Search found 23 matches
- Thu Mar 17, 2022 4:57 pm
- Forum: Arcade Cores
- Topic: Pac-Man (Midway) core: ghosts one pixel too low?
- Replies: 2
- Views: 949
Re: Pac-Man (Midway) core: ghosts one pixel too low?
Hmm, that's interesting. I wonder if that has anything to do with it. I'll probably just go back to the centered version and call it good, lol. What interesting too is if you want to reproduce the ghost AI behavior, in the real game there's a bug where in the "up" direction (in chase mode), the ghosts that use the predicted player positio...
- Wed Mar 16, 2022 9:50 pm
- Forum: Arcade Cores
- Topic: Pac-Man (Midway) core: ghosts one pixel too low?
- Replies: 2
- Views: 949
Pac-Man (Midway) core: ghosts one pixel too low?
As an exercise, I'm attempting to recreate the original Pac-Man in the Unity game engine. I got to the point where I wanted things to line up with the exact pixel positions of the original. Not exactly that hard when you only have 224 x 288 pixels to deal with. At first I had been taking reference screenshots using the Pac-Man core on the MiSTer an...
- Fri Sep 03, 2021 3:31 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
I think mr. spinner support is hardcoded on the mister. Take a look at input.cpp I've pretty much given up on MiSTer support for now. I got my buttons working as mouse buttons, so games on PC emulators are working great. MAME in particular doesn't seem to handle "gamepad" style spinners right anyway. MiSTer still doesn't recognize my con...
- Thu Sep 02, 2021 6:04 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
OK, I ended up changing the code extensively to report as a mouse. Haven't quite got the buttons working as mouse buttons, but I'm sure I'll get there. So now the encoder reports as a mouse X axis with Y forced to zero. Probably wouldn't hurt to just set Y to the same value. Even with the arcade Arkanoid core set to mouse control though, MiSTer wil...
- Thu Sep 02, 2021 1:49 am
- Forum: Sony PlayStation (PSX)
- Topic: PlayStation MiSTer Core Repository Created
- Replies: 110
- Views: 59082
Re: PlayStation MiSTer Core Repository Created
Is this a new ground up core or does it build upon the work by Laxer et al? From: https://www.retrorgb.com/misterfpga-psx-core-in-development-by-fpgazumspass.html None of the open sourced material from Laxer3A or ultraembedded has currently been utilized for the development of his PSX FPGA project. FPGAzumSpass stated it was easier for him to star...
- Wed Sep 01, 2021 6:47 pm
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
Try this: In your original code (that you attached), in Gamepad.cpp change: 0x25, 0x01, // LOGICAL_MAXIMUM (1) to 0x25, 0x02, // LOGICAL_MAXIMUM (2) My understanding is that the logical min/max is to define what states are available. So for a button, you have 0 or 1. Changing the LOGICAL_MAXIMUM to 2 would imply a 3-state switch I think. I mean, I...
- Wed Sep 01, 2021 3:09 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
I went ahead and tried reverting to the original code just for grins. Only change was commenting out PADDLE_SUPPORT (no potentiometer) and setting the PPR to 600. With DEV_NUM set to 1, I had to re-assign the button pins to what I've already soldered in. No difference. Just for grins, I even tried DEV_NUM set to 2, and restored the original "d...
- Wed Sep 01, 2021 3:01 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
Also on line 175 of the original, you removed for(int idx=0; idx<DEV_NUM; idx++) and replaced it with just int idx=0; . But isn't DEV_NUM important above? pinMode(dbtnpin[0], INPUT_PULLUP); // Button 1 pinMode(dbtnpin[1], INPUT_PULLUP); // Button 2 The original code is set up to report buttons and paddles across two HID gamepad controllers. Or at ...
- Wed Sep 01, 2021 2:18 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
I just did update_all, assuming that will grab the driver changes. No difference.
- Tue Aug 31, 2021 7:43 pm
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
Can you attach a copy of the code after you modified it? Attached. Mainly in Gamepad.cpp I changed this from 1 to 2: 0x29, 0x02, // USAGE_MAXIMUM (Button 2) - Steve changed this to 2 to support 2 buttons I yanked a bunch of stuff out and "unlooped" the multiple gamepad code in PaddleTwoControllersUSB.ino by just setting idx to zero, but ...
- Tue Aug 31, 2021 7:34 pm
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Re: Newly created Mr. Spinner does nothing in MiSTer
Have you tried the Input Test core (in Utilities)? The advanced mode should at least tell you what the controller is showing up as in MiSTer, if anything. Just tried that. I get JOY1 A from my button 1. Nothing from button 2 (it shows up consistently in Windows as Button 2 though). The only other thing I get from the advanced mode is a static 127 ...
- Tue Aug 31, 2021 4:19 am
- Forum: Input Devices
- Topic: Newly created Mr. Spinner does nothing in MiSTer
- Replies: 16
- Views: 3386
Newly created Mr. Spinner does nothing in MiSTer
Just completed soldering two buttons and a rotary encoder to an Arduino Pro Micro with code based on this adapter code: https://github.com/MiSTer-devel/Retro-Controllers-USB-MiSTer/tree/master/PaddleTwoControllersUSB I modified the Arduino code to report buttons 1 and 2 on the same gamepad, but the encoder code is untouched. In my case, I wired dir...
- Mon Aug 30, 2021 8:19 pm
- Forum: Input Devices
- Topic: Atari 260 paddles only getting small portion of full range
- Replies: 2
- Views: 1085
Re: Atari 260 paddles only getting small portion of full range
Ah, interesting. Might have to try that.
- Sun Aug 29, 2021 8:58 pm
- Forum: Input Devices
- Topic: Atari 260 paddles only getting small portion of full range
- Replies: 2
- Views: 1085
Atari 260 paddles only getting small portion of full range
I'm using the unofficial SNAC version of the Atari 2600 core along with a SNAC interface and Atari adapter. I'm also using a stereo male-to-male cable to connect the 3.5mm jack from the adapter to an ADC in module for real Atari paddle support. It does work with games like Super Breakout and Night Driver, but doesn't work on other paddle games I've...
- Mon Aug 23, 2021 1:57 am
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
Re: Possible to save with ZX81 core?
Ha, I just converted a Mazogs .p file to a WAV file and tried to load it into a real TS1000 via audio player on a laptop. The flipped out stuff on the CRT looked right, but after playing the full five minute file, the TS1000 went into a weird state. A 13MB audio file to load 16KB in five minutes, lol. It did load fine back into the EightyOne emulat...
- Fri Aug 20, 2021 4:07 pm
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
- Fri Aug 20, 2021 4:07 pm
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
Re: Possible to save with ZX81 core?
There's one called EightyOne though, which has extensive support for saving. It's got a proprietary format called .tzx for instant loads and saves. It also support loading and saving snapshots via .z81 files, .wav audio files, and yes, .p files. Just as a side note, TZX is not a proprietary format, it comes from the ZX Spectrum world and was desig...
- Fri Aug 20, 2021 5:05 am
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
Re: Possible to save with ZX81 core?
A follow-up: experimented with a couple of ZX81 software emulators. Some are like the ZX81 MiSTer core, where they're really just for loading existing content. There's one called EightyOne though, which has extensive support for saving. It's got a proprietary format called .tzx for instant loads and saves. It also support loading and saving snapsho...
- Tue Aug 17, 2021 4:32 pm
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
Re: Possible to save with ZX81 core?
Interesting idea. I tried doing a save and listened through HDMI audio, but didn't hear anything that way either. It's been MANY years since using a real ZX81, but I assume that should be audible. Like a bunch of random screeching.
It would of course be ideal if the core could just quickly spit out a .p file.
It would of course be ideal if the core could just quickly spit out a .p file.
- Tue Aug 17, 2021 5:21 am
- Forum: ZX Spectrum, ZX81, SAM Coupé, TSConf, QL, Next
- Topic: Possible to save with ZX81 core?
- Replies: 12
- Views: 3462
Possible to save with ZX81 core?
I'm guessing it's not possible to save a program with the ZX81 core? There's not a whole lot of into on the github page: https://github.com/MiSTer-devel/ZX81_MiSTer, so I wasn't sure. I have the ADC adapter, but I guess that's "IN" only, right? So in theory if I had a saved program, I could hook up an audio playback device and play it bac...
- Sun Aug 08, 2021 7:26 pm
- Forum: Hardware Setups
- Topic: Confused about powered USB hubs
- Replies: 8
- Views: 3617
Re: Confused about powered USB hubs
I think I'm just going to leave the USB hub unpowered. I tried using the wifi dongle (the ASUS one) without the USB hub's power supply and was still able to FTP in, so apparently there's enough power for that, in spite of the warnings I've read. I'll just enable the wifi dongle as needed. Each port on the hub has an on/off switch, so that's easy en...
- Sat Aug 07, 2021 8:25 pm
- Forum: Hardware Setups
- Topic: Confused about powered USB hubs
- Replies: 8
- Views: 3617
Confused about powered USB hubs
Got a MiSTer setup going a couple of weeks ago and have been having a blast. Recently I moved from a passive USB hub to an active USB hub, and got an unexpected result. When I unplug the main DE10 power, the hub continues to power the DE10 and standard I/O board. Wha...? I know there's lots of information out there about using powered USB hubs, inc...
- Fri Jul 23, 2021 9:06 pm
- Forum: Atari ST / STe
- Topic: STX support
- Replies: 3
- Views: 7117
Re: STX support
Chris, thanks for the info. You answered the question I was going to post. I have a single STX game I was looking forward to trying on the ST core; at least I know that's not a thing yet. In the meantime, there is an ST emulator on RetroPie that works well enough to be playable. The game (Sundog) supports keyboard and mouse, which are both supporte...