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#41
Neo6502 / Re: Creating ARCADE games for ...
Last post by Maarten van Druten - December 23, 2025, 08:05:19 AM
The "Gaudens Machina Ex" is the most complete game


COMPLETE "GAUDENS MACHINA EX" ARCADE GAME FEATURES:

✅ 8 Full Zones with unique gimmicks and aesthetics
✅ 9 Sin Archon Bosses with multi-phase battles
✅ 32 Achievements with cute badge graphics
✅ 10 Weapons in the Temptation Arsenal
✅ Deep House Music Engine with 6 channels
✅ Sensual Particle System with heart/ribbon effects
✅ Battery Save System with 3 slots
✅ Cheat Codes & Easter Eggs
✅ Endless Mode with procedural generation
✅ True Ending with multiple requirements
✅ Enhanced UI with ecstasy meter and badges
✅ Mirror World gimmick mechanics
✅ Heartbeat Rhythm gameplay
✅ Weapon Evolution system
✅ Replay System with compression

Total Size: ~48KB (6 banks of 8KB each)
Estimated Development Time: 3-6 months for a skilled 65C02 developer
This complete system pushes the Neo6502 to its absolute limits while delivering a deep, sensual, and rewarding shoot 'em up experience that stays true to both arcade roots and modern design sensibilities! 🎮✨

Game structure:

/gaudens-machina-ex/
├── main.asm              # Main game loop
├── gaudensex.inc         # Enhanced constants
├── vga_ex.asm            # Advanced VGA driver
├── player_ex.asm         # Enhanced player system
├── enemies_ex.asm        # Adult-themed enemies
├── bosses_ex.asm         # Sin Archon bosses
├── achievements.asm      # Achievement system
├── music_ex.asm          # Deep house music engine
├── particles_ex.asm      # Sensual particle system
├── weapons_ex.asm        # Temptation arsenal
├── levels_ex.asm         # 8-zone level data
├── ui_ex.asm            # Enhanced UI with badges
├── save.asm             # Battery save system
├── secrets.asm          # Cheat codes & easter eggs
└── Makefile

Goals I would like accomplish:

- Bring new life in the Open Arcade scene by sharing code, games
  encourage other game makers to make real 8bit Arcade games!
- When the Arcade games are finished, I would like to make real wooden Arcade cabinets
  (like Barcade) for each game, and share building plans, etc.
- Boost sales and popularity for Olimex :-)
#42
Neo6502 / Creating ARCADE games for NEO6...
Last post by Maarten van Druten - December 22, 2025, 08:52:44 PM
Hi my name is Maarten, with the help of Deepseek I created two arcade games for the NEO5602 that will push this hardware to the max.
One is horizontal shoot 'm up called "Gaudens Machina EX"
The other a vertical shoot 'm up called "Candy Monsters XXX"
both games have huge sprites, big end bosses, sound and even easter eggs

I have 90-100% of the assembly code ready, but I am a game art director, graphic artist not a programmer, I am looking for a person who can combine these  assembly codes into a working game, who want to join me to release these two arcade games for the Olimex NEO6502 under the GPL3 license?

MONSTER_CANDY_XXX/
├── BUILD/                    # Build outputs
│   ├── bin/                 # Binary files
│   ├── obj/                 # Object files
│   └── wav/                 # Cassette audio files
├── SOURCE/                  # Assembly source code
│   ├── CORE/               # Core game engine
│   │   ├── main.asm        # Main game loop
│   │   ├── state_machine.asm # Game states
│   │   ├── memory.asm      # Memory management
│   │   └── interrupts.asm  # IRQ/NMI handlers
│   ├── GFX/                # Graphics engine
│   │   ├── vga.asm         # VGA driver
│   │   ├── sprites.asm     # Sprite engine
│   │   ├── background.asm  # Parallax system
│   │   ├── fonts.asm       # Font rendering
│   │   └── palette.asm     # Color management
│   ├── GAMEPLAY/           # Game systems
│   │   ├── player.asm      # Player control
│   │   ├── weapons.asm     # Candy weapons
│   │   ├── monsters.asm    # Monster AI
│   │   ├── boss.asm        # Gummy bear boss
│   │   ├── collision.asm   # Hit detection
│   │   └── particles.asm   # Particle effects
│   ├── AUDIO/              # Sound system
│   │   ├── psg.asm         # PSG driver
│   │   ├── music.asm       # Music engine
│   │   ├── sfx.asm         # Sound effects
│   │   └── tracker.asm     # Music tracker
│   ├── UI/                 # User interface
│   │   ├── title.asm       # Title screen
│   │   ├── menu.asm        # Menu system
│   │   ├── hud.asm         # In-game HUD
│   │   └── text.asm        # Text rendering
│   ├── DATA/               # Game data
│   │   ├── waves.inc       # Level definitions
│   │   ├── monsters.inc    # Monster stats
│   │   ├── weapons.inc     # Weapon data
│   │   └── music_data.inc  # Music patterns
│   └── ASSETS/             # Binary assets
│       ├── graphics.bin    # Compiled sprites
│       ├── music.bin       # Music data
│       └── samples.bin     # Audio samples
├── CONFIG/                 # Configuration files
│   ├── neo6502.cfg        # Linker configuration
│   ├── memory_map.inc     # Memory mapping
│   └── hardware.inc       # Hardware definitions
├── TOOLS/                  # Development tools
│   ├── bin2wav.py         # Binary to WAV converter
│   ├── png2sprite.py      # PNG to sprite converter
│   ├── mod2psg.py         # Mod to PSG converter
│   └── packer.py          # Asset packer
├── DOCS/                   # Documentation
│   ├── memory_map.txt     # Complete memory map
│   ├── api_reference.txt  # Function reference
│   └── hardware_spec.txt  # Hardware details
└── Makefile               # Main build script
#43
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 20, 2025, 10:24:31 PM
Hi Folks,

Final post to wrap this thread up - its done, all working!

I soldered in the 20ohm resistor and saw the uplift in current, but still couldn't get the range. I used a laser pointer to align it with the target, but still no joy.

In the end I swapped out the LED with one:
https://download.altronics.com.au/files/datasheets_Z0880A.pdf

It's a larger 5mm one, but it fit on the board fine and it has a narrower viewport at 20 degrees, and a much higher radiant intensity. This did the trick and now it works perfectly, I appreciate I'm at the max 100mA that it supports, but as it is pulsed, nothing gets warm on the board so I think its going to be ok.

Thanks for putting up with my questions and vandalising your hardware. I should say thanks for making great kits and been open about sharing the schematics, without that I probably never would have tried this in the first place.
#44
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 18, 2025, 01:33:24 PM
Thanks LubOlimex, I ordered some of these SuSuMu ones which came in 1/3W:
https://www.susumu.co.jp/common/pdf/n_catalog_partition08_en.pdf

They should arrive tomorrow and I'll have a go swapping it out.
#45
New Products release / Re: MIPI-HDMI converter for ES...
Last post by ramblecube - December 16, 2025, 11:22:27 PM
Hello olimex,

Thanks for developing this product.

Would it be possible to add I2S audio support to this product?

The datasheet for the LT8912B (QFN64) says that pins 58 (I2S DATA) 59 (I2S WS) and 60 (I2S CLK) are for I2S, but your schematic shows that they are not connected on the board.

Could you add a breakout/connector for I2S in a future revision of this product?

Thank you,

-ramblecube
#46
UEXT / Re: MOD-IRDA faulty ?
Last post by LubOlimex - December 15, 2025, 09:31:06 AM
Is this about receiving or sending (both have 33R resistor)? I guess it is the sender. Changing R1 down to 20R should be alright. This will bring the current to absolute maximum of 100mA.

The 33R that we use is calculated as follows - supply 3.3V DC, forward voltage of SIR-32ST3F - 1.3V - means voltage is 3.3V - 1.3V = 2.0V

2.0V/33R~0.06A

If you use 20R - 2.0V/20R=0.1A

Refer to the datasheet:

https://fscdn.rohm.com/en/products/databook/datasheet/opto/optical_sensor/infrared_led/sir-34st3f-e.pdf
#47
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 14, 2025, 02:17:16 PM
Hi Folks,

Follow up post again, I now have it working, the protocol is correct, its not Whynter at all, its NEC!

But I'm now on to another problem, I cant get the range I want. Ideally, I'm looking for ~3m.

Looking at MOD-IDRA I notice it had a 33 ohm resistor which by rough maths makes it about 50mA (I think). It looks like a surface mount 0805 which I'm a chance at re-working.

So how bad would it be to put a 20R in there ? I should be about to get a .25W or maybe a .333W and this should push the IR diode a bit harder maybe 80-90mA ?

Sorry if its poor form to talk about hacking away at the Olimex product here, I'm not an electrical engineer, if this is a bad idea, just tell me and I'll come up with a different solution.
#48
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 12, 2025, 01:48:27 PM
Just a follow up - I ended up getting an old Gopro Session camera and rigging it up to watch the transmit LED, and it DOES show the LED blinking.

It may not be a super scientific test, but I hope it confirms the hardware is ok and as LubOlimex pointed out, it's just the code.

I'm using ESPHome and I might just be struggling to get it to support Arlec signalling, which I'm guessing is Whynter from the earlier test which it determined from the Arduino-IRremote library.
#49
ARDUINO / Re: BC66 NB-IoT Module (DevKiT...
Last post by LubOlimex - December 11, 2025, 01:13:06 PM
Maybe try this, refer to the comments in the README files: https://github.com/OLIMEX/NB-IoT/tree/master/SOFTWARE/AT_restore_tool
#50
ARDUINO / Re: BC66 NB-IoT Module (DevKiT...
Last post by LubOlimex - December 11, 2025, 08:09:56 AM
Hmm, so even Quectel support doesn't have the AT firmware?