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XORYA - extremely low cost game console on PIC32

XORYA game console is just one chip PIC32MX170F256B (32-bit MIPS core, 256K flash, 64K data mem) in DIP28 package and a few other components

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XORYA is extremely low cost game console that consists of just 1 chip (in its base configuration) - DIP28 integrated circuit PIC32MX170F256B (32-bit MIPS core, 256K flash, 64K data memory) and a few capacitors and resistors with total cost below $5. XORYA is connected to NTSC TV through composite video input and it's running applications created with help of open source game library XORLib ( https://gitlab.com/shaos/xorlib ) specifically developed for this platform. XORYA may produce a number of black and white video modes (with 640x200 maximum resolution) and (potentially) stereo audio with 15734 Hz sample rate (through PWM). Also with external crystal 14.31818 MHz and 2 more capacitors it may produce color NTSC signal similar to "composite" mode CGA with 16 colors (actually 15, because 2 gray colors look the same) and resolution 160x200.

Project is based on "NTSC TV interface" examples from http://hackaday.io/project/2032-pic32-oscilloscope by @Bruce Land (Cornell University), which are based on examples from "Programming 32-bit Microcontrollers in C: Exploring the PIC32" by Lucio Di Jasio. I switched text mode to my own 8x8 font and eventually dropped support for original 256x200 resolution and focused on newly introduced 320x200 and 640x200 video modes. Adding color to generated NTSC signal was inspired by KenKen's work, but nothing from that software/hardware was used here because goal of my project was not about getting perfect colors, but to get simplest (and cheapest) circuit that generates a number of distinguishable colors on NTSC TV. Accidentally I reinvented "composite mode" used in earlier CGA (when every 4 black and white pixels in the row confused NTSC TV to detect different colors depending on pixels pattern) with the same resolution 160x200 and very similar palette (actually 4 palettes of the same 16 colors are supported: 0 - original XORYA palette, 1 - palette similar to CGA composite mode, 2 - palette similar to Tandy composite mode, 3 - palette similar to PCjr composite mode, where "similar" means color phase is shifted back about 30 degrees versus original):

To make video memory compatible with CGA I also changed 32-bit DMA-to-SPI to 8-bit (because SPI sends higher bit first and in case of 32-bit it works as big-endian, but it has to be a little one) and surprisingly it did not negatively affect performance (text mode even became 43% faster because now it is not required to mask single byte in the word to write a character). And before adding project here the progress was reported on DangerousPrototypes forum.


Current schematics (for generating color NTSC signal, no audio or inputs yet) with external crystal 14.31818 MHz (it must be precise):

It generates this waveform with "color burst" in the beginning of every line:

Simplest Black-and-White NTSC version (no color) with internal oscillator:

This version is a little bit faster because it's running on 60 MHz core frequency instead of 57.27272 MHz as previous one.

Also note that 6-pin header is required if you need to reprogram the chip by PICKit3:

  1. MCLR (pin 1)
  2. 3.3V (pin 13)
  3. GND (pin 8)
  4. PGED1 (pin 4)
  5. PGEC1 (pin 5)
  6. Not connected

To build something with XORLib you need MPLAB.X IDE and XC32 compiler (but NOT new one, it has to be v1.34 or older because of plib.h - old versions could be found here ).


Cheapest possible implementation of Xorya is Xorya Touch where controls (both gamepad and buttons) are drawn by copper on PCB itself...

  • 1 × PIC32MX170F256B PIC32 microcontroller with 256K flash and 64K data memory
  • 1 × 0.1 uF Ceramic capacitor
  • 1 × 10 uF Ceramic capacitor
  • 1 × 10 kOhm Resistor
  • 1 × 330 Ohm Resistor

View all 8 components

  • Color resolution beyond 160x200?

    SHAOS12/20/2023 at 17:39 0 comments

    It was bothering me from the beginning that effective color resolution of composite NTSC colors is only 160x200 - such a downgrade from original monochrome 640x200, but then I started thinking that may be if image is having black-and-white/grayscale parts then resolution may look better? A year ago I wrote this program to show pixlel-level transitions between colors and blacks/whites/grays:

    https://gitlab.com/shaos/xorlib/-/blob/master/examples/colodiag.c

    It produces this pattern on NTSC TV:

    Then I thought why I should flash every experiment into PIC32 if I can write "composite simulator" that imitate NTSC decoding and I did it in January 2023:

    https://gitlab.com/shaos/xorlib/-/blob/master/tools/compositesim.c

    By default this program produce color bars:

    And we can shift phase too (90 degrees to imitate palette #1, 180 degrees - palette #2 and 270 degrees - pallette #3). Also it is possible to produce image from arbitrary XBM file like this one:

    Then I put diagonal color pattern in it:

    That looks very similar to what TV showed above. Then I looked at borders between colors:

    As you can see smoothness is not always 160 pixels per line - sometimes it may look like 320 (yellow highlights) or even 640 (green highlights - it's only on borders between white and black). Actually it's easy to summarize this way:

    - black (0000) and white (1111) may connect with 640-pixel precision;
    - grays (0101 and 1010) are connecting with white or black with 320-pixel precision;
    - colors with codes 0111, 1011, 1101 and 1110 (3 ones and 1 zero) may connect with black with 320-pixel precision;
    - colors with codes 0001, 0010, 0100 and 1000 (3 zeros and 1 one) may connect with white with 320-pixel precision;
    - all other connections are having 160-pixel precision.

    Having this knowledge allows me to create color images for Xorya that look better than 160x200 because of more precise grayscale parts in it :)

    Time to code some games? ;)

  • 640x400 black-and-white

    SHAOS12/10/2023 at 05:08 0 comments

    Xorya is capable of showing 640x400 black-and-white images by constantly switching half-frames 640x200 every frame to make "fake" interlaced video and some NTSC TVs will "stitch" those half-frames to full frame thinking it's truly interlaced video - some examples:

    The only problem with fake interlaced screen - sometimes TVs may be confused and switch odd and even lines:

    To resolve it just re-connect the cable once or twice and it will stay in sync until reset.

    And some TVs will just constantly blink (usually cheap ones).

    Source code of the program:

    https://gitlab.com/shaos/xorlib/-/blob/master/examples/xbmdraw.c

    Use GIGA define to show 400-line XBM images ( it's a reference to ZX-Spectrum world where this technique was called "gigascreen" ; )

    By default this example shows schematics of color Xorya in 640x200 without GIGA :)

  • Xorya on RISC-V?

    SHAOS01/20/2019 at 16:54 1 comment

    Recently I made a lot of activities around RISC-V open architecture and even created my own RV32I implementation that passed majority of compliance tests (except 1 about unaligned jumps) - see nedoPC-5 project . So then I've got an idea - what if I put Xorya framebuffer (with control logic) to the same FPGA with RISC-V core? Then I'll be able to load Xorya programs from external storage (as SD-card for example), add serial, ethernet etc.  Porting XORLib to this new system should be relatively easy task because it's written in C (only some Microchip specific things as SPI+DMA handling should be re-written). What do you think? Please leave a comment below...

  • Possible extension of Xorya to true CGA

    SHAOS11/09/2018 at 06:10 0 comments

    In October 2016 I tested (but didn't share here) a simple circuit that used not only SPI data output as orignial Xorya, but also SPI sync, and consisted of one 74F00 and two 74F74s that (with help of NTSC color generator chip AD725) may allow us to get "true" CGA 4-color 320x200 mode with the same PIC32 and slightly extended XORLib (so it might be the next generation PIC32 video console Xorya-II capable of running some classic CGA games from PC):

    Problem is I didn't capture actual schematics at that time and now I don't remember how exactly it worked...

  • Screenshots

    SHAOS01/25/2017 at 05:49 0 comments

    Just a few screenshots as an example of what Xorya can do on NTSC TV with 15 colors (original images were taken from Internet under "fair use"):

    and some images taken from old PC games:

  • Prototype Xorya-I

    SHAOS11/12/2016 at 01:35 1 comment

    This is a prototype of the actual Xorya game console as it will look (codenamed "Xorya-I"):

    As you can see it is "Direct-to-TV" kind of gamepad with 2 buttons on the right (green and red) and analog joystick on the left (currently it's 2-axis joystick from Parallax that costs more than $5). With composite video cable you can see cables for stereo sound (generated by 2 PWM). Later I'll add 2xAAA case on the back and power switch (it's not needed yet while I use PICKit3 to play with it).

    Interesting thing is the fact that PIC32 chip is actually a cartridge with the game ;) In order to simplify process of inserting and removing of such game I put there a ZIF-socket (cost about $10). So the big idea is to present Xorya as an open source indie game platform with dedicated online store that will sell actual physical retro looking games for it (in form of preprogrammed PIC32 chips) both open source and proprietary with prices $5 and up.

    Calculating everything (including future PCB of that size) I got possible retail price for the product (if I finally make it) - $29.95 (1 console plus 1 chip with "free" game). Thoughts?...

  • Xorya Superdemo

    SHAOS11/08/2016 at 17:00 9 comments

    For people who didn't notice my little demo on Hackaday Superconference during last weekend - this is 5-minute video:

    Source code of the demo: https://gitlab.com/shaos/xorlib/blob/master/examples/demo2016.c

    This is a collection of some XORLib examples that I created since April 2015 plus couple new pieces of code combined into a single C-file (also 2 additional data files are required and of course XORLib - everything is there on GitLab). Enjoy ;)


    UPDATE: Prebuilt binary in HEX form is available on GitLab:

    https://gitlab.com/shaos/xorlib/tree/master/builds/demo2016-PIC32MX170F256B-O1

  • PCB as a gift

    SHAOS10/13/2016 at 02:42 7 comments

    I forgot to mention that some time ago I received a few PCBs of Xorya prototype with composite connectors as a gift from @arnaud.durand

    Thank you, Arnaud! :)

    P.S. I can give away few pre-built Xoryas with hotglued batteries and pre-installed "fast" Mandelbrot Set demo on Superconference in Pasadena, if anybody is interested :)

  • Latest update

    SHAOS03/08/2016 at 23:15 0 comments

    Hi All, I'm still here :)

    Recently I'm successfully tried to connect Xorya prototype to cheapest available color NTSC TV (from ebay) and it was working pretty well:

    Last year I put this project into pause mode mostly because I stuck a little because I was not able to decide where to develop this project further - I have 3 choices:

    - put it into NES gamepad and program support for NES and SNES serial gamepad protocols;

    - design board around DIP version of PIC32 in form of gamepad with buttons - 4 buttons on the left for direction moves and 4 buttons on the right for actions;

    - design board around DIP version of PIC32 in form of gamepad with analog joystick on the left and action buttons on the right...

  • Color Combinations

    SHAOS05/15/2015 at 23:36 2 comments

    Experiment with color combination with chess board mixing:

    This is simulation in DOSBox on PC:

    PIC32 on NTSC TV - palette 0:

    PIC32 on NTSC TV - palette 1:

    PIC32 on NTSC TV - palette 2:

    PIC32 on NTSC TV - palette 3:

    Source code: https://gitlab.com/shaos/xorlib/blob/master/examples/color120.c

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aaaaaa wrote 12/10/2023 at 16:58 point

similar arduboy ?

Meybe add big screen 3-4 inch

joystick  , 24 h working time, (meybe ad solar panel)

  Are you sure? yes | no

SHAOS wrote 12/10/2023 at 17:47 point

Main feature here is NTSC video output, so it has to be a North-American TV on other side. Also I'm thinking about light-weight version where game-pad (4 buttons on the left and 4 buttons on the right) is etched in the board itself with no extra components to solder - see https://hackaday.io/project/20000-xorya-touch

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aaaaaa wrote 01/06/2024 at 19:10 point

buttons are horrible for some game

look at https://en.wikipedia.org/wiki/Tempest_(video_game)

rotor or yoistick is good idea

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SHAOS wrote 01/06/2024 at 19:32 point

When buttons are etched to the board and used as capacitive touch it's possible to read force of pressure to make reaction similar to analog joystick

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SHAOS wrote 12/11/2023 at 04:15 point

BTW TFT-screen is also possible to use here - see
https://hackaday.io/project/162116-xorya-tft
but it's too boring because no crazy composite color interactions are possible over there ;)

  Are you sure? yes | no

magnustron wrote 11/09/2018 at 13:56 point

Hi! I really like your schematic diagrams! How did you generate them? Is this circuit outputting its own schematics on a TV screen?

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SHAOS wrote 11/09/2018 at 19:55 point

I used my ASCII schematics editor http://Circuits.CC :)

It used nedofont that is also used in Xorya, so technically yes - Xorya may output its own schematics on TV screen in 640x200 black-and-white mode ;)

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SHAOS wrote 10/22/2018 at 03:36 point

I can try to port XORLib to #2018 Hackaday Superconference Badge 

  Are you sure? yes | no

Mike Szczys wrote 10/22/2018 at 21:46 point

Wow, that would be epic! I'd love to see the badge doing some handheld gaming like this!

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SHAOS wrote 10/27/2018 at 01:54 point

Problem is that TFT controller on the badge should receive sequence of at least RGB565 values, but XORLib must have videomemory inside of PIC32 and it can not be RGB565 because it has only 128KB of RAM onboard (320x200 with byte per pixel is 64000 bytes already), so videomemory will be still low number of colors like 2 bits per pixel or 4 bits per pixel as in original Xorya and then I should convert sequence of low-color pixels to RGB565 (in software!!!) after every change to feed TFT controller through DMA...

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SHAOS wrote 06/07/2018 at 03:01 point

Moved source code of XORLib to GitLab:
https://gitlab.com/shaos/xorlib

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arnaud.durand wrote 07/16/2015 at 11:46 point

Is the 10k resistor required if we connect MCLR directly to the PICkit3? Can't wait to try Mandelbrot.

  Are you sure? yes | no

SHAOS wrote 09/10/2015 at 21:49 point

I'm not sure - I always have it

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dave wrote 06/27/2015 at 20:02 point

Wow, that's so amazing, congratulations!

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arnaud.durand wrote 06/15/2015 at 16:17 point

This project is awesome and I want to build mine. Do you know what is the difference between PIC32MX170F256B-50I/SP and PIC32MX170F256B-I/SP? Which one do you use?

  Are you sure? yes | no

SHAOS wrote 06/17/2015 at 02:36 point

PIC32MX170F256B-50 is for 50MHz and I suspect it could work on 100MHz core freq (because regular one PIC32MX170F256B that I use is 40MHz and it can work on 80)

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Hacker404 wrote 05/16/2015 at 03:26 point

How are you getting 16 colors from one GPIO?  Are you using CTC's to phase split the color burst freq into exact 22.5 degree sectors or perhaps just roughly timing with CTC/INT and relying on the CPU clock to maintain sync to color burst (sub-carrier) freq?

  Are you sure? yes | no

SHAOS wrote 05/16/2015 at 09:28 point

No, I simply send bits out through DMA and SPI (so CPU is involved only in setting this up in the beginning of every scanline by interrupt) with precise frequency 14.31818 MHz and color burst zone is also part of videomemory - it's like

001100110011001100110011001100110011000000000000000....

then NTSC TV caught different colors from patterns 0010 0011 0111 etc.

P.S. It's identical to "Composite CGA" technique - see

http://nerdlypleasures.blogspot.com/2013/11/ibm-pc-color-composite-graphics.html 

and 

http://8088mph.blogspot.com/2015/04/cga-in-1024-colors-new-mode-illustrated.html

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Hacker404 wrote 05/16/2015 at 14:18 point

Ah, so splitting into 90 degree sectors. Sending 4 bits per color sub cycle and hence the res of 160px width => (Scanline / color sub) * 4. So chroma is 0 to 4. 0 for black, 4 for white and 1, 2 or 3 for everything else. 

One (4 bit) cycle per pix and hence the boundary bars between colors. This could work much better at 2 or four times the clock freq and repeating the bit pattern 2 or 4 times but short of PLL it would be hard to generate these frequencies.

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Hacker404 wrote 05/16/2015 at 14:33 point

PS: The color boundary bars are predictable and you could code to prevent them by adding / removing bits that keep the chroma in an even transition rate and at the same time balancing the phase (as best can be done with 4 bits). 

ie going from color 1000 to color 0001 does not need chroma correction as both are 1 but sending 0100 0010 for adjacent pixels may correct the phase for the boundary bars.

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SHAOS wrote 05/16/2015 at 21:04 point

If I'll manage to have 1280 pixels per scanline instead of 640 then I most likely support more PC modes as 320x200/16 colors and 640x200/4 colors with a little help of external hardware in form of a PAL/GAL, because 160x200 is not good even with perfect colors...

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Hacker404 wrote 05/16/2015 at 22:14 point

There is a limit with composite TV signals because they were bandwidth limited to get many channels over air. Both NTSC and PAL have a sound sub-carrier that is not much higher than the chroma/luma so the input circuitry in the TV has cut-off filtering. 

The old retro computers squeezed as much as possible out of TV's before abandoning them and going to monitors. The last standard that TV like or compatible was CGA.

Compounding these limits, is the fact that you are using a square wave. It is in fact the attenuating effect of the boundaries of the TV's input filtering that are somewhat 'correcting' this generated signal so that the following chroma/luma circuitry can decode it. 

The base frequency of a square wave is the reciprocal of it's period. A rectangular wave has two base frequencies. One each that are the reciprocal of twice that active '1' period and also the reciprocal of twice the in-active '0' period. 

By changing the duty cycle so that you have a very low or very high duty cycle you are relying on a much higher frequency component that may well me lost in the TV's input filtering. This is the limit.



The advantages of the the circuit here http://www.ze.em-net.ne.jp/~kenken/en/videogame.html are that by having a simple DAC the output is less square like and more sine like. The second advantage is that chroma and luma can be generated separately. 

Your circuit has no chroma control. The resulting chroma from your circuit is simply the number of '1's in each group of four and that is why you have bands between colours. 

So 0011 has chroma of 2 and 1100 has chroma of 2 but the four middle bits between the two nibbles  (11 11) have the chroma of 4 and hence the bands. At the same time the phase transition is averaged giving a different color.

It would very interesting to test this with PLL and CPLD/FPGA but for me I am going with VESA standards for (x)VGA. 

It will very interesting to see how far you can go with horizontal pixel resolution. PAL ('I' and 'BG') has 625 lines interlaced 2:1 ie 312.5 lines per frame offset by one line so it may give reasonable results. Not all of these are visible. 

Good luck, I will be watching keenly to see how you go.

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SHAOS wrote 05/16/2015 at 23:27 point

In the last 12 years I'm writing software for TV cable boxes connected to NTSC TV through composite video input (as one of the possible ways) and those boxes have max resolution 640x480 with 16-bit color pixels and I see this as a true limit of NTSC (480 interlaced of course). Also I came from SECAM world and I still remember as 625 interlaced lines look like with their 50 FPS (25 full frames per second) - anyway I like American 60 FPS better with slightly lower resolution (60 half-frames of course ; )

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Andrew Pullin wrote 05/14/2015 at 01:56 point

How about dsPIC? They can be clocked up to 80mhz, have a bunch of DSP accelerated functions already provided by Microchip.

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SHAOS wrote 05/14/2015 at 02:26 point

PIC32 could be clocked up to 100 MHz - I simply didn't find proper multipliers yet to have NTSC color burst frequency with max possible CPU frequency for such extreme setup...

P.S. dsPIC has only 16 bit datapath if I'm not mistaken

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Rollyn01 wrote 05/13/2015 at 08:11 point

Wow, that Mandelbrot Set rendering is amazing. Even more so from a microcontroller. Excellent job.

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SHAOS wrote 05/13/2015 at 13:41 point

thanks

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AVR wrote 05/13/2015 at 06:07 point

this is really neat and quite impressive.

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SHAOS wrote 05/13/2015 at 06:11 point

thanks

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