djmartins wrote:I got that error but they did run..insanewayne253 wrote:Having some trouble getting 1943 to run. Keep getting the MD5 error; I know I have the right zip file. Any suggestions?
Arcade cores
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Re: Arcade cores
Last edited by bazza12 on Sun Sep 08, 2019 7:51 am, edited 4 times in total.
Re: Arcade cores
I can only get MII version to run properly. KAI is all warped and fuzzy on the display. it's like the sprites have been blown to pieces or something.
To get MII to work I had to use the zip from 0.139 and add some of the files from 0.199 (? sorry dont remember exactly)
I'll send you a link of the files i used, but cant check if these are the exact ones right now sorry. I'll look on the weekend if these are the right ones
To get MII to work I had to use the zip from 0.139 and add some of the files from 0.199 (? sorry dont remember exactly)
I'll send you a link of the files i used, but cant check if these are the exact ones right now sorry. I'll look on the weekend if these are the right ones
Re: Arcade cores
You have to use non-merged roms, e.g. from here:
https://ia800106.us.archive.org/view_ar ... merged.zip
https://ia800106.us.archive.org/view_ar ... merged.zip
Re: Arcade cores
Its that simplewolfme wrote:You have to use non-merged roms, e.g. from here:
https://ia800106.us.archive.org/view_ar ... merged.zip

Thanks for the heads up @wolfme
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Re: Arcade cores
My favorite missing roms from my younger days are. i hope someone think like me
and we see a port of that great arcade classics
Kung fu Master
Jungle King
Super Hang on
Elevator Action

Kung fu Master
Jungle King
Super Hang on
Elevator Action
Re: Arcade cores
I will love to see a Wizard of Wor core. I'm willing to fund the port.
BlueLightning wrote:My favorite missing roms from my younger days are. i hope someone think like meand we see a port of that great arcade classics
Kung fu Master
Jungle King
Super Hang on
Elevator Action
Re: Arcade cores
There are already so many great arcade games ported to MiSTer, as well as some of the other suggestions here I would love to see:
Bubble Bobble
Gun Smoke
Outrun
I would be happy to contribute to these getting ported.
Bubble Bobble
Gun Smoke
Outrun
I would be happy to contribute to these getting ported.
Re: Arcade cores
It wasn't meant to be a great arcade machine but it really is!Lightwave wrote:There are already so many great arcade games ported to MiSTer
Thoroughly enjoy the arcade cores for MiSTer.
Thanks to all who did the work to make that happen.
Re: Arcade cores
TNZS would be amazing, my fav game by far
Please do not take it personal, my lawyer has policies
Re: Arcade cores
That game, the sound, the coxkpit rhowing you around....Lightwave wrote: Outrun
So so good.
If we get outrun on MiSTer I'll buy the dev a year of coffee.
Not joking, ill throw a couple of hundred down on a deluxe cab version, and probably thousands more building a tribute machine

Re: Arcade cores
I have all three new arcade cores running fine!
Thanks Alan!
Thanks Alan!
Re: Arcade cores
Great!! I think I got the dips hooked up correctly.djmartins wrote:I have all three new arcade cores running fine!
Thanks Alan!
Re: Arcade cores
hear heardjmartins wrote:I have all three new arcade cores running fine!
Thanks Alan!


Re: Arcade cores
Many Custom Chips
Re: Arcade cores
1st of my two all time favs is comming soon..... Rygar
2nd game i would love to see on MiSTer is .... Wonderboy

2nd game i would love to see on MiSTer is .... Wonderboy

Re: Arcade cores - Vertical mode
Hi,
In past few days I have through building rom files for all supported arcade cores and found handful of games when in vertical screen mode showing picture rotated clockwise (vs. most games rotate ccw):
Colony7
Dorodon
Eeek
Moon cresta
Omega
Sinistar
Super Breakout
Any plans to have these rotated CCW just like all other supported?
P.S. I am using setup w/display in portrait mode and above games show up upside down.
In past few days I have through building rom files for all supported arcade cores and found handful of games when in vertical screen mode showing picture rotated clockwise (vs. most games rotate ccw):
Colony7
Dorodon
Eeek
Moon cresta
Omega
Sinistar
Super Breakout
Any plans to have these rotated CCW just like all other supported?
P.S. I am using setup w/display in portrait mode and above games show up upside down.
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MISTer Patreon
Re: Arcade cores - Vertical mode
I believe they did that originally. Look online and see if there are any “dips” or settings called “flip”. If so I will try to hook them up.eskwadrat wrote:Hi,
In past few days I have through building rom files for all supported arcade cores and found handful of games when in vertical screen mode showing picture rotated clockwise (vs. most games rotate ccw):
Colony7
Dorodon
Eeek
Moon cresta
Omega
Sinistar
Super Breakout
Any plans to have these rotated CCW just like all other supported?
P.S. I am using setup w/display in portrait mode and above games show up upside down.
Re: Arcade cores - Vertical mode
Nope, there is no "flip" nor similar setting for it, at least in the MISTer load menu.alanswx wrote: I believe they did that originally. Look online and see if there are any “dips” or settings called “flip”. If so I will try to hook them up.
One other item I found missing is the lack of "scan lines" simulation in vertical mode. I am voting to add this on "To do" list.

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MISTer Patreon
Re: Arcade cores - Vertical mode
He means check if the option exists via a dip switch or service menu in the original cabinet (You can check via M.A.M.E., or looking at original docs or schematics for the game). If it does, it can possibly be added to the MiSTer core menu for that game.eskwadrat wrote:Nope, there is no "flip" nor similar setting for it, at least in the MISTer load menu.:alanswx wrote: I believe they did that originally. Look online and see if there are any “dips” or settings called “flip”. If so I will try to hook them up.
This would be great. All of the older arcade cores that don't support custom filters have this issue.eskwadrat wrote:One other item I found missing is the lack of "scan lines" simulation in vertical mode. I am voting to add this on "To do" list.
Re: Arcade cores - Vertical mode
I think I added Scan Lines to most of the arcades, but we haven't rebuilt them yet. When Sorg finalizes the sys with the new HDMI - direct mode, we will probably be ready to build all the arcades again. It is a lot of work, there are a lot of them!Lightwave wrote:He means check if the option exists via a dip switch or service menu in the original cabinet (You can check via M.A.M.E., or looking at original docs or schematics for the game). If it does, it can possibly be added to the MiSTer core menu for that game.eskwadrat wrote:Nope, there is no "flip" nor similar setting for it, at least in the MISTer load menu.:alanswx wrote: I believe they did that originally. Look online and see if there are any “dips” or settings called “flip”. If so I will try to hook them up.
This would be great. All of the older arcade cores that don't support custom filters have this issue.eskwadrat wrote:One other item I found missing is the lack of "scan lines" simulation in vertical mode. I am voting to add this on "To do" list.
Re: Arcade cores
Thanks Lightwave, good point.
Obviously game roms are what they are and it is up to platform to rotate or flip the image. I wonder if supporting cores include gpio to connect dip switches as they used to be present in original cabinets on the original platforms. Ideally those gpio's should be carried over and ported to those present on Nano board. So it looks like I have a homework to do, first identify original arcade board supporting flip or not and then it does support, looking into core design to find out if same function has been ported to fpga and if yes, which gpio hoping it is available on one of Nano board headers.
Obviously game roms are what they are and it is up to platform to rotate or flip the image. I wonder if supporting cores include gpio to connect dip switches as they used to be present in original cabinets on the original platforms. Ideally those gpio's should be carried over and ported to those present on Nano board. So it looks like I have a homework to do, first identify original arcade board supporting flip or not and then it does support, looking into core design to find out if same function has been ported to fpga and if yes, which gpio hoping it is available on one of Nano board headers.
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MISTer Patreon
Re: Arcade cores - Vertical mode
Yes, it's tremendous work and I can only say, amazing job so far. My fpga experience stretches between MAX II series two decades ago, ending with MAX10 couples years back when I employed 16k and then 50k cell devices for my custom dual monitor video adapter (http://www.vga51.com). This project however is tiny comparing to porting so many arcades and computers.alanswx wrote: I think I added Scan Lines to most of the arcades, but we haven't rebuilt them yet. When Sorg finalizes the sys with the new HDMI - direct mode, we will probably be ready to build all the arcades again. It is a lot of work, there are a lot of them!
Looking forward to see more games and thank you.
Last edited by eskwadrat on Thu Sep 12, 2019 10:23 pm, edited 1 time in total.
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MISTer Patreon
Re: Arcade cores
Not sure if you are suggesting hardware GPIO dips as an additional feature, but such a thing is not necessary as the core menu for each arcade core supports setting dip options via software (many arcade core settings are already doing this).eskwadrat wrote:Thanks Lightwave, good point.
Obviously game roms are what they are and it is up to platform to rotate or flip the image. I wonder if supporting cores include gpio to connect dip switches as they used to be present in original cabinets on the original platforms. Ideally those gpio's should be carried over and ported to those present on Nano board. So it looks like I have a homework to do, first identify original arcade board supporting flip or not and then it does support, looking into core design to find out if same function has been ported to fpga and if yes, which gpio hoping it is available on one of Nano board headers.
Re: Arcade cores
I put the osd dip support in most of the cores. Let me know if it is broken. Unfortunately we haven’t built new versions yet. I left out the coins and some other things that didn’t seem important. Sometimes the dips don’t work if you load a different rom.Lightwave wrote:Not sure if you are suggesting hardware GPIO dips as an additional feature, but such a thing is not necessary as the core menu for each arcade core supports setting dip options via software (many arcade core settings are already doing this).eskwadrat wrote:Thanks Lightwave, good point.
Obviously game roms are what they are and it is up to platform to rotate or flip the image. I wonder if supporting cores include gpio to connect dip switches as they used to be present in original cabinets on the original platforms. Ideally those gpio's should be carried over and ported to those present on Nano board. So it looks like I have a homework to do, first identify original arcade board supporting flip or not and then it does support, looking into core design to find out if same function has been ported to fpga and if yes, which gpio hoping it is available on one of Nano board headers.