NEW OR UPDATED ARCADE CORES
Moderators: Mug UK, Zorro 2, spiny, Greenious, Moderator Team
Re: NEW OR UPDATED ARCADE CORES
Satans hollow and Tron updated for de10_lite at :
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Tron is now ok.
There still may have little problems. No freeze but credits increase with no reasons! Let me know about it.
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Tron is now ok.
There still may have little problems. No freeze but credits increase with no reasons! Let me know about it.
Re: NEW OR UPDATED ARCADE CORES
Thank you very Much, updated the MiST Cores
Re: NEW OR UPDATED ARCADE CORES
Thank you! 

Re: NEW OR UPDATED ARCADE CORES
Gehstock wrote:Thank you very Much, updated the MiST Cores


Just a computer and videogame lover
- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board

- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board
Re: NEW OR UPDATED ARCADE CORES
All cores from Jotego updated and a new one released: Tiger Road
, three days ago: https://github.com/jotego/jtbin/tree/ma ... YWymj9lniM



Just a computer and videogame lover
- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board

- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board
Re: NEW OR UPDATED ARCADE CORES
I've just release Discs of Tron VHDL source code for de10_lite at:
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Required large amount of rom room. Missing squawk and talk board.
As usual with these cores it seems to pause for credit!
Very beautiful game. Up to 30+ sprites on a single raster line.
Bring your roms a feel free to port to MiST/MiSTer.
Tapper, timber ... required still more sprite data. External sdram usage will be mandatory.
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Required large amount of rom room. Missing squawk and talk board.
As usual with these cores it seems to pause for credit!
Very beautiful game. Up to 30+ sprites on a single raster line.
Bring your roms a feel free to port to MiST/MiSTer.
Tapper, timber ... required still more sprite data. External sdram usage will be mandatory.
Re: NEW OR UPDATED ARCADE CORES
Thank you 

Re: NEW OR UPDATED ARCADE CORES
Can't wait for Tapper & Timber - two of my favs, but I guess these will never work on 15Khz RGB? I don't use VGA.
Re: NEW OR UPDATED ARCADE CORES
15kHz interlaced TV mode is well progressingslingshot wrote:@Darfpga: thanks for implementing these arcade boards. Would it possible to preserve the original interlaced video, too for these higher resolution arcades (and switch between them via an input signal)? Then TVs and VGAs (without scandoubler) could be used as well.

Re: NEW OR UPDATED ARCADE CORES
Thank you
Re: NEW OR UPDATED ARCADE CORES
Cool! Thanks!Darfpga wrote:
15kHz interlaced TV mode is well progressing. Coming soon Kick single core with both 240i 15kHz and 480p 31kHz switchable.
Re: NEW OR UPDATED ARCADE CORES
New Kick release for de10_lite. Added 15kHz mode. Added merged sprite roms to ease for future biggest sprite data (Tapper...). Remind to rebuild vhdl rom files.
https://sourceforge.net/projects/darfpg ... re%20VHDL/
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Re: NEW OR UPDATED ARCADE CORES
Jotego has updated all of his cores - 20191121:
https://github.com/jotego/jtbin/tree/master/mist
https://github.com/jotego/jtbin/tree/master/mist
- 1942
- 1943
- Commando
- Ghosts & Goblins
- Gunsmoke
- Tiger Road
- Vulgus
Re: NEW OR UPDATED ARCADE CORES
I've written to Jotego. Except Tiger Road, all the other cores seem to be wrong.retrofun wrote:Jotego has updated all of his cores - 20191121:
https://github.com/jotego/jtbin/tree/master/mist
- 1942
- 1943
- Commando
- Ghosts & Goblins
- Gunsmoke
- Tiger Road
- Vulgus
Just a computer and videogame lover
- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board

- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board
Re: NEW OR UPDATED ARCADE CORES
I've updated Dig Dug from Gehstock. Now at bottom and left side glitched graphics appear
. Can this problem be fixed?
https://github.com/Gehstock/Mist_FPGA/b ... ST/Release

https://github.com/Gehstock/Mist_FPGA/b ... ST/Release
Just a computer and videogame lover
- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board

- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board
Re: NEW OR UPDATED ARCADE CORES
Well, everything is now correct!vebxenon wrote:I've written to Jotego. Except Tiger Road, all the other cores seem to be wrong.retrofun wrote:Jotego has updated all of his cores - 20191121:
https://github.com/jotego/jtbin/tree/master/mist
- 1942
- 1943
- Commando
- Ghosts & Goblins
- Gunsmoke
- Tiger Road
- Vulgus

Just a computer and videogame lover
- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board

- Atari Jr 2600 clone
- Atari 7800 Peritel
- Atari XEGS
- Atari Lynx II
- Atari Jaguar
- MiST Board
Re: NEW OR UPDATED ARCADE CORES
VHDL source code for de10_lite of Kick, Solar Fox, Satans Hollow, Tron and Discs of Tron all updated to 15kHz interlaced mode.
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Also available Timber, playable but with some wrong sprite graphics (required more room to fit full 128Ko sprites roms. Need external [sd]ram to hold all of them).
Feel free to port and bring your own roms.
https://sourceforge.net/projects/darfpg ... re%20VHDL/
Also available Timber, playable but with some wrong sprite graphics (required more room to fit full 128Ko sprites roms. Need external [sd]ram to hold all of them).
Feel free to port and bring your own roms.
Re: NEW OR UPDATED ARCADE CORES
Thank you very much! 

Re: NEW OR UPDATED ARCADE CORES
Tried Kick and Tron, works well, nice job!Darfpga wrote:VHDL source code for de10_lite of Kick, Solar Fox, Satans Hollow, Tron and Discs of Tron all updated to 15kHz interlaced mode.
@Gehstock: PR sent
Re: NEW OR UPDATED ARCADE CORES
As I see, these are really using the ROMs in a 32-bit arrangement, and if the core would use them like that instead of individual 8-bit access, it would better fit to an external SDRAM 2 words burst read cycle.Darfpga wrote:
Also available Timber, playable but with some wrong sprite graphics (required more room to fit full 128Ko sprites roms. Need external [sd]ram to hold all of them).
Upd.: I've added an SDRAM controller which returns 32 bits data (by merging the ROMs and ignore the two MSBs of sp_code_line_mux), however as I see, storing the data into the line buffer expects the data to be available almost immediately. It cannot happen with the SDRAM (nor with the original ROMs), so it would be good to modify the rendering to use all the sprite data 6-8 cycle later.
P.S: secretly hope for a working Spy Hunter core

Re: NEW OR UPDATED ARCADE CORES
At the moment the sprite machine uses 34 cycles for each sprite which requires 16bytes. Does sdram can hold that troughput? If yes it should be possible to use a pipelined machine or even speed up line buffer feed by increasing clock speed.slingshot wrote:As I see, these are really using the ROMs in a 32-bit arrangement, and if the core would use them like that instead of individual 8-bit access, it would better fit to an external SDRAM 2 words burst read cycle.Darfpga wrote:
Also available Timber, playable but with some wrong sprite graphics (required more room to fit full 128Ko sprites roms. Need external [sd]ram to hold all of them).
Upd.: I've added an SDRAM controller which returns 32 bits data (by merging the ROMs and ignore the two MSBs of sp_code_line_mux), however as I see, storing the data into the line buffer expects the data to be available almost immediately. It cannot happen with the SDRAM (nor with the original ROMs), so it would be good to modify the rendering to use all the sprite data 6-8 cycle later.
P.S: secretly hope for a working Spy Hunter core
Re: NEW OR UPDATED ARCADE CORES
It can easily fetch 32 bits in 8 cycles in a burst, that will fit then. Just it has to wait 6-8 cycles from the address setup until the data returned. But it's about 150-200ns, and I don't believe the original ROMs were faster.Darfpga wrote: At the moment the sprite machine uses 34 cycles for each sprite which requires 16bytes. Does sdram can hold that troughput? If yes it should be possible to use a pipelined machine or even speed up line buffer feed by increasing clock speed.
The emphasis on the 32 bits fetch. It cannot do it with byte-wide access.
Re: NEW OR UPDATED ARCADE CORES
I'am going to give it a try in a while. Should be easier in 15kHz mode since pixels lasts twice.slingshot wrote:It can easily fetch 32 bits in 8 cycles in a burst, that will fit then. Just it has to wait 6-8 cycles from the address setup until the data returned. But it's about 150-200ns, and I don't believe the original ROMs were faster.Darfpga wrote: At the moment the sprite machine uses 34 cycles for each sprite which requires 16bytes. Does sdram can hold that troughput? If yes it should be possible to use a pipelined machine or even speed up line buffer feed by increasing clock speed.
The emphasis on the 32 bits fetch. It cannot do it with byte-wide access.
Re: NEW OR UPDATED ARCADE CORES
Thanks! Actually the current rate would be good, if the core would use the data when all the 4 bytes arrived addressed by the mux, not immediately after each byte.Darfpga wrote:
I'am going to give it a try in a while. Should be easier in 15kHz mode since pixels lasts twice.
Re: NEW OR UPDATED ARCADE CORES
Ghosts'n'Goblins has graphics problems.
Moon Patrol has sound problem. Sound goes away after a while. But this is a bug just reported by me a long time ago
Moon Patrol has sound problem. Sound goes away after a while. But this is a bug just reported by me a long time ago
