xilinx board as part of some other writing
I'm doing, and Xilinx is -probably- going to be an avenue for marketing
the book. Done deal.

Ever try making a 1:1, fully operational model of a C-130 out of balsa?
))


Posted by larwe on April 28th, 2006



msg wrote:

The oldest part that's currently in the TOC is the AY-3-8500, is that
ancient enough for you?


Posted by Wing Wong on April 28th, 2006


In comp.arch.embedded Dave <dave@comteck.com> wrote:
The only place I've had access to them was in Uni, and they get it at
academic prices too.

--
Wing.

Posted by Dave on April 28th, 2006


On Thu, 27 Apr 2006 19:03:48 -0700, larwe wrote:

That EDK is what, $900-$1000 USD? I don't picture many individuals
of intermediate to advanced skill levels shelling out that much just to
recreate old games. And I don't see people who want to recreate old games
shelling out that much. Good luck!


~Dave~

Posted by Josep Durán on April 28th, 2006




"larwe" <zwsdotcom@gmail.com> escribió en el mensaje
news:1146195916.743345.180090@i40g2000cwc.googlegr oups.com...
Interesting subject.

Please, make sure the whole thing can be programmed with the Webpack, or
some other free package. I don't think hobbyists, and students are willing
to pay an anual subscription for a full ISE in addition to the development
board.


Best regards

Josep Duràn


* It is Much_a_s Gracias unless you want to refer to Terminator or David
Beckam or ... ;-)



Posted by larwe on April 28th, 2006



Dave wrote:
It's just under $1k retail. Assume that you already have suitable
hardware, though. The idea is to lift segments out of the book for your
own evil purposes. I'm using the ML403 because I like it and I got it
"free".


Posted by Steve Muccione on April 28th, 2006


???

so you're going to go into detailed design of a blitter and sprite
generator?

I would think that anyone with the hw available to play with this would
already be able to throw together their own blitters.

Are you trying to create a vhdl library for reuse?

"larwe" <zwsdotcom@gmail.com> wrote in message
news:1146189828.634022.68820@e56g2000cwe.googlegro ups.com...


Posted by larwe on April 28th, 2006



Steve Muccione wrote:

I wasn't actually going to put a blitter in there, I was focused more
on tile-based graphics (i.e. no need to blit memory around - because
the only mem that actually changes is a kilobyte or two of tiles).

To a certain degree it's a cookbook. The point is to capture
interesting techniques that were used back in the 80s and 90s.


Posted by Isaac Bosompem on April 28th, 2006



larwe wrote:
Hi Larwe,

I think this is a great idea! I will be working soon (and will be
getting cash) so I will be looking out for your other book!

I have always loved video games ever since I was a child (particularly
my firs tsystem being a Sega Genesis). Video games was what got me
interested in digital electronics, particularly microprocessors.

The tile engines I am sure can be done in VHDL without too much
overhead. Also the YM synthesizers can be done too, YM chips really are
just a bunch of LUT's and weighted summers.

-Isaac


Posted by larwe on April 28th, 2006



Isaac Bosompem wrote:

Good! Did you find that internship, or what?

Some of Taito's systems from the early 90s achieved AMAZING effects
with those Yamaha chips. Really incredible stuff. Look at Crime City,
for example.


Posted by Isaac Bosompem on April 28th, 2006



larwe wrote:
Not really, just a general summer job. I will be applying for a work
term after this coming year .
Hey that game is pretty fun! I like those side scroller beat em ups .

Taito is definitely one of the names that ring a bell. I to this day am
still very impressed with the sound of FM synthesizers. The Genesis was
nothing spectacular since the FM chip it used was I think a low cost
version, but the arcade ones simply blow me away.

I find some of SNK and their NeoGeo games to also have good soundtracks
that are a very good mix of FM/DAC.


Posted by larwe on April 28th, 2006



larwe wrote:

I now have my five sacrificial victims^H^H^H^H^H^H^H^H^Hesteemed
reviewers, thank you. So while I appreciate any feedback and
suggestions, the "vacancies" for paid reviewers are filled.

I'd just like to point out that I do not reasonably anticipate every
man, woman and child on the planet to purchase this book. I don't
expect everyone to /like/ this book, in fact.

If I was writing the universal book, it would be a torrid tale of lust,
swashbuckling adventure, religious serenity, murder, vampirism, fervid
calmness, death, resurrection and a journey of self-discovery, with
overtones of conspiracy theory and a good solid scientific basis. That
would get me on the Oprah Winfrey show fersure. Pity I can't stand the
woman.


Posted by Dave on April 28th, 2006


On Fri, 28 Apr 2006 10:22:36 -0700, larwe wrote:

That's fine. Just make sure it fits into a Spartan-3E Starter Board.
Hmmmm, where is that VHDL module for vampirism ...

~Dave~


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