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  • in reply to: Some SNES and Doom sprites and animations I put together. #733
    Damage
    Participant

    I really love the idea of Lemmings, I think a whole Scene like you described could be done. I will attempt it when I get some time, It definitely will need to be thought out. In the meantime, here are some lemmings .gifs I did. Click on the scaled up images to see a larger version.

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    in reply to: Some SNES and Doom sprites and animations I put together. #720
    Damage
    Participant

    More….

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    in reply to: Some SNES and Doom sprites and animations I put together. #715
    Damage
    Participant

    Dudemullet: One of the challenges (and interesting) parts about working with 16×16 is the forced limitation. Unfortunitly some of the sprites you requested won’t work well because they are large. The characters in Kung Fu for example are relatively huge, take for example the sprite below.

    Same kind of goes for excitebike and the Mario cape flying, it becomes an issue of what to crop.

    You can get creative and have panning effects, take the sprite below of the caped koopa flying by. this sprite is more than 16 pixels wide, but because it flys through the frame, you can cheat it a little.

    Lastly, I updated the mario coin for a darker background.

    Fogleman, that is amazing!

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    in reply to: Idea: Game Frame Simulator #646
    Damage
    Participant

    I would just like to raise my hand as one who would be interested in a windows version. I don’t own a mac :'(

    The program looks really cool tho, could you post some updated screenshots?

    in reply to: Some SNES and Doom sprites and animations I put together. #644
    Damage
    Participant

    Any requests?

    in reply to: Some SNES and Doom sprites and animations I put together. #639
    Damage
    Participant

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    in reply to: The hardware #633
    Damage
    Participant

    Jeremy, first off, excellent work on this project, I ordered one on kickstarter, I can’t wait to receive it, I had considered doing a pixel art display on my own a few years back, but never got the time. The way the game frame is designed, particularly with the vellum diffusion and separated pixels is absolutely brilliant (pun intended).

    My question is, what data pin are are you using to drive the WS2812’s? and what sequence (i’ll elaborate on that shortly). I thought about making a 32×32 version for personal use because I would love to do Basic SNES sprites, I would probably lasercut the grid out of black acrylic and would use overall smaller pixels and spacing. I estimate it would come in at about 500mm square. I would use the Mega2560 to drive it as it has 8K of ram. I think the whole thing could be scaled up even further by adding additional SRAM, the 2560 has support for this at the cost of I/O (but it has more than enough I/O for this type project). The SRAM can be expanded up to 128K which in theory could do 128×128. The issue then becomes one of power delivery and clock speed. 32×32 is probably the largest practical without going to something like an ARM or even FPGA. Plus in my case, since I would just be doing a 1-off, I would be hand soldering 1024 LEDS at 32×32. anything more just scales to ludicrous numbers.

    Anyhow, i digress, my question on sequence is this, assuming a shortened 4×4 grid for example sake how do you have your WS2812’s chained. for example..

    1 possibility (snake)…
    C D E F
    B A 9 8
    4 5 6 7
    3 2 1 0

    or are you driving multiple rows/columns via separate data buss (pins)

    Anyhow, I love the project, I can’t wait to play around with it and hang it up in my workshop for inspiration.

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