Ghosts'n Goblins on MiST

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Re: Ghosts'n Goblins on MiST

Post by vebxenon »

Outstanding :cheers: . Thanks very much!!
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Re: Ghosts'n Goblins on MiST

Post by hyperterminal »

Thank you jotego. This is a big step towards getting more advanced Arcade games to work.

However, your python script throws lots of errors.

Using the rom provided by you and the latest build of the core, there is a garbled mess in front of the screen so that you cannot see what is happening in game.
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Re: Ghosts'n Goblins on MiST

Post by DanyPPC »

That's a great improvement. Many thanks Jotego, I hope in other ports like 1942, 1943, ecc... too,

Thanks, thanks, thanks :cheers:
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Re: Ghosts'n Goblins on MiST

Post by DanyPPC »

This is what I get on VGA (no support for YPbPr Cable :( )
GnG_MiST.jpg
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Re: Ghosts'n Goblins on MiST

Post by NegSol »

DanyPPC wrote:This is what I get on VGA (no support for YPbPr Cable :( )

GnG_MiST.jpg
Same with my vga setup - any idea how to get a picture?
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Re: Ghosts'n Goblins on MiST

Post by jotego »

DanyPPC wrote:This is what I get on VGA (no support for YPbPr Cable :( )

GnG_MiST.jpg
Have you tried with the rom file I provided?
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Re: Ghosts'n Goblins on MiST

Post by hyperterminal »

jotego wrote:
DanyPPC wrote:This is what I get on VGA (no support for YPbPr Cable :( )

GnG_MiST.jpg
Have you tried with the rom file I provided?
I get the same picture with the rom file you provided. As written before, your python script for building a rom doesn't work.
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Re: Ghosts'n Goblins on MiST

Post by jotego »

hyperterminal wrote:Thank you jotego. This is a big step towards getting more advanced Arcade games to work.
However, your python script throws lots of errors.
I originally had a bash script and converted it to Python to make it more portable. I was not expecting problems about it. I have made the Python script more verbose and added CRC check to see if you can identify what goes wrong for you in the script. Please grab it from here. Could you please try it and let me know how it goes? If it doesn't work, please share the screen output. By the way, did you read the readme file?
DanyPPC wrote:This is what I get on VGA (no support for YPbPr Cable :( )
I don't have that cable so I cannot try it. That is why I only provide VGA support. If I get backers I will eventually add 15kHz support to this and the rest of CAPCOM arcade cores I have in the backlog.
NegSol wrote:Same with my vga setup - any idea how to get a picture?
This is very odd indeed. I wonder if it has worked for someone in the forum.
Getting technical about it: I have heard that high speed SDRAM access may require phase shifting in the SDRAM clock but I don't need it in my MiST machine. I can try adding it. As for the FPGA internals, the design meets time specs so it should work across all MiST machines. The only difference may be in the FPGA to SDRAM delay, which might be shorter in my machine. I will release an update with SDRAM phase shift later.
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Re: Ghosts'n Goblins on MiST

Post by hyperterminal »

This is the output I get from the python script:

Code: Select all

python.exe gngrom.py

  File "gngrom.py", line 8
    print "Generating file for game: ",game
                                     ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Generating file for game: ",game)?
If I fix the syntax for all the print commands by adding the missing brackets I get the following error:

Code: Select all

python.exe gngrom.py gngc

Generating file for game:  gngc
Traceback (most recent call last):
  File "gngrom.py", line 140, in <module>
    byte_merge( [roms['romx9'], roms['romx7']])
  File "gngrom.py", line 29, in byte_merge
    fo.write( blsb[k] )
TypeError: a bytes-like object is required, not 'int'
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Re: Ghosts'n Goblins on MiST

Post by jotego »

hyperterminal wrote:This is the output I get from the python script:

Code: Select all

python.exe gngrom.py

  File "gngrom.py", line 8
    print "Generating file for game: ",game
                                     ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Generating file for game: ",game)?
If I fix the syntax for all the print commands by adding the missing brackets I get the following error:

Code: Select all

python.exe gngrom.py gngc

Generating file for game:  gngc
Traceback (most recent call last):
  File "gngrom.py", line 140, in <module>
    byte_merge( [roms['romx9'], roms['romx7']])
  File "gngrom.py", line 29, in byte_merge
    fo.write( blsb[k] )
TypeError: a bytes-like object is required, not 'int'
Oh my god! That's not what I call portable code. Maybe it is that Python 2/3 thing. I hear Python version 2 and 3 are not really compatible. Ok. I think I'll drop Python and try something else.
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

jotego wrote: Getting technical about it: I have heard that high speed SDRAM access may require phase shifting in the SDRAM clock but I don't need it in my MiST machine. I can try adding it. As for the FPGA internals, the design meets time specs so it should work across all MiST machines. The only difference may be in the FPGA to SDRAM delay, which might be shorter in my machine. I will release an update with SDRAM phase shift later.
My experience is that 'till about 60-70 MHz, a simple negation works, e.g. SDRAM_CLK <= ~sdram_controller_clk, and as the frequency increases, some negative phase shift is necessary.

I noticed you're using an exact 25 MHz clock for VGA in the scandoubler: do you think is it necessary instead of just using the base 24 MHz? I know it's the standard pixel clock for 640x480, but no core bothers with it, and just goes with the easy way. Probably it's still not a fully valid VGA signal, since the number of lines probably not exactly standard.
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

jotego wrote:
Oh my god! That's not what I call portable code. Maybe it is that Python 2/3 thing. I hear Python version 2 and 3 are not really compatible. Ok. I think I'll drop Python and try something else.
Print is a real function in Python 3.
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

You can upload the release to the release aree of GitHub, and I can make a link to it from the mist wiki start page (many cores has the link only to the appropriate upstream project page, so no need to sync the latest to mist-binaries, which will out of phase anyway after a while).
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Re: Ghosts'n Goblins on MiST

Post by squid4 »

jotego, I'll donate you the price of an RGB/SCART cable - let me know where to send it. Would love to see all these cores with RGB support. Guess you're in Spain and Amigastore.eu has the cables and is in Spain.
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Re: Ghosts'n Goblins on MiST

Post by DanyPPC »

If the YPbPr Cable was available I would have bought it for you.
I'm not practical and I got it done by a technician.

Component output has a good retro-feeling with scanlines support. I love it and my MiST is wired in YPbPr mode for months now.
:cheers:
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

Well, found the problem is the ROM on the old Dropbox link, https://www.dropbox.com/s/hoenoqhe0xea1 ... G.rom?dl=0 works :)
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Re: Ghosts'n Goblins on MiST

Post by DanyPPC »

Ok, I'll test it.
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Re: Ghosts'n Goblins on MiST

Post by DanyPPC »

Good, now it works but on second level when I go up or down screen goes out of sync (YPbPr cable with wrong colors, just for test).

Sound is very good, only some occasional graphics glitches.
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Re: Ghosts'n Goblins on MiST

Post by jotego »

squid4 wrote:jotego, I'll donate you the price of an RGB/SCART cable - let me know where to send it. Would love to see all these cores with RGB support. Guess you're in Spain and Amigastore.eu has the cables and is in Spain.
Thanks! You can do it at my paypal address here. If I get the cable I will add support to GnG and all future CAPCOM cores (which will be quite many!)
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Re: Ghosts'n Goblins on MiST

Post by jotego »

slingshot wrote:You can upload the release to the release aree of GitHub, and I can make a link to it from the mist wiki start page (many cores has the link only to the appropriate upstream project page, so no need to sync the latest to mist-binaries, which will out of phase anyway after a while).
Great. You can use this link.
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Re: Ghosts'n Goblins on MiST

Post by jotego »

slingshot wrote:
jotego wrote: Getting technical about it: I have heard that high speed SDRAM access may require phase shifting in the SDRAM clock but I don't need it in my MiST machine. I can try adding it. As for the FPGA internals, the design meets time specs so it should work across all MiST machines. The only difference may be in the FPGA to SDRAM delay, which might be shorter in my machine. I will release an update with SDRAM phase shift later.
My experience is that 'till about 60-70 MHz, a simple negation works, e.g. SDRAM_CLK <= ~sdram_controller_clk, and as the frequency increases, some negative phase shift is necessary.

I noticed you're using an exact 25 MHz clock for VGA in the scandoubler: do you think is it necessary instead of just using the base 24 MHz? I know it's the standard pixel clock for 640x480, but no core bothers with it, and just goes with the easy way. Probably it's still not a fully valid VGA signal, since the number of lines probably not exactly standard.
Well it looks like it works without the phase shift afterall and that the problem was the rom file. I should have a look at it anyway to make it more robust.

I think I have the right number of lines for VGA. The VGA clock is only slightly off the standard value and the numbers just play well so I have exactly twice the number of lines in VGA compared to the original screen format. The two clock domains only talk to each other through a double port RAM block. Each port of the RAM has a different clock and addresses move in a way that they never collide.
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

jotego wrote:
slingshot wrote:You can upload the release to the release aree of GitHub, and I can make a link to it from the mist wiki start page (many cores has the link only to the appropriate upstream project page, so no need to sync the latest to mist-binaries, which will out of phase anyway after a while).
Great. You can use this link.
Done, wiki page is updated.
Maybe you can add the download link to the main readme, too.
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Re: Ghosts'n Goblins on MiST

Post by jotego »

slingshot wrote:
jotego wrote:
slingshot wrote:You can upload the release to the release aree of GitHub, and I can make a link to it from the mist wiki start page (many cores has the link only to the appropriate upstream project page, so no need to sync the latest to mist-binaries, which will out of phase anyway after a while).
Great. You can use this link.
Done, wiki page is updated.
Maybe you can add the download link to the main readme, too.
You are right. I have created a bundle zip file with the README and the Python script. The link is here.

The version in that file should support RGB cable as I got a patch from Gyurco last night.

By the way, Sorleig has already released the Mister version of this core, which doesn't need the Python file to convert the rom image.
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Re: Ghosts'n Goblins on MiST

Post by Hewhoisred »

Note that this game uses a board common to many CAPCOM games of that age, so if people like it I will be porting other games like: 1942, Black Tiger, Tiger Road, Trojan, 1943...
Fantastic!

GnG is great but Black Tiger is one of my favorite arcade games of all time. So many quarters gobbled at the pizza parlor.
Thanks Jotego.
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Re: Ghosts'n Goblins on MiST

Post by slingshot »

jotego wrote: The version in that file should support RGB cable as I got a patch from Gyurco last night.
It was the component cable, not the SCART RGB, that will come later.
Upd.: sent a PR

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