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My dream retro style computer 16-bit Mindset-X

My dream retro style computer 16-bit Mindset-X | made w/ Imgflip meme maker
220 views 3 upvotes Made by Xentrick-The-Creeper 2 years ago in xentrickraft
34 Comments
1 up, 2y,
1 reply
✖️🎮
1 up, 2y
X
1 up, 2y,
2 replies
Yessir!!
1 up, 2y,
2 replies
made w/ Imgflip meme maker
Here's the GUI named "Nicomaki" running on the "Flaremina" kernel on "Yuezoemegumi" BIOS.
1 up, 2y,
2 replies
image tagged in jigglypanda laughing,ai internal laughing | made w/ Imgflip meme maker
Flare and Mina. Yue, Zora, and Megumi. Nico and Maki!
0 ups, 2y
XD
0 ups, 2y
GUI is named after a Love Live ship lol
0 ups, 1y
The Emmamiura OS, operating on the 16-bit Mindset-X computer, functions as a unified OS by integrating two distinct operating systems. The GUI and API, referred to as "Nicomaki," constitute the upper and middle layers, seamlessly running on the "Flaremina" kernel. Furthermore, the "Yuezoemegumi" firmware operates as an independent operating system, possessing its own kernel, userland, and server components.
0 ups, 2y,
1 reply
ATmega328 is used for miscellaneous activities.
1 up, 2y
That was amazing
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1 reply
Minecraft Sound Module:

A MIDI synthesizer module, using sample-based synthesis combined with subtractive synthesis.

Samples used were from Note Block notes, as well as most Minecraft block sounds. In addition, it also has samples and effects licensed from Trajkovski Labs (from My Piano, My Guitar, My Bass and Drum Machine).
0 ups, 2y
Manufactured by Mojang.
0 ups, 2y
Mindset-X' three mascots:
Luka Nonomiya, Ichiga Akkuronikusu (also the -tan of Acronyx) and Ayanx Koishi
0 ups, 2y,
13 replies
CPU: Viktor LS-2 @ 4 Mhz (≈ Intel 486 @ 255Mhz);RISC processor

RAM: 12.75MB low RAM + 8MB "high" static RAM, which is split into banks of 1MB (expandable up to 32MB)

1MB battery backup RAM

Co-processor: Parallax P8X32A Propeller

Video: Modified Gameduino 3X (24-bit colour; 2000 sprites; 6.75MB VRAM; 48kHz audio) and Extended VERA (based on X16's one with 65,635 colours on screen; 14 channel PSG/PCM, 2.75MB VRAM; "Original" VERA emulation with 256KB VRAM and 256 colours); and custom 4096, 255,555 or 16,777,216 colours (24-bit RGB true color depth) and alpha channel (RGBA) FPGA video with blitter and 3.75MB VRAM

13.75MB shared ram by CPU, video and sound

For teletext, it uses Teletext Level 3.5, with backwards compatibility of Level 2.5, 1.5 and 1, supporting videotex.

Sound CPU: Kini MCU (Z80 compatible design)

Sound: Yamaha YM2610B with YM3016 DAC, 2xFPGASID, custom 8-channel ADPCM with 55.5kHz sampling rate, Yamaha YM2151 with YM3012; CD-DA support, Motorola 56000 DSP; GI SP0256-AL2;

Sound RAM: 4MB

Sound ROM: 6MB (expandable up to 12MB)

ROM: 91.87MB

OS: Emmamiura Operating System

Media: Floppy disk (5.25 inch and 3.5 inch), 3.5 inch Floptical disk (up to 256MB), CD-ROM, GD-ROM, cartridges, memory card named Mindcard (up to 256KB), SD/MMC/SmartMedia/Memory Stick card slot and cassette (in the keyboard);

Three cartridge slots on the front and two expansion slots on each side

10 PCI expansion at bottom and ten 16-bit ISA slots at top with access to CPU databus, 2 Mini PCI slots 3 NuBus slots, M.2 SATA a clock port and two PCMCIA card slots, a USB A 2.0 slot, Thunderbolt 3, Thunderbolt 1, IEEE 488, and an IEEE 1394 slot

PS/2 keyboard and mouse output, as well as non-standard Mini-DIN-11 connector

Two Famicom-style game ports (two more for pin headers)

HDMI, SCART, S-Video, Composite, Component, VGA, 13WA, TOSLINK, Headphones, RF output and audio outputs (pink, light blue, lime, orange, silver, black, brown, gold)

2G connectivity capability for MMS and SMS

MIDI In, Thru and Out

a reset button, and a non-maskable interrupt (NMI) button

3x Parallel port, printer port, Ethernet and modem ports, 5 SCSI ports and 2 JAMMA ports
0 ups, 1y
Shared RAM is completely optional
0 ups, 2y,
1 reply
Nice CPU
0 ups, 2y
Thx

Other parts?
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It includes an infrared sensor for use of almost all remote controls.
0 ups, 2y
Viktor LS-2 can be jumpered to 0.79, 1, 2, 4, 8, 16 or 28 Mhz via NMI (which offers a lot other things too)
0 ups, 2y
there’s a little window on the front enclose showing off Jenny from RGBDuino, used to synchronise the two boards.
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The VRAMs of Gameduino, eVERA and Audreyhanamaru can be expanded up to 12.55MB, 7.25MB and 8.75MB.

Main RAM can be expanded to 2GB, only with expansion boards.
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It has a modified, a bit more extended version of Texas Instruments TP0456 calculator chip inside for calculator app in the MX, offloading work from the CPUs.
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Bottom PCB: CPU, Co-CPU, Video, PCMCIA, Thunderbolt 3, Thunderbolt 1, TOSLINK, USB, IEEE 1394, M.2 SATA, game ports, PCI

Top PCB: Sound, NuBus, Clock port, IEEE 488, parallel port, printer port, JAMMA, modem, Ethernet, SCSI, MIDI
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The case above Jenny (both next to the cassette drive) has a dot-matrix VFD display at resolution of 145x36 that displays the status (also highly programmable)
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2x 9-pin joystick (allowing for joysticks from all Atari systems, Amiga mouse, joysticks and light pens, Dragon 32/64 joysticks, ColecoVision pads, Sega Master System and Mega Drive/Genesis gamepads and MSX joysticks and mice to be used)
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SD slot support SD, MMC, XD, Memory Stick and Memory Stick Pro cards
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These three cartridge slots are interchangeable, so in most cases it makes no difference in which slot a cartridge is inserted.
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On the back there is also Commodore serial IEEE-488 bus compatible with Commodore 1541, 1571, 1581 and third party VIC-20/C64/C128 floppy drives, a pinout compatible with Commodore user port and on front two ports compatible with PS1 and PS2 controllers and mice.
0 ups, 2y,
4 replies
Third Custom Video (named "Audreyhanamaru")

Graphics hardware: Hardware scrolling, priority control, super-impose, quad tilemap background layers, sprite flipping and zooming, collision detection, blitter, bit blit (with programmable manipulations), line-scrolling, line selection, line zoom, line draw, area fill, alpha blending, mask, window clipping, clipping path, super-impose, ray tracing.

Sprite/texture capabilities: Linked lists of sprites, double buffering, double-buffered framebuffer, flipping, zooming, hardware sprite-scaling, sprite rotation, jumping & clipping capabilities, advanced hot-spot positioning, System 24 sprite rendering system, vertical/horizontal/diagonal hardware scrolling, distortion, warping
×Bitmap planes: 1-4 layers: 300×256, , 512×512, 640×480, 800×600 or 1024×1024 resolution @ 1056, 4096, 65,536, 262,544 or 16.7 million colours on screen

Static tilemap plane: 2 (512×256 px fix layer)

BG tilemap planes
×BG plane resolutions: 256×256 (4 layers) or 512×512 (2 layers), up to 6 background planes
×BG chip/tile size: 8×8, 16×16 or 32×32
×Colours per BG layer: 265,536 (out of 16.7 colour palette)
×BG colours on screen: 345,525 (1 layer) or 16,7 (2 layers), out of 16,7 colour palette
×BG tiles on screen: 512 (16×16 tiles in 256×256 layers) to 4096 (8×8 tiles in 512×512 layer)


Maximum sprites on screen: 2410
×Sprite size: 4×4 to 1024×1024 px
×Colours per sprite: 512 colors per palette, selectable from 16.7 million colors
×Sprite colors on screen: 4096 (out of 65,536 color palette)
×Sprite tile size: 8×8, 16×16 or 32×32
×Sprite tile count: 512 (32×32) to 1024 (16×16) on screen, 2048 (16×16) to 4096 (8×8) in VRAM

• Octa-axis 2D rotation
• 8 backgrounds
• 8 vertical blank interrupts
• 16 horizontal blank interrupts

• NBG: 16–16,777,216 colors, tilemap (1024×1024 to 2048×2048) or bitmap (512×256 to 1024×512), column/row/line/pixel scrolling, scaling

VRAM: 3.75MB

It has seven graphical layers.
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It is overlaid with Extended VERA and both synchronize with Gameduino allowing it to used to change video settings mid-frame. This allows the MX to change video configuration, including resolution, between scanlines and to display different horizontal resolutions, different colour depths, and entirely different frame buffers on the same screen. The EMOS graphical user interface allows two or more programs to operate at different resolutions in different buffers from all 3 video chips, while all are visible on the screen simultaneously. It can also be used to manually or automatically change registers within the video display at a specific time during screen draw. It can take 2- or more colour bitmap and changes the colour(s) as the screen is drawn without the need of extra VRAM.
×It can also change colour registers mid-frame, creating the "raster bars" effect. The hardware can go further than this and change the background colour often enough to make a blocky graphics display without using any bitmap graphics at all. The tech allows "re-use" of sprites; after a sprite has been drawn at its programmed location, the video can then immediately move it to a new location and it will be drawn again, even on the same scanline. It can trigger an interrupt when the video beam reaches a precise location on the display. This is useful for synchronizing the CPU and other GPUs to the video beam. The hardware can also be used to program and operate the blitter. This allows blitter operation and control to proceed independently of, and concurrently with, the CPU or other GPUs. It also has the ability to decompress 60 JPEG pictures per second while playing digitally recorded audio, essentially a form of Motion JPEG, as well as dynamically change the background at a very fast rate.

Genlock support. The genlock also includes a colouriser. In the case of a monochrome video camera, this signal is then fed into a colouriser, a device that takes certain shades of grey and turns it into colour as well as transparency. Another advantage is that it gives the operator the ability to continuously add layers of graphics, emulating the Scanimate. This makes possible the creation of very complex graphics.
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It has the ability to provide effects such as window, mosaic and fades over the rendered graphics, as well as ability to apply the affine transformations on one or more background planes: translation, scaling, rotation, stretching, warping, pseudo-perspective, curved surface, reflection, shearing, skewing, pixelation and distortion, and go as far as even "emulating" kaleidoscopic effects. This transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. It supports a 16-channel DMA. It handles bitmap conversions, fast sprite and blitter compression/decompression via LZSS method and directly loading the video and graphics data to VRAM at rapid speed, bypassing the CPU and a support for hardware FIFO buffer.

It supports stretching sprites (horizontally, vertically or diagonally, or any combination of those), colour inverter, sprite transparency and sprite translucency, plus working with non-byte aligned data, and converting between bit depths.

Buffers include FIFO buffer, framebuffer, screenbuffer, multiple buffering (double, triple or quad) and page flipping. It includes line-buffer, alpha blending (4 per-texel alpha blending modes) and a reversible pixel clock for a frame grabber (a video capture device). It has sprite-chaining (basically combining several smaller sprites into a larger one and be treated as one)
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The custom chip also supports vector hardware, a la Vectrex (albeit with endless choices of colours), with the image is projected by an electron beam, drawing lines like a laser show. With a special CRT or other monitor, vector images can be overlayed with raster ones, with very few VRAM needed to accomplish.
0 ups, 3mo
And thanks to sprite indirection, a sprite's data can be changed incredibly fast just by changing a pointer rather than copying a whole memory region.

Audreyahanamaru also has a primitive PIP (picture-in-picture) support
0 ups, 1mo
The BIOS Splash Screen And Sound can be customised (the image and sound when you boot ir up and let's you know it's all good)
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