NEW OR UPDATED ARCADE CORES

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vebxenon
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Will these new or updated cores being uploaded/mirrored here? https://github.com/mist-devel/mist-bina ... res/arcade
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Re: NEW OR UPDATED ARCADE CORES

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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Just a computer and videogame lover :)

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Re: NEW OR UPDATED ARCADE CORES

Post by NML32 »

vebxenon wrote:
Darfpga wrote:Xevious now with ship explosion done
Oh http://darfpga.blogspot.com.es/ ok :) . Thanks for your great work! :cheers:
Is Xevious able to be ported to the MiST? This would be another fine addition to the already expanding Arcade titles for the MiST.
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Re: NEW OR UPDATED ARCADE CORES

Post by Gehstock »

Yes, but not currently working
Last edited by Gehstock on Wed Sep 12, 2018 1:00 am, edited 1 time in total.
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Re: NEW OR UPDATED ARCADE CORES

Post by NML32 »

That's good news and thanks for sharing the video. :)
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Re: NEW OR UPDATED ARCADE CORES

Post by Darfpga »

Gehstock wrote:Yes, but not currently working
As far as I remember protection circuit (50xx via 06xx) reset the game at that point. Must be implemented. Use my simplified replacement. mb88 50xx is currently under test.
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Re: NEW OR UPDATED ARCADE CORES

Post by Gehstock »

Ahh ok, thank you. Its not your Version (taken from Pace Repo).

Ported your Version to DE1 Board but have a Problem.

DE1 with terrain map 2c

Code: Select all

Total logic elements	16,953 / 18,752 ( 90 % )
Total combinational functions	11,981 / 18,752 ( 64 % )
Dedicated logic registers	6,023 / 18,752 ( 32 % )
Total memory bits	272,896 / 239,616 ( 114 % )
DE1 Without terrain map 2c

Code: Select all

Total logic elements	9,410 / 18,752 ( 50 % )
Total combinational functions	8,729 / 18,752 ( 47 % )
Dedicated logic registers	2,368 / 18,752 ( 13 % )
Total memory bits	156,672 / 239,616 ( 65 % )
Mist same Code with terrain map 2c

Code: Select all

Total logic elements	9,300 / 24,624 ( 38 % )
Total combinational functions	8,640 / 24,624 ( 35 % )
Dedicated logic registers	2,371 / 24,624 ( 10 % )
Total memory bits	279,552 / 608,256 ( 46 % )
DE2 same Code with terrain map 2c

Code: Select all

Total logic elements               ; 9,424 / 33,216 ( 28 % )                         ;
Total combinational functions  ; 8,784 / 33,216 ( 26 % )                         ;
Dedicated logic registers      ; 2,405 / 33,216 ( 7 % )                          ;                                         ;
Total memory bits                  ; 279,552 / 483,840 ( 58 % )    

Is a 4k Rom, needs almost double Logic on DE1 but not on Mist or DE2

Sound meantime repaired

https://github.com/gehstock/Xevious_dar-mist_de1_de2
Last edited by Gehstock on Mon Feb 20, 2017 9:47 am, edited 6 times in total.
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Re: NEW OR UPDATED ARCADE CORES

Post by Darfpga »

Gehstock wrote:Ahh ok, thank you. Its not your Version (taken from Pace Repo).

Ported your Version to DE1 Board but have a Problem.

with terrain map 2c

Is a 4k Rom, but with it it needs almost double logic
When removing an element from design any element driving it is removed, and element part driven only by the removed element are also removed. So when removing Rom2c other roms may also disappear from design.
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Re: NEW OR UPDATED ARCADE CORES

Post by Gehstock »

I know but on Mist/DE2 with all Roms 9300/9400 LE. With same Code
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Re: NEW OR UPDATED ARCADE CORES

Post by Darfpga »

Gehstock wrote:I know but on Mist/DE2 with all Roms 9300/9400 LE. With same Code
You should compare which rom/ram the compiler put in true memory cell (M4K, M9K ...) when there is no more room, compiler try to use logic blocks instead. Look in fitter/ressources section/ram summary. If one ram is not there compiler put it in logic blocks. Here you can also see that 4bits width ram/ rom have an actual 4 bits width although my vhdl prom are all 8bits width, compiler 'see' that some bit are always '0' so it can remove them from memory storage.

Putting ram/rom data in logic blocks consume far many logic blocks.

Best regards.
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Re: NEW OR UPDATED ARCADE CORES

Post by Darfpga »

Darfpga wrote:
Gehstock wrote:I know but on Mist/DE2 with all Roms 9300/9400 LE. With same Code
You should compare which rom/ram the compiler put in true memory cell (M4K, M9K ...) when there is no more room, compiler try to use logic blocks instead. Look in fitter/ressources section/ram summary. If one ram is not there compiler put it in logic blocks. Here you can also see that 4bits width ram/ rom have an actual 4 bits width although my vhdl prom are all 8bits width, compiler 'see' that some bit are always '0' so it can remove them from memory storage.

Putting ram/rom data in logic blocks consume far many logic blocks.

Best regards.

In your DE1 fit report file I can see that red, green, blue palette and sp_ram1 are not in memory cell. If you don't remove them by yourself in the design that mean that compiler put them into logic blocks.
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Re: NEW OR UPDATED ARCADE CORES

Post by Gehstock »

Ok, Thanks for the explanation this was new for me
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Yesterday I tested all your cores from https://github.com/gehstock/Mist_Cores/ ... ter/Arcade, Gehstock. Thanks very much for your work. Just a question. Some cores which have OSD, have a screen direction option... that's for rotating the video or for the controls?

Regards,

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Re: NEW OR UPDATED ARCADE CORES

Post by lips2k15 »

Guys non of these are visable on my oldschool crt setup can we please get scan doubler disabled options?
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Re: NEW OR UPDATED ARCADE CORES

Post by Gehstock »

vebxenon wrote:Yesterday I tested all your cores from https://github.com/gehstock/Mist_Cores/ ... ter/Arcade, Gehstock. Thanks very much for your work. Just a question. Some cores which have OSD, have a screen direction option... that's for rotating the video or for the controls?

Regards,

Salva

Only Galaga and Phoenix will have this Menu Item. It will change the Joystick and Keyboard Mapping
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Re: NEW OR UPDATED ARCADE CORES

Post by DrOG »

vebxenon wrote:Yesterday I tested all your cores from https://github.com/gehstock/Mist_Cores/ ... ter/Arcade, Gehstock. Thanks very much for your work. Just a question. Some cores which have OSD, have a screen direction option... that's for rotating the video or for the controls?
Regards,
Salva
It rotates the direction controls 90°.
I was 2 minutes slower.
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Gehstock wrote:
vebxenon wrote:Yesterday I tested all your cores from https://github.com/gehstock/Mist_Cores/ ... ter/Arcade, Gehstock. Thanks very much for your work. Just a question. Some cores which have OSD, have a screen direction option... that's for rotating the video or for the controls?

Regards,

Salva

Only Galaga and Phoenix will have this Menu Item. It will change the Joystick and Keyboard Mapping
Ok, thaks very much! :cheers: :cheers: Today I'm going to test the new Pacman version you put here at the forum some days ago. I enjoy a lot these old arcades :cheers: :cheers:

Regards,

Salva
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Hello:

Do you know why https://github.com/gehstock/Mist_Cores/ ... ter/Arcade has disspeared? :S

:(
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Even the attachments have disspared from this thread :(
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

And even his Youtube channel is gone. What a sad day :(
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Re: NEW OR UPDATED ARCADE CORES

Post by NML32 »

I noticed this too.
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Re: NEW OR UPDATED ARCADE CORES

Post by Newsdee »

what happened? what gets somebody to delete their github account?
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Re: NEW OR UPDATED ARCADE CORES

Post by ericgus »

Newsdee wrote:what happened? what gets somebody to delete their github account?
copyright infringement notices?
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Re: NEW OR UPDATED ARCADE CORES

Post by vebxenon »

Few days ago I downloaded all his arcade cores, except the new update from Pac Man :( . I hope he will return or somebody will remake his work... He was also working in several console and computer cores.
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