VGA Puzzle Game: 408x480 11-bit color on 16MHz AVR

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This is a game I wrote in assembly on an ATMEGA2560. 

 

https://www.youtube.com/watch?v=...

 

Here's a summary of the features:

-408x480 VGA at up to 2048 colors without overlocking

-4 channel 8-bit audio at 15.75Khz with hardware mixing and independent frequency and volume controls for each channel

-15-pin PC gamepad inputs

-Multithreading

Last Edited: Thu. May 11, 2017 - 05:19 PM
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redtail wrote:

VGA Puzzle Game: 408x480 11-bit color on 16MHz AVR

Here's a summary of the features:

-408x480 VGA at up to 2048 colors without overlocking

-4 channel 8-bit audio at 15.75Khz with hardware mixing and independent frequency and volume controls for each channel

-15-pin PC gamepad inputs

-Multithreading

Those are impressive specs.

Curious if you looked to see how this shapes up on the new 20MHz xTiny's  ATtiny817/1617/3217 ?

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Since there's a 1:1 core to pixel clock ratio, a 20 MHz clock would yield 510x480 and 640x480 would require 25.175 Mhz.

 

Going to 25MHz would probably allow for six channel audio.

 

I know the XMEGAs can run up to 32 Mhz and 384KB flash.

 

I wanted to stay within the ATMEGA family so the major decision was 256KB@16 MHz vs 128KB@20MHz.
 

Not shown on the video are background images which eat flash quickly at up to 2 bytes per pixel.  PCM audio is also expensive, so I went for the larger flash.

 

 

This is an example image (of an unrelated game) placed between the two playing areas, generated by the graphics compiler.

Last Edited: Thu. May 11, 2017 - 10:32 PM
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I sit here completely amazed.

If you don't know my whole story, keep your mouth shut.

If you know my whole story, you're an accomplice. Keep your mouth shut. 

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Very nice!