Search found 139 matches

by macro
Wed Dec 07, 2022 9:24 pm
Forum: Arcade Cores
Topic: Grobda - Shield Button not Working?
Replies: 24
Views: 2788

Re: Grobda - Shield Button not Working?

I updated the SYS files and had a look at this, but there is more happening than just the shield not working. The self test in GROBDA reports 0 0 3 (rather than the expected 0 0 0) so something beyond the control mapping needs sorting out, need to find out what the '3' is indicating. it does look (from Mame driver) as though GROBDA does some bank s...
by macro
Sun Nov 27, 2022 11:09 am
Forum: Input Devices
Topic: Connecting Switches Directly
Replies: 4
Views: 919

Re: Connecting Switches Directly

It's safer to make up a daemonbytes adapter, the Leonardo's needed are not that expensive (about £5 each) and they always seem to do well in the latency tests. (I think the mistercade uses a version of this as well)
by macro
Wed Oct 19, 2022 4:44 pm
Forum: Arcade Cores
Topic: Atari System 1 & 2
Replies: 102
Views: 52327

Re: Atari System 1 & 2

Looking at the cartridges there needs to be some more connections made for the S.L.A.G.s as Indy and Peter Packrat are the only games that use the top two chips. (code currently has lower chips connected to 0xFF for all addresses) All of the other (released) games use at least 3. Road Runner and Marble Madness use 0,1 and 2 (with 0 being the one ne...
by macro
Tue Oct 18, 2022 10:23 pm
Forum: Arcade Cores
Topic: Atari System 1 & 2
Replies: 102
Views: 52327

Re: Atari System 1 & 2

I'm also not sure the mentioned games are actually working in practice. Starting Peter Pack Rat on the previous core also gives a black screen. I built my own, has a couple of changes - see if that is any better! gfx likely to be incorrect for some games as it seems to have gfx roms for the lower two S.L.A.G chips set to ignore the images, so any ...
by macro
Tue Oct 18, 2022 10:19 pm
Forum: Arcade Cores
Topic: Atari System 1 & 2
Replies: 102
Views: 52327

Re: Atari System 1 & 2

ok, peter packrat odd graphics can be overcome with a change to the MRA file. It's still not 100% but looks much better!

it seems the graphics data is inverted on it's way through the system, so fills need to be 0xFF for unused roms.
by macro
Tue Oct 18, 2022 9:37 pm
Forum: Arcade Cores
Topic: Atari System 1 & 2
Replies: 102
Views: 52327

Re: Atari System 1 & 2

It is a bit of a puzzle alright. I think I should be getting close with creating the mra file for Road Runner, but right now it only gives me a black screen. Don't forget to set the correct slapstic (protection) for road runner, should be 6C It looks as though the movable objects (sprites in atari speak) are quite complex, proms set the number of ...
by macro
Sun Oct 16, 2022 8:58 pm
Forum: Arcade Cores
Topic: Indiana Jones and the Temple of Doom
Replies: 9
Views: 2501

Re: Indiana Jones and the Temple of Doom

Can anyone else get Peter Pack Rat working? Works for me, has problems with the sprites, draws a grey area above and below them - possibly the S.L.A.G chips being driven in a different way, have to try and work out what it does differently. I know on the real thing I had a faulty Indy cart and a faulty Packrat cart, but swopping the S.L.A.G chips ...
by macro
Fri Oct 07, 2022 1:50 pm
Forum: Arcade Cores
Topic: Pac-Man Core
Replies: 28
Views: 5653

Re: Pac-Man Core

If you changed the clocks to 49139348 Hz and 24569674 Hz then it should give you nearly 60.60606 Hz screen refresh.
by macro
Thu Oct 06, 2022 10:08 pm
Forum: Arcade Cores
Topic: Pac-Man Core
Replies: 28
Views: 5653

Re: Pac-Man Core

I'm not an expert on pacman, never really liked the game ;) however, the ghost AI is based on targeting particular locations on screen, for some ghosts (in chase mode - see later) it is the square that pacman is on, for others it is a square relative to pacmans position. the ghosts switch between 3 modes, chase, scatter and frightened (blue!) and t...
by macro
Sun Oct 02, 2022 9:50 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 3984748

Re: MiSTer updates and changelog

Arcade Core: PenguinKunWars
- port to MiSTer by MiSTer-X
- Updated SYS to latest
by macro
Sun Oct 02, 2022 9:48 pm
Forum: Arcade Cores
Topic: Penguin-Kun Wars moving from unofficial to main?
Replies: 12
Views: 2003

Re: Penguin-Kun Wars moving from unofficial to main?

All works for me using keyboard or joystick, so now checked in.

What an odd game, I lost about 5 times in a row, although lasted much longer towards the end!
by macro
Thu Sep 29, 2022 9:17 pm
Forum: Arcade Cores
Topic: Penguin-Kun Wars moving from unofficial to main?
Replies: 12
Views: 2003

Re: Penguin-Kun Wars moving from unofficial to main?

Have updated and removed a few warnings, but need to do some testing before adding it to the repository.
by macro
Tue Sep 27, 2022 10:47 pm
Forum: Arcade Cores
Topic: Penguin-Kun Wars moving from unofficial to main?
Replies: 12
Views: 2003

Re: Penguin-Kun Wars moving from unofficial to main?

I'll update the SYS to the latest, make sure it builds OK and check it in.
by macro
Sun Jul 03, 2022 2:17 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23997

Re: Cosmic Core Under Development

No Mans Land is now completed.

One pull request to look at, but other than that Cosmic (Z80) should be considered complete 8-)
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by macro
Sun Jul 03, 2022 2:15 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 3984748

Re: MiSTer updates and changelog

Universal Cosmic series games:
- Add No Mans Land.

That is all the Z80 based games now included.
by macro
Thu Jun 30, 2022 9:33 am
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23997

Re: Cosmic Core Under Development

Now looking at the final Z80 game, No Mans Land - My PCB is pretty dead (and most of the ICs have rusty legs), but most of the soundboard works!

The background noise is really clever, it does it using just 3 chips and some resistors, and kicks out a tune at 4 different speeds (no MCU or Eproms)
by macro
Tue Jun 28, 2022 10:47 pm
Forum: Arcade Cores
Topic: Cosmic Core Under Development
Replies: 34
Views: 23997

Re: Cosmic Core Under Development

Finally sorted out enough of the PCB to work the sounds out for Devil Zone.

The schematics have the wrong sound board in them (has Magical Spot), so some guesswork involved, but looks and sounds similar to the one on you tube so hopefully pretty close.
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by macro
Tue Jun 28, 2022 8:00 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 3984748

Re: MiSTer updates and changelog

Universal Cosmic series games:
- Add Devil Zone.
- Updated framework.
by macro
Mon Jun 13, 2022 2:11 pm
Forum: Arcade Cores
Topic: Crazy Otto core?
Replies: 10
Views: 1737

Re: Crazy Otto core?

That is interesting. Steve Golson, one of the original GCC devs And that is the guy with the disk. he has the rom images on modern stuff, so they should be safe at least. He also submitted a driver for Mame (back in 2009) with variations in, but since the roms were not available, it never went in. +GAME( 1981, otto1012, 0, otto1012, mspacman, 0, R...
by macro
Sun Jun 12, 2022 10:04 pm
Forum: Arcade Cores
Topic: Crazy Otto core?
Replies: 10
Views: 1737

Re: Crazy Otto core?

As far as I know, no known official GCC rom has ever been dumped. Only 3 PCB's were ever converted before it got changed to Ms Pacman, so chances of getting it that way are low. however one of the programmers has a copy of the development disk so that is knocking around and does have sufficient code to create a working version of the game. (and an...
by macro
Fri May 13, 2022 9:23 pm
Forum: Other Computer / System Cores
Topic: Next186 MiSTer Core Progress
Replies: 19
Views: 7875

Re: Next186 MiSTer Core Progress

spark2k06 wrote: Tue May 10, 2022 6:09 am This indicates that somewhere in this code, it hangs.
just out of interest, has the stack pointer been setup before you start doing the PUSH and POP commands ?
by macro
Mon Mar 21, 2022 8:17 pm
Forum: Arcade Cores
Topic: Turkey Shoot and Inferno
Replies: 25
Views: 4449

Re: Turkey Shoot and Inferno

that is because the de10-lite version is trying to access the bank data from ram loaded by the loader routine, and not actually using those 'rom' equivalent components. You also have linked it directly to the addresses and data used for the MiSTer loader routine, which is transient - that's why you have to write the data to an actual ram bank (al b...
by macro
Mon Mar 21, 2022 9:42 am
Forum: Arcade Cores
Topic: Turkey Shoot and Inferno
Replies: 25
Views: 4449

Re: Turkey Shoot and Inferno

In williams2, where it currently links to each rom, you instead need to create a block of ram (internal FPGA ram is perfect for this) and instead load the rom at run time. e.g. currently says graph1_rom : entity work.joust2_graph1 port map( clk => clock_12, addr => graph_addr, data => graph1_do ); you need to pass these signals into the module .dn_...
by macro
Thu Mar 17, 2022 10:06 pm
Forum: Other Console Cores
Topic: Adventure Vision
Replies: 35
Views: 20479

Re: Adventure Vision

from the COPYING doc with it, it is "GNU GENERAL PUBLIC LICENSE - Version 2, June 1991" from one of the source files ... -- Copyright (c) 2006, Arnim Laeuger (arnim.laeuger@gmx.net) -- -- All rights reserved -- -- Redistribution and use in source and synthezised forms, with or without -- modification, are permitted provided that the follo...
by macro
Wed Mar 16, 2022 10:41 pm
Forum: Other Console Cores
Topic: Adventure Vision
Replies: 35
Views: 20479

Re: Adventure Vision

I have a copy of the source from a while back if anyone wants a copy to look at / work from
by macro
Wed Mar 16, 2022 10:12 pm
Forum: Arcade Cores
Topic: Pac-Man (Midway) core: ghosts one pixel too low?
Replies: 2
Views: 959

Re: Pac-Man (Midway) core: ghosts one pixel too low?

From the mame source code ... Pengo & Pac Man are almost identical, the only differences being the extra gfx bank in Pengo, and the need to compensate for an hardware sprite positioning "bug" in Pac Man. and /* In the Pac Man based games (NOT Pengo) the first two sprites must be offset */ /* one pixel to the left to get a more correct...
by macro
Wed Feb 16, 2022 9:13 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 3984748

Re: MiSTer updates and changelog

Arcade Astrocade : - Updated framework (adaptive scanlines, shadow mask, 64-phase filters). - Add speaker configuration setting for Gorf versions using speech Stereo = Speech mixed in with output for both sound chips (L & R) Cabinet = One sound chip through top speaker (L) Other sound chip or Speech through lower speaker (switched under progra...
by macro
Thu Feb 10, 2022 9:54 am
Forum: PC 486SX (ao486)
Topic: IDE Controller Errors in Linux on AO486
Replies: 39
Views: 12922

Re: IDE Controller Errors in Linux on AO486

quick google ...

A block, on the other hand, is a group of sectors that the operating system can address (point to). A block might be one sector, or it might be several sectors (2,4,8, or even 16). The bigger the drive, the more sectors that a block will hold.

so if the core returns 1 sector at a time, then I guess it should be set to 1
by macro
Wed Jan 19, 2022 1:10 pm
Forum: Arcade Cores
Topic: Crazy Balloon
Replies: 5
Views: 6023

Re: Crazy Balloon

Updated SYS to latest.
by macro
Wed Jan 19, 2022 10:22 am
Forum: Arcade Cores
Topic: Astrocade
Replies: 0
Views: 5189

Astrocade

I have updated the SYS on the Arcade Astrocade games, so this now supports masks

(was quite a long way behind, so hopefully no bugs introduced along with it)