Jack Gassett Posted September 11, 2012 Author Report Share Posted September 11, 2012 Also trying to add a small joystick controlled OSD so it would actually be possible to see the position of the a2601 switches (could just as well be used to change the dip settings runtime)This might help out:http://www.papilio.cc/index.php?n=Playground.VGA7SEG Link to comment Share on other sites More sharing options...
vlait Posted September 11, 2012 Report Share Posted September 11, 2012 Thanks Jack, more features than what i had in mind but that's perfect. Link to comment Share on other sites More sharing options...
alex Posted September 11, 2012 Report Share Posted September 11, 2012 A few months after I wrote that vga7seg I was digging though the source code of the Commodore 64 FPGA project at Syntiac and noticed a file called fpga64_hexy in the sources. That is basically also an OSD but implements a char gen allowing you to display alphanumerics or even define your own custom characters. It's very simple but powerful code that you could reuse for your project though the license attached to it is pretty strict. Link to comment Share on other sites More sharing options...
vlait Posted September 12, 2012 Report Share Posted September 12, 2012 fpga64_hexy is a very pretty piece of code, pity about the license... the PACE project c64 implementation has a version which is "heavily inspired by the original", probably still not safe to reuse if the code resides in a public repository alex - I'm not at all familiar with all the GPL variants, is it ok to simply add a comment where the original can be found if i include digit.vhd to my project ? Link to comment Share on other sites More sharing options...
alex Posted September 13, 2012 Report Share Posted September 13, 2012 Personally I live by the wise words of Rear Admiral Grace Hopper who said "It's easier to ask forgiveness than it is to get permission."Just do whatever you want. Link to comment Share on other sites More sharing options...
Jack Gassett Posted September 13, 2012 Author Report Share Posted September 13, 2012 I also think that the author of the Commodore 64 FPGA project at Syntiac might be cool with us using that code. I think he probably just wants to avoid commercial projects from implementing it, I've been meaning to contact him and ask about using his code on the Papilio Pro. But I keep putting it off until the PPro is further along.I think a quick email to him would probably get permission to use that display code...Jack Link to comment Share on other sites More sharing options...
vlait Posted September 14, 2012 Report Share Posted September 14, 2012 I'm waiting for PPro too, funny you bought that up Link to comment Share on other sites More sharing options...
vlait Posted September 14, 2012 Report Share Posted September 14, 2012 ..as for the osd code it really is not that hard to recreate (it's just that the original is so neat) Link to comment Share on other sites More sharing options...
Jack Gassett Posted September 17, 2012 Author Report Share Posted September 17, 2012 Ok,I just released a new version of Arcade Blaster 1.3 that pulls in the fix for Space Invaders. If everything looks good we will make this an official release.Jack. Link to comment Share on other sites More sharing options...
Felix Posted September 20, 2012 Report Share Posted September 20, 2012 i will try it this weekend and let you know. Link to comment Share on other sites More sharing options...
Felix Posted September 22, 2012 Report Share Posted September 22, 2012 Ok tested. everything works as much as it is going to.the only issues i noted are a few of the games use inconsistent coin button (scramblehw/galaxian/the end, iirc use down instead of up button for coins)the end needs the bullet fix (i think the end was based on same hardware we have a vlait fix for right ?)space invaders still upside down. there was a fix somewhere in the forums for that.superglob not 100% playable due to lack of buttons (need to use buttons on the arcade wing to play properly)either way, everything is playable and ready for release. Link to comment Share on other sites More sharing options...
neslekkim Posted September 22, 2012 Report Share Posted September 22, 2012 How many buttons needs suberglob? Link to comment Share on other sites More sharing options...
vlait Posted September 22, 2012 Report Share Posted September 22, 2012 neslekkim - 2 buttons afaik, jump and summon (or whatever they are called .)(edit: the above is probably bogus)(edit2: scramble should have separate buttons for missiles/bombs )Felix - please file the issues on git and i'll make changes for Jack to approve.(unless someone else is faster I haven't added The End bullet fix yet as it looked so bad compared to the original code, will do that as soon as i have some time off from work :/br, -V Link to comment Share on other sites More sharing options...
Felix Posted September 23, 2012 Report Share Posted September 23, 2012 http://gamesdbase.com/game/arcade/super-glob.aspx"Energy" and "Call" are the button names basically scramble (amidars) and superglob arent fixable yet til dynamic controller configuration gets done, since we dont want to alienate the rest of the ppls who have only 1 buttonopened up the issues except the scrambleHW/superglob ones. Link to comment Share on other sites More sharing options...
neslekkim Posted September 23, 2012 Report Share Posted September 23, 2012 cool, pictures on that website, have been looking around to see if I could find layout and such for buttons on the various games, but had no luck Link to comment Share on other sites More sharing options...
Felix Posted September 23, 2012 Report Share Posted September 23, 2012 nod thats a good website. Link to comment Share on other sites More sharing options...
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