Saturday, December 28, 2013

NOTE! - COLOR MECHANICA - Sega CD Release

It's finally out! NOTE! - COLOR MECHANICA for SEGA CD

Seven KILLER tracks by the amazing NOTE! with an interactive ROM I've programmed for each. Hidden content, FMVs, and a high quality digital copy (MP3) on the disc! Tested extensively on real hardware / Kega Fusion.

 Technical junk: I was able to leverage a lot of the routines I've written for the Genesis but the Sega CD is a different beast entirely. Looking to do a writeup of my findings with the hardware. Been wrestling with the damned thing with only a handful of poorly scanned technical documents but it was worth it. Eat it SUB-CPU. 

Grab a copy / check the album here! http://note.monoanimal.com/album/color-mechanica

Thursday, December 19, 2013

Genny Light - 8Mbit devcarts


Genny Light PCBs: 8Mbit Genesis flashcarts for a (soon to be released) project.




Creepin.

Monday, November 4, 2013

Thursday, May 2, 2013

Codename VEC9 - Early demos

The VEC9 is a vector generator system I've been working on with Todd Bailey and Adam Stankiewicz for an original arcade game using an electrohome g05 (asteroids) monitor.

I've been writing the vector generator in VHDL for a spartan3e on a nexys2 board. The x/y/z are controlled by (hastily put together) R2R DACs. It's an actual processor, fetching opcodes out of dual port RAM that can be modified via USB.

Early test of a raster to check draw speed of the monitor.



Wrote some custom software to use it for visuals at 8static. Hooked it up to a Tenma oscilloscope (great color trace and lighter than the tek!), pointed a VHS camera at it and ran the composite feed to a V4 - worked out really well! Mirroring effects look really neat and the camera sensor picks up the beam in a great way, used the Genesis to overlay some of my effects.


Sunday, December 2, 2012

SNES <-> Ethernet Adapter + LA Gamespace tracker


Finally finished! I've been working on an example project for the SNES-ethernet adapter. Using it to receive information from Kickstarter to track the progress of the LA Gamespace project! Sorry that it's a bit quiet - I had to turn off the music or I would have went crazy.

Wiznet adapter connected to an ATMEGA644 via SPI. The MCU buffers incoming packet data and converts it to a format the SNES can understand (connected to controller port 2).
Powered from the SNES via 5V - the only other connection is ethernet. Still needs more work but it's getting there!

SNES side written in 65816 assembly - using a super powerpak development cartridge.

(in case you haven't already checked it out - please go to http://www.lagamespace.com/ - the rewards are amazing and there are countless amounts of talented people involved!)

 Greets to my console dudes+ - 68KREW - AGA - TMB - NO CARRIER - ENSO - ALEX MAUER - BIT SHIFTER - NOTE! - ANIMAL-STYLE - ZABUTOM - KeFF - PT!H! - L!W! - NERD NITE AUSTIN - DOOLS - DANIMAL CANNON

Wednesday, November 14, 2012

Blip Tokyo 2012 - SNES ROM Flyer




SNES ROM invite for Blip Tokyo 2012. Tested on real hardware.
http://tokyo.blipfestival.org

Try the ROM in your favorite emulator : It looks/sounds much better in there I promise!
https://dl.dropbox.com/u/21912138/BlipFestivalTokyo2012.sfc

Code : Batsly Adams
http://www.batslyadams.com

Gfx : KeFF
http://konttine.tumblr.com/

Music : Zabutom
https://www.facebook.com/zabutom

Spent more time than I'd like to admit getting this thing going! Lots of video tricks - the SNES hardware is pretty sweet (HDMA) but mode7 is tough! I have a pretty good development setup now.

GREETS TO 68KREW! - AGA - TMB - NO CARRIER - CTRIX - MONODEER - 2 PLAYER PRODUCTIONS - SOUNDBYTES CREW - HEXAWE - BLEO - HERRPROF - HEOSPHOROS - LIKELUKE - PT!H! - 8STATIC - KRIS KEYSER - EMI - MATTHECHT - DUSTMOP - ROCHESTER CHIP - ABRASIVE - FUNKYSAUCE - SECNARF - DAURAGON - LUMAR - DOOLS - KRUGS - ANIMAL-STYLE - CHEAPSHOT

Show Me That Finger Waggle

EL wire sign made for George & Jonathan for Blip Festival 2012.



Had an idea to make some kind of LED lit sign for G&J when I found out they were playing. Started toying with the idea of an EL wire sign, then things got out of hand.

Ordered some triacs to switch the power for the animation (first time I've ever switched AC without a relay), ended up picking the wrong part number. Damn. I used a relay module I had on hand due to time constraints but it turned out just fine - not as elegant but I like the clicking. I ended up adding a handheld trigger button so I could waggle manually with the music. Code is simple, when the button is released it shimmies to the left, and when it's held, it moves to the right. Wrote a timeout after 2 seconds to return to a middle position.

Animation driver (microprocessor/relays) powered by a 9V battery through a standard 7805, EL wire powered by two separate 2xAA inverters.

Thank you to:
Kathy who laid out the design / stapled all of the EL wire (perfectly - it looked incredible).
Chris helped me mount everything to a stick so I could hold it way above the crowd without it falling to bits.






A couple of GIFs from WTSNACKS...



Video of it coming out at 5:50- seriously so much fun to walk through the crowd with this thing.


Check out those synced animated LED headbands too - James is a genius.

Thursday, June 7, 2012

Monodeer Vector

Monodeer logo on a HP1740A in X-Y mode.
Design / line segments generated in a little windows tool I wrote and relayed through a propeller board with a couple of SPI DACs.

Plotting.


Mark tuning up the brightness/focus.

Vanity Shot



Wednesday, April 25, 2012

Capcom Q25

Snagged a Capcom Q25! Almost done restoring/converting it - details soon.


Tuesday, April 3, 2012

Lab 2.0


Almost done! Added some new shelves / reorganized projects into separate bins.

I've been working on a digital vector generator using an AVR and a couple of SPI DACs. Top scope has the values in the time domain, bottom is showing the x-y plot. All shapes are closed for now - now to add a Z / brightness!

Saturday, January 28, 2012

Genesis Spectrum Analyzer

Built a custom interface using an ATMEGA328, an MSGEQ7 (7-band spectrum analyzer chip) and a genesis cable plugged into port 2. Sends all 7 bands with an 8-bit resolution with a 4-bit ID to make sure things are always in sync. Running the genesis side ROM on an everdrive.

Really wanted to try my hand at having an audio assisted visual set. Tried an amplitude based one but it wasn't exactly what I was looking for. The chip works really nicely, and once you adjust the threshold it finds the beat very reliably.


Debug / POC ROM - ran a frequency sweep through, works perfectly!


Actual implementation into a new ROM I've been working on. A set of lines are drawn every frame into a tilemap in RAM then DMA'd over right after vsync. Rather than overwriting the tiles under it each line has a defined weight that is added to the array. The sum corresponds to a palette entry, so the longer the effect stays on the more intense the color becomes (black->blue->purple).

Only using the 63hz band here, very effective! You can see around 1:15 where there is a constant tone the effect will play out.

Music by the amazing Danimal Cannon!


Now to (tastefully) work it into some new effects! Should have it in time for Blip Festival Australia.

Wednesday, January 25, 2012

Blip Australia 2012 Genesis ROM Flyer

After a few months of work it's finally finished...



Code: Batsly Adams
Gfx: Wazpy
Music: Animal Style

Download the ROM here!
http://australia.blipfestival.org/files/BlipAustralia2012.bin


I got to try out a ton of new stuff here, learned a ton in the process.

A few notes:

Wrote a new scene handler, allows separate scenes that can exit gracefully regardless of changes in video modes. Scene timers can be easily adjusted.

New smooth non-blocking palette fading.

VDP DMA routines work perfectly now, most effects are applied to a tilemap in RAM then DMA'd over right after vsync. A 32x32 map finishes in vblank with time to spare, which means no more tearing!

Wrote a utility to split GIFs into frames and convert them into tiles / palettes. Have a special struct for sprites to handle this output for easy manipulation too.

The large comet is 128x128 -> 16 32x32 sprites stitched together!

The green/blue lines in the announcement scene have a (subtle) transparency effect surrounding the black bar. Used the shadow/highlight registers on the VDP here for certain tiles to simulate opacity.

And finally: a full speed plasma effect, which was the holy grail of visual coding for me. Thanks so much to Andy B for help with the optimization.


Can't wait for this!