Here’s a really great Papilio project that we wanted to revisit:
The SOCZ80 Retro Computer! Here is some more info:
I built a small FPGA microcomputer for the Papilio Pro board. I’ve ported a few operating systems to run on it. These 8-bit machines have very minimal features but (somewhat unexpectedly) I found they can run a multi-user, multi-tasking UNIX operating system.
Here is a project that we missed from a couple years ago. A chord keypad that is used to speed up PCB development by making common key strokes easily available. This is particularly useful for EAGLE PCB development where you are continuously typing in commands on the keyboard…
Our friend Ken Boak put together this cool project and lists this as the capabilities:
The five main keys are located under the fingertips and thumb of the right hand, plus an additional shift key that can be held down with the thumb. This combination allows up to 64 key combinations – which is enough for simple ascii, alphas and numerals.
This is what he says about its use case:
However, this time the application is not for text entry, but to allow very rapid access to menu items, tools and colour options for a CAD program – without having to break concentration and use the keyboard.
We also had the same desire to simplify CAD input and made a custom tablet based solution, not as cool as Ken’s but its worth putting it up here too. 🙂
Hello Papilio fans today we got an awesome project to share with you! Our forum member jlcollado has managed to migrate the Grant Searle’s brillant work called MULTICOMP to the Papilio DUO, the final result is a very usable and complete Z80 soft-core based machine, running the venerable Digital Research CP/M 2.2 OS.
I’ve built the Z80 CP/M variant, complete with VGA & Keyboard terminal, Serial port, SD-Card and external SRAM. The steps I followed to accomplish this:
1. Adapted the pinouts, ports and some signals of all the modules (Main Interconect, Z80, VGA, Serial, Keyboard, SD-Card) from the original design to fully use the Computing Shield peripherals and the DUO’s SRAM (using and updated Computing Shield UCF file).
2. Converted the original 6 bit color VGA to 12 bit color interface.
3. Converted the internal BIOS ROM and Character Font ROMs, to use Xilinx’s Core Generator’s Block Memory instead of the original Altera Altsyncram IP.
4. Converted the internal double port Display & Attribute RAMs also to use the Core Generator’s Block Memory instead of the original Altera Altsyncram IP.
5. In my first attempt I adapter the CPU and Baudrate clock generators, to use the Papilio’s 32 MHz OSC instead of the original 50 MHz, but I ran into timing problems converting the many clock -dependant constants in the design. So I decided to generate a new 50 MHz clock using the DCM & PLL Wizard.
Hello FPGA and Arcade games fans! A couple of weeks ago we posted about how to play the Snake game on your FPGA in fore easy steps, our community member mkarlsson was not totally satisfied with the amount of FPGA resources the Verilog code uses and decided to rewrite the game to make it use less resources and now it even fits an LX9 based board like Papilio Pro or Duo with a VGA wing:
The GadgetFactory blog page has this story about the snake game written in Verilog so I decided to take a look at it. Sadly to say it’s pretty much a textbook example of how not to write HDL code. However, this idea seemed pretty cool so I decided to do an almost complete rewrite of the code (basically the only thing left from the original code is the VGA controller) while still keeping all the functionality of the original code. The new version uses about a 1/4 of the FPGA resources compared to the original code when compiled for Spartan6 and it now fits an LX9.
Over in the forums Ken Boak, James Bowman, and myself have been playing with a prototype shield (codename Evita) using the EVE FT812 chip and the Papilio DUO. Ken developed a nice board and James has been able to overclock the thing to output a nice crisp 1024×768 resolution through a VGA connector. Things have been coming along so nicely we have to ask ourselves, could this be the birth of the Gameduino 3? Do people want a Gameduino 2 with VGA output at 1024×768 resolution? If so then please drop by the forum and join the discussion, let us know what you like about the design and what you would like to see added to make it the perfect board for your needs. We’ve already broken the design down to it’s individual sections in the forum and would love your feedback!