Search found 125 matches

by Darfpga
Sun May 03, 2020 8:23 am
Forum: MiSTer
Topic: C64 Core
Replies: 415
Views: 117802

Re: C64 Core

But even if somehow add a shifted remap independently, it will produce a mess. I agree. Probably you doing it in wrong place. You remap it in C64 code in option "Remap keys for a game"? this is wrong! You have to reboot into MENU core. It's startup MiSTer core. And there you can remap the keys. It ...
by Darfpga
Sat May 02, 2020 7:25 pm
Forum: MiSTer
Topic: C64 Core
Replies: 415
Views: 117802

Re: C64 Core

Key you remap will be remapped in both shifted and non-shifted states. I understand very well that this is a complex problem. That's why I thought that kbd configuration at regular Linux level would have help for most of the keys. But maybe key stroke are directly transmit to core without being sen...
by Darfpga
Sat May 02, 2020 3:04 pm
Forum: MiSTer
Topic: C64 Core
Replies: 415
Views: 117802

Re: C64 Core

Yet another question about keyboard! As far as I understand there is a kbd_vid_pid_...map file that should keep track of mapping but in MiSTer menu it is written that mapping will be lost when loading new core. And yes mapping is lost when loading new core. I'd like to use French keyboard with compu...
by Darfpga
Sun Apr 05, 2020 9:44 am
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Zaxxon

djmartins wrote:
Darfpga wrote:Done. Zaxxon is now on MiSTer-devel.
This is great and it runs well.
Thanks!
It's a great classic arcade game!
kublai wrote: Thanks for the new core. I had a blast trying Zaxxon out.
Thank you for your appreciations.
by Darfpga
Sat Apr 04, 2020 6:20 am
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Any idea? Somebody already encounter this? Additional info: sdram signal are clocked by rising edge of 48MHz clock, sdram clock is the inverted 48MHz clock. Cke=1. It looks like the SDRAM_DQ shows the write values, not the read ones. At least it doesn't change after the read cycle, but just before ...
by Darfpga
Fri Apr 03, 2020 9:39 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Upd.: here it is https://github.com/gyurco/Mist_FPGA/tree/master/Arcade_MiST/Sega%20Zaxxon%20Hardware/Zaxxon_MiST I'm sure Gehstock will make binaries. Good job. I think I should look at your sdram code. I faced a problem when downloading samples. I use the good old sdram code which write data by u...
by Darfpga
Fri Apr 03, 2020 9:06 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Good! It's definitely better with sounds. It feels like a bit of cheating to use samples instead of recreating the sound hardware, but I know the the analogue part requires much more effort than a digital sound chip. You are right... Analog part requires a specific knowledge to split group of compo...
by Darfpga
Fri Apr 03, 2020 11:44 am
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

I've updated Zaxxon with sound (samples). Feel free to port to MiST. Code is available on MiSTer-devel GitHub.
by Darfpga
Fri Apr 03, 2020 9:58 am
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Zaxxon

Sorgelig wrote: You can move it to MiSTer-devel.
It's ok to use samples for now. May be some day some one will re-work the sound part.
Done. Zaxxon is now on MiSTer-devel.
by Darfpga
Fri Apr 03, 2020 5:51 am
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Zaxxon

jca wrote:
Darfpga wrote:Zaxxon for MiSTer is available with sound samples on my GitHub repository.
Any link?
Sorry, it is there : https://github.com/darfpga/Arcade-Zaxxon_MiSTer_dev I'am not sure if it should stay there or be hosted on MiSTer-devel. Git process is still not very clear for me.
by Darfpga
Thu Apr 02, 2020 7:32 pm
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Arcade cores

Those speech ICs were used in all sorts of systems back then and some good FPGA versions would be great but I haven't seen any out there. They used the Texas Instruments LPC chips: https://en.wikipedia.org/wiki/Texas_Instruments_LPC_Speech_Chips It seems to be a whole system that appears it would b...
by Darfpga
Thu Apr 02, 2020 7:23 pm
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Zaxxon

Zaxxon for MiSTer is available with sound samples on my GitHub repository.
by Darfpga
Tue Mar 24, 2020 9:14 pm
Forum: MiSTer
Topic: Dev hints
Replies: 10
Views: 1726

Re: Dev hints

1) To not be lost in a mystery, use updated F syntax: F1,... F2,... So ioctl_index will reflect that index after F. 2) ioctl_index 0 is used for autoload boot.rom upon core loading. But you can also use 0 index explicitly like F0. 3) ioctl_index has 2 parts: [5:0] - actual index from F. [7:6] - sub...
by Darfpga
Sat Mar 21, 2020 8:56 pm
Forum: MiSTer
Topic: Dev hints
Replies: 10
Views: 1726

Dev hints

Hi,

I wonder what is the value of ioctl_index when a load ROM (config string F) is used ?

Thanks for helping.
by Darfpga
Sun Mar 08, 2020 10:31 pm
Forum: FPGA Chat
Topic: Arcade Hardware in FPGA
Replies: 5
Views: 1042

Re: Arcade Hardware in FPGA

I'm beginning to get comfortable with a simple CPU/computer in FPGA, but would like to understand how sprite rendering engines work. What would be a useful beginner arcade core be for understanding the basics? I've looked through and it's not totally obvious, although the BW Raster from Atari is pr...
by Darfpga
Sun Mar 08, 2020 6:35 am
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Popeye arcade core questions

Hi, the last Popeye/Sky_skipper core is able to both 15kHz and 31kHz with correct sprite display. For 15kHz you need to set composite_sync to 1 in MiSTer.ini. and to set scandoubler to off in the menu. The signal is then interlace. For 31kHz you need to set composite_sync to 0 in MiSTer.ini. and to...
by Darfpga
Sat Mar 07, 2020 6:44 pm
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Popeye arcade core questions

I remember using one of the releases of Dar's Popeye that had a toggle in the MiSTer menu for interlaced mode. Does that still exist somewhere in this version? I was expecting my HDMI connection to show weird sprites -- but it appears that perhaps the game now runs in progressive-only mode? Or is i...
by Darfpga
Tue Mar 03, 2020 8:56 pm
Forum: MiSTer
Topic: Arcade cores
Replies: 1278
Views: 295806

Re: Arcade cores

Wonderful to see the new Popeye arcade core in the latest update, the older one has been broken for me for ages but there's a lot of point reporting issues with those cores. Also really positive to see that it's gone straight into the open source Git. I'm not sure if @Dar is on here but if so, than...
by Darfpga
Sat Jan 25, 2020 5:29 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Arcade Popeye VHDL source code for DE10-Lite updated at

https://sourceforge.net/projects/darfpg ... re%20VHDL/

Mainly added original hardware description for those who want to know how it works. And why there are sprite graphic artefacts even with original PCB.
by Darfpga
Sat Jan 18, 2020 9:23 am
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Arcade Sky skipper VHDL source code for DE10_lite available here :

https://sourceforge.net/projects/darfpga/files/

Video 15kHz interlaced / 31kHz progressive
Sound OK
No cocktail mode

Bring your own ROMs.
by Darfpga
Tue Jan 07, 2020 8:34 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

DoT sets timer2 to counter mode -> needs vblank connected (similar to monoboard). Now attract mode is full of action (but the sprites are shifted to the left a bit - which can be corrected by a + x"0C" displacement instead of - x"04"). Perfect now. (x"0C" was already there since first release of Di...
by Darfpga
Sun Jan 05, 2020 9:51 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

:) I've just realised how the lamp text in Spy Hunter realized, and I'm amazed that how the built-in tiledata were re-used inside the core. Very clever. Thanks, I found it very funny to do it this way. I hesitate a bit because of one can think that the game is modified that's why I add an option to...
by Darfpga
Sun Jan 05, 2020 9:06 am
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Gehstock wrote:4 new Arcade Cores released Today done by Slingshot

Journey
Power Drive
Rampage
Sarge
Many thanks to Slingshot for its accurate analysis. All mcr cores would take advantage to be updated with its CTC fixe.
by Darfpga
Sat Jan 04, 2020 5:37 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

Maybe it's because the counter mistake (not the prescaler one, as it's irrelevant in counter mode): it should trigger the interrupt when it's about to be 0, not after 0. So setting to '1' should fire timer3 in every frame (30Hz), but it did it in every second (15Hz). Raising the interrupt rate to 6...
by Darfpga
Sat Jan 04, 2020 5:21 pm
Forum: MiST
Topic: NEW OR UPDATED ARCADE CORES
Replies: 814
Views: 210114

Re: NEW OR UPDATED ARCADE CORES

This was my first thought also. But at the end, the datasheet is clear: If a device or channel is being serviced in an with an interrupt routine, it cannot be interrupted by a device or channel until service is complete. I agree. That's why Journey is a good test case (otherwise a stupid game): it ...

Go to advanced search