Search found 90 matches
- Mon Aug 15, 2022 3:45 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
You should do a clean Arduino IDE + STM32Duino install. This means delete all Arduino files including all the AppData\Local\Arduino15 folder (this could need to do manually).
- Mon Aug 15, 2022 3:43 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
this is related to the STM32Duino compiler
- Mon Aug 15, 2022 3:42 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
The STM32CubeProgrammer is independent of the Arduino, Arduino only use it to program the code in the flash memory
- Mon Aug 15, 2022 3:41 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
F:\SNK_LS30_SNAC\arduino-1.8.19\arduino-builder -dump-prefs -logger=machine -hardware F:\SNK_LS30_SNAC\arduino-1.8.19\hardware -hardware C:\Users\javier\AppData\Local\Arduino15\packages -tools F:\SNK_LS30_SNAC\arduino-1.8.19\tools-builder -tools F:\SNK_LS30_SNAC\arduino-1.8.19\hardware\tools\avr -tools C:\Users\javier\AppData\Local\Arduino15\packa...
- Mon Aug 15, 2022 3:35 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
Can be the STM32duino installation is broken? this is my compiler output: "C:\\Users\\javier\\AppData\\Local\\Arduino15\\packages\\STMicroelectronics\\tools\\xpack-arm-none-eabi-gcc\\10.3.1-2.3/bin/arm-none-eabi-gcc-ar" rcs "C:\\Users\\javier\\AppData\\Local\\Temp\\arduino_build_938351\\core\\core.a" "C:\\Users\\javier\\App...
- Mon Aug 15, 2022 3:18 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
The reason why the power don't appear connected to the USB3 connector in these photos is related to what I said about only having connected a single 5v power supply to the Blue Pill, as I was doing tests on the PC I had it powered from the USB of the computer using the micro USB of the Blue Pill board directly and to avoid accidentally powering it ...
- Mon Aug 15, 2022 11:56 am
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
Is required to connect 5 pins: VBUS(VCC), GND, D-(CLK), D+(LOAD), and TX-(DATA). When the blue pill will be connected to the USERIO port of the MiSTer using a USB3 male to male cable, this is and must be the only source of power for the microcontroller. Unfortunately I did not notice that that photo that I uploaded the power supply was not yet conn...
- Sat Aug 13, 2022 5:16 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
I'm excited to see that someone else apart from me built this adapter, the feeling playing with the original controller in MiSTer is very good and I wanted to give others the opportunity to experience it. Remember to double check the wiring connections, especially the LS-30 connector and the ground cable, any mistake here and you will get crazy res...
- Sat Aug 13, 2022 11:46 am
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
Ok, now when you have the STLINK V2 programmer available do a little test with the typical Blink LED on the PC13 port to make sure everything works correctly, before programming it with the code for the LS-30: void setup() { // initialize digital pin PC13 as an output. pinMode(PC13, OUTPUT); } // the loop function runs over and over again forever v...
- Sat Aug 13, 2022 7:04 am
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
For programming with the STLINK V2 you dont need to program a bootloader neither modify boot jumpers (leave in position 0). In Arduino you need to select upload method: STMCubeProgrammer (SWD). Follow this guide for example: https://github.com/stm32duino/wiki/wiki/Upload-methods See the section: STM32CubeProgrammer You need to install (tested on Wi...
- Fri Aug 12, 2022 10:06 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
I used only for programming. For debugging I used a logic analyzer+function generator Digilent Digital Discovery, that can generate inputs signals (CLK, LOAD) for the STM32 and read the DATA and Quartus Signal Probe II for FPGA side debugging while the game core is loaded. But for final users a cheap STLINK V2 programmer is all the needed.
- Fri Aug 12, 2022 9:12 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
Your adapter looks very well. For programming the Bluepill you need to install Arduino IDE with STM32Duino extensions. Search any tutorial on Google to see how to do this. For programming the Blue Pill I used a STLINK V2 programmer, but you have several alternativos. Again use google to search a tutorial to see the process. I provide the. ino file ...
- Fri Aug 12, 2022 9:07 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
Hi, I only tested with the MiSTer IOboard (analog and digital), I dont known noje about the JAMMA expander.. The USERIO port is needed because routes the signals usijg very specific port pins.
- Wed Aug 10, 2022 6:44 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Athena/Fighting Golf/Country Club (beta):
Update:
- Added Country Club game using analog sticks to simulate the trackball controls.
Update:
- Added Country Club game using analog sticks to simulate the trackball controls.
- Mon Aug 08, 2022 8:59 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
In the early days of cabinet arcade CRT monitors, the solutuon for this was reverse CRT monitor yoke.
https://forums.arcade-museum.com/thread ... wn.265401/
https://forums.arcade-museum.com/thread ... wn.265401/
- Mon Aug 08, 2022 8:53 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
yes, because in native resolution mode, it depends on whether that option is explicitly available on the game's DIP switches or whether the ROM can be patched. In this case none of these alternatives are available.
- Mon Aug 08, 2022 12:27 am
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
I've added speed settings for simulated rotary controls in Ikari Warriors core. Check latest update. Basically change the polling rate of the rotate left/right gamepad buttons.
- Sat Aug 06, 2022 6:09 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK T.A.N.K. (beta):
- Fixed typo in setname in T.A.N.K_Japan.mra (thanks to Toryalai1).
- Fixed typo in setname in T.A.N.K_Japan.mra (thanks to Toryalai1).
- Sat Aug 06, 2022 6:08 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Athena/Fighting Golf (beta):
Fixes:
- Removed the one pixel shift of the background layer (no more strange lines in Fighting Golf).
- Added DB15 SNAC support.
Fixes:
- Removed the one pixel shift of the background layer (no more strange lines in Fighting Golf).
- Added DB15 SNAC support.
- Sat Aug 06, 2022 5:49 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Ikari Warriors (beta): Fixes: - Removed the one pixel shift of the background layer (no more grey line on Ikari intro scene or yellow line at top of screen in Victory Road). - Fixed all .mra files due to an error in the configuration of the buttons. - Removed a silly error introduced by mistake that did not pause one of the CPUs when showing th...
- Fri Aug 05, 2022 9:46 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
A USB gamepad is independant of the native LS-30 code
- Fri Aug 05, 2022 9:45 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
I will check this. Which gamepad are you used?
- Fri Aug 05, 2022 1:22 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
- Fri Aug 05, 2022 1:19 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
This is a USB HID interface using a Arduino Uno that works as a keyboard, but adds a considerable delay to the signal processing as does software debounce (15-50ms). The solution proposed by me uses a STM32 microcontroller in the Arduino environment (STM32Duino) and does direct port read (read all 12 inputs at the same time: 4 signals for rotary ax...
- Thu Aug 04, 2022 5:06 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Ikari Warriors (beta):
Fix: fixed all .mra files. The ampersand (&) character, used in a text string, has been replaced in .mra files since, in fact, being xml files, it was causing validation errors.
Fix: fixed all .mra files. The ampersand (&) character, used in a text string, has been replaced in .mra files since, in fact, being xml files, it was causing validation errors.
- Wed Aug 03, 2022 7:02 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK TANK/TNK III (beta):
Update: added SNK LS-30 rotary native support using
custom adapter following DB15 pinout (button wires F, E, D and C carry the data), see Readme.md for instructions.
All SNAC stuff works using standard MiSTer binaries.
Update: added SNK LS-30 rotary native support using
custom adapter following DB15 pinout (button wires F, E, D and C carry the data), see Readme.md for instructions.
All SNAC stuff works using standard MiSTer binaries.
- Wed Aug 03, 2022 4:40 pm
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Ikari Warriors (beta):
Update: fixed Ikari Warriors.mra incorrect buttons declaration.
Update: fixed Ikari Warriors.mra incorrect buttons declaration.
- Wed Aug 03, 2022 1:42 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
I'm only interested in creating a native interface, without using USB. Existing USB solutions, if detected by Linux, there is no problem using them directly in MiSTer.
- Wed Aug 03, 2022 11:47 am
- Forum: MiSTer Updates & Changelog
- Topic: MiSTer updates and changelog
- Replies: 784
- Views: 3975647
Re: MiSTer updates and changelog
SNK Ikari Warriors (beta): - Ikari Warriors, Ikari JP, Victory Road, Dogou Souken: added SNAC DB15 support (tested with DB15 Splitter for official MiSTer by Antonio Villena) and SNK LS-30 rotary native support using custom adapter following DB15 pinout (button wires F, E, D and C carry the data), see Readme.md for instructions. All SNAC stuff works...
- Fri Jul 22, 2022 7:49 pm
- Forum: Arcade Cores
- Topic: SNK Ikari Warriors Arcade Core
- Replies: 149
- Views: 23743
Re: SNK Ikari Warriors Arcade Core
software debounce can incur in several milliseconds of delay