Search found 139 matches
- 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...
- 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)
- 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...
- 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 ...
- 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.
it seems the graphics data is inverted on it's way through the system, so fills need to be 0xFF for unused roms.
- 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 ...
- 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 ...
- 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.
- 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...
- 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
- port to MiSTer by MiSTer-X
- Updated SYS to latest
- 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!
What an odd game, I lost about 5 times in a row, although lasted much longer towards the end!
- 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.
- 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.
- 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
One pull request to look at, but other than that Cosmic (Z80) should be considered complete
- 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.
- Add No Mans Land.
That is all the Z80 based games now included.
- 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)
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)
- 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.
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.
- 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.
- Add Devil Zone.
- Updated framework.
- 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...
- 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...
- Fri May 13, 2022 9:23 pm
- Forum: Other Computer / System Cores
- Topic: Next186 MiSTer Core Progress
- Replies: 19
- Views: 7875
- 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...
- 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_...
- 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...
- 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
- 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...
- 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...
- 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
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
- Wed Jan 19, 2022 1:10 pm
- Forum: Arcade Cores
- Topic: Crazy Balloon
- Replies: 5
- Views: 6023
Re: Crazy Balloon
Updated SYS to latest.
- 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)
(was quite a long way behind, so hopefully no bugs introduced along with it)