[XCSSA] Propeller Demo at Breakpoint...
X-otic Computer Systems of San Antonio
xcssa at xcssa.org
Thu Apr 16 17:35:07 CDT 2009
Wow I finally got a chance to watch it. That was pretty cool! I jones
for old-skewl wormholes :)
Fredrik, don't suppose you have a dev board you can bring in to load
this up on? Sure would be awesome in person! I really wonder how they
did the music. I'm not amazed the Propeller can create it, but I'm
just curious how he composed it (what tools, for instance, since I
don't think there are any Propeller Trackers out in the wild :)
Tim
On Apr 16, 2009, at 11:43 AM, X-otic Computer Systems of San Antonio
wrote:
> You should check out some of the 64k and 4k Intro competitions.
>
> http://scene.org/awards.php
>
>
>
> On Apr 16, 2009, at 11:06 AM, X-otic Computer Systems of San Antonio
> wrote:
>
>> X-otic Computer Systems of San Antonio wrote:
>>> Wow.. really takes me back to the C=64 demo days of old... right
>>> down to the
>>> polyphonic waveform sound and rotating cubes and Mandelbrots! hehe..
>>>
>>> Pretty impressive! And in just 32k?!
>>>
>> I guess he does use some kind of compression, but still very
>> impressive.
>>> But thinking about it.. the C64 was just ONE 1MHz proc doing all
>>> this fancy
>>> video and the Prop runs at what.. 80MHz x 8 cogs = 160MIPS?!
>>> http://xcssa.org/files/2008-08_Propeller_Presentation_Fredrik.pdf
>>> That's 160 times more powerful than my Amiga 500! Although to put
>>> it in
>>> perspective, the C=64 (and Amiga) DID have their own separate
>>> dedicated video
>>> generation hardware and circuitry, and the Propeller does it ALL on
>>> board (at
>>> VGA resolution no less). So I guess my reply is more a "prop to
>>> the prop
>>> designers" than to the old C=64 hacks. :)
>>>
>> Yes, it's hard to compare C64 and Amiga to the prop...
>> And keep in mind that even the C64 have more memory than the
>> prop... ;-)
>>
>>> Although.. I didn't realize that the propeller didn't have a simple
>>> multiplication instruction. How do you deal with the Fredrik (and
>>> don't just
>>> say multiple additions! ;)
>>>
>> Actually yes... ;-)
>> However there is a shift involved so the worst case have as many add
>> as
>> there are bits in the number so to say.
>>
>> This is how the multiplication actually looks likes,
>>
>> mov r,#0
>> loop
>> shr y,#1 wc
>> if_c add r,x
>> shl x,#1
>> tjnz y,#loop
>>
>>
>> There are also log and anti-log tables in the Propeller ROM that can
>> be
>> used.
>> Convert the two numbers to their log, add and then do an anti-log.
>> This has been suggested on the Propeller Forums, I don't know if
>> anyone
>> is using it though...
>>
>> /Fredrik
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