Arcade cores

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BlueLightning
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Arcade Core Donkey Kong

Post by BlueLightning »

Is there any chance to see original Donkey Kong Arcade Core? Crazy Kong is very nice, but the Original is Donkey Kong for me it's the best Game ever. I think i am not the only one who likes Donkey Kong Arcade.
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Re: Arcade Core Donkey Kong

Post by Sorgelig »

I've ported Arcade cores i've found. I didn't create arcades from ground. As far as i know, there is no FPGA implementation of original Donkey Kong hardware.
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Re: Arcade Core Donkey Kong

Post by BlueLightning »

i don't know, i thought clones are most the same as originals ;-). you have ported a MiST Core? I am not familiar with MiST because i don't have one.
i wanna find some time to look inside development, a long time ago i knew what nand nor xor means ;-) Can you tell me how the crazy kong arcade Core was developed? Programming language and sources? That would be great, thanks a lot for your hard work.
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Re: Arcade Core Donkey Kong

Post by Sorgelig »

None of Arcades were developed on MiST.
Arcade cores are ported mostly either from FPGAArcade(MikeJ) or came from Dar (or few other sources).

every arcade core has Readme where i mention the original source.
From Crazy Kong readme:
-- Crazy Kong (Falcon) FPGA - DAR - 2014
-- http://darfpga.blogspot.fr

All cores are developed in either VHDL or Verilog languages. There was NO common Arcade hardware. If you can check Wiki (i mean the common Wiki, not MiSTer's one) or Arcade specialized sites, you will see that specific arcade hardware can run only several games specifically developed for this hardware. There a big variety of arcade cabinets with big internal differences. Only few of them are recreated in FPGA. Original Donkey Kong hardware is not implemented in FPGA. Sometimes the same arcade game was written for different hardware platforms - but i didn't see Donkey Kong game in any existing FPGA implementations.

You can contact to Dar (darfpga on this forum) - may be he will be interested in Donkey Kong HW implementation.
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Re: Arcade Core Donkey Kong

Post by Gehstock »

Sorgelig wrote:I've ported Arcade cores i've found. I didn't create arcades from ground. As far as i know, there is no FPGA implementation of original Donkey Kong hardware.
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Re: Arcade Core Donkey Kong

Post by Sorgelig »

Nice find, Thanks!
Looks like very complicated implementation.
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Re: Arcade Core Donkey Kong

Post by BlueLightning »

Thanks a lot for that Informations :-) i will read all sources you told me
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Re: Arcade Core Donkey Kong

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NML32
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Re: Arcade Core Donkey Kong

Post by NML32 »

Question about DK port. I've tried several dkong.zip, and they all compile and run but the colors seem off, and the bottom of the screen is stretched too far down.

Could the color issues be I'm using the wrong dkong.zip?
DK1.JPG
DK2.JPG
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Re: Arcade cores

Post by MacBack »

Same here. Tried rom sets from the first release of mame over 0.139 to 0.150 etc - all have the same dkong.zip included.

my hashes for a.dkong.rom are:

CRC32: DF4EBDA2
MD5: 05FB1DD1CE6A786C538275D5776B1DB1
SHA-1: 3B2DBE3AF7A0DA7D7B9CE9F8E433AE23AC8C0B26
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Re: Arcade cores

Post by Sorgelig »

colors are same as mine.
Actually i didn't compare it with original Arcade as it looked ok to me.

After checking with youtube i see the colors are wrong, but it's not like R G B are messed. Probably something wrong in original core.
I will check if it possible to fix.
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Re: Arcade cores

Post by Sorgelig »

I've fixed color and blanking in DonkeyKong. Release name is the same, so just download it again.
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Re: Arcade cores

Post by NML32 »

Sorgelig wrote:I've fixed color and blanking in DonkeyKong. Release name is the same, so just download it again.
Thanks, looks good. :D
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Re: Arcade cores

Post by MacBack »

Sorgelig wrote:I've fixed color and blanking in DonkeyKong. Release name is the same, so just download it again.
Both are now working 100% - Thanks alot !
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Re: Arcade cores

Post by NML32 »

I'm just pointing out something I noticed with this build of DK. I'm not reporting a bug or an issue.
In this version the game starts with 6 lives, the default is usually 3 lives.

Per DK wiki:
The player typically receives three lives with a bonus awarded for the first 7,000 points, although this can be modified via the game's built-in DIP switches.
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Re: Arcade cores

Post by BlueLightning »

Wow Sorgelig you made my day :-) yesterday i received my Donkey Kong T-Shirt, now you have made the Port for MiSTer FPGA :-))
i am very happy thanks a lot!! I love that game soooooo much :-)
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Re: Arcade cores

Post by BlueLightning »

the bugs i found was the sound on the screen who shows the meter like 25m or 50m. And the running/jumping sound is sometimes wrong, but as far as i know there are with mame problems too, they have implemented sound samples to fix this. The speed seems to be 125% means a little to fast ;-). But for the very short time for the development very good, these are things which maybe can be fixed in the future.
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Re: Arcade cores

Post by Sorgelig »

NML32 wrote:In this version the game starts with 6 lives, the default is usually 3 lives.
this is intentional. I did it with dip switches.
Just to play longer ;)
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Re: Arcade cores

Post by Sorgelig »

BlueLightning wrote:the bugs i found was the sound on the screen who shows the meter like 25m or 50m. And the running/jumping sound is sometimes wrong, but as far as i know there are with mame problems too, they have implemented sound samples to fix this. The speed seems to be 125% means a little to fast ;-). But for the very short time for the development very good, these are things which maybe can be fixed in the future.
the sound is not fully implemented - that's why you see dk_wave.bin file.
Not sure about the speed - this is how original core is done.
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Re: Arcade cores

Post by BlueLightning »

Maybe i know only the emulation speed of mame (Coold be slower). The last time i played donkey kong original atcade is over 30 years ago. Are the dip switches for free lives available in the options ? Or only in the source code? Thanks again for your good work.
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Re: Arcade cores

Post by Sorgelig »

only in source code currently.
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Re: Arcade cores

Post by MacBack »

NML32 wrote:I'm just pointing out something I noticed with this build of DK. I'm not reporting a bug or an issue.
In this version the game starts with 6 lives, the default is usually 3 lives.

Per DK wiki:
The player typically receives three lives with a bonus awarded for the first 7,000 points, although this can be modified via the game's built-in DIP switches.
Today i got Quartus Prime 17.1 running :angel:

Attached Donkey Kong with 3 Lives and 7000 Bonus default. Now i have to struggle with the rest :mrgreen:
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Re: Arcade cores

Post by hyperterminal »

Any chance of support for the Donkey Kong rom hack "Donkey Kong II: Jumpman Returns"?
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Re: Arcade cores

Post by diwou »

Most Arcarde machines were configurable by DIP switches on the board (bonus level, life per coin, difficulty level, etc.). Can these configurations also be made for the Arcarde Cores? For example via a configuration file?

Here is an example of Moon Patrol: http://www.arcaderestoration.com/gamedi ... atrol.aspx
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Re: Arcade cores

Post by Sorgelig »

It's possible, but it will require every core modification specific to each core.
I'm not going to another round of 50 cores modification.

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