Gameduino Project Aims To Game-ify the Arduino
beckman101 writes "Gameduino is a DIY game platform built on a shield for the Arduino. It's open source hardware (BSD and, for the code, GPL). Okay, that's fairly cool. But what makes this project special is that this inexpensive board has hardware that's capable enough to be interesting. The result is a lo-fi game console built on an FPGA that gives you retro graphics without being, you know, too retro. Games actually look good."
If someone made a Minecraft for the device, I could buy it. The current codebase is way too heavy for the type of game it is - it doesn't even check if you should see an object, it just draws everything anyway. Make a lightweight version of Minecraft and it's perfect!
The thing has a compressor with access to the video RAM which runs FORTH? I bet the guy who came up with that design has a beard....
No sig today...
Having video output from an arduino would be useful for all sorts of projects, not just games.
Another option for retro-gaming hardware is Andre LaMothe's XGameStation line of DIY kits.
Looks like they now have a "Chameleon" line of kits, in both 8- and 16-bit flavors, which are similar to Arduino or BASIC Stamp systems.
I have not personally used these, but they appear to be pretty cool.
Enjoy.
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Pete
And using a SPI interface to control it is like using Lego as a drive train from the V8 to the rest of the car.
But, you see, anything with Arduino in the name is instamagically popular. As stupid as using an Arduino is, this project has a much bigger chance of success as an Arduino shield than as a standalone board.
I'm too lazy to check, but I'm willing to bet there are Arduino shields out there that only use the Arduino for power.
does this really provide better capabilities than what is possible with homebrew
This won't get you sued, unlike homebrew where Nintendo and Sony routinely sue companies that deal in homebrew-related hardware. If the video can be redone into more consumer-electronics-friendly formats (composite, S-Video, component), it might even be possible to use this as a platform for developing and selling your own standalone TV games.
On the Nintendo Entertainment System, data between the CPU and the PPU was pushed through an 8-bit parallel port whose practical maximum was 1 byte per 8 CPU cycles, or about 224 kB per second. That'd be fine, except all transfers had to finish during vertical blanking, the 8% of the time that the PPU was resting between frames. There was a faster hardware-assisted copy that could push 256 bytes in 512 cycles, but it worked only for OAM (sprite display lists), not background maps or graphical tiles. If this Gameduino has a clock rate faster than 1.8 MHz, and/or it allows copies to VRAM during draw time, it already has more VRAM bandwidth than the NES.