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transcript: No spoken dialogue. The handheld board runs its OLED game; the player moves through the small display while the IR input controls gameplay.
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**The short version:**
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I'd done microcontroller work on dev boards before and it always felt like I was renting the hardware. As soon as I had a real board with my own soldering on it, bugs stopped feeling like software inconveniences and started feeling like consequences of choices I'd made in KiCad. That shift was most of the value of doing it this way. Four years on from [my first hardware project](/articles/lights-synchronized-to-music/), the lesson was that owning the whole stack down to the copper changes how you debug.
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- A handheld game built from the PCB up: ATtiny85V, 0.96" SPI OLED, TSOP4838 IR receiver, 3.3V regulator, battery.
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- 8-bit ALU at 8 MHz. Every byte and every cycle has a price tag, and that's the whole point.
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- 15–20 ms peak frame time, so gameplay never drops below 50 FPS. Power draw ~31 mW peak, ~1.5 mA standby.
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## Why the PCB changed the project
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I'd done microcontroller work on dev boards before and it always felt like I was renting the hardware. As soon as I had a real board with my soldering on it, bugs stopped feeling like software inconveniences and started feeling like consequences of choices I'd made in KiCad. That shift was most of the value of doing it this way.
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The constraint that mattered: an 8-bit ALU at 8 MHz, with no FPU, no SIMD instruction set, and 8 KB of flash. Anything I built had to fit inside that, or I'd be staring at a brick.
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This one is a handheld game built from the PCB up around an ATtiny85V: 8-bit ALU at 8 MHz, no FPU, no SIMD, 8 KB of flash. Anything I built had to fit inside that, or I'd be staring at a brick.
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## The bits worth showing
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