Search found 139 matches
- 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!
- 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!
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!
- 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), ...
- Wed Dec 01, 2021 10:26 pm
- Forum: Arcade Cores
- Topic: Space Invaders with Samples
- Replies: 18
- Views: 8087
- 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.
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.
- Tue Nov 30, 2021 11:04 am
- Forum: Arcade Cores
- Topic: Space Invaders with Samples
- Replies: 18
- Views: 8087
- Tue Nov 30, 2021 10:23 am
- Forum: Arcade Cores
- Topic: Space Invaders with Samples
- Replies: 18
- Views: 8087
Re: Space Invaders with Samples
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)
- 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.
- 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 ...
https://github.com/MacroFPGA/Arcade-Spa ... r/releases
...is it possible to somehow have the artwork from Mame in the background as well ?
possibly ...
- 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.
hopefully sounds more like the real thing with these.
- Sun Nov 21, 2021 2:09 pm
- Forum: Arcade Cores
- Topic: Elevator Action
- Replies: 25
- Views: 8813
Re: Elevator Action
now that looks good, have to see how similar it is to the cosmic hardware or mr do!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:
just checked, it's in the Mr Do Castle driver so must be similar to that then.
- 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...
- 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 ...
- 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.
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.
- 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 :-
- SDRAM refresh fixed
- Sound fixes for :-
- 280 Zzap
Balloon Bomber,
Blue Shark,
Boot Hill,
Clowns
Laguna Racer
Lupin 3 (Set 1)
Seawolf (Set 1)
- 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...
- Thu Aug 12, 2021 8:30 pm
- Forum: Other Computer / System Cores
- Topic: Interact Home Computer core
- Replies: 18
- Views: 5398
- 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 ?
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 ?
- 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.
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.
- 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!
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!
- 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)
(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)
- 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
- 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...
- 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 ?
so, did you want to wait until it's all done or shall I release the core now without those two games ?
- 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.
will put the changes in github tomorrow.
- 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)
- 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...
- 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)
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)
- 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...
- 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 ...