X68000 Beta - Updates and Releases
Re: X68000 beta - stopped working all of a sudden
It works fine with just the primary SD card now (or a USB drive which I'm using). The core uses HDD images in .hdf format, as well as floppy images in .d88 format.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Hello,
With this latest version of the x68000 corel, a game like akumajou dracula no longer has the wallpaper at the intro or at certain points in the game.
With this latest version of the x68000 corel, a game like akumajou dracula no longer has the wallpaper at the intro or at certain points in the game.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Thank you Mister Puu, with this new version the problem is solved for Castelvania (Akumajou Dracula)
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
tontonkaloun wrote: ↑Mon Aug 10, 2020 4:21 pm Thank you Mister Puu, with this new version the problem is solved for Castelvania (Akumajou Dracula)
No, it is set for intro, but when you enter the castle some elements of the scenery are missing
-
- Top Contributor
- Posts: 468
- Joined: Sun May 24, 2020 7:17 pm
- Has thanked: 35 times
- Been thanked: 99 times
Re: X68000 beta - stopped working all of a sudden
hi
there is a graphic bug in marble madness, the ball is "cut" and you see only left part of it
there is a graphic bug in marble madness, the ball is "cut" and you see only left part of it
CPC-Power Staff
-
- Core Developer
- Posts: 113
- Joined: Mon May 25, 2020 9:20 am
- Location: Japan
- Has thanked: 2 times
- Been thanked: 151 times
- Contact:
Re: X68000 beta - stopped working all of a sudden
I have uploaded a new RTL.
The change is that 32bit transfer of DMAC is supported.
http://fpga8801.seesaa.net/archives/20200813-1.html
The change is that 32bit transfer of DMAC is supported.
http://fpga8801.seesaa.net/archives/20200813-1.html
- NightShadowPT
- Posts: 224
- Joined: Mon May 25, 2020 9:56 am
- Has thanked: 5 times
- Been thanked: 12 times
Re: X68000 beta - stopped working all of a sudden
Thank you Puu, highly appreciated!puu wrote: ↑Thu Aug 13, 2020 5:58 am I have uploaded a new RTL.
The change is that 32bit transfer of DMAC is supported.
http://fpga8801.seesaa.net/archives/20200813-1.html
- jdeberhart
- Posts: 40
- Joined: Sun Jun 21, 2020 11:41 pm
- Been thanked: 5 times
Re: X68000 beta - stopped working all of a sudden
Finally took a video to demonstrate the issue issue I see with Geograph Seal:
It looks like everything 2D is fine, but anything 3D is corrupt.
This seems to happen with all X68000 core versions.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Thanks you Mr Puu for the new version today!
On the other hand, there are programs that have display issues that I didn't have with the previous version.
(ex: Mishell.x software)
Geography Seal game seems to be working better now
Viewpoint game still have the same display issues that looked like Geograph Seal
Akumajou Dracula also keeps display issues.
On the other hand, there are programs that have display issues that I didn't have with the previous version.
(ex: Mishell.x software)
Geography Seal game seems to be working better now
Viewpoint game still have the same display issues that looked like Geograph Seal
Akumajou Dracula also keeps display issues.
- Attachments
-
- X68000_20200827.rar
- (1.41 MiB) Downloaded 377 times
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Thank you again Mr. Puu for the new version of this day!
- With this new version the Viewpoint game works much better
- With this new version the Viewpoint game works much better
- Attachments
-
- X68000_20200829.rar
- (1.42 MiB) Downloaded 310 times
-
- Core Developer
- Posts: 113
- Joined: Mon May 25, 2020 9:20 am
- Location: Japan
- Has thanked: 2 times
- Been thanked: 151 times
- Contact:
Re: X68000 beta - stopped working all of a sudden
I've updated the RTL about three times in the last few days.
As for the contents of the correction, the DMA is corrected and the addresses related to graphics are reviewed.
As for the contents of the correction, the DMA is corrected and the addresses related to graphics are reviewed.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Many thanks Mister Puu !
With this latest update the Mishell.x software is working again!
Akumajou Dracula still has display problems!
ex:
at the start of the game, just after the bridge the background is missing
With this latest update the Mishell.x software is working again!
Akumajou Dracula still has display problems!
ex:
at the start of the game, just after the bridge the background is missing
- Attachments
-
- X68000_20200831.rar
- (1.4 MiB) Downloaded 298 times
- Chris23235
- Top Contributor
- Posts: 983
- Joined: Sun May 24, 2020 8:45 pm
- Has thanked: 127 times
- Been thanked: 197 times
Re: X68000 beta - stopped working all of a sudden
The latest improves Chase H.Q. a little bit, the game doesn't crash any more on the radio screen, speech and music are now played along with the scroll text. Unfortunately the game stops responding to the button press (worked earlier in the game) and it still hangs.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Hello Mr. Puu
I saw you are releasing a new version today. But there is an error on the link, the published file is that of 08/31/2020
I saw you are releasing a new version today. But there is an error on the link, the published file is that of 08/31/2020
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
Great job Mr. Puu!
With this version the display problems of Akumajou Dracula seem to have disappeared
With this version the display problems of Akumajou Dracula seem to have disappeared
- Attachments
-
- X68000_20200902.rar
- (1.39 MiB) Downloaded 323 times
Re: X68000 beta - stopped working all of a sudden
Love to see so the X68000 is coming to shape. Thanks so much mr Puu!
I don't know if testing is appreciated, but I tried Bubble Bobble and it loads fine but hangs up a few seconds into play.
I don't know if testing is appreciated, but I tried Bubble Bobble and it loads fine but hangs up a few seconds into play.
Re: X68000 beta - stopped working all of a sudden
Hello, Mr Puu do not know if you know that Jotego has a Clone YM2151 in verilog close to perfection and already ready and open source, if you could maybe put in your project
https://github.com/jotego/jt51
https://github.com/jotego/jt51
Re: X68000 beta - stopped working all of a sudden
Thanks for the filetontonkaloun wrote: ↑Thu Sep 03, 2020 5:28 am Great job Mr. Puu!
With this version the display problems of Akumajou Dracula seem to have disappeared
Re: X68000 beta - stopped working all of a sudden
Great work so far Puu!
R-type is having layer transparency issues with the recent releases however. No playing required, as you can select "demo" levels from the menu.
R-type is having layer transparency issues with the recent releases however. No playing required, as you can select "demo" levels from the menu.
Re: X68000 beta - stopped working all of a sudden
Well I took the version of JT51 that Kunihiko made for his version of Mr Puu's x68k code to use on the DE0-CV and i was able to successfully make it work by changing the lines that Kunihiko says to change, in addition to adding the OPM_JT51 path on the VHD that he modified in his git.
If someone wants to test to see the difference, sound is as it should be in ym2151.
I hope not to be upset Mr Puu I just wanted to see if it really worked, I'm not developer xD
Here are the links to kunihiko's git:
https://github.com/kunichiko/FPGA-X68k-DE0CV
and the OPM used the JT51 that he modified
https://github.com/kunichiko/FPGA-X68k-DE0CV-OPM-JT51
The original git if you want to implement in your way in your project:
https://github.com/jotego/jt51
Thanks for the hard work in bringing the x68k to mister
If someone wants to test to see the difference, sound is as it should be in ym2151.
I hope not to be upset Mr Puu I just wanted to see if it really worked, I'm not developer xD
Here are the links to kunihiko's git:
https://github.com/kunichiko/FPGA-X68k-DE0CV
and the OPM used the JT51 that he modified
https://github.com/kunichiko/FPGA-X68k-DE0CV-OPM-JT51
The original git if you want to implement in your way in your project:
https://github.com/jotego/jt51
Thanks for the hard work in bringing the x68k to mister
- Attachments
-
- X68000_JT51.rar
- (1.42 MiB) Downloaded 308 times
-
- Top Contributor
- Posts: 468
- Joined: Sun May 24, 2020 7:17 pm
- Has thanked: 35 times
- Been thanked: 99 times
Re: X68000 beta - stopped working all of a sudden
hi
just test with gradius II
i have a persistent sound when watching demo mode that is not present in X68000_20200902
just test with gradius II
i have a persistent sound when watching demo mode that is not present in X68000_20200902
CPC-Power Staff
Re: X68000 beta - stopped working all of a sudden
Hi,patamar4 wrote: ↑Sat Sep 05, 2020 11:39 pm Well I took the version of JT51 that Kunihiko made for his version of Mr Puu's x68k code to use on the DE0-CV and i was able to successfully make it work by changing the lines that Kunihiko says to change, in addition to adding the OPM_JT51 path on the VHD that he modified in his git.
If someone wants to test to see the difference, sound is as it should be in ym2151.
I hope not to be upset Mr Puu I just wanted to see if it really worked, I'm not developer xD
Here are the links to kunihiko's git:
https://github.com/kunichiko/FPGA-X68k-DE0CV
and the OPM used the JT51 that he modified
https://github.com/kunichiko/FPGA-X68k-DE0CV-OPM-JT51
The original git if you want to implement in your way in your project:
https://github.com/jotego/jt51
Thanks for the hard work in bringing the x68k to mister
With every x68000 core that I have tried to start I get an out of sync video on my Sony BVM. I'm using the IO vga out here.
I have no issues with other cores. Do I have to change the mister.ini video settings for this specific core?
Re: X68000 beta - stopped working all of a sudden
I tested this with Akumajou Dracula and I think it sounds much better, at least with that game.patamar4 wrote: ↑Sat Sep 05, 2020 11:39 pm Well I took the version of JT51 that Kunihiko made for his version of Mr Puu's x68k code to use on the DE0-CV and i was able to successfully make it work by changing the lines that Kunihiko says to change, in addition to adding the OPM_JT51 path on the VHD that he modified in his git.
If someone wants to test to see the difference, sound is as it should be in ym2151.
I hope not to be upset Mr Puu I just wanted to see if it really worked, I'm not developer xD
Here are the links to kunihiko's git:
https://github.com/kunichiko/FPGA-X68k-DE0CV
and the OPM used the JT51 that he modified
https://github.com/kunichiko/FPGA-X68k-DE0CV-OPM-JT51
The original git if you want to implement in your way in your project:
https://github.com/jotego/jt51
Thanks for the hard work in bringing the x68k to mister
As a side note, in the 2nd stage on the raft right before the skeleton boss, there is a graphical glitch on the top and bottom before the water starts rising.
The missing graphics in stage 1 are fixed in the latest build though.
edit: I attached a screenshot of the issue.
edit2: found another bug, stage 13 onward is missing graphics, upon transitioning to stage 13 from stage 12, the cog in the attached screenshot is missing, once you get to stage 14 or 15, all you can see is the candles. Upon reloading the save, you get the save selection menu graphics on top of the game graphics.
It also looks like there are minor graphics bugs in the HUD area at the top.
- Attachments
-
- Stage 13 Graphics Bug
- akumajou-stage13-loading_save.png (18.93 KiB) Viewed 12655 times
-
- 20200906_174051-screen.png (20.94 KiB) Viewed 12656 times
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
Re: X68000 beta - stopped working all of a sudden
patamar4 wrote: ↑Sat Sep 05, 2020 11:39 pm Well I took the version of JT51 that Kunihiko made for his version of Mr Puu's x68k code to use on the DE0-CV and i was able to successfully make it work by changing the lines that Kunihiko says to change, in addition to adding the OPM_JT51 path on the VHD that he modified in his git.
If someone wants to test to see the difference, sound is as it should be in ym2151.
I hope not to be upset Mr Puu I just wanted to see if it really worked, I'm not developer xD
Here are the links to kunihiko's git:
https://github.com/kunichiko/FPGA-X68k-DE0CV
and the OPM used the JT51 that he modified
https://github.com/kunichiko/FPGA-X68k-DE0CV-OPM-JT51
The original git if you want to implement in your way in your project:
https://github.com/jotego/jt51
Thanks for the hard work in bringing the x68k to mister
It would be great if Mr. Puu validates this improvement and adds it directly!
Re: X68000 beta - stopped working all of a sudden
Hi, best way is Mr Puu implement in his design, I just put it the way it would work, but for him to see that it is better than the implementation he made of the sound chip, now is to wait if he will put the jotego on the x68k correctlybreiztiger wrote: ↑Sun Sep 06, 2020 7:05 am hi
just test with gradius II
i have a persistent sound when watching demo mode that is not present in X68000_20200902
-
- Posts: 20
- Joined: Mon May 25, 2020 5:16 am
- Has thanked: 5 times
Re: X68000 beta - stopped working all of a sudden
Hi, thank you for this experiment!
It looks like if internal core timings (write timing to the JT51 core) are in sync or well regulated, sound is produced VERY nicely.
Many games are still having this signal timing issues and experience incomplete sound output; however I tried with MMDSP and a dedicated MDX sound driver to play various X68000 tunes. Result is top notch and bug free, very clean and wonderful music playback is possible.
It looks like if internal core timings (write timing to the JT51 core) are in sync or well regulated, sound is produced VERY nicely.
Many games are still having this signal timing issues and experience incomplete sound output; however I tried with MMDSP and a dedicated MDX sound driver to play various X68000 tunes. Result is top notch and bug free, very clean and wonderful music playback is possible.
- tontonkaloun
- Posts: 354
- Joined: Sun May 24, 2020 7:38 pm
- Has thanked: 154 times
- Been thanked: 52 times
-
- Core Developer
- Posts: 113
- Joined: Mon May 25, 2020 9:20 am
- Location: Japan
- Has thanked: 2 times
- Been thanked: 151 times
- Contact:
Re: X68000 beta - stopped working all of a sudden
The DMA fix released on 8/27 revealed that there was something wrong with the writing on the SASI HDD.
I have uploaded a modified version, so please update it.
http://fpga8801.seesaa.net/archives/20200913-1.html
I have uploaded a modified version, so please update it.
http://fpga8801.seesaa.net/archives/20200913-1.html