This article will cover the software aspect of my Macintosh Classic project. The final solution is running on a BeagleBone Black, using it’s programmable realtime unit. If you want to learn more about PRU programming, you can do so here. If you haven’t done so already, I recommend you to read the other parts of this series. You can find the table of contents at the end of this article. Continue reading Macintosh Classic CRT with modern linux computer – Part 2
This article will explain how the timing of the Macintosh Classic CRT works and how I tried (and failed) to interface it with the Raspberry Pi, and how I interfaced it with the BeagleBone Black’s PRU. This is a multipart series, you can find the table of contents, as always, on the bottom of the page. Continue reading Macintosh Classic CRT with modern linux computer – Part 1
Almost one year ago I found an old Macintosh Classic, produced in the 1990’s in a basement. I bought it from the guy who used to own it and he told me, that he doesn’t know whether it is working or not and that it was standing there for about 20 years, so it was in a pretty bad shape. After it arrived at my apartment, I immediately plugged it in and switched it on. After the screen came on, it was pretty disappointing: It just displayed a checkerboard, which seems to be a pretty common issue with these models. This problem is caused by a variety of issues.
Today’s article will be a short one in which I’ll cover the so called cycle counter register (DWT_CYCCNT), which is present on the BBB’s PRU cores and on other CPUs from the Cortex architecture (See here). However this register is implementation dependent, so it might not be available on chips from some vendors. If this register is not present on a chip, it will always read zero. This register counts the number of cycles for which the PRU has been enabled. Continue reading BeagleBone Black PRU clock cycle counter
Vor einigen Stunden hat Bethesda drei neue Fallout 4 DLCs angekündigt. Die Beschreibung und Screenshots auf der offiziellen Seite sehen schon mal großartig aus. Ich werde euch diese hier in deutscher Sprache kurz zusammenfassen. Solltet ihr noch nichts über die ersten drei DLCs erfahren haben, könnt ihr eine Zusammenfassung hier lesen. Genauere Details zu DLC2 und DLC3 erhaltet ihr auf den jeweiligen Seiten. Continue reading Fallout 4 Contraptions Workshop und die anderen drei neuen DLCs
I’m currently working on a small 3D arcade game inspired by classical top down races in Unity3D. The game will feature enemy opponents, which means that they have to have at least some kind of AI. This AI consists of simple collision avoidance algorithm, so that the enemies don’t crash into walls constantly, and a very simple path following algorithm so that the opponents can find their way around the racetrack. I’ve built a quick prototype with simple boxes and a path. Continue reading Simple collision avoidance AI in Unity3D