Genesis / Megadrive core ported to MiST

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Tue Nov 27, 2018 8:18 pm

Sheldon wrote:Sorry but don't work with any region with eprom fake enable.

The game doesn't require an EEPROM, and if you enable it, it'll clash with the normal ROM, so it won't start.
The Fake EEPROM option should be enabled only for specific games.

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Tue Nov 27, 2018 8:40 pm

New release uploaded with jt12 0.62 and some bugfixes, including the last rendering bugs - there shouldn't be any (serious) graphical glitch any more. But hopefully no minor glitch remained also.

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Tue Nov 27, 2018 8:47 pm

Estrayk wrote:TITAN Overdrive 2 demo
MIST core fpgagen_20181121-fx68k.rbf

Great quality again!
Maybe you can do a capture now, with fixed music? ;)

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Re: Genesis / Megadrive core ported to MiST

Postby Sheldon » Tue Nov 27, 2018 9:01 pm

slingshot wrote:
Sheldon wrote:Sorry but don't work with any region with eprom fake enable.

The game doesn't require an EEPROM, and if you enable it, it'll clash with the normal ROM, so it won't start.
The Fake EEPROM option should be enabled only for specific games.[/quote

Thank you very much:
with region=EU and Fakerom=disable it work
(if you change region during the game => it's freezed !!)

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Tue Nov 27, 2018 9:03 pm

Sheldon wrote:(if you change region during the game => it's freezed !!)

It uses V30 mode which is valid only on PAL screen.

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Re: Genesis / Megadrive core ported to MiST

Postby DanyPPC » Tue Nov 27, 2018 9:16 pm

Good work, although there are no sound improvements on Super Street Fighter II.
Batman sounds much better.

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Re: Genesis / Megadrive core ported to MiST

Postby DanyPPC » Sun Dec 09, 2018 7:30 pm


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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Mon Dec 10, 2018 9:43 am

DanyPPC wrote:FPGAGen has been update:
https://github.com/mist-devel/mist-bina ... es/fpgagen


This version has a new PSG from jotego, also the fake EEPROM option should work now in all affected games (lots of sports games, Wonder Boy in Monster World), and some minor bugfixes.

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Re: Genesis / Megadrive core ported to MiST

Postby DrOG » Sun Dec 16, 2018 5:41 am

Hi!
Thanks to everyone who participated during porting and perfecting this important core!
Meanwhile I acquired an original Sega Mega Drive II, and could test it and the MiST core head-to-head, and I must say overall compatibility is near perfect, and the user experience is the same! Of course there are (and perhaps always will be) rare edge cases, but for example I cannot distinguish them based on RGB image quality, video is a bit shifted to the left just like in the case of the original hardware! I live in a PAL country, and my TV doesn't accept non-standard resolutions over VGA, so could not compare the VGA out directly, but tested all other connections (component progressive/interlaced, RGB, and in case of original console composite). Here are my screenshots:
You do not have the required permissions to view the files attached to this post.

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Tue Dec 18, 2018 10:02 pm

DrOG wrote: Here are my screenshots:

Good to see my old favourite game (not on the Mega Drive but still) :)

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Re: Genesis / Megadrive core ported to MiST

Postby DrOG » Wed Dec 19, 2018 5:30 am

slingshot wrote:
DrOG wrote: Here are my screenshots:

Good to see my old favourite game (not on the Mega Drive but still) :)

One of my old favourites as well. I like Julian Gollop's early games (Laser Squad, Lords of Chaos & UFO) also, but these were never released on Sega MegaDrive/Genesis...
Besides I used the Dune II for testing purposes as this is the only game which image fills the playfield and I have it's PAL version in physical format and ROM image as well.

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Re: Genesis / Megadrive core ported to MiST

Postby lips2k15 » Wed Dec 19, 2018 3:09 pm

This is Amazing, I cant believe how far it has come! Would I be greedy asking for more? like 32x perhaps? or is that too much for the MIST to handle? or too hard to program? or both :s

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Wed Dec 19, 2018 4:52 pm

lips2k15 wrote:This is Amazing, I cant believe how far it has come! Would I be greedy asking for more? like 32x perhaps? or is that too much for the MIST to handle? or too hard to program? or both :s

32x has two new SH-2 CPUs, even if a HDL implementation exists, it surely won't fit into the FPGA. And the SDRAM bandwidth is also on the limits already.

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Re: Genesis / Megadrive core ported to MiST

Postby lips2k15 » Wed Dec 19, 2018 6:12 pm

slingshot wrote:
lips2k15 wrote:This is Amazing, I cant believe how far it has come! Would I be greedy asking for more? like 32x perhaps? or is that too much for the MIST to handle? or too hard to program? or both :s

32x has two new SH-2 CPUs, even if a HDL implementation exists, it surely won't fit into the FPGA. And the SDRAM bandwidth is also on the limits already.

I always forget the 32x has 2 CPUs !!!

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Re: Genesis / Megadrive core ported to MiST

Postby desUBIKado » Wed Dec 19, 2018 6:47 pm

Would it be possible to make the core compatible with the "Team Player", known in Europe as "4-Player Adapter"?

https://segaretro.org/Team_Player

MiST has 4 USB connectors to connect four gamepads :D

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Re: Genesis / Megadrive core ported to MiST

Postby krupkaj » Wed Dec 19, 2018 7:58 pm

yes, it is really great how the core looks now :) I like it very much.

BTW would it be possible to implement Sega Virtua Processor which is used in Virtua Racing?

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Re: Genesis / Megadrive core ported to MiST

Postby Gehstock » Wed Dec 19, 2018 8:45 pm


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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Wed Dec 19, 2018 9:54 pm


That's MiSTer, on MiST, there's no Linux, and the firmware supposed to support 5 controllers. Never tested by me however.

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Re: Genesis / Megadrive core ported to MiST

Postby Gehstock » Wed Dec 19, 2018 11:23 pm

please send me a "mist_io.v" for this

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Wed Dec 19, 2018 11:40 pm

Gehstock wrote:please send me a "mist_io.v" for this

https://github.com/gyurco/FPGAPCE/blob/ ... /user_io.v

In theory, the PC-Engine core already supports 5 controllers via multitap. Don't know what game supports it, and also I don't have 5 controllers to try it. But would be good to have a report from who has :)

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Re: Genesis / Megadrive core ported to MiST

Postby Gehstock » Thu Dec 20, 2018 12:55 am

Nice thank you

Candidates are
C64 -> https://www.protovision.games/hardw/4_p ... anguage=en
Amiga -> http://aminet.net/package/docs/misc/FourPlayerGames_EN
Genesis, NES, Vectrex and some Arcades

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Re: Genesis / Megadrive core ported to MiST

Postby GreyRogue » Thu Dec 20, 2018 1:22 am

slingshot wrote:
Gehstock wrote:please send me a "mist_io.v" for this

https://github.com/gyurco/FPGAPCE/blob/ ... /user_io.v

In theory, the PC-Engine core already supports 5 controllers via multitap. Don't know what game supports it, and also I don't have 5 controllers to try it. But would be good to have a report from who has :)

Looks like at least one of the Bomberman games does
viewtopic.php?f=115&t=33361&start=75#p360955

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Re: Genesis / Megadrive core ported to MiST

Postby slingshot » Thu Dec 20, 2018 2:43 am


Thanks, this is very simple, added support to the core. Still don't know if the firmware really handle more than 2 correctly.

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Re: Genesis / Megadrive core ported to MiST

Postby Newsdee » Thu Dec 20, 2018 3:39 am

Gehstock wrote:Nice thank you

Candidates are
C64 -> https://www.protovision.games/hardw/4_p ... anguage=en
Amiga -> http://aminet.net/package/docs/misc/FourPlayerGames_EN
Genesis, NES, Vectrex and some Arcades

Don't forget the SNES, it supports more games than I expected:
http://nintendo.wikia.com/wiki/Super_Multitap

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Re: Genesis / Megadrive core ported to MiST

Postby DrOG » Thu Dec 20, 2018 4:10 am

GreyRogue wrote:
slingshot wrote:
Gehstock wrote:please send me a "mist_io.v" for this

https://github.com/gyurco/FPGAPCE/blob/ ... /user_io.v

In theory, the PC-Engine core already supports 5 controllers via multitap. Don't know what game supports it, and also I don't have 5 controllers to try it. But would be good to have a report from who has :)

Looks like at least one of the Bomberman games does
http://www.atari-forum.com/viewtopic.ph ... 75#p360955

Hi!

Tried the PC-Engine core just now, as I see, max. 4 joys are supported, maybe the limit is on firmware level, as other reimplemented hardwares (Amiga, C64, Atari ST) had never option for connect more than 4 controllers at the same time...

My test setup was MiST + 2x USB joypads + 1x USB joystick & 2x DB-9 joys. + 1x USB keyboard (to start the PC-Engine core & load BomberMan ROM).

Enabled multitap option in the menu, could start the game with 5 players, but only 4 could be controlled by the attached peripherials: 2xDB-9 joy (I was able to move, but couln't place a bomb, as the PCE requires 2 fire buttons - a menu option to swap buttons II and I were really appreciated), and the USB joy and one of the USB gamepads were active (full functionality, bomb placing worked as well), the fifth player at the middle of the screen did not respont to the second USB pad.

Here are some infos about using more than two joysticks:
https://github.com/mist-devel/mist-boar ... eripherals


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