Article View: rec.games.programmer
Article #628Re: video game standard!?
From: Cyberman
Date: Mon, 07 Sep 1992 03:55
Date: Mon, 07 Sep 1992 03:55
167 lines
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6374 bytes
-=> Dreamweaver spoke of "Re: video game standard!?" <=-
To All at 09-05-92 15:32
Dr> As for the graphics/video, I'd opt for a vidRAM scheme that works at
Dr> the one pixel/byte level (I've been doing EGA/VGA stuff for years ...
Dr> did CGA stuff when it was in ... and have done Amiga at times ...{and
Dr> I'm gettin' a bit tired of the calesthenics necessary to smooth scroll
Dr> material through screen bytes ... hence I'm fond of the 256-color
Dr> modes).
Are you suggesting the use of a VGA chipset? {look out for
flames} I like some of the features of the chipset but ... Thier
are several things that would make it next to impossible to use.
Bummer make it easier to design such a system.
Dr> Also, it would be nice to work with a screen resolution that had a
Dr> decent aspect ratio ... and additional memory on vid/RAM format for
Dr> background pages without eating into the program space. My example
Dr> here is the Mode X and Mode Y stuff on VGA: real nice, but not what
Dr> hardware designers had in mind, or they would have made them legitimate
Dr> video modes.
My thought of
Video
RGB and NSTC output
24bit pallete (16million colors to work with)
256 colors
Graphics hardware
320x200x256 resolution (is thier a need for higher?)
panable display area (virtual screen)
RMW (read modify write mode)
functions
copy src,dest (result to destination)
and src,dest """
or src,dest """
xor src,dest """
cut src,dest """ (if source is 0 no copy)
rectangular moves on a per pixel basis (built in) in all RMW modes
?should graphics primitives be supported?
16 bit access to all display planes
display planes are memory mapped (for easy access {for once})
each memory byte location is a FULL pixel (makes for easy
ploting)
?split screen?
?display memory size?
Audio
2 16 bit DAC's stereo or 2 seperate channels
2 DMA channels for audio
8/16 bit audio
?programable sound generator 16 channels?
16 chanel audio mixer (stereo output)
each channel may be panned (position effects)
storage
cartridge - up to 8megs of ROM for game programs ?THAT's it?
hehehe
disk cartridge - optional 1.44 meg 3.5 disk drive and
controller expandable up to 8megs of ram internally
?simms? no internal ROM needed consol will support a
the drives (built in) all patches to the system should be
on the disk
?should a 720k or 360k drive be used instead?
programs can be loaded semi permanently (it' just another
module) because DRAM refresh is continued even when the
consol is off (but not unpluged) base memory is
recommended to be 512k
Operating system
OSK - this is Os9 for 68k machines
advantages
romable
modules are rommable
VERY easy to patch for new hardware
excelent embedded control
multitasking
multiprograming
modular
generic IO handling
device access
easy cross platform developement
we can make it anything we like
disadvantage
?cost? - retails for $100 (embed cost???)
My guess is it will probably cost about $5-$10 OEM
per system, the reason is that it will not include
any of the usual development tools etc. Just the
basic kernal. Everything else will be developed
seperately by US so it should be cheap and make our
life easier, I'll look into this I have microwares
internet address
not a popular OS - this is the main weakness this however
is not really pertinent (explained later)
custome
advantage
we can make it anything we like
disadvantage
It's a LOT of work that I would frankly like to skip!
developement will be slow
many patch headaches
NONE
This means sytems calls and everything is supported on
the cartridge.
advantage
design will be simple and the programer can do anything
they want period
disadvantage
developement will be very difficult and slow if not
impossible. Each cartridge will have it's own ?? and be
a royal pain to work with. The Disk cartridge will need
it's own ROM for boot strapping etc.
developement hardware
a simple special cartridge that plugs into the consol. it
allows debugging etc through a serial port to whatever
platform you are using.
OSK here would be GREAT it could handle a lot of the STUPID
details most poeple shouldn't and therefore don't want to
deal with.
programs can be cmpiled and run within the confines of the
cartridge without using host memory
a simple "interface" protocol can be designed to allow the
design of each platforms unique way of handling debuging and
programing etc.
a disk drive is optional (allow you to store your programs
without wasting your valuable computer resources) SCSI and
floppy should be available
developement software
Compilors?
at the risk of getting flammed I suggest C it's easy to port
popular and it's easy to make libraries for anything you
want.
C++ could be used as well (huh?) because Gnu C++ is available
for Os9 based systems (minor mods needed for this system).
It is none-the-less available (OOP makes game programing much
easier).
cost
the cost should be kept to a minimum so if anything is too
expensive we will have to make a compromise.
That's about all I can think of for now. :)
Stephen Cyberman@Toz.Buffalo.NY.US
Scripted at Sun 09-06-1992 22:01:54
... Internal stack overflow - System halted.
--- Blue Wave/QWK v2.10
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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!usc!wupost!psuvax1!rutgers!ub!toz!cyberman From: cyberman@toz.buffalo.ny.us (Cyberman) Newsgroups: rec.games.programmer Subject: Re: video game standard!? Message-ID: <gate.H4PPqB1w165w@toz.buffalo.ny.us> Date: 7 Sep 92 03:55:40 GMT Lines: 167 X-Maildoor: WaflineMail 1.00r