Hi, u may look at the IP@CHIP, which is doubtless far more powerful. See www.beck-ipc.com Regards, Imre +-----------------------------------------------------------------------+ | The information transmitted is intended only for the person or entity | | to which it is addressed and may contain confidential and/or | | privileged material. Any review, retransmission, dissemination or | | other use of, or taking of any action in reliance upon, this | | information by persons or entities other than the intended recipient | | is prohibited. If you received this in error, please contact the | | sender and delete the material from any computer. | +-----------------------------------------------------------------------+ On Thu, 1 Aug 2002, Peter L. Peres wrote: > On Wed, 31 Jul 2002, Kieren Johnstone wrote: > > >Reality always attacks me with sticks, nasty thing. > >I thought along similar lines about the processor, maybe a Hitachi H8S or > >something, but then I thought, "hey, gameboy used Z80"..but I suppose it has > >a graphics chip, sound chip, etc. too :) Plus I wanted something I could > >consider doing with my current electrical knowledge, and with piclist.com > >that means using a PIC ;). > >Well, now the idea has mutated into... > > > >* PIC16F877 central processor! > > How bout Z80 ? > > >* SIMM holds game code/data/extra RAM > > Cartridge ? > > >* That 128x64 LCD (it's the best I can find at such a price) > > 128x128 with color and backlight ? > > >* Serial + cartridge interface to download games into SIMM > > gbdk ? > > >* Should I even consider using a parallel EEPROM like > >https://www.jameco.com/cgi-bin/ncommerce3/ProductDisplay?prmenbr=91&prrfnbr= > >354659&cgrfnbr=501&ctgys= ? With some careful bytecode selections, maybe > >simple/fast compression, I can't see many games going over 512kb anyway.. > > Famous last words, already passe. > > >* Bytecode interpreter; all code memory would be used to a relatively > >CISC-like thingy; RAM copies/clears but also sprite handling, bounding box > >interceptions, object management, finite state machines... > > Would a hardware sprite processor help ? > > >* Math coprocessor from www.al-williams.com - PAK-II perhaps > > Pass. > > >* I like the idea of a sound coprocessor; polyphonic PWM and a graphic > >coprocessor! (as Mr Davis suggested) > > Sound processor included. > > >If I were to build such a beast I'd like to make everything open-source with > >construction details etc. This might make an.....interesting early project > >for me. Starting with a simple built-in bytecode program that manipulates > >PORTA or something. > > You are describing a Nintendo Game Boy clone using a PIC microprocessor, > no ? > > Peter > > -- > http://www.piclist.com hint: PICList Posts must start with ONE topic: > [PIC]:,[SX]:,[AVR]: ->uP ONLY! [EE]:,[OT]: ->Other [BUY]:,[AD]: ->Ads > > > -- http://www.piclist.com hint: The list server can filter out subtopics (like ads or off topics) for you. See http://www.piclist.com/#topics