vlait

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About vlait

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  1. i basically gave up after 30 minutes ... an army of new 'U' signals seemed to pop each and every time i thought i'd got them all.. sorry.
  2. If you start mame with the '-debug' option you should start up with a really powerful debugger. (with builtin help ) isim seems to want all signals preset or it doesn't do anything meaningful (or maybe i was not patient enough)... it really isn't a 5 minute job to rig up a tb from the sources.
  3. did you check with mame debugger where things start to go wrong ? Is it possible one of the input signals is accidentally active when the cpu expects to read rom ? (didn't check the code yet
  4. Hi, Bombjack works ok on Papilio DUO, can't remember if it would be possible to get it running on a PRO (DRAM access time might be the limiting factor) You don't necessarily need a scanline generator, the internal scan doubler can easily be modified to blank(or dim) every second line.
  5. I think there's some merit in trying to use as high level approach as possible since it allows using fat (as an example) formatted cards so the card doesnt have to be dedicated to one task. I've been experimenting with zpu(and z80/6505) floppy emulator for apple2 and the zpu one seems to require a lot less floorspace för the fat access. Having said that the actual floppy-apple io is much easier to implement in hardware because the clocking is guaranteed to be accurate.
  6. You can actually load Hex files in ise too Please do share the fixes whenever happy with them. Its probably not possible to fit sinistars speech decoding + the sinistar specific video logic into a lx9 of papilio Duo but pipistrello's lx45 should have enough floor space.
  7. i'm probably missing some important point here but the decoder is a lot simpler if you don't intend to replace an actual physical part. mame sources (as usual for any extinct piece of hardware) have a good example in c https://github.com/mamedev/mame/blob/master/src/devices/sound/hc55516.cpp This actually looks like a nice distraction from real life work, i'll try to cook up an example if i can figure out how to use the ieee proposed fixed point package included in ISE ...
  8. Uh, i meant to write bitmerge is definitely easier :/
  9. The tools directory contains the scripts and roms - bitmerge is used to append data to the bitfile. Looking at the makefile: plustoo.bit: rom.bit Disk605.dsk./bitmerge rom.bit 1A0000:Disk605.dsk plustoo.bitrom.bit: ../ISE/plustoo_top.bit plusrom.bin./bitmerge ../ISE/plustoo_top.bit 180000:plusrom.bin rom.bit ie you first append the from to the original bitfile with bitmerge ../ISE/plustoo_top.bit 180000:plusrom.bin rom.bitthen add the disk image bitmerge rom.bit 1A0000:Disk605.dsk plustoo.bit ...and burn the resulting plustoo.bit to the flash.The 'promgen' tool included with ISE can be used to the same effect but promgen is a little more userfriendly as the result is a bitfile that can be used with fpga/papilioprog.
  10. I think Papilio Pro would be doable with SDRAM, it just requires a rewrite for RAM placement, most of it doesn't get accessed by anything except the cpu. (i looked at the memory map, not the actual design so i could be wrong git updated with an on/off analog joystick (there's also a new bitfile in the build directory), i tested with only one game and it seemed to be working ok but ymmv.
  11. *EDIT* sources can be found at https://github.com/vlait/papilio-duo/tree/master/apple2fpga-papilioduo The papilio specific ones are in the papilio-duo directory, no original sources were harmed (i hope:) There aren't any gotchas afaik, the code is very much vendor agnostic. I was thinking about connecting the joysticks... Apple II's joysticks were analog and reportedly faking with digital ones does not produce good results. Would the hack described at http://lukazi.blogspot.fi/2009/04/game-controller-atari-joysticks.html work and if so with how many games ? Guess i'll try out both over the weekend if i manage to steal some time off. -V
  12. Papilio Pro might be a little harder, the code doesn't it entirely in BRAMs... not to mention the fact there is no SD card interface builtin like on the Classic Computing Shield. There are no switches on the computing shield so disk image selection would be a little difficult... adding a separate MCU to handle the FAT (and UI) sounds like the best solution. -V
  13. Do you intend to release the modified source files for the apple2fpga project ?

  14. Hello, while trying to find examples of SD card interface I came up with Stephen Edwards's Apple2fpga ( http://www.cs.columbia.edu/~sedwards/apple2fpga/ ) Attached is first try of porting to Papilio DUO/computing shield. Plug in a ps/2 keyboard (port1) and a VGA display and you're good to go... the system is built with the same rom as the original project so there's really not that much to see without attaching a disk. An SD card can be used as a virtual disk drive (currently able to access just one raw image though) !!PLEASE BE CAREFUL WHEN WRITING THE IMAGES TO THE SD CARD!! The dos3 disk image (also in the archive) does seem to work ok so games might too... but no guarantees. If anyone has any suggestions on how to make the image handling a little less hazardous and more userfriendly i'd be happy to hear them -V apple2fpga-papilioduo.zip
  15. Seeing this one was raised from the dead.. i do have the defender board and SC1 in "slow" mode mods somewhere... i've been hoping Alex would chime in with corrections to the code but if he doesn't i'll post them here. -V