We also need to create BAD APPLE on NuttX as our ultimate multimedia
portability benchmark :D :D

Some examples:
https://www.youtube.com/watch?v=nNC6aTSKiwk
https://www.youtube.com/watch?v=MEmF7eNj5U8
https://www.youtube.com/watch?v=cd5iEeIe7L0
https://www.youtube.com/watch?v=4kdtiOyJgtc
https://www.youtube.com/watch?v=R6myIbJpUWo
https://www.youtube.com/shorts/ObM7cnKjjY8
https://www.youtube.com/watch?v=B9TrOxXer4E
https://www.youtube.com/watch?v=xazooShtoTM
https://www.youtube.com/watch?v=5NXSMdUH_Cg
https://www.youtube.com/watch?v=i0NjDNyZfbY
https://www.youtube.com/watch?v=dx76YPgZviE

And many many many more :-)
https://www.youtube.com/results?search_query=bad+apple+hardware

Tomek

On Sat, Nov 8, 2025 at 5:16 PM Matteo Golin <[email protected]> wrote:
>
> That's very cool! A wolfenstein engine on NuttX is pretty interesting. I
> figure having a couple games on NuttX could attract some curiosity from
> hobbyists, and there's no better choice than games from the era of clever,
> low-resource rendering and physics. DOOM has also become somewhat of a
> "trend" to port to low-resource devices (not the the Pi4B meets that
> description). I've seen people run it on disposable vapes, microwaves and
> even fancy pregnancy tests.
>
> Matteo
>
> On Sat, Nov 8, 2025 at 9:16 AM Tim Hardisty <[email protected]> wrote:
>
> > Or was it a dos emulator; don’t remember!
> >
> >
> > > On 8 Nov 2025, at 15:03, Tim Hardisty <[email protected]> wrote:
> > >
> > > Doom was the first and last “full graphics” I played I think. Doom
> > feats after hours in the 1990’s maybe?
> > >
> > > Bring back Commander Keen lol.
> > >
> > > (Yes, have played it some times with Win3 emulators!)
> > >
> > > Regards,
> > >
> > > Tim.
> > >
> > >> On 8 Nov 2025, at 13:20, Gregory Nutt <[email protected]> wrote:
> > >>
> > >>   *
> > >> Thanks again everyone for your help so far! One step closer to DOOM on
> > >>
> > >> NuttX :)
> > >>
> > >> Back in the old days when games were pure software, I enjoyed writing
> > games for NuttX.  I have wolfenstein-like engine and an experimental 3D
> > ray-casting engine.  These used to run on NuttX.  The latter was once a
> > part of the apps/ repository but I removed it when I donated NuttX to
> > Apache (since I didn't intend to donate that [art).  But I suppose it is
> > still in the GIT history.
> > >>
> > >> UNRELATED:  When NuttX was donated, there were a lot of files in the
> > repository that should not have been released and were removed in this
> > way.  Many other files with different licenses were present at the time of
> > release and these had to be sanitized, to make them Apache correct (thanks
> > almost entirely to Alin Jerpelea).  When we talk about NuttX being Apache 2
> > copyrighted by the ASF, we really only the git repository from a certain
> > point forward
> > >>
> > >> Prior to that, checkouts from the repository are BSD licensed and
> > copyrighted by me.
> > >>
> > >> I also used to run the public 2-D Wolfenstein-like screen saver on
> > NuttX.  It worked fine mostly out of the box.
> > >>
> > >> ________________________________
> > >> From: Matteo Golin <[email protected]>
> > >> Sent: Friday, November 7, 2025 9:31 PM
> > >> To: [email protected] <[email protected]>
> > >> Subject: Re: RPI 4B Roadmap
> > >>
> > >> I managed to get something working with the frame buffer interface, so
> > >> success so far! https://github.com/apache/nuttx/pull/17294
> > >>
> > >> Unfortunately, I encountered an issue trying to compile the LVGL demo
> > so it
> > >> hasn't been much more interesting than some test rectangles so far.
> > >> https://github.com/apache/nuttx-apps/issues/3208
> > >>
> > >> The frame-buffer driver was actually really simple to get working after
> > >> looking at Lup's blogs, so thank you for the tip Tomek (and Greg, for
> > the
> > >> easy-to-implement driver)! I will probably go back and document the bit
> > of
> > >> the frame buffer lower-half that I understand, since a little bit of
> > >> developer documentation for how to write a lower-half and what's exactly
> > >> needed to get running would be useful. There's also no docs for the
> > >> framebuffer example application, which I plan to fix shortly. It would
> > be
> > >> good to know what the output should look like so I'm not scratching my
> > head
> > >> wondering if I got it right or not :)
> > >>
> > >> Thanks again everyone for your help so far! One step closer to DOOM on
> > >> NuttX :)
> > >>
> > >> Matteo
> > >>
> > >>>> On Thu, Nov 6, 2025 at 2:37 PM Tomek CEDRO <[email protected]> wrote:
> > >>>
> > >>>> On Thu, Nov 6, 2025 at 5:53 PM Matteo Golin <[email protected]>
> > >>>> wrote:
> > >>>> 1) I am actually familiar with the rpi4-osdev project. In part 5, the
> > >>>> author uses the framebuffer approach for graphics:
> > >>>>
> > https://github.com/babbleberry/rpi4-osdev/tree/master/part5-framebuffer.
> > >>>> This is actually a really simple approach to implement, which is why I
> > >>>> imagine it wouldn't be difficult to integrate with NuttX's frame
> > buffer
> > >>>> method of graphics. The main problem for me is that it's very slow. I
> > >>> want
> > >>>> to figure out how to leverage the actual GPU so that graphics can be
> > >>> faster
> > >>>> and more complex. I have not started looking extensively into that
> > yet,
> > >>> but
> > >>>> was mainly wondering how that approach fits into NuttX's graphics
> > system.
> > >>>
> > >>> From the long years on FreeBSD desktop where nvidia is the only vendor
> > >>> providing native high quality GPU drivers it seems good to have
> > >>> "generic" framebuffer driver that will work on any hardware in the
> > >>> first place and then GPU specific drivers with hardware acceleration
> > >>> where available. This allows not only having graphics on anything, but
> > >>> more importantly a fallback when GPU drivers fail / buggy /
> > >>> unavailable. Anything here means not only Xorg (and similar) but also
> > >>> raw console that can launch framebuffer applications or a mouse
> > >>> pointer that can copy-paste in the raw console! :-) Console woks on
> > >>> top of the video framebuffer (i.e. /dev/ttyv0..7), Xorg also works on
> > >>> top of the framebuffer (when launched it goes to place of /dev/ttyv8).
> > >>> This is modular and versatile design that allows text mode console on
> > >>> video display, graphical applications in raw video console, and Xorg
> > >>> or similar.
> > >>>
> > >>> There are two framebuffer drivers on FreeBSD:
> > >>> 1. VESA (old / bios machines):
> > >>> https://man.freebsd.org/cgi/man.cgi?query=vesa.
> > >>> 2. SCFB (new / usefi machines):
> > >>> https://man.freebsd.org/cgi/man.cgi?query=scfb
> > >>>
> > >>> Therer are two console drivers on FreeBSD:
> > >>> 1. SYSCONS/SC (old / bios machines):
> > >>> https://man.freebsd.org/cgi/man.cgi?query=syscons
> > >>> 2. VT (new / uefi machines):
> > https://man.freebsd.org/cgi/man.cgi?query=vt
> > >>>
> > >>> SCFB / VT works also on embedded systems like rPI (over HDMI if that
> > >>> works). It seems work-in-progress but works for years already. The
> > >>> only problem I saw so far is the console colors packed into two bit
> > >>> field (afair) that may need structure changes to get dedicated 8..24
> > >>> bit bit field to get more colors that will be breaking change thus it
> > >>> may be good to think ahead and use this wider field if we want to do
> > >>> something similar in NuttX :-)
> > >>>
> > >>> Here is newcons / vt wiki: https://wiki.freebsd.org/Newcons
> > >>>
> > >>> Hope this helps a bit or gives some reference point :-)
> > >>>
> > >>> On Linux ~20 years ago it was also possible to draw on raw video
> > >>> framebuffer using DirectFB (now version 2) even with no Xorg, see
> > >>> https://en.wikipedia.org/wiki/DirectFB :-) Current DRM/KMS approach is
> > >>> a moving target and kind of PITA because FreeBSD followed that path to
> > >>> have GPU drivers compatible with Linux for easier porting and this
> > >>> only brings problems because things change constantly and are pain to
> > >>> maintain / use thus I would recommend to avoid this path :-(
> > >>>
> > >>> I guess we care most about this design / approach where we have
> > >>> FrameBuffer that allows drawing directly (i.e. LVGL), having console,
> > >>> or Xorg or similar (there is example Xorg compatible server in
> > >>> NuttX!!) :-)
> > >>>
> > >>> --
> > >>> CeDeROM, SQ7MHZ, http://www.tomek.cedro.info
> > >>>
> >



-- 
CeDeROM, SQ7MHZ, http://www.tomek.cedro.info

Reply via email to