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"id": "https://peoplemaking.games/users/eniko/statuses/109369373058795982",
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"summary": "The Mega68k is a bare metal fantasy console",
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"published": "2022-11-19T07:49:53Z",
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"content": "<p>I should probably explain what the <a href=\"https://peoplemaking.games/tags/Mega68k\" class=\"mention hashtag\" rel=\"tag\">#<span>Mega68k</span></a> is. The short version is that it's what I call a bare metal fantasy console. What that means is that instead of running on a scripting language, the Mega68k runs on an actual emulated Motorola 68000 CPU, which was used in stuff like the Mega Drive and Amiga. It's basically a new 16-bit console</p><p>You can code for it using any language that makes ELF binaries that target the 68k CPU, though the intended method is using C using GCC</p><p>The system itself has a 240x135 pixel resolution, 4 megs of ROM, 256k of RAM, and a video processing unit with 2 tile layers and a framebuffer you can write to directly from the CPU. It also has an audio chip that has OPL3/Adlib music and 64k of RAM for sound effects. It only has a 64 color global palette but supports full per-color and layer alpha blending</p><p>Finally here's a video I made much earlier when I got OPL3 music support fully working</p><p><a href=\"https://peoplemaking.games/tags/GameDev\" class=\"mention hashtag\" rel=\"tag\">#<span>GameDev</span></a> <a href=\"https://peoplemaking.games/tags/RetroComputing\" class=\"mention hashtag\" rel=\"tag\">#<span>RetroComputing</span></a> <a href=\"https://peoplemaking.games/tags/RetroGaming\" class=\"mention hashtag\" rel=\"tag\">#<span>RetroGaming</span></a> <a href=\"https://peoplemaking.games/tags/FantasyConsole\" class=\"mention hashtag\" rel=\"tag\">#<span>FantasyConsole</span></a></p>",
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"en": "<p>I should probably explain what the <a href=\"https://peoplemaking.games/tags/Mega68k\" class=\"mention hashtag\" rel=\"tag\">#<span>Mega68k</span></a> is. The short version is that it's what I call a bare metal fantasy console. What that means is that instead of running on a scripting language, the Mega68k runs on an actual emulated Motorola 68000 CPU, which was used in stuff like the Mega Drive and Amiga. It's basically a new 16-bit console</p><p>You can code for it using any language that makes ELF binaries that target the 68k CPU, though the intended method is using C using GCC</p><p>The system itself has a 240x135 pixel resolution, 4 megs of ROM, 256k of RAM, and a video processing unit with 2 tile layers and a framebuffer you can write to directly from the CPU. It also has an audio chip that has OPL3/Adlib music and 64k of RAM for sound effects. It only has a 64 color global palette but supports full per-color and layer alpha blending</p><p>Finally here's a video I made much earlier when I got OPL3 music support fully working</p><p><a href=\"https://peoplemaking.games/tags/GameDev\" class=\"mention hashtag\" rel=\"tag\">#<span>GameDev</span></a> <a href=\"https://peoplemaking.games/tags/RetroComputing\" class=\"mention hashtag\" rel=\"tag\">#<span>RetroComputing</span></a> <a href=\"https://peoplemaking.games/tags/RetroGaming\" class=\"mention hashtag\" rel=\"tag\">#<span>RetroGaming</span></a> <a href=\"https://peoplemaking.games/tags/FantasyConsole\" class=\"mention hashtag\" rel=\"tag\">#<span>FantasyConsole</span></a></p>"
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"name": "Video showing off OPL3 in the Mega68k as well as some demoscene like graphical effects like hblank interrupts that change the scrolling registers and a fire effect",
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