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Most of it is initialization of a large static nested array with over 500 entries.
But it compiles down to where the entire assembly is only 67k.
I know the CIL code is relatively compact, but still this surprised me since it's initializing arrays with const values you'd think all those values would bloat the assembly size. I was expecting over 100k for this binary, not under 70k with additional source involved. Neat!
When I was growin' up, I was the smartest kid I knew. Maybe that was just because I didn't know that many kids. All I know is now I feel the opposite.
No palettes, just direct RGB values and direct conversion to analog via a small resistor network. 8 bit RGB is easy, just as is 1 bit. I just hope that 4 bit RGB is somewhat useful. 4 bit RGBI looks usable. It provides the obligatory screaming colors for an 8 bit computer.
honey the codewitch wrote:
an old game console with better graphics than its little CPU really warranted.
That's the real problem here. If you choose too high a resolution or color depth, the poor CPU can't keep up the frame rate. The second bottleneck is pumping out the graphics data to the monitor fast enough. The direct approach quickly falls apart when the memory access time becomes more than an insignificant fraction of the length of the pixel clock cycles. But yes, even ordinary SRAMs are quite fast these days and the pixel clock is going to be at a relatively low frequency to support the very low resolutions.
I have lived with several Zen masters - all of them were cats.
His last invention was an evil Lasagna. It didn't kill anyone, and it actually tasted pretty good.
Got me thinking...Umm is your beastie going to use analog or digital video, analog would get around the bottle neck I think but these days you are going to have to hunt something with UHF input, there not so common these days. DVI is a pain to get licences for (vendor ID's and some nonesense), VGA is pretty much the only way to go...
I'm not very familiar with the codeDOM but you might want to check out the Expression Tree API. It allows building dynamic low-level code using C# code which is similar to what I think you want to do. It also takes the approach of immutable classes that represent code with various visitors to traverse and modify the tree. Might give you some ideas!
It's kind of the house that jack built. Currently to render my shared codebase (such as table tokenizing support) in a language independent manner I have to render the entire thing using the codedom, as expression trees won't give me source code, and can't define whole classes.