[ColecoVision Core] Slingshot improvements

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[ColecoVision Core] Slingshot improvements

Postby DanyPPC » Wed Nov 14, 2018 8:43 am

Tested latest core it's execellent.

From this page: http://cvaddict.com/list.php?filter=3
MagicalTree doesn't work, graphic screen corruption.

Is it possible to implement the SuperGameModule ?

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Wed Nov 14, 2018 1:54 pm

Latest core fixes Road Fighter, Magical Tree, Konami's Ping Pong, Yie Ar Kung Fu.

At the moment the following games have problem:

- Circus Charlie (character graphic bug on orizzontal scrolling, first level)
- Pitfall II Arcade (homebrew) (I do not see the rope to jump the pond)
- Sector Alpha (corrupt graphics in game)

Not so important, however great work !

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Wed Nov 14, 2018 3:23 pm

Magical Tree works then?

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Wed Nov 14, 2018 3:24 pm

Yes, Magical Tree works now.

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Re: [ColecoVision Core] Slingshot improvements

Postby vebxenon » Thu Nov 15, 2018 9:51 am

Thanks very much, Slingshot!
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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Thu Nov 15, 2018 9:53 am

Is there a chance to support supergamemodule roms ?
Thanks.

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Thu Nov 15, 2018 10:55 am

DanyPPC wrote:Is there a chance to support supergamemodule roms ?
Thanks.

I found a mega-cart technical description, probably I'll go with it first. But don't know when, first I want to try the new FX86k CPU in Genesis.

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Thu Nov 15, 2018 11:29 am

There is no hurry, and above all at your discretion.

At the actual state the Colecovision Core is quite good for most games i play.
Thanks for your effort to improve a lot of Cores for the MiST.
:cheers:

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Mon Nov 26, 2018 12:54 pm

DanyPPC wrote:Latest core fixes Road Fighter, Magical Tree, Konami's Ping Pong, Yie Ar Kung Fu.

At the moment the following games have problem:

- Circus Charlie (character graphic bug on orizzontal scrolling, first level)
- Pitfall II Arcade (homebrew) (I do not see the rope to jump the pond)
- Sector Alpha (corrupt graphics in game)

Not so important, however great work !


I think most of Sector Alpha's dump are corrupt:
http://atariage.com/forums/topic/224593 ... corrupted/

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Tue Nov 27, 2018 8:34 pm

MegaCart and SuperGameModule support added:

https://github.com/mist-devel/mist-bina ... lecovision

The SGM's extra RAM can be enabled in the OSD RAM Option. The extra AY chip always enabled.

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Tue Nov 27, 2018 9:19 pm

Great Slingshot !!!

Tested a lot of SGM games, they work very well except for Mario Brothers
Maybe it's corrupt.

Thanks for implement SGM Module :cheers:

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Tue Nov 27, 2018 9:36 pm

DanyPPC wrote:Great Slingshot !!!

Tested a lot of SGM games, they work very well except for Mario Brothers
Maybe it's corrupt.

Thanks for implement SGM Module :cheers:


64K ROM size was not in the supported list of the MegaCart. Eventually I can add it.

Upd: re-upped, Mario Bros works now.

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Tue Nov 27, 2018 9:56 pm

8O

A new update, you are great !

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Wed Nov 28, 2018 10:28 pm

I found the bug with Pitfall II Arcade, it was a serious one actually, the last 3 sprites were not processed at all (just seems other games are not used the last 3 sprites). And since 3 CPU access slot took the place of the sprite mapping slots, now Circus Charlie's scrolling is fixed. Hope the I didn't broke anything else.

New release uploaded!
(It was very nostalgic to fix this VPD, since the chip used in Colecovision and MSX is the little brother of the Sega Genesis VDP).

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Thu Nov 29, 2018 7:41 am


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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Thu Nov 29, 2018 8:24 am

DanyPPC wrote:I found a bug on Pitfall II arcade:
https://www.dropbox.com/s/gy4ts43yizaj6 ... e.mp4?dl=0

I think it's a feature, not a bug. It's the same in the ColEm emulator.

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Re: [ColecoVision Core] Slingshot improvements

Postby DanyPPC » Thu Nov 29, 2018 9:50 am

You are right, I tested the rom on BlueMSX in ColecoVision emulation and the game works in that mode.

And I trust in BlueMSX :)

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Re: [ColecoVision Core] Slingshot improvements

Postby vebxenon » Fri Nov 30, 2018 8:21 pm

:cheers: :D Wow. That's so great! Thanks very very much :-)

Well.. SG-1000 was similar to Colecovision and MSX 1... Any chance to see it in MiST?
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Re: [ColecoVision Core] Slingshot improvements

Postby hyperterminal » Sat Dec 01, 2018 7:06 am

vebxenon wrote::cheers: :D Wow. That's so great! Thanks very very much :-)

Well.. SG-1000 was similar to Colecovision and MSX 1... Any chance to see it in MiST?

Gehstock was working on a SG-1000 core but as far as I'm aware, he had no success so far.

The SG-1000 core could be added on top of the Master System core, like Kevtris' did on the Analoge Nt mini. Basicly, a SG-1000 is a Master System with a different VDP (TMS9928A instead of YM2602B ). That's why the Master System is backwards compatible to the SG-1000 and only the colour palette is a bit off. In this case, bigger changes in the VDP code would be necessary to make SG-1000 games run. Master System games can have either video modes 0-3 or 4. I believe the current Master System core only supports video mode 4 and SG-1000 games require the other video modes.

Another way would be to add SG-1000 support to the MSX core. In this case, only the sound chip SN76489 would need to be added. The VDHL source for adding this chip to MSX is already available: viewtopic.php?f=117&t=34071

SG-1000 roms could then be loaded from the command line on MSXDOS via a romloader.

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Re: [ColecoVision Core] Slingshot improvements

Postby slingshot » Sat Dec 01, 2018 9:42 am

hyperterminal wrote:
vebxenon wrote::cheers: :D Wow. That's so great! Thanks very very much :-)

Well.. SG-1000 was similar to Colecovision and MSX 1... Any chance to see it in MiST?

Gehstock was working on a SG-1000 core but as far as I'm aware, he had no success so far.

The SG-1000 core could be added on top of the Master System core, like Kevtris' did on the Analoge Nt mini. Basicly, a SG-1000 is a Master System with a different VDP (TMS9928A instead of YM2602B ). That's why the Master System is backwards compatible to the SG-1000 and .


You can say a Renault is a Mercedes, just with different engine. SG-1000 to the SMS is like SMS is to the Genesis. SMS use "Mode 4", Genesis "Mode 5", they're greatly differ from the basic TMS9928A.
But Colecovision and SG-1000 are really the same, just with different memory and port mappings.


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