Search found 139 matches

by macro
Mon Jan 17, 2022 3:37 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

I updated the SYS again since the masking has changed and hopefully named the RBF correctly this time!
by macro
Wed Dec 08, 2021 11:44 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

Updated SYS so that the screen mask feature is now available.

I also change how PAUSE works, since I managed to crash it whilst testing the masks, no guarantee it is fixed, but I couldn't get it to die after the change!
by macro
Wed Dec 01, 2021 10:38 pm
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

I think striving to faithfully replicate/improve on initial TI SN76477 chip implementation, would be in the best spirit of FPGA preservation. Yes, I agree - it's just mathematically simulating the three separate waveforms (LFO, VCO and noise), applying the attack sustain and decay (all controlled by external voltage via capacitors and resistors), ...
by macro
Wed Dec 01, 2021 10:26 pm
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

mario64 wrote: Wed Dec 01, 2021 9:44 pm Any idea why audio with this MRA is left channel only?
yes, there's a line missing in samples.vhd

(which is odd since I thought I fixed it ages ago!)

sorting it out now, pull request done.
by macro
Tue Nov 30, 2021 11:11 am
Forum: Development for MiSTer
Topic: Arlet 6502 Core
Replies: 3
Views: 5954

Re: Arlet 6502 Core

FPGA (Quartus?) seems to dislike using signals from components as clocks and complains about them. (unlike real hardware)

instead I find you have to pick a higher clock to clock everything related on, and use enable signals to only select the relevant clock pulses.
by macro
Tue Nov 30, 2021 11:04 am
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

Fallon wrote: Tue Nov 30, 2021 1:03 am within the OSD menu, the screen constantly flickers on and off.
all the invaders core based games (that I tried) do it, something to do with the pause in menu I guess. You would have to submit a bug report.
by macro
Tue Nov 30, 2021 10:23 am
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

mario64 wrote: Tue Nov 30, 2021 1:45 am Forgive me if this is a noob question but if I add this mra will update_all download the samples & backgrounds? Thanks
the mra contains the background and samples, so you don't need to update-all as well. (or just use update-all to get the mra in the first place)
by macro
Mon Nov 29, 2021 10:15 pm
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

Now added a background for SI as well, normal and sample versions.
by macro
Mon Nov 29, 2021 9:11 am
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Re: Space Invaders with Samples

Grab it from github until it's merged.

https://github.com/MacroFPGA/Arcade-Spa ... r/releases

...is it possible to somehow have the artwork from Mame in the background as well ?

possibly ...
by macro
Sun Nov 28, 2021 11:17 pm
Forum: Arcade Cores
Topic: Space Invaders with Samples
Replies: 18
Views: 8087

Space Invaders with Samples

Especially for Nigel Butterfield I have just done a pull request to add a "Space Invaders (Samples)" mra file that uses samples to implement the various sounds for it rather than the embedded code from the original SI core.

hopefully sounds more like the real thing with these.
by macro
Sun Nov 21, 2021 2:09 pm
Forum: Arcade Cores
Topic: Elevator Action
Replies: 25
Views: 8813

Re: Elevator Action

LamerDeluxe wrote: Sat Nov 20, 2021 8:29 pm Totally unrelated to Elevator Action style games, but really fun and also not well known, I think, is this arcade game:
now that looks good, have to see how similar it is to the cosmic hardware or mr do!

just checked, it's in the Mr Do Castle driver so must be similar to that then.
by macro
Tue Nov 09, 2021 10:03 am
Forum: Display Devices
Topic: Tate mode rotated cores need option for rotation direction
Replies: 12
Views: 6022

Re: Tate mode rotated cores need option for rotation direction

Some games do have hardware to flip the screen (usually used for cocktail mode). Some also make this functionality available via a DIP switch. Some do the job entirely in hardware, some use a combination of hardware and software and some do it entirely in software. At least one game used a relay to switch the yoke on the monitor! Whether the screen...
by macro
Fri Sep 03, 2021 8:14 pm
Forum: General Discussions
Topic: Why is rom loading so slow on MiSTer?
Replies: 21
Views: 5167

Re: Why is rom loading so slow on MiSTer?

To get the machine level timing down the MiSTer the MiSTer team went with SD Ram which it's total speed is 166 Mhz loading rom images and other data is usually handled by the core itself and runs at system clock speed, which varies (the main core passes the data to the FPGA core and that usually stores it somewhere - at least that is what happens ...
by macro
Sun Aug 29, 2021 3:18 pm
Forum: General Discussions
Topic: USB Hub Broken After Last Update
Replies: 45
Views: 14061

Re: USB Hub Broken After Last Update

Mine didn't recognise keyboard and joystick after update.

I removed them both, rebooted MiSTer and then added them one at a time and checked that they were working (which they were) and they have remained working across several power downs now.

It could be your USB hub, since it seems some people have had problems with theirs.
by macro
Tue Aug 24, 2021 3:05 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 783
Views: 3847871

Re: MiSTer updates and changelog

Space Invaders

- SDRAM refresh fixed
- Sound fixes for :-
  • 280 Zzap
    Balloon Bomber,
    Blue Shark,
    Boot Hill,
    Clowns
    Laguna Racer
    Lupin 3 (Set 1)
    Seawolf (Set 1)
- Remove debug options unless you do a DEBUG_MODE build
by macro
Sun Aug 22, 2021 9:22 pm
Forum: Development for MiSTer
Topic: Rom Index - Standard list for 'usual' things
Replies: 0
Views: 3862

Rom Index - Standard list for 'usual' things

Some MRA's have had rom indexes duplicated since they vary from core to core maybe we need some index names for common things to make life easier, at the moment we all just start at 0 and work up as we add things so something like (and what number it normally uses AFAIK, although numbers could be anything, but 0 and 1 are pretty standard (and hisco...
by macro
Thu Aug 12, 2021 8:30 pm
Forum: Other Computer / System Cores
Topic: Interact Home Computer core
Replies: 18
Views: 5398

Re: Interact Home Computer core

edanuff wrote: Thu Aug 12, 2021 12:10 am Yes, you can see it attached. I did find a partial implementation of the SN76477 for the ABC80 here
cheers, will add it to the list of things to look at
by macro
Wed Aug 11, 2021 8:20 pm
Forum: Other Computer / System Cores
Topic: Interact Home Computer core
Replies: 18
Views: 5398

Re: Interact Home Computer core

SN76477 sound chip is mainly analogue which makes it difficult to do as a high level language, although if the machine only does single voice 4 octaves I
guess the Interact supplies an external VCO and just use the ADSR filter, so it may be possible to knock something up for it - have you got a schematic for it ?
by macro
Mon Aug 09, 2021 7:58 am
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Load tapes on C64 Core
Replies: 45
Views: 27766

Re: Load tapes on C64 Core

are you using Dolphindos or have you reverted to normal commodore ?

from the Dolphindos manual ...

The Dolphin DOS kernal does not support tape commands, therefore to use tape you must switch to the standard CBM kernal.
by macro
Mon Aug 02, 2021 9:29 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

Minor update

Z80 CPU speed is now correct for all games
Magical Spot now has correct coinage from the dip file
Buttons are described in the MRA files

now onto the sound for Devil Zone and No Mans Land!
by macro
Tue Jul 20, 2021 9:28 pm
Forum: Arcade Cores
Topic: Rainbow Islands (The Story of Bubble Bobble 2)
Replies: 3
Views: 2180

Re: Rainbow Islands (The Story of Bubble Bobble 2)

first problem is the MCU - Mame seems to have it pretty well covered now, but it would need a CPU core for the UPD78C11 to stand a chance.

(of course you could do Jumping instead, which is a bootleg of RI - but is not a total copy, things like the secret rooms do not work)
by macro
Thu Jul 08, 2021 10:21 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

Well it's now out there, will work on bug fixes, CPU timing and other two games when I get back from Holiday :D
by macro
Thu Jul 08, 2021 10:18 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 783
Views: 3847871

Re: MiSTer updates and changelog

Universal Cosmic series games: - Space Panic, Cosmic Alien and Magical Spot Two more games to be added at a later stage and bound to be some problems (as well as the ones I already know about :mrgreen: ) - coin settings for Magical Spot are wrong - CPU clock for some games is too fast (but game should be correct speed since it is tied to screen fly...
by macro
Thu Jul 08, 2021 11:57 am
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

I still have sound to sort out on a couple of games (Devil zone and No mans land) and there may be some other problems I am not aware of yet, but I'm now going on holiday for a few weeks.

so, did you want to wait until it's all done or shall I release the core now without those two games ?
by macro
Wed Jul 07, 2021 10:38 pm
Forum: Arcade Cores
Topic: Extra Bases rotate problem
Replies: 2
Views: 1346

Re: Extra Bases rotate problem

should now be complete, had to make sure the 'home run' flash worked properly.

will put the changes in github tomorrow.
20210707_222955-screen.png
20210707_222955-screen.png (7.23 KiB) Viewed 1117 times
by macro
Sat Jun 19, 2021 10:31 pm
Forum: Arcade Cores
Topic: Extra Bases rotate problem
Replies: 2
Views: 1346

Re: Extra Bases rotate problem

Decided it looked mostly mathematical (circles, ellipses etc), so here's my attempt at a backdrop based on the video I found. Just need to hook it up now. No scoreboard or sky, not enough room! (plus it isn't 3D like the real one)
back.gif
back.gif (5.38 KiB) Viewed 1235 times
by macro
Fri Jun 18, 2021 9:36 pm
Forum: Arcade Cores
Topic: Extra Bases rotate problem
Replies: 2
Views: 1346

Extra Bases rotate problem

It was reported on github about extra bases being in cocktail mode permanently, so I had a look into it. if you look on https://youtu.be/Wb1hXoFsH8g the upright has the monitor reflected off of a 3D background (bit like space invaders) so it only draws the main detail (picture doesn't rotate, so OK for both players) The cocktail cannot use this, so...
by macro
Mon Jun 14, 2021 1:54 pm
Forum: Development for MiSTer
Topic: Having some problems when compiling my own core in hdmi enabled mode. ie non debug.
Replies: 4
Views: 5134

Re: Having some problems when compiling my own core in hdmi enabled mode. ie non debug.

Are you using the frame buffer as that also uses DDR so may be conflicting.

try it with set_global_assignment -name VERILOG_MACRO "MISTER_FB=1" commented out in qsf file

(if old version of SYS will just be FB=1)
by macro
Thu Jun 03, 2021 9:52 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

Devil zone background video sorted (it uses RLE graphics, it was interesting getting it to draw upside down for cocktail screen flip) I've not added sound yet (may need to fix the PCB first) , but until then, added the MRA for the final z80 based game, No Mans Land, which again has a background video circuit for the river and trees. 20210603_214234...
by macro
Sun May 30, 2021 8:41 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23876

Re: Cosmic Core Under Development

Cosmic alien pretty much sorted, so on to the next of the two (Z80 based) games left. this will be Devil Zone, another for which Mame has no sound information. The schematics show the sound board as being the same as used by Magical Spot, not sure if this is true, but easy enough to test. (plus I was wrong earlier, I do have a Devil Zone PCB, so I ...