It has taken me quite a few hours and I have rewritten the document several times, but I think I have managed to find a structure that will serve as a "template" for me when specifying the other chips that also depend on the CPU.
Holy crap you've put a lot of work into documenting this. Are you planning on adding any further blending modes to the GPU, or are they fixed with the 3 you've got now?
No, the console features are already decided and they should never change unless some serious design flaw is discovered. I know that consoles such as the pico-8 have been releasing updates with new features but that's not my intention here. There is only 1 Vircon32
I have uploaded a short video talking about the Vircon32 ports to other systems.
The only more recent thing is that as you can see I have started to tinker with the raspberry pi 3 I have. The emulator compiles and everything works (well, I can't confirm about the sound since I don't have any speakers plugged) but it's unplayable because OpenGL doesn't seem to be enabled properly. I have to investigate this a bit more.
carra wrote: ↑Tue Jun 28, 2022 4:10 pm
I have uploaded a short video talking about the Vircon32 ports to other systems.
The only more recent thing is that as you can see I have started to tinker with the raspberry pi 3 I have. The emulator compiles and everything works (well, I can't confirm about the sound since I don't have any speakers plugged) but it's unplayable because OpenGL doesn't seem to be enabled properly. I have to investigate this a bit more.
I'm still using Code::Blocks, and haven't fully explored porting to other systems/OS. On my smaller projects (literally just a single c file) getting Linux ports seemed to be no trouble. And I feel your pain regarding shaders. Since I've moved to Raylib I've been weaning myself off of doing everything in software (*sobs quietly*). I find writing shaders to be an annoyance, but in time they might grow on me.
Well, luckily the only shaders needed for this console turned out to be extremely simple! But when you have never worked with shaders, it can become a barrier. Also, with OpenGL code now adapted to modern standards portability should improve too, so at least this is work that can be worth the effort.
I made a new game for the console: a version of the classic Windows Minesweeper. It features the same 3 board sizes, but adapts the game experience to be a bit more arcade. As always you can get the game and its source code from the website.
You can see some gameplay of the game in this video:
This is the intro for Solitaire. I think I managed to make a convincing fake 3D for the cards.
Try to view this at full size! The reduced resize looks ugly