Replies: 16 comments 9 replies
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Nice one's would be Galaxian and 1942. |
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Tron possible? |
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I just added Frogger |
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1942 seems to fit the bill as well. It uses two AY-8910 audio chips. That's the same chip frogger uses for audio and which has partially (only the functions frogger uses) been added already. |
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Pooyan might be doable- seems to be z80s and ay8910. Ref. https://github.com/opengateware/arcade-pooyan How does one go about "porting" Mame ROMs into this emulator? Can I help? |
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Awesome work harbaum, some of my favorites, from the 80's already, you have two listed: |
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Most excellent. Now I just need to find some spare time. Always the
hardest part!
Most excellent project by the way!
…On Thu, 15 Jun 2023, 7:59 am Till Harbaum, ***@***.***> wrote:
There's no rule how to do it. But here's how I do it:
I start by just adding the ROMs to the CPU and adding a few printf's that
catch memory accesses to parts I haven't implemented yet. That will likely
trigger some RAM write immediately. So I add RAM to that area. Then the
code will run further and will start to read and write IO areas. Step by
step I add these as well. At one point the CPU will start setting up
graphics in memory. That's when I implement the graphics rendering. And
then I start to see things. Probably sprites at the wrong location with
wrong colors and the like ... these are then fixed step-by-step.
I am doing this on a Linux PC and for simplicity I write some kind of PC
emulator for Galagino. That wouldn't help me with performance issues as the
PC is way faster than the ESP32. But being able to run the majority of the
code on the PC itself eases debugging of the logic.
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Digdug has been added. |
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1942 has been added. This actually affects the other implementations as well and after 1942 was added digdug needed some more optimizations to run with the necessary performance. Interestingly, Didug is still the game in this setup that has the highest performance demands. 1942 on the other hand needs less CPU power (4Mhz + 3Mhz Z80 CPUs vs e.g. 3 * 3MHz Z80 in Digdug). But it comes with the biggest ROMs. And since I offload some CPU intense stuff and e.g. pre-rotate tiles and icons, the flash requirements of some games are much higher than they were on the original machines. The background tiles in 1942 are 48 kilobytes in the original ROM. Pre-rotated and expanded to 4 bits per pixel, the same tiles occupy 256kBytes in galagino. So in total all six games now sum up to 1.25 Megabytes and 1.3 Megabytes is the limit of the default memory layout on a ESP32. |
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Happy with Galaga and 1942, many thanks. |
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Hello |
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Hello, great work. Spent hours and hours with solving and building the arcade. Galaga is great, also 1942! What about Bomb Jack from Thekan? It uses 2 Z8 (4 Mhz and 3.1 Mhz) and for sound 3 AY.3.8910... best wishes from Muenster, DE |
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Bomb Jack actually sounds like a good candidate. I'll take a closer look at that. Three sound chips ... wow. 1942 uses two of them and sounds like they wouldn't even need one at all ... |
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Dear friends ... Is there any guide, documentation or clues about wich kind of file is every one contained in the zipped "roms"? As noobie with "roms" handling still lack of tech. information sources. Any help will be appreciated with the promise to share any advance in this forum.. Regards |
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Excellent work on this project, thank you! As for adding more games, one of my favorites is missile command... Is it possible? |
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Awesome job on the emulator and thank you for the contribution, @harbaum! I revised the code to add VGA output (only 8-bit, but good enough for me) and I am trying to add Ms. Pac-Man. I have successfully implemented the necessary decryption and have the ROM data set up in memory. I am able to receive the decode latch write to enable decoding and the game displays the test screen like Pac-Man does, but then it just displays a black screen. I've confirmed that the emulator is still running, but the game does not seem to proceed beyond that point. If I set the board test switch to on, it will perform the memory test and then remain on the memory test results screen. I am getting reads and writes for all addresses < 0x4000, as well as 0x5000, 0x5040 and 0x5060 , but not for anything between 0x8000 and 0xA000. I've tried examining the memory and ROM data that is loaded into memory, but I'm lost on what to try next. Do you have any suggestions/recommendations for further steps I can take to diagnose why it won't load into the game? Any advice or pointers you could provide would be greatly appreciated. Thank you again for all your work! |
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Galagino can support some more games. But there are limitations:
One game that fulfils all of these is Frogger.
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