Turtles all the way down, 40 Propeller MCU skyscraper

Why bother interconnecting 40 Propeller microcontrollers one on top of the other? For the power that comes from parallel processing of course! [Humanoido] put the setup together for a total of 1280 ports, 640 counters, and more all running at 6.4 billion instructions per second for the low low price of 300-500$ by our count. The “skyscraper” even comes complete with software and schematics, promising developers the ability to expand or adapt for any venture. Why would we need such a setup in the first place? For any of the following: vision tracking/modification, artificial intelligence, advanced robotic control, or more.

Related: [Humanoido] loves putting MCUs together, check out one of his other creations the Basic Stamp supercomputer.

[Thanks Logan996]

YM2149 gets new life

[MicroMinded] took us way back to our childhoods with his experiments and subsequent YMstream music player based on the Yamaha YM2149 sound generator used in old arcade systems, computers, and even phones (think chiptune). This reminds us of the Chipophone, only this time the sound is achieved from ICs used back in the day, rather than MCU waveforms.

There is still some work to be done to make the music player have a bit more functionality, but for now source is available if you want to make your own. Of course you might come across a small problem; finding an SSG is a tad bit more difficult than say, an Arduino. If a good resource is found, please share it in the comments!

[Thank you Andrew Kretschmer for sending in the chiptune mp3s]

AVGA: The AVR based video game platform


We’ve seen our fair share of AVR projects, but this one’s pretty cool. AVGA is a color video game development platform based on the Atmel AVR family of microcontrollers. As seen in the picture above, one of the AVRs that the project uses is the popular ATMega168. There were several technical hurdles to using the AVRs to run color video games; one of the most difficult problems was figuring out a way to display detailed graphics from AVRs limited onboard RAM. Eventually, the developers figured out a way to display detailed graphics using a TILE-based driver. The TILE driver works by dividing the screen into X and Y coordinates, dividing the graphics into tiles. Then, when a graphic is needed it’s addressed from a reference table that’s stored in the AVR’s onboard RAM, allowing the bitmap graphic to be loaded from a game’s ROM. Currently, the only games available for the platform are a Super Mario clone, a Pacman clone, and a Snake clone. While there are only a few games available, the platform definitely looks promising. If anything, this project serves as a great example for what off the shelf microcontrollers are capable of.