WEBVTT

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We are from Silicio, but we are going to present you the Oxytel Mini console, which is

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tribute to an all-toulouse-end console made in 1976.

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This is Ben and I am René.

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I work about the historical part of the project, and Ben was on the electronic part.

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He will talk you in a second half about how we implant some composants to make it work.

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On our nice little console.

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So, we are from an organization called Silicio, which is a certitude years old.

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Our goal is to preserve the heritage of retro computing video games.

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We also made a project like this one to commemorate some of the older actors of video

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game, especially French one, because we are French organization, and we try to collect the

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memory.

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All through these years, we found an urge to create this model, because the memory about the

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society that made the Oxytel was vanishing years after years.

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So, this society is called the Society of Oxytel Electronic, it is a society founded by

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Guy, whose name was Jean Louis, Grand Clément, I would say, J.L.

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And it was in Toulouse in 1975 when he decided to create an electronic design piece in order

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to make money, so he may say, but he created after he went to the US as he was working

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for Motorola, who he found a new chip, a new chip from General Instrument that allows creators

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to make a poor video game with very few components.

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So, he thought he was a real opportunity in a market that he thought was going to be big.

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Then, this was the console that he made, as you can see, it's ours is also the size

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of the original, and we tried to make it work the same way.

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So, this is the Occytel, first it was sold in form of kit, then it was more burritoed,

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and the Society of Oxytel Electronic made several consoles from the original one to a computer

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controlled video game in 1978, and numerous consoles on the same style, here's the match

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with a nice tulip TV.

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And in 1977 he created the first console with module, modules are like cartridges, but

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you know, bigger form, where you had to put connectors on it, and it had several games,

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several games allowed by different chips from General Instruments.

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So, you had tank multiple players there.

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Of course, it was difficult market because there were many, many content and the Occytel

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had fewer arguments to offer, it was cheaper, cheaper to make, because it was the very

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first in France to use the Pong chip from GI, and it worked well for Zenbot, an

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cartoon tree, creating these video games, always different, but still they were all the same,

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lead to an end in 1978, nobody wanted to play anymore Pong.

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This way, Pong's the Society of Oxytel made for their brand, like Softlock Lanché,

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which was a maker of batteries, so this particular console did

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only work with batteries, you could not put a PSU in it, of course.

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Well, in 1979, they created a cartridge console that I told you, it seems to be very

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poor, but in in 79, it was nice, there were mostly in Europe, the video pack,

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and the batteries, 200 VCS, and it did not add time to sell for a long time, and the

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development of the games worked poor, see this one.

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Finally, in 1980, they created a computer, which we have in our collection in Cilicium,

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I think we have the only one, because they put a few of them, they were made for schools,

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but unfortunately, in April, 80, it was the end, there was Bancroopsie, so Jean-Luc

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here, and his wife, Clodani, had to stop the business, it was the end.

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The Bancroopsie, in France, is something many society knows.

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So, from this moment to the mid-90s, nobody ever heard about the Societe-Oxytel anymore,

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because it was the video game, it was game, and nobody wanted to hear from it.

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So, we started in 1984, so, in the beginning, we found this as we were in Toulouse,

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we discovered the brand on a free market, or anywhere, people giving machines to us,

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and years by years, we tried to recreate this tree of the brand as I told you,

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and it was very difficult, because it was finding people that worked there, was uneasy.

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Finally, we hired, I was able to find the creator Jean-Luc, which is still alive today,

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but run beer factory, which is, I think, I think we don't like, and it do not care much more about

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retro computing, but it's still done that you may have seen on the boxes I show you,

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there were 10 or something, a very interested in our project, and they like it much.

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So, that was the story, and we decided to create the console that Ben will talk to you about,

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and just a few words before, we lost her after, no, lost her, it's better. So, yes, yes.

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No.

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I thought of you.

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Yeah, I thought of you.

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We are, I think we have all the pieces that they made in these days,

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it was about what I didn't produce, that the SOI was a very successful company in the early years,

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they were about 3,000 years in a console sold before each Christmas, it was the biggest one in France.

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Okay, so now let's talk about the reproduction recreation of the original Oxytel,

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in the form of, as you know, those popular devices that are like half-scale copies of the original

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console, so we decided to do the same, except we go a bit more back in time,

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76, 2025. So, you have seen at the very beginning the cover art of the box,

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with the children of the creator playing on a TV set, so we went as far as recreating slightly grown-up

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children, still playing the miniature machine, on, of course, a very retro orange monitor.

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So, this is actually the cover art, we tried several pictures, we several, so you get that cover art,

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if you get one of those, we created a really beautiful booklet about the history,

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documents and so on, and we created, of course, the console itself, so I'll tell you a bit more

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how these works, so half-scale reproduction, so this is the original one, including, sorry,

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jacks for the external pedals, actually the linear sliders, they don't really work because they

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were disconnected in favor of the external pedals, so we use the same technique, so that's what you

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you can see here, description of the product on the website of our non-profit association,

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and now a bit of technical data on this, so the original device runs with this,

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the generone instrument AY3-8500, which is digital logic, it's not, it's not a mac compensator,

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there's no software, it's not analog, it's digital logic, with hardware,

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art counters, and comparators, and so on, and it generates, essentially the elements of composite

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video signal, and then there is just a UHS module later, it's somewhere over there.

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The original chip has three different options that have two values for the difficulty,

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there is a three positions slider or in the original, so that's only three of the eight

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possible difficulty settings, and it had four game modes, which are available, that's the main

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slider in the middle, so that's what we created here, how we made it, we did not actually create

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this design entirely ourselves, we reused a quite excellent emulation of the original generone

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instrument chip on an Atmega 328, which is what you get on an Arduino Uno, itself it was based

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on the TV out, bit-bonging video composite generation library, and audio also with time also,

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I mean with video realian, more or less the same technique, there are actually two variations

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of the generone instrument chip, 76 and 77, so that's also an option that's available to

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jumpers on the motherboard, and so we how we did that by using something that's like an Arduino

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Leonardo because it's easily found on very inexpensive modules, so that's the, as you could see over

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there, microcontroller itself, the small parts are soldered on the daughter board, and so all we had

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to do was the carrier board with connectors and buttons and sliders of the right

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kind, so that they would be more or less half scale at the right positions for this reproduction

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of the original package, half size, so yeah, our members, so yeah, I did some software adaptation

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and the original hardware scheme ethics and so on, another member did the 3D case modeling and

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then 3D printing, and there are a few changes in the software, in particular some bug fixes,

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so that the software actually runs forever, whereas initially the original version of the code

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would crash after an hour, go black, I mean the screen would go black, now it runs for weeks,

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also consumes very little, it will run on battery for the whole day.

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You can get everything hardware and bug, everything, and 3D case, creative come on,

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and the software originally was MIT, so it's still MIT with our additional changes.

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Everything you need, if you want to send the PCB to one of the well-known PCB

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manufacturers that can do a short run for you, if you want to make one of yourself.

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So I'll go quicker for that, so you can reprogram the module in case everything goes wrong,

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but normally you would just use you, I mean through SPI, through a connector, but usually you would just use

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USB if you want to reprogram change the game at some new games, there's some space left in the

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flash, there's not a lot of RAM on this machine, so there are actually limits on what you can do.

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How this were the interesting parts, maybe, the bit bugged video, so how that works, so video composite,

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if you want to do black and white, you need only two signals, two GPIOs that are

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all-on-o-thing, discrete outputs, and then a resistance and diode to get the right levels,

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because what you want is, this is your ground level, 0.03 volts, that's for the synchronization

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policies for lines and the whole page of the video composite monitor, and then from 0.03 volts to 1

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volts, that's from black to white. So in this kind of capture, you actually can see a color, if you

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know what to look for, you would see essentially a great scale bar here, so that's what the software

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does pretty much with time else and with nops for timing the toggling of the GPIOs.

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How you actually push some pixels, this is what this does, it gets one byte of the frame buffer,

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then there will be one such block for each of the eight bits of one byte, tested in sequence,

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and then toggling the right bit on the right port, so one byte that has a HEPA use,

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there's just one GPIO that we want to toggle for luminance, and there's the same principle,

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pretty much for the synchronization policies. And one thing to keep in mind, because this is running

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from time else, as interrupts versus the game itself, which is the background task, if you have

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something like a pointer, like a 16-bit counter or index in an array, that's not atomic,

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because this is an 8-bit processor, so well, if you get that wrong, as in your original code,

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at some point you will crash, because you will heat, of course, an interrupt right at the wrong time.

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So now there's no bugs like that anymore. Another thing that it went wrong,

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can you see what's wrong on the right, so this is the audio jack that goes into a female plug,

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can you see what's wrong over there, that could cause the processor to reboot, it's over there,

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as you can see, the two key on that, they are touching the same part of the plug, and one is

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five volt, the other one is the slider of the potentiometer, that in one position is at the ground,

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so that, of course, shops, circuits, the CPU, so that's another change to the original design,

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just because we want it as plugin pedals, just have a currently meeting resistor,

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so that's just by using the potentiometer scale, no more brownouts, because now that's just like

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five volt and millimeter, two milliamps, and not short circuiting the power supply, the USB

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power supply. So that's it for the various aspects of the project, how it came to life, various

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fixes to be made, and why we had to run several iterations of the PCB, because we were not very

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learning about that, so that was also a learning experience, and here you can see the the

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resulting kit, the end product, a complete with booklet, the console itself, that you can see here,

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so it has sound, it's just that this small monitor doesn't have sound, but it plays the

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same beeps as the original console as well, a bit of bibliography, you can click on those links later

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run, the slides are on the on the conference page, that's so I had to for you, credits, including

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the models, very important models, as you can see over there, thank you very much,

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do we have time for one question, if there are no questions,

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where are all the games implemented in custom logic? The original games, they are they are actually

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variations, you can see here that's actually accurate, sorry, yeah, repeating the question,

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where all the games implemented in with the same logic, with the same hardware, and custom logic,

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they are actually all pretty much sharing the same cups as you can see, if I switch the game,

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the emulation is the same thing, you can see the ball is still at the same place, the

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paddle at the same place is just changing the borders pretty much, oh the other general instrument

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chips, yeah they were the same principle, because they were all digital hardware logic, not

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the microprocessors with software, variations on the same AD, pretty much,

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cost, yeah, sorry, so the question was, sorry, I end this in your point,

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so the question was, why use the microprocessor, the microprocessor, that's so

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so regionally hardware logic, cost just a few euros for the microprocessor board,

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pales and gals on the FPGA, much more expensive, anything?

