NEW OR UPDATED ARCADE CORES
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Re: NEW OR UPDATED ARCADE CORES
Lunch time approaching!
Burger Time VHDL arcade game source code for DE10_lite available here :
https://sourceforge.net/projects/darfpg ... urger_time
Feel free to port to MiST/MiSTer.
Burger Time VHDL arcade game source code for DE10_lite available here :
https://sourceforge.net/projects/darfpg ... urger_time
Feel free to port to MiST/MiSTer.
Re: NEW OR UPDATED ARCADE CORES


Re: NEW OR UPDATED ARCADE CORES
Thank you verry Much
Sound+RGB not testet need Feedback
https://github.com/Gehstock/Mist_FPGA/t ... ter/Arcade

Sound+RGB not testet need Feedback
https://github.com/Gehstock/Mist_FPGA/t ... ter/Arcade
Re: NEW OR UPDATED ARCADE CORES
Perfect !
Thanks to all
Thanks to all

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Re: NEW OR UPDATED ARCADE CORES
Can test tomorrow early in the morning...Gehstock wrote:Thank you verry Much
![]()
Sound+RGB not testet need Feedback
https://github.com/Gehstock/Mist_FPGA/t ... ter/Arcade
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- Captain Atari
- Posts: 178
- Joined: Sun Jul 09, 2017 1:43 pm
Re: NEW OR UPDATED ARCADE CORES
Thank you for the Burger Time core. Graphics and sound work as expected and the image is perfectly aligned at 15 kHz.
Re: NEW OR UPDATED ARCADE CORES
I can confirm, very nice work!!!hyperterminal wrote:Thank you for the Burger Time core. Graphics and sound work as expected and the image is perfectly aligned at 15 kHz.

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Re: NEW OR UPDATED ARCADE CORES
OK thanks for feedback
Re: NEW OR UPDATED ARCADE CORES
It seems 2-player mode is broken. After first try on player-1, it switches to player-2 and never switch back to player-1 till the end of game.Darfpga wrote:Burnin' rubber FPGA arcade game for DE10_lite available here :
https://sourceforge.net/projects/darfpg ... in_rubber/
As usual feel free to port to MiST/MiSTer.
Re: NEW OR UPDATED ARCADE CORES
Can you describe more: what is wrong ? The display in cocktail mode ? The control button or the number of the player who control the game?Sorgelig wrote:It seems 2-player mode is broken. After first try on player-1, it switches to player-2 and never switch back to player-1 till the end of game.Darfpga wrote:Burnin' rubber FPGA arcade game for DE10_lite available here :
https://sourceforge.net/projects/darfpg ... in_rubber/
As usual feel free to port to MiST/MiSTer.
Re: NEW OR UPDATED ARCADE CORES
I've changed to non-cocktail mode, 5 lives. So, both players have same screen rotation.Darfpga wrote:Can you describe more: what is wrong ? The display in cocktail mode ? The control button or the number of the player who control the game?
- start the game in 2 player mode
- game played for P1 and switch to P2 upon life lost
- game played for player P2 but remained on P2 upon life lost.
- remains on P2 till all life used where each life used twice.
I see in new core you start to use such constructions:
Code: Select all
if rising_edge(clock_12) and clock_6 = '1' then
...
end if;
Code: Select all
if rising_edge(clock_12) then
if clock_6 = '1' then
...
end if;
end if;
Re: NEW OR UPDATED ARCADE CORES
I've just tested this config : no problem here, toggle player1/player2 is ok after each life lost for each 5 lives.Sorgelig wrote: - start the game in 2 player mode
- game played for P1 and switch to P2 upon life lost
- game played for player P2 but remained on P2 upon life lost.
- remains on P2 till all life used where each life used twice.
Thanks for the feedback, I agree the construction isn't good and at least ambiguous and maybe handled differently by different compilers. I must correct this and avoid it in future. I've checked with RTL viewer that clock_6 signal always ends on ENA pin of DFF registers and clock_12 on CLK pin of DFF. Fortunatly compilation complains about clock_6 not being in sensitivity list and clock_6 is never promoted to a clock signal.Sorgelig wrote: I see in new core you start to use such constructions:Which is not correct since clock_6 goes to sensitivity list and can act as a clock while it shouldn't. The correct construction should beCode: Select all
if rising_edge(clock_12) and clock_6 = '1' then ... end if;
May be this affects the core work?Code: Select all
if rising_edge(clock_12) then if clock_6 = '1' then ... end if; end if;
Anyway you are absolutely right, thanks again.
Nevertheless I cannot reproduce the problem here so I cannot find a solution. I hope that you are not misleaded by the fact there is no 1UP/2UP blinking and sometime no PLAYERx GET READY screen after the first one. It is the same on Mame, only scores counter increase make the difference between player1 and player2.
Re: NEW OR UPDATED ARCADE CORES
ah, you are right. I didn't notice it switches between players seamlessly.Darfpga wrote:I hope that you are not misleaded by the fact there is no 1UP/2UP blinking and sometime no PLAYERx GET READY screen after the first one. It is the same on Mame, only scores counter increase make the difference between player1 and player2.
Re: NEW OR UPDATED ARCADE CORES
New Core
But Same Problem with Fonts like all Galaxian HW Cores
Download on my Github
War of the Bugs
But Same Problem with Fonts like all Galaxian HW Cores
Download on my Github
Re: NEW OR UPDATED ARCADE CORES
Yeah, Mist have not yet a Centipede Core
Re: NEW OR UPDATED ARCADE CORES
Nice! Will test tomorrow morning!Gehstock wrote:New CoreWar of the Bugs
But Same Problem with Fonts like all Galaxian HW Cores
Download on my Github
Re: NEW OR UPDATED ARCADE CORES
MiSTer tooGehstock wrote:Yeah, Mist have not yet a Centipede Core

What's the problem with Font?
Re: NEW OR UPDATED ARCADE CORES
http://www.atari-forum.com/viewtopic.ph ... 25#p334834
the First picture is VGA Output , Font lacks of the first Pixel Line. RGB is ok(second Picture)
the First picture is VGA Output , Font lacks of the first Pixel Line. RGB is ok(second Picture)
Re: NEW OR UPDATED ARCADE CORES
scandoubler eats first pixel. If it's hard to adjust scandoubler, then you can deactivate hblank in the core one pixel earlier.Gehstock wrote:http://www.atari-forum.com/viewtopic.ph ... 25#p334834
the First picture is VGA Output , Font lacks of the first Pixel Line. RGB is ok(second Picture)
Re: NEW OR UPDATED ARCADE CORES
Ok Thanks will Check
Re: NEW OR UPDATED ARCADE CORES
Or, add intermediate registers for RGB data assigned by pixel clock. And it will shift the whole picture one pixel to the right.
You need to do this before scandoubler.
somethig like:
You need to do this before scandoubler.
somethig like:
Code: Select all
reg [..] Rd,Gd,Bd
always @(posedge pixclk) begin
{Rd,Gd,Bd} <= {R,G,B};
end
Rd,Gd,Bd -> send to scandoubler.
Re: NEW OR UPDATED ARCADE CORES
Thank you
Re: NEW OR UPDATED ARCADE CORES
Sligthly better Fonts on Galaxian HW Cores and Gameboy Update
Re: NEW OR UPDATED ARCADE CORES
Hi!
Tested the War of Bugs and Azurian core briefly, still odd-looking, but better over VGA (see attachments).
Tested the War of Bugs and Azurian core briefly, still odd-looking, but better over VGA (see attachments).
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