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	<updated>2026-05-18T08:38:12Z</updated>
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	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=58864</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=58864"/>
		<updated>2019-12-16T03:40:36Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: Updated broken link to point on the Wayback machine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Sources-needed}}&lt;br /&gt;
{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is an open source 8-bit game console design created by [[Belogic Software]]. It is based on the Atmel ATmega644 AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
Two companies introduced commercial implementations: The [[Fuzebox]]&amp;lt;ref&amp;gt;[http://www.ladyada.net/make/fuzebox/index.html Adafruit Industries Fuzebox homepage]&amp;lt;/ref&amp;gt; and the Uzebox [[AVCore]]&amp;lt;ref&amp;gt;[http://www.sparkfun.com/products/9024 Sparkfun Electronics Uzebox AVCore page]&amp;lt;/ref&amp;gt;. Since then, about 50&amp;lt;ref&amp;gt;[http://uzebox.org/wiki/index.php?title=Games_and_Demos Uzebox games and Demos]&amp;lt;/ref&amp;gt; games and demos ranging from classic arcade ports to original games were released by various developers. The Uzebox was listed in [[Make_(magazine)|Make Magazine]]&#039;s definitive [[open source hardware]] projects of 2009 &amp;lt;ref&amp;gt;[https://web.archive.org/web/20091215054917/http://blog.makezine.com/archive/2009/12/fun_games_and_entertainment_open_so.html Fun, games and entertainment: Open source hardware 2009] Make:Online: The definitive guide to open source hardware projects in 2009&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
[[Image:UzeboxAvcore2.jpg|Screenshot of the &#039;&#039;Uzebox AVCore module and gamecard&#039;&#039;|thumb|240px|right]]&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
[[Image:UzeboxFuzebox.jpg|Screenshot of the &#039;&#039;Fuzebox&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt-driven kernel&#039;&#039;&#039;: No cycle counting required, sound mixing and video generation are all made in the background.&lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039;: Accomplished by using a R-2R resistor ladder DAC.&lt;br /&gt;
* &#039;&#039;&#039;5 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels, 1 noise channel and 1 PCM channel.&lt;br /&gt;
* &#039;&#039;&#039;[[MIDI]] In&#039;&#039;&#039;: With a music sequencer, allows the creation of music directly on the console.&lt;br /&gt;
* &#039;&#039;&#039;Retro controllers&#039;&#039;&#039;: The joypad inputs uses standard [[Super Nintendo Entertainment System|SNES]] controllers interface.&lt;br /&gt;
* &#039;&#039;&#039;SNES Mouse Support&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: I/O lines and peripherals are still available, like the UART and SPI port for one to experiment.&lt;br /&gt;
* &#039;&#039;&#039;Emulator&#039;&#039;&#039;: A fully cycle-perfect emulator greatly eases development.&lt;br /&gt;
* &#039;&#039;&#039;Gameloader&#039;&#039;&#039;: An AVR bootloader that loads and flashes games stored on SD cards.&lt;br /&gt;
* &#039;&#039;&#039;API&#039;&#039;&#039;: Develop games using an API that provides multiple video modes, sound driver and more.&lt;br /&gt;
* &#039;&#039;&#039;Open source&#039;&#039;&#039;: The software and hardware design are totally free and licensed under the GPL.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039;: Over 90 games and demos plus tools and documentation all created by a dedicated community.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
[[Image:Uzebox-ex1.jpg|Screenshot of the &#039;&#039;Uzebox EX1&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Extended Memory&#039;&#039;&#039;: SD/MicroSD Card interface&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.63636Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: Various video modes supporting up to 360x224 pixels.  in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite and S-VIDEO&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 5 channels wavetable synthesis , 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two SNES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
[[Image:UzeboxDonkeyKong.png|A classic game port using video mode 3 which supports sprites|thumb|240px|right]]&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
The latest video engine boasts 9 video modes that supports bitmapped and sprites-based modes as well a SD card streaming mode that allows the playback of movies&amp;lt;ref&amp;gt;[http://www.youtube.com/watch?v=hWWsSn_QKLM Full screen movie player on an ATmega644]&amp;lt;/ref&amp;gt;. The highest usable resolution attainable on the console is 360x224.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels, one LFSR-based noise channel and a PCM channel (to play samples). Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard SNES controller interface. An optional MIDI In interface and driver allows to compose music from any sequencer.&lt;br /&gt;
&lt;br /&gt;
== Implementations ==&lt;br /&gt;
Since its inception, the Uzebox design has been commercially implemented as:&lt;br /&gt;
* The Fuzebox, a Do-It-Yourself kit&lt;br /&gt;
* The Uzebox AVCore, a fully assembled unit&lt;br /&gt;
* The Uzebox EX1, a Do-It-Yourself kit&lt;br /&gt;
* The EUzebox, a Do-It-Yourself kit with SCART output for the European market&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
[[Image:UzeboxEmulator.gif|Screenshot of the Uzebox emulator|thumb|240px|right]]&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides being free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A set of tools developed in C and Java help generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor. Uzem, a fully functional emulator was created to ease development. It supports sound, all graphics modes, integrates a GDB (GNU debugger) server and support the SD card interface and PC joysticks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox Uzebox homepage]&lt;br /&gt;
[[Category:Hardware]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=34181</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=34181"/>
		<updated>2014-03-22T16:48:05Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: Update to specs and many corrections and cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Sources-needed}}&lt;br /&gt;
{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is an open source 8-bit game console design created by [[Belogic Software]]. It is based on the Atmel ATmega644 AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
Two companies introduced commercial implementations: The [[Fuzebox]]&amp;lt;ref&amp;gt;[http://www.ladyada.net/make/fuzebox/index.html Adafruit Industries Fuzebox homepage]&amp;lt;/ref&amp;gt; and the Uzebox [[AVCore]]&amp;lt;ref&amp;gt;[http://www.sparkfun.com/products/9024 Sparkfun Electronics Uzebox AVCore page]&amp;lt;/ref&amp;gt;. Since then, about 50&amp;lt;ref&amp;gt;[http://uzebox.org/wiki/index.php?title=Games_and_Demos Uzebox games and Demos]&amp;lt;/ref&amp;gt; games and demos ranging from classic arcade ports to original games were released by various developers. The Uzebox was listed in [[Make_(magazine)|Make Magazine]]&#039;s definitive [[open source hardware]] projects of 2009 &amp;lt;ref&amp;gt;[http://blog.makezine.com/archive/2009/12/fun_games_and_entertainment_open_so.html Fun, games and entertainment: Open source hardware 2009] Make:Online: The definitive guide to open source hardware projects in 2009&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
[[Image:UzeboxAvcore2.jpg|Screenshot of the &#039;&#039;Uzebox AVCore module and gamecard&#039;&#039;|thumb|240px|right]]&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
[[Image:UzeboxFuzebox.jpg|Screenshot of the &#039;&#039;Fuzebox&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt-driven kernel&#039;&#039;&#039;: No cycle counting required, sound mixing and video generation are all made in the background.&lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039;: Accomplished by using a R-2R resistor ladder DAC.&lt;br /&gt;
* &#039;&#039;&#039;5 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels, 1 noise channel and 1 PCM channel.&lt;br /&gt;
* &#039;&#039;&#039;[[MIDI]] In&#039;&#039;&#039;: With a music sequencer, allows the creation of music directly on the console.&lt;br /&gt;
* &#039;&#039;&#039;Retro controllers&#039;&#039;&#039;: The joypad inputs uses standard [[Super Nintendo Entertainment System|SNES]] controllers interface.&lt;br /&gt;
* &#039;&#039;&#039;SNES Mouse Support&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: I/O lines and peripherals are still available, like the UART and SPI port for one to experiment.&lt;br /&gt;
* &#039;&#039;&#039;Emulator&#039;&#039;&#039;: A fully cycle-perfect emulator greatly eases development.&lt;br /&gt;
* &#039;&#039;&#039;Gameloader&#039;&#039;&#039;: An AVR bootloader that loads and flashes games stored on SD cards.&lt;br /&gt;
* &#039;&#039;&#039;API&#039;&#039;&#039;: Develop games using an API that provides multiple video modes, sound driver and more.&lt;br /&gt;
* &#039;&#039;&#039;Open source&#039;&#039;&#039;: The software and hardware design are totally free and licensed under the GPL.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039;: Over 90 games and demos plus tools and documentation all created by a dedicated community.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
[[Image:Uzebox-ex1.jpg|Screenshot of the &#039;&#039;Uzebox EX1&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Extended Memory&#039;&#039;&#039;: SD/MicroSD Card interface&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.63636Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: Various video modes supporting up to 360x224 pixels.  in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite and S-VIDEO&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 5 channels wavetable synthesis , 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two SNES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
[[Image:UzeboxDonkeyKong.png|A classic game port using video mode 3 which supports sprites|thumb|240px|right]]&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
The latest video engine boasts 9 video modes that supports bitmapped and sprites-based modes as well a SD card streaming mode that allows the playback of movies&amp;lt;ref&amp;gt;[http://www.youtube.com/watch?v=hWWsSn_QKLM Full screen movie player on an ATmega644]&amp;lt;/ref&amp;gt;. The highest usable resolution attainable on the console is 360x224.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels, one LFSR-based noise channel and a PCM channel (to play samples). Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard SNES controller interface. An optional MIDI In interface and driver allows to compose music from any sequencer.&lt;br /&gt;
&lt;br /&gt;
== Implementations ==&lt;br /&gt;
Since its inception, the Uzebox design has been commercially implemented as:&lt;br /&gt;
* The Fuzebox, a Do-It-Yourself kit&lt;br /&gt;
* The Uzebox AVCore, a fully assembled unit&lt;br /&gt;
* The Uzebox EX1, a Do-It-Yourself kit&lt;br /&gt;
* The EUzebox, a Do-It-Yourself kit with SCART output for the European market&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
[[Image:UzeboxEmulator.gif|Screenshot of the Uzebox emulator|thumb|240px|right]]&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides being free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A set of tools developed in C and Java help generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor. Uzem, a fully functional emulator was created to ease development. It supports sound, all graphics modes, integrates a GDB (GNU debugger) server and support the SD card interface and PC joysticks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox Uzebox homepage]&lt;br /&gt;
[[Category:Hardware]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:Uzebox-ex1.jpg&amp;diff=34180</id>
		<title>File:Uzebox-ex1.jpg</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:Uzebox-ex1.jpg&amp;diff=34180"/>
		<updated>2014-03-22T16:29:58Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: Uzebox EX1 Open source console&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uzebox EX1 Open source console&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=19683</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=19683"/>
		<updated>2011-01-04T05:05:56Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: /* Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Sources-needed}}&lt;br /&gt;
{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is an open source 8-bit game console design created by [[Belogic Software]]. It is based on the Atmel ATmega644 AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
Two companies introduced commercial implementations: The [[Fuzebox]]&amp;lt;ref&amp;gt;[http://www.ladyada.net/make/fuzebox/index.html Adafruit Industries Fuzebox homepage]&amp;lt;/ref&amp;gt; and the Uzebox [[AVCore]]&amp;lt;ref&amp;gt;[http://www.sparkfun.com/products/9024 Sparkfun Electronics Uzebox AVCore page]&amp;lt;/ref&amp;gt;. Since then, about 50&amp;lt;ref&amp;gt;[http://uzebox.org/wiki/index.php?title=Games_and_Demos Uzebox games and Demos]&amp;lt;/ref&amp;gt; games and demos ranging from classic arcade ports to original games were released by various developers. The Uzebox was listed in [[Make_(magazine)|Make Magazine]]&#039;s definitive [[open source hardware]] projects of 2009 &amp;lt;ref&amp;gt;[http://blog.makezine.com/archive/2009/12/fun_games_and_entertainment_open_so.html Fun, games and entertainment: Open source hardware 2009] Make:Online: The definitive guide to open source hardware projects in 2009&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
[[Image:UzeboxAvcore2.jpg|Screenshot of the &#039;&#039;Uzebox AVCore module and gamecard&#039;&#039;|thumb|240px|right]]&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
[[Image:UzeboxFuzebox.jpg|Screenshot of the &#039;&#039;Fuzebox&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;SNES controllers interface&#039;&#039;&#039;: The joypad input uses standard SNES controllers.&lt;br /&gt;
* &#039;&#039;&#039;SD/[[MicroSD]] card interface&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: Many I/O lines and peripherals are still available, like the UARTs for one to experiment.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
[[Image:UzeboxDonkeyKong.png|A classic game port using video mode 3 which supports sprites|thumb|240px|right]]&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
The latest video engine boasts 9 video modes that supports bitmapped and sprites-based modes as well a SD card streaming mode that allows the playback of movies&amp;lt;ref&amp;gt;[http://www.youtube.com/watch?v=hWWsSn_QKLM Full screen movie player on an ATmega644]&amp;lt;/ref&amp;gt;. The highest usable resolution attainable on the console is 360x224.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard SNES controller interface. An optional MIDI In interface and driver allows to compose music from any sequencer.&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The initial prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For this, some soldering skills are required, but the packages&#039;s pin pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
[[Image:UzeboxEmulator.gif|Screenshot of the Uzebox emulator|thumb|240px|right]]&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides being free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A set of tools developed in C and Java help generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor. Uzem, a fully functional emulator was created to ease development. It supports sound, all graphics modes, integrates a GDB (GNU debugger) server and support the SD card interface and PC joysticks.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox Uzebox homepage]&lt;br /&gt;
[[Category:Hardware]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=19682</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=19682"/>
		<updated>2011-01-04T04:40:50Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: Updated project&amp;#039;s data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Sources-needed}}&lt;br /&gt;
{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is an open source 8-bit game console design created by [[Belogic Software]]. It is based on the Atmel ATmega644 AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
Two companies introduced commercial implementations: The [[Fuzebox]]&amp;lt;ref&amp;gt;[http://www.ladyada.net/make/fuzebox/index.html Adafruit Industries Fuzebox homepage]&amp;lt;/ref&amp;gt; and the Uzebox [[AVCore]]&amp;lt;ref&amp;gt;[http://www.sparkfun.com/products/9024 Sparkfun Electronics Uzebox AVCore page]&amp;lt;/ref&amp;gt;. Since then, about 50&amp;lt;ref&amp;gt;[http://uzebox.org/wiki/index.php?title=Games_and_Demos Uzebox games and Demos]&amp;lt;/ref&amp;gt; games and demos ranging from classic arcade ports to original games were released by various developers. The Uzebox was listed in [[Make_(magazine)|Make Magazine]]&#039;s definitive [[open source hardware]] projects of 2009 &amp;lt;ref&amp;gt;[http://blog.makezine.com/archive/2009/12/fun_games_and_entertainment_open_so.html Fun, games and entertainment: Open source hardware 2009] Make:Online: The definitive guide to open source hardware projects in 2009&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
[[Image:UzeboxAvcore2.jpg|Screenshot of the &#039;&#039;Uzebox AVCore module and gamecard&#039;&#039;|thumb|240px|right]]&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
[[Image:UzeboxFuzebox.jpg|Screenshot of the &#039;&#039;Fuzebox&#039;&#039; Do-it-yourself kit|thumb|240px|right]]&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;SNES controllers interface&#039;&#039;&#039;: The joypad input uses standard SNES controllers.&lt;br /&gt;
* &#039;&#039;&#039;SD/[[MicroSD]] card interface&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: Many I/O lines and peripherals are still available, like the UARTs for one to experiment.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
[[Image:UzeboxDonkeyKong.png|A classic game port using video mode 3 which supports sprites|thumb|240px|right]]&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
The latest video engine boasts 9 video modes that supports bitmapped and sprites-based modes as well a SD card streaming mode that allows the playback of movies. The highest usable resolution attainable on the console is 360x224.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard SNES controller interface. An optional MIDI In interface and driver allows to compose music from any sequencer.&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The initial prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For this, some soldering skills are required, but the packages&#039;s pin pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
[[Image:UzeboxEmulator.gif|Screenshot of the Uzebox emulator|thumb|240px|right]]&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides being free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A set of tools developed in C and Java help generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor. Uzem, a fully functional emulator was created to ease development. It supports sound, all graphics modes, integrates a GDB (GNU debugger) server and support the SD card interface and PC joysticks.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox Uzebox homepage]&lt;br /&gt;
[[Category:Hardware]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:UzeboxEmulator.gif&amp;diff=19681</id>
		<title>File:UzeboxEmulator.gif</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:UzeboxEmulator.gif&amp;diff=19681"/>
		<updated>2011-01-04T04:37:01Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:UzeboxFuzebox.jpg&amp;diff=19680</id>
		<title>File:UzeboxFuzebox.jpg</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:UzeboxFuzebox.jpg&amp;diff=19680"/>
		<updated>2011-01-04T04:30:47Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:UzeboxDonkeyKong.png&amp;diff=19679</id>
		<title>File:UzeboxDonkeyKong.png</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:UzeboxDonkeyKong.png&amp;diff=19679"/>
		<updated>2011-01-04T04:22:26Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:UzeboxAvcore2.jpg&amp;diff=19678</id>
		<title>File:UzeboxAvcore2.jpg</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:UzeboxAvcore2.jpg&amp;diff=19678"/>
		<updated>2011-01-04T04:17:02Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9765</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9765"/>
		<updated>2008-08-25T03:40:04Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based (although, a sprite engine is near completion). The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For this, some soldering skills are required, but the packages&#039;s pin pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9764</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9764"/>
		<updated>2008-08-25T03:38:54Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based (although, a sprite engine is near completion). The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9763</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9763"/>
		<updated>2008-08-25T03:36:28Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions such as video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9762</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9762"/>
		<updated>2008-08-25T03:35:47Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[GNU General Public License|GNU GPL 3.0]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = [[Creative Commons Attribution-ShareAlike 3.0]]&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008 (Released)&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel and no frame buffer. All functions like video sync generation, tile rendering and music mixing are done by a background task so games can be developed easily in C/C++.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: ATmega644 microcontroller&lt;br /&gt;
* &#039;&#039;&#039;Total RAM&#039;&#039;&#039;: 4K&lt;br /&gt;
* &#039;&#039;&#039;Program Memory&#039;&#039;&#039;: 64K&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: 28.61818Mhz (Overclocked)&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: 256 simultaneous colors arranged in a 3:3:2 color space (Red:3 bits, Green:3 bits, Blue: 2 bits)&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 240x224 pixels in tiles-only mode&lt;br /&gt;
* &#039;&#039;&#039;Video output&#039;&#039;&#039;: NTSC Composite&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: 4 channels wavetable, 8-bit mono, mixed at ~15Khz and output via PWM&lt;br /&gt;
* &#039;&#039;&#039;Inputs&#039;&#039;&#039;: Two NES compatible joypad inputs&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039;: MIDI-in interface and s-video output&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  The system (and source code) is designed for NTSC. Ajusting it for PAL shouldn&#039;t be too hard since the AD725 also supports this format.&lt;br /&gt;
* The more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
* The AD725 is only available in a surface mount package, so a SOIC-to-DIP socket adapter is required for vector board prototypes. Some soldering skills are required, but the pitch of the pins is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
* A set of custom tools developed in Java is provided in the download package. They helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a music patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9493</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9493"/>
		<updated>2008-08-08T00:46:43Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = Belogic Software&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = GNU GPL 3.0&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = Creative Commons Attribution-Share Alike 3.0&lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = GNU GPL 3.0&lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel, all functions like video sync generation, tile rendering and music mixing is done by a background task so games can be developed easily in C.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
The microcontroller is a ATmega644 which has 4K of RAM, 64K of flash for both code, sound and graphics data and many I/O lines and many peripheral features.  The system runs overclocked at ~28.6Mhz (8 times the NTSC color burst frequency). Note that the more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9487</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9487"/>
		<updated>2008-08-07T03:01:08Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = [[Belogic]]&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[TBD]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = &lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel, all functions like video sync generation, tile rendering and music mixing is done by a background task so games can be developed easily in C.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
The microcontroller is a ATmega644 which has 4K of RAM, 64K of flash for both code, sound and graphics data and many I/O lines and many peripheral features.  The system runs overclocked at ~28.6Mhz (8 times the NTSC color burst frequency). Note that the more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9486</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9486"/>
		<updated>2008-08-07T03:00:41Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
|genres         = &lt;br /&gt;
|genre          = &lt;br /&gt;
|developers     = &lt;br /&gt;
|developer      = [[Belogic]]&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[TBD]]&lt;br /&gt;
|media licenses = &lt;br /&gt;
|media license  = &lt;br /&gt;
|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008&lt;br /&gt;
|languages      = &lt;br /&gt;
|language       = &lt;br /&gt;
|libraries      = &lt;br /&gt;
|library        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console  created by [[Belogic Software]]. It is based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel, all functions like video sync generation, tile rendering and music mixing is done by a background task so games can be developed easily in C.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
The microcontroller is a ATmega644 which has 4K of RAM, 64K of flash for both code, sound and graphics data and many I/O lines and many peripheral features.  The system runs overclocked at ~28.6Mhz (8 times the NTSC color burst frequency). Note that the more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
&lt;br /&gt;
As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
&lt;br /&gt;
=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
&lt;br /&gt;
A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
&lt;br /&gt;
A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:Uzebox-Megatris.jpg&amp;diff=9485</id>
		<title>File:Uzebox-Megatris.jpg</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:Uzebox-Megatris.jpg&amp;diff=9485"/>
		<updated>2008-08-07T02:06:08Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: uploaded a new version of &amp;quot;Image:Uzebox-Megatris.jpg&amp;quot;: The Uzebox home made game console playing &amp;quot;Megatris&amp;quot; a Tetris clone.
Image licenced under Creative Commons Attribution 3.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Uzebox home made game console playing &amp;quot;Megatris&amp;quot; a Tetris clone.&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9484</id>
		<title>Uzebox</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=Uzebox&amp;diff=9484"/>
		<updated>2008-08-07T01:19:47Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: /* External links */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Uzebox&#039;&#039;&#039; is a prototype gaming console created by [[Belogic Software]]. The source code for the game and the driver will be offered for download.&lt;br /&gt;
{{Gameinfo&lt;br /&gt;
|title          = Uzebox Game Console&lt;br /&gt;
|image          = Image:Uzebox-Megatris.jpg&lt;br /&gt;
|caption        = Megatris in two players mode&lt;br /&gt;
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|developers     = &lt;br /&gt;
|developer      = [[Belogic]]&lt;br /&gt;
|code licenses  = &lt;br /&gt;
|code license   = [[TBD]]&lt;br /&gt;
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|engines        = &lt;br /&gt;
|engine         = &lt;br /&gt;
|latest release = 1.0&lt;br /&gt;
|release date   = August 24th, 2008&lt;br /&gt;
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The &#039;&#039;&#039;&#039;&#039;Uzebox&#039;&#039;&#039;&#039;&#039; is a homebrew 8-bit game console based on an Atmel AVR general purpose microcontroller. The particularity of the system is that it has an interrupt driven kernel, all functions like video sync generation, tile rendering and music mixing is done by a background task so games can be developed easily in C.&lt;br /&gt;
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==Design==&lt;br /&gt;
The design goal was to be as simple as possible yet have good enough sound and graphics and leave enough CPU to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. &lt;br /&gt;
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== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Low parts count and cost&#039;&#039;&#039;: The system is made of only two chips and discrete components.&lt;br /&gt;
* &#039;&#039;&#039;Interrupt driven kernel&#039;&#039;&#039;: No more cycle counting, sound mixing and video generation are all made in the background. &lt;br /&gt;
* &#039;&#039;&#039;256 simultaneous colors&#039;&#039;&#039; is accomplished by using a R-2R resistor ladder DAC on one of the 8-bits port.&lt;br /&gt;
* &#039;&#039;&#039;4 channels sound engine&#039;&#039;&#039;: The sound subsystem is composed of 3 wavetable channels and 1 LFSR-based noise channel. &lt;br /&gt;
* &#039;&#039;&#039;NES controllers interface&#039;&#039;&#039;: The joypad inputs uses standard NES controllers.&lt;br /&gt;
* &#039;&#039;&#039;MIDI In&#039;&#039;&#039;: With any music sequencer(Cubase, Cakewalk, etc), the MIDI IN input allows the creation of music and sound fx straight on the console.&lt;br /&gt;
* &#039;&#039;&#039;Expandable&#039;&#039;&#039;: A lot of I/O lines and peripherals are still available, like the UARTs for one to experiment. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
The microcontroller is a ATmega644 which has 4K of RAM, 64K of flash for both code, sound and graphics data and many I/O lines and many peripheral features.  The system runs overclocked at ~28.6Mhz (8 times the NTSC color burst frequency). Note that the more recent ATmega644P, seems to have problems with overclocking. The UARTS suffers from severe glitches during operation. So MIDI IN or any serial based extensions does not work correctly.&lt;br /&gt;
&lt;br /&gt;
=== Video ===&lt;br /&gt;
The video is output on one of the 8-bit I/O port as RGB, 3 bits are allocated for the red component, 3 bits for the green and 2 bits for the blue. Those are fed to a DAC composed of three R-2R resistor ladders which in turn feeds an AD725 RGB-to-NTSC converter from Analog Devices. This gives 256 fixed but simultaneous colors on screen. &lt;br /&gt;
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As the chip has only 4K of RAM, the video memory is very limited and the current rendering driver is strictly tile based. The power available allows to produce a resolution of 240x224 pixels or 40x28 tiles of 6x8 (horizontal x vertical) pixels.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
The sound subsystem is composed of 3 wavetable oscillators channels and 1 LFSR-based noise channel. Each have independent timbre, frequency and volume. Resolution is 8-bit and is mixed at NTSC line rate (~15Khz) and is output on a single pin via pulse width modulation (PWM). A hi-level engine can play specially formatted MIDI files. The engine also support the concept of &amp;quot;patch streams&amp;quot; for music instruments and sound fx. Similar to a MIDI stream of notes, but instead the stream is composed of sound changing parameters.&lt;br /&gt;
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=== Input === &lt;br /&gt;
The joypad input uses a standard NES controller interface. Note that the connectors can not be bought anywhere, the best source is buying a broken NES from eBay. An optional MIDI In interface and driver allows to compose music from any sequencer. Note that some sort of MIDI out interface  is required on the computer (i.e.: older SoundBlaster soundcard).&lt;br /&gt;
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== Implementation ==&lt;br /&gt;
The current prototype was built using wire-wrap. Since the AD725 is only available in a surface mount package, a SOIC-to-DIP socket adapter is required. For that some soldering skills are required, but the pitch is not too small, so it is relatively easy to solder (even with no experience). Look in YouTube for hundreds of tutorials.&lt;br /&gt;
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== Tools ==&lt;br /&gt;
All developement is done in AVR Studio, an IDE developed by Atmel. Besides beign free and easy to use, it includes a cycle-perfect software simulator for all AVR devices. By adding the free WinAVR GCC package, C development is possible on the AVR platform.&lt;br /&gt;
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A PCB is currently developed. If there is enough interest, a small batch could be produced.&lt;br /&gt;
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A set of custom tools developed in Java helps generate content for the game. There is a converter to transform raw images to tiles and maps, a MIDI file converter and a patch/fx editor.&lt;br /&gt;
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==External links==&lt;br /&gt;
*[http://belogic.com/uzebox/index.htm Uzebox homepage]&lt;br /&gt;
[[Category:Hardwares]][[Category:Gaming consoles]]&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
	<entry>
		<id>https://libregamewiki.org/index.php?title=File:Uzebox-Megatris.jpg&amp;diff=9480</id>
		<title>File:Uzebox-Megatris.jpg</title>
		<link rel="alternate" type="text/html" href="https://libregamewiki.org/index.php?title=File:Uzebox-Megatris.jpg&amp;diff=9480"/>
		<updated>2008-08-06T23:32:05Z</updated>

		<summary type="html">&lt;p&gt;Uze6666: The Uzebox home made game console playing &amp;quot;Megatris&amp;quot; a Tetris clone.&lt;/p&gt;
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&lt;div&gt;The Uzebox home made game console playing &amp;quot;Megatris&amp;quot; a Tetris clone.&lt;/div&gt;</summary>
		<author><name>Uze6666</name></author>
	</entry>
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