Arcade cores
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- Atari User
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Re: Arcade cores
Thanks for Colony 7, it plays for a short while then input no longer responds (keyboard and joypad).
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- Retro freak
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Re: Arcade cores
Thx guys for the recent arcade cores updates.
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- Captain Atari
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Re: Arcade cores
Do these new Arcade cores already use the new scaler?
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- Ultimate Atarian
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- Ultimate Atarian
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Re: Arcade cores
it's because your cannons have been destroyedwidge wrote:Thanks for Colony 7, it plays for a short while then input no longer responds (keyboard and joypad).
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- Atari User
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Re: Arcade cores
I know I am bad at this game.Sorgelig wrote:it's because your cannons have been destroyedwidge wrote:Thanks for Colony 7, it plays for a short while then input no longer responds (keyboard and joypad).

But F12 does not bring the Mister menu also I have this problem with Mayday and Stargate but not Donkey Kong.
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- Atari Super Hero
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Re: Arcade cores
To big for MiST but maybe someone search for a new Project
https://github.com/MXButterfly/F15_1854 ... aster/code
Code: Select all
Flow Status In progress - Wed Dec 19 21:56:31 2018
Quartus II 64-Bit Version 13.0.1 Build 232 06/12/2013 SP 1 SJ Full Version
Revision Name BattleZone_MiST
Top-level Entity Name BattleZone_MiST
Family Cyclone III
Device EP3C25E144C8
Timing Models Final
Total logic elements 3,628 / 24,624 ( 15 % )
Total combinational functions 3,378 / 24,624 ( 14 % )
Dedicated logic registers 1,132 / 24,624 ( 5 % )
Total registers 1132
Total pins 30 / 83 ( 36 % )
Total virtual pins 0
Total memory bits 2,263,552 / 608,256 ( 372 % )
Embedded Multiplier 9-bit elements 8 / 132 ( 6 % )
Total PLLs 1 / 4 ( 25 % )
Last edited by Gehstock on Wed Dec 19, 2018 8:57 pm, edited 1 time in total.
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- Captain Atari
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Re: Arcade cores
Hi,
With the ZigZag core in the horizontal orientation you need to swap horizontal and vertical axis (i.e right/left <> up/down) when defining the controller. That is a minor problem, but with Sinistar this swap is not necessary.
Probably a larger concern, ZigZag when using the horizontal orientation the top is left and Sinistar is opposite and the right is top, or in other words, they are 180 degrees different.
Anyway, Thanks for the new cores
With the ZigZag core in the horizontal orientation you need to swap horizontal and vertical axis (i.e right/left <> up/down) when defining the controller. That is a minor problem, but with Sinistar this swap is not necessary.
Probably a larger concern, ZigZag when using the horizontal orientation the top is left and Sinistar is opposite and the right is top, or in other words, they are 180 degrees different.
Anyway, Thanks for the new cores

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- Obsessive compulsive Atari behavior
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Re: Arcade cores
Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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- Captain Atari
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Re: Arcade cores
Did you put 7za.exe in the directory with the batch file and zip?BlockABoots wrote:Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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Re: Arcade cores
Yeah sure didBBond007 wrote:Did you put 7za.exe in the directory with the batch file and zip?BlockABoots wrote:Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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- Atari maniac
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Re: Arcade cores
Is there any space in the path to the bat file? There should be no spaces in any of the dirs.BlockABoots wrote:Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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- Obsessive compulsive Atari behavior
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Re: Arcade cores
No no spaces....crocky wrote:Is there any space in the path to the bat file? There should be no spaces in any of the dirs.BlockABoots wrote:Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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- Atari maniac
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Re: Arcade cores
Check the whole path say "C:\XXX\YYY\XXX" there should be no spaces in the path.BlockABoots wrote:No no spaces....crocky wrote:Is there any space in the path to the bat file? There should be no spaces in any of the dirs.BlockABoots wrote:Just tried creating the last 3 arcade cores (Mayday, ZigZag and Sinistar) but upon compiling them a getting a 'incorrect command line' error. Any ideas?
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- Retro freak
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Re: Arcade cores
Thanks for posting this, the no space in the directory path thing was screwing things up for me.
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- Obsessive compulsive Atari behavior
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Re: Arcade cores
Yep that was the issue, thanks.crocky wrote:Check the whole path say "C:\XXX\YYY\XXX" there should be no spaces in the path.BlockABoots wrote:No no spaces....crocky wrote: Is there any space in the path to the bat file? There should be no spaces in any of the dirs.
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- Retro freak
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Re: Arcade cores
Nice add to the arcade cores.Gehstock wrote:Zig Zag on Galaxian Hardware
Another good candidate under the Galaxian core may be Hunch Back, i played this game in my childhood.
Lookiog in the mame structure.... Uses 4 rom banks of 4ks each.
It must be great if yo know how to port it.
Code: Select all
[size=85]void galaxold_state::hunchbkg(address_map &map)
{
map(0x0000, 0x0fff).rom();
map(0x1480, 0x14bf).mirror(0x6000).ram().w(FUNC(galaxold_state::galaxold_attributesram_w)).share("attributesram");
map(0x14c0, 0x14ff).mirror(0x6000).writeonly().share("spriteram");
map(0x1500, 0x1500).mirror(0x6000).portr("IN0");
map(0x1500, 0x1501).mirror(0x6000).w(FUNC(galaxold_state::galaxold_leds_w)); /* not connected ... */
map(0x1502, 0x1502).mirror(0x6000).w(FUNC(galaxold_state::galaxold_coin_lockout_w)); /* not connected ... */
map(0x1503, 0x1503).mirror(0x6000).w(FUNC(galaxold_state::galaxold_coin_counter_w));
map(0x1504, 0x1507).mirror(0x6000).w("cust", FUNC(galaxian_sound_device::lfo_freq_w));
map(0x1580, 0x1580).mirror(0x6000).portr("IN1");
map(0x1580, 0x1587).mirror(0x6000).w("cust", FUNC(galaxian_sound_device::sound_w));
map(0x1600, 0x1600).mirror(0x6000).portr("DSW0");
map(0x1601, 0x1601).mirror(0x6000).w(FUNC(galaxold_state::galaxold_nmi_enable_w));
map(0x1604, 0x1604).mirror(0x6000).w(FUNC(galaxold_state::galaxold_stars_enable_w));
map(0x1606, 0x1606).mirror(0x6000).w(FUNC(galaxold_state::galaxold_flip_screen_x_w));
map(0x1607, 0x1607).mirror(0x6000).w(FUNC(galaxold_state::galaxold_flip_screen_y_w));
map(0x1680, 0x1680).mirror(0x6000).r("watchdog", FUNC(watchdog_timer_device::reset_r)).w("cust", FUNC(galaxian_sound_device::pitch_w));
map(0x1800, 0x1bff).mirror(0x6000).w(FUNC(galaxold_state::galaxold_videoram_w)).share("videoram");
map(0x1c00, 0x1fff).mirror(0x6000).ram();
map(0x2000, 0x2fff).rom();
map(0x4000, 0x4fff).rom();
map(0x6000, 0x6fff).rom();
}
ROM_START( hunchbkg )
ROM_REGION( 0x8000, "maincpu", 0 )
ROM_LOAD( "gal_hb_1", 0x0000, 0x0800, CRC(46590e9b) SHA1(5d26578c91adec20d8d8a17d5dade9ef2febcbe5) )
ROM_LOAD( "gal_hb_2", 0x0800, 0x0800, CRC(4e6e671c) SHA1(5948fc7f390f0343b367d333395427ce2f9b2931) )
ROM_LOAD( "gal_hb_3", 0x2000, 0x0800, CRC(d29dc242) SHA1(3f6087fe962ee63c2886ad3f502c1a37d357ba87) )
ROM_LOAD( "gal_hb_4", 0x2800, 0x0800, CRC(d409d292) SHA1(d631c9106106b31b605b6fdf1d4f40e237a725ac) )
ROM_LOAD( "gal_hb_5", 0x4000, 0x0800, CRC(29d3a8c4) SHA1(2e1ef20d980e5033503d8095e9576dcb8f532f41) )
ROM_LOAD( "gal_hb_6", 0x4800, 0x0800, CRC(b016fd15) SHA1(cdfbd531e23438f05a7c3aad99a94ce55912aac3) )
ROM_LOAD( "gal_hb_7", 0x6000, 0x0800, CRC(d2731d27) SHA1(8c4a3d2303d85c3b11803c577a9ad21e6e69011e) )
ROM_LOAD( "gal_hb_8", 0x6800, 0x0800, CRC(e4b1a666) SHA1(9f73d17cff208374d587536e783be024fc9ab700) )
ROM_REGION( 0x1000, "gfx1", 0 )
ROM_LOAD( "gal_hb_kl", 0x0000, 0x0800, CRC(3977650e) SHA1(1de05d6ceed3f2ed0925caa8235b63a93f03f61e) )
ROM_LOAD( "gal_hb_hj", 0x0800, 0x0800, CRC(db489c3d) SHA1(df08607ad07222c1c1c4b3589b50b785bdeefbf2) )
ROM_REGION( 0x0020, "proms", 0 )
ROM_LOAD( "gal_hb_cp", 0x0000, 0x0020, CRC(cbff6762) SHA1(4515a6e12a0a5c485a55291feee17a571120a549) )
ROM_END
[/size]
Code: Select all
process (I_ROM_CLK)
begin
if rising_edge(I_ROM_CLK) then
if (I_ADDR(14 downto 13) = "11") then
O_DATA <= ROM_D3;
elsif (I_ADDR(14 downto 13) = "10") then
O_DATA <= ROM_D2;
elsif (I_ADDR(14 downto 13) = "01") then
O_DATA <= ROM_D1;
else
O_DATA <= ROM_D0;
end if;
end if;
end process;
It need more changes to map the other memory, probably in the mc_adec module, but is out of my skils.
Thanx for you hard work.
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- Ultimate Atarian
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Re: Arcade cores
didn't following brought your attention?Neuro wrote:Another good candidate under the Galaxian core may be Hunch Back, i played this game in my childhood.
Code: Select all
/* S2650 games */
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- Atari Super Hero
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Re: Arcade cores
On Scramble Hardware seems to be Possible
http://www.system16.com/hardware.php?id=554&gid=712#712
Edit: No
http://www.system16.com/hardware.php?id=554&gid=712#712
Edit: No
S2650 ("maincpu") cpu 3072000 Hz
Z80 ("audiocpu") cpu 1789750 Hz
Speaker ("mono") audio
AY-3-8910A ("8910.1") audio 1789750 Hz
AY-3-8910A ("8910.2") audio 1789750 Hz
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- Retro freak
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Re: Arcade cores
I see that working in an original galaxian board, but i didnt notice the extra procesor in the Add-on boardSorgelig wrote:didn't following brought your attention?Neuro wrote:Another good candidate under the Galaxian core may be Hunch Back, i played this game in my childhood.Code: Select all
/* S2650 games */

its a shame
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- Ultimate Atarian
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Re: Arcade cores
That's not an extra CPU, it replaces the original Z80 CPU.
It seems this arcade has been made when Z80 wasn't mainstream yet. And no one made S2650 FPGA module yet. And i doubt someone will make it as it's not widely used. Joust couple arcades only.
It seems this arcade has been made when Z80 wasn't mainstream yet. And no one made S2650 FPGA module yet. And i doubt someone will make it as it's not widely used. Joust couple arcades only.
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- Atari nerd
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Re: Arcade cores
Asteroids Deluxe
Don't get to excited its not finished. There are timing issues preventing the explosions and some text being drawn.
I have uploaded an RBF and bat file for the roms to https://github.com/davewoo999/Arcade-As ... Ter-master
I have had to cut the memory requirements from the original 2MB for the video resulting in a poorer display.
What I need is someone to test this trial project to see if the display is good enough.
I have not uploaded it to Mister Dev as its not finished.
It uses the new scaler.
Thanks
Don't get to excited its not finished. There are timing issues preventing the explosions and some text being drawn.
I have uploaded an RBF and bat file for the roms to https://github.com/davewoo999/Arcade-As ... Ter-master
I have had to cut the memory requirements from the original 2MB for the video resulting in a poorer display.
What I need is someone to test this trial project to see if the display is good enough.
I have not uploaded it to Mister Dev as its not finished.
It uses the new scaler.
Thanks
Old enough to remember B&W TV with 2 channels: Young enough to embrace new technology: Stupid enough to try and get it to work.
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- Ultimate Atarian
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Re: Arcade cores
I didn't try rbf yet, just looked on youtube.
It seems the same game as the one on Vectrex core.
not sure why it needs 2MB RAM. Vectrex rasterization code is pretty tiny and doesn't require much RAM.
It seems the same game as the one on Vectrex core.
not sure why it needs 2MB RAM. Vectrex rasterization code is pretty tiny and doesn't require much RAM.
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- Atari freak
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Some arcade cores do not work and rotate the menu.
Hi , I am looking for some help with my setup. I am trying to get my de10-nano working with a J-pac interface and the IO board in my arcade cabinet. So far the only arcade core I can get working on the crt monitor is Galaga and it works perfectly with the J-Pac and the arcade controls after I changed some of the key commands on the J-Pac.
The Menu also displays just fine, but I would like to rotate the menu screen as my arcade cabinet has a vertical screen is this possible.
you can see frogger has the correct checksum, but it does not run the de10 stops and none of the buttons do anything. This is the same for Galaxian,Burger time, Donkey kong, Moon cresta, ms packman, pac man,time pilot.
Bomb Jack and Phoenix work, but not on the crt monitor, only vga or hdmi. (I had the screen rotated so could be why it didnt work on crt)
my mister.ini has these settings when I had Galaga working on the CRT. I have the latest files on the SD card.
Can anyone offer any idea why the arcade cores are not working ?
The Menu also displays just fine, but I would like to rotate the menu screen as my arcade cabinet has a vertical screen is this possible.
you can see frogger has the correct checksum, but it does not run the de10 stops and none of the buttons do anything. This is the same for Galaxian,Burger time, Donkey kong, Moon cresta, ms packman, pac man,time pilot.
Bomb Jack and Phoenix work, but not on the crt monitor, only vga or hdmi. (I had the screen rotated so could be why it didnt work on crt)
my mister.ini has these settings when I had Galaga working on the CRT. I have the latest files on the SD card.
Can anyone offer any idea why the arcade cores are not working ?
Code: Select all
MiSTer]
key_menu_as_rgui=0 ; set to 1 to make the MENU key map to RGUI in Minimig (e.g. for Right Amiga)
forced_scandoubler=0 ; set to 1 to run scandoubler on VGA output always (depends on core).
ypbpr=0 ; set to 1 for YPbPr on VGA output.
composite_sync=1 ; set to 1 for composite sync on HSync signal of VGA output.
vga_scaler=0 ; set to 1 to connect VGA to scaler output.
hdmi_audio_96k=0 ; set to 1 for 96khz/16bit HDMI audio (48khz/16bit otherwise)
keyrah_mode=0x18d80002 ; VIDPID of keyrah for special code translation (0x23418037 for Arduino Micro)
volumectl=0 ; enable audio volume control by multimedia keys
vscale_integer=0 ; set to 1 to use only integer vertical scaling
scandoubler_disable=1
;bootscreen=0 ; uncomment to disable boot screen of some cores like Minimig.
;mouse_throttle=10 ; 1-100 mouse speed divisor. Useful for very sensitive mouses
; USER button emulation by keybaord. Usually it's reset button.
; 0 - lctrl+lalt+ralt (lctrl+lgui+rgui on keyrah)
; 1 - lctrl+lgui+rgui
; 2 - lctrl+lalt+del
; 3 - same as 0 (lctrl+lalt+ralt on keyrah)
reset_combo=0
dvi_mode=0 ; set to 1 for DVI mode. Audio won't be transmitted through HDMI in DVI mode.
; 0 - 1280x720@60
; 1 - 1024x768@60
; 2 - 720x480@60
; 3 - 720x576@50
; 4 - 1280x1024@60
; 5 - 800x600@60
; 6 - 640x480@60
; 7 - 1280x720@50
; 8 - 1920x1080@60
; 9 - 1920x1080@50
;10 - 1366x768@60
;11 - 1024x600@60
;
; custom mode: hact,hfp,hs,hbp,vact,vfp,vs,vbp,Fpix_in_KHz
; video_mode=1280,110,40,220,720,5,5,20,74250
video_mode=0
; set to 1-10 (seconds) to display video info on startup/change
video_info=0
; set to 1 for automatic HDMI VSync rate adjust to match original VSync.
; This option makes video butter smooth like on original emulated system.
; Adjusting is done by changing pixel clock. Not every display supports variable pixel clock.
; For proper adjusting and to reduce possible out of range pixel clock, use 60Hz HDMI video
; modes as a base even for 50Hz systems.
vsync_adjust=0
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- Ultimate Atarian
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Re: Some arcade cores do not work and rotate the menu.
All cores are tuned to work through HDMI on normal monitor or TV.
It's not supposed to be working in cabinet with vertical screen. It may work through VGA output or may not work.
It's not supposed to be working in cabinet with vertical screen. It may work through VGA output or may not work.