I try again. and now make it better.
<mistergamedescription>
<rbf>_Arcade/cores/Battletoads</rbf>
<setname>Battletoads</setname>
<file delay="1" type="f" index="0" path="/btoads.zip/btc0-p0.u120"/>
<file delay="1" type="f" index="1" path="/btoads.zip/btc0-p1.u121"/>
<file delay="1" type="f" index="2" path="/btoads.zip/btc0-s.u109"/>
</mistergamedescription>
Can put the rom file into the Battletoads folder directly, needn't un-zip.
Battletoads
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Re: Battletoads
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Re: Battletoads
Not odd at all. 2 different games, 2 different Authors. Pramod made every effort to not need dual ram he didnt do it just to annoy people
Re: Battletoads
Just struck me as odd considering the similarity in the hardware and the six year gap between games.
I was not saying there was anything underhand involved
- neogeo81
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Re: Battletoads
Just because it uses one same chip does not need to be exactly the same hardware. You need to understand that arcade PCBs where custom made for almost every game. Adding RAM, ROM and other additional chips. And that is the issue with the Midway board needing more bandwith.
Re: Battletoads
Later release date doesn't mean more complex hardware. There's a reason why Cave core got DoDonpachi support before Donpachi, an earlier game in the series. Hardware designs can actually get simplier over time.
- Captain FPGA
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Re: Battletoads
Much as I'd love to see this core finish, I hope he completes the Saturn first.
- aberu
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Re: Battletoads
The reason for this is because the current MiSTer Cave core is a port of a core that was mostly initially developed by Rick Wertenbroek (https://gitlab.com/rwk-source/cave_1st_gen) for a different board entirely. nullobject did the work of converting it to Chisel+Scala language and then fixing bugs, adding some key missing elements, adding support for more games, etc...
I'm not sure if the design is more or less complex, you might have to ask Rick.