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|    Message 116,803 of 117,927    |
|    David De La Harpe Golden to Paul Rubin    |
|    Re: 1 euro Olimex RISC-V mini-PC: this n    |
|    25 Sep 24 16:20:24    |
      From: david@harpegolden.net              On 24/09/2024 19:22, Paul Rubin wrote:       > https://www.hackster.io/news/olimex-s-one-euro-rvpc-single-boa       d-computer-goes-up-for-sale-next-week-1cfe4fe2c985       >              Found some code on github following the name in the article:              https://github.com/TurboVega/RVPC/blob/towers-of-hanoi-1/SOFTWAR       /Demo-VGA/src/main.c#L288              (forked from Olimex's initial sample repo       https://github.com/OLIMEX/RVPC/tree/main/SOFTWARE/Demo-VGA )              Haven't found an 800x600 pixel res variant (though they may be more       talkingh about overall display sync/timings but with wide pixels).              However, can see their general approach - appears to be bit-banging out       gpio->vga individual scanlines of a tilemap/charmap display. So vaguely       similar to a lot of 8-bit tilemap/charmap display hardware, implemented       in software, on the apparently-fast-enough-to-do-that tiny cpu.              Wwe're not talking a large linear bitmapped framebuffer in the small ram       area, just a smaller tile/char screen area and the current-scanline       buffer in the ram area. The 1-bit bitmap glyph image data itself can       then come from the flash area, much like the "character rom" of an 8-bit.              https://github.com/TurboVega/RVPC/blob/towers-of-hanoi-1/SOFTWAR       /Demo-VGA/src/chardefs.h#L2663              That towers of hanoi sample code linked appears to be doing 21x18 8x8       pixel chars display, so in pixel terms that's 168x144, and the       byte-per-tile/char display ram area is only 378 bytes.              I suppose adding some control bytes allowing selecting different       tilesets during the display could also give a bit more versatility with       not too much more overhead, as the device has 16384 bytes flash and thus       can hold at least a few different tilesets while still having room for       program code. a 256-character 8x8 1-bit bitmap charset/tileset is 2048       bytes obviously, just like a C64 etc.              Unclear to me ( / far too lazy to work it out) if it's actually fast       enough that it could actually e.g. be pushed all the way to, say 50x38 x       16x16 tiles, but that would then cover a 800x600 pixel res (just over as       obviously 600/16=37.5) and still be 1900 bytes for byte-per-tile ram       area (and we need the scanline buffer, another 50 bytes), technically       fitting into the 2048 bytes ram ... though really not leaving room for a       whole lot else at all.              A 256 tile 16x16 1-bit bitmap tileset is 8192 bytes, half the flash.              Perhaps 40x30 16x16 -> 640x480 -> "only" 1200 bytes screen ram could be       made work.              40x30 8x8 -> 320x240, perhaps doubled on output to 640x480       sync/timing-wise for better compat with vga->digital adaptors, might be       a sweeter spot ....if that can be made work.              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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