vlait

Members
  • Content count

    79
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by vlait

  1. Ultra Tank

    Damn I miss the *old* games... Except clowns which somehow always surfaces again(damn u s.k...) Isn't the timer bound to one of the vs counters like sound ?
  2. Ultra Tank

    Could you repost the image (assuming the attachment is one, it can't be downloaded) Gg once again.. haven't even had a chance to check your previous one live yet but wanted to chime in so you know at least someone wants to see more -V
  3. Sprint 2

    nice!! The screenshot brings up good memories. Super Bug next ? :DD -V
  4. Super Breakout preview

    Nice:) The bronze age games definitely deserve to have more attention! I guess one needs to be past certain age to really appreciate them as most of them really aren't that good compared to post space invaders releases. Otoh many of them are actually protos to modern one button mobile games with less eye candy
  5. new sound chips ?

    Not sure if anyone noticed but there are a few new chip cores created by jotego who frequents at least on the zxuno and mist forums. https://github.com/jotego/jt51 (link to ym2151 clone, there are also ym2612 and a new take on sn76489) I don't own a synth wing so i've no idea if they would be an useful addition or not, nor how much work they would be to plug in. br, -V ps. the jt51 demo is using a new cycle accurate 6809 core which could be of interest to someone running old synth code on fpga
  6. SPI to initialize TFT

    For the ILI chips you could probably adapt https://github.com/thekroko/ili9341_fpga or yomboprime's yombotft addon for zxuno (also on github) The ILI datasheet also has the info, although in a little less understandable format. br, -V
  7. Issues reading SD Card on Classic Computing Shield

    I think designlab has a ready to run example too.
  8. FPGA vector games

    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.
  9. FPGA vector games

    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.
  10. FPGA vector games

    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
  11. Which FPGA Board Please?

    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.
  12. Using on-board RAM in designs

    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.
  13. CVSD decoder

    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.
  14. CVSD decoder

    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 ...
  15. Uh, i meant to write bitmerge is definitely easier :/
  16. 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.
  17. 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
  18. 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.
  19. *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
  20. 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
  21. Robotronic adventures

    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
  22. Gottlieb System 80A sound board

    sorry, stil haven't tried out the VGA portion of the multicomp... one of the main attractions of the serial port for me is i can sit at the kitchen table, hide the papilio behind my laptop and pretend to be working You should take a look at http://forum.gadgetfactory.net/index.php?/topic/1739-robotronic-adventures/ (the code can be found on code.google.com while it is still up - search for "robotron-fpga, code.google.com") SDRAM on papilio pro might be doable, the memory clocks on the williams boards will be tricky though. The code definitely does work on a DUO though, the rom code obviously has to be loaded from flash to SRAM and the clocking changed. I've been waiting on Alex to chime in with updated sources... i do have my own but apparently they do not work with all monitors (could be the pipistrello one doesn't either, not sure how may people have actually tried running the code) -V
  23. Gottlieb System 80A sound board

    This is pretty cool I don't have a logic start megawing with a lot of switches but do have an arcade megawing so i wired this up into an instance of Grant Searle's Multicomp so the ports can be controlled from basic via a serial console. (if anyone wants a copy i can clean up the sources a little and attach it here) There are afaik already a few fpga conversions for the Gottlieb games - JROK has a commercial product and whoever is keeping the blog at http://qbert.me/another. the latter contains a very detailed dissection of the inner workings on both the sound and the cpu boards. -V
  24. Space Invaders audio rewrite

    ok, updated my git repo with the new sound (and ps/2 keyboard) for galaxian. Papilio one/pro bitfiles for RV are completely untested, only galaxians verified on DUO so mrdonight might well be broken (please do report). fwiw papilio one (s3) was the only one requiring the dac input via an aux variable, the 'new' parser for s6 was happy with the 'Altera syntax' ..my apologies for the state of the sources, they do work but they all look absolutely horrible, can't promise anything good will happen to them unless i magically manage to retire from real work. Having said that - Jack would probably be more than happy if someone finds the time to fix or clean up something so please do submit fixes/additions.
  25. Space Invaders audio rewrite

    ok, had some time to play and got the new sound working ok. Keyboard not so much unfortunately ... i'll update my github once i get that sorted out. If anyone wants bitfiles for romvault i can attach them here. I guess not many people have been playing galaxians, the controls were reversed on papilio duo