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Re: Game & Watch Core
Posted: Sat Jun 11, 2022 10:00 pm
by LamerDeluxe
lamarax wrote: ↑Sat Jun 11, 2022 7:45 pm
LamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm
[...] it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
Not to mention simulating liquid crystal "ripples" if you push too hard on the screen
Yet it will have to be done for preservation purposes
Re: Game & Watch Core
Posted: Sat Jun 11, 2022 10:04 pm
by Larn Conner
LamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm
Great to have a complete G&W SM-510 pack. I also prefer backgrounds with shadows and it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
Re: Game & Watch Core
Posted: Sat Jun 11, 2022 10:08 pm
by LamerDeluxe
Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pm
LamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm
Great to have a complete G&W SM-510 pack. I also prefer backgrounds with shadows and it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
I think that might be possible.
Re: Game & Watch Core
Posted: Sun Jun 12, 2022 5:53 pm
by lamarax
Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pm
I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
Game Boy renders in a square pixel grid, hence the particular mask filter producing that "drop shadow" effect has been possible (that's why it requires both horizontal and vertical integer scaling for it to work).
I highly doubt something similar can be tailored to the GnW core from a computation budget standpoint (no "pixels" per se here), but hey, with MiSTer genius devs, I've learned to never say never
Re: Game & Watch Core
Posted: Sun Jun 12, 2022 10:11 pm
by Larn Conner
lamarax wrote: ↑Sun Jun 12, 2022 5:53 pm
Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pm
I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
Game Boy renders in a square pixel grid, hence the particular mask filter producing that "drop shadow" effect has been possible (that's why it requires both horizontal and vertical integer scaling for it to work).
I highly doubt something similar can be tailored to the GnW core from a computation budget standpoint (no "pixels" per se here), but hey, with MiSTer genius devs, I've learned to never say never
I certainly believe one day it may be in-game.
Wish I could have learned to program, I'd love to work on some unloved systems myself and bring them to the MiSTer, but I sucked a programming classes and self-taught never got me very far, always had questions and nobody to answer them.
Update 3: vector graphics, heard of them, never worked with them. Not sure if shadows of a lighter color could be added to the SVG file directly.
Re: Game & Watch Core
Posted: Mon Jun 13, 2022 2:31 pm
by Ashfall
It's easy to edit SVG graphics in Inkscape, and adding a drop shadow is simple.
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
Re: Game & Watch Core
Posted: Mon Jun 13, 2022 2:36 pm
by Larn Conner
Ashfall wrote: ↑Mon Jun 13, 2022 2:31 pm
It's easy to edit SVG graphics in Inkscape, and adding a drop shadow is simple.
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
Sounds like you're close. Hopefully there's a solution.
Re: Game & Watch Core
Posted: Mon Jun 13, 2022 4:05 pm
by Ashfall
Larn Conner wrote: ↑Mon Jun 13, 2022 2:36 pm
Ashfall wrote: ↑Mon Jun 13, 2022 2:31 pm
It's easy to edit SVG graphics in Inkscape, and adding a drop shadow is simple.
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
Sounds like you're close. Hopefully there's a solution.
I was able to get it to display shadows in MiSTer after compiling, but it looks terrible. There is pixel corruption everywhere.
Also, the LCD shadows being in front of the background png completely spoils the effect.
We will have to be satisfied with only the background png containing shadows, not the lcd graphics in the svg file. The core would need to be updated to handle this stuff, possibly the rom files too.
Re: Game & Watch Core
Posted: Wed Jun 15, 2022 9:49 pm
by MrMister1985
Thank you to all for adding GnW to MiSTer! Now I think if the MiSTer Handheld gets released, i doubt ill wanna play any other core then! lol
Re: Game & Watch Core
Posted: Thu Jun 16, 2022 8:36 am
by scrdcow
I also really love the core! Not sure about any limitations. But it would be neat with a border/frame on/off option. So you can choose to show the full unit if you want.
Re: Game & Watch Core
Posted: Sat Jul 09, 2022 3:17 pm
by Jegriva
Hello, could you please suggest me some good INI Settings with VGA Scaler to output G&W on my CRT?
Re: Game & Watch Core
Posted: Tue Jul 12, 2022 8:18 am
by eLLuiGi
You need first the beta vga output core available on discord
Re: Game & Watch Core
Posted: Mon Aug 22, 2022 11:50 pm
by Reg
Has anyone configured the original two screen Donkey Kong to work on this core ?
Many thanks.
Re: Game & Watch Core
Posted: Thu Aug 25, 2022 12:37 pm
by Ashfall
Reg wrote: ↑Mon Aug 22, 2022 11:50 pm
Has anyone configured the original two screen Donkey Kong to work on this core ?
Many thanks.
Search for "18 Game & Watch Games For Mister FPGA" on archive dot org.
Re: Game & Watch Core
Posted: Fri Aug 26, 2022 1:28 am
by MadDog
I can't seem to figure this core out. When I load up any game, it just shows all sprites on screen, kind of like when you pop a new battery into the real thing. I cannot get past this, no matter what button I press on the keyboard.
Re: Game & Watch Core
Posted: Fri Aug 26, 2022 2:41 am
by Count Duckula
MadDog wrote: ↑Fri Aug 26, 2022 1:28 am
I can't seem to figure this core out. When I load up any game, it just shows all sprites on screen, kind of like when you pop a new battery into the real thing. I cannot get past this, no matter what button I press on the keyboard.
'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
Re: Game & Watch Core
Posted: Sat Aug 27, 2022 8:49 am
by Reg
Ashfall wrote: ↑Thu Aug 25, 2022 12:37 pm
Reg wrote: ↑Mon Aug 22, 2022 11:50 pm
Has anyone configured the original two screen Donkey Kong to work on this core ?
Many thanks.
Search for "18 Game & Watch Games For Mister FPGA" on archive dot org.
MANY MANY THANKS !
Honestly - really apprichated and happy as a pig in poo playing this !
Re: Game & Watch Core
Posted: Sat Aug 27, 2022 3:12 pm
by 8bitAndy
Count Duckula wrote: ↑Fri Aug 26, 2022 2:41 am
MadDog wrote: ↑Fri Aug 26, 2022 1:28 am
I can't seem to figure this core out. When I load up any game, it just shows all sprites on screen, kind of like when you pop a new battery into the real thing. I cannot get past this, no matter what button I press on the keyboard.
'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
I think this only works when using a USB controller. Mapping the buttons to the keyboard doesn't work for me.
Re: Game & Watch Core
Posted: Sun Aug 28, 2022 7:44 am
by Reg
Ashfall wrote: ↑Thu Aug 25, 2022 12:37 pm
Reg wrote: ↑Mon Aug 22, 2022 11:50 pm
Has anyone configured the original two screen Donkey Kong to work on this core ?
Many thanks.
Search for "18 Game & Watch Games For Mister FPGA" on archive dot org.
Damn this plays soo well.
I play a few games in this video, not just Donkey Kong - but some of these are bloody hard...
- 0398 - Logo.png (1.15 MiB) Viewed 9565 times
https://youtu.be/FSV2JhItY8g
Re: Game & Watch Core
Posted: Mon Aug 29, 2022 5:00 am
by Count Duckula
8bitAndy wrote: ↑Sat Aug 27, 2022 3:12 pm
Count Duckula wrote: ↑Fri Aug 26, 2022 2:41 am
MadDog wrote: ↑Fri Aug 26, 2022 1:28 am
I can't seem to figure this core out. When I load up any game, it just shows all sprites on screen, kind of like when you pop a new battery into the real thing. I cannot get past this, no matter what button I press on the keyboard.
'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
I think this only works when using a USB controller. Mapping the buttons to the keyboard doesn't work for me.
Yeah you're right, sorry about that.
It lets you define the buttons but cant get the KB to behave as controller 1. I Couldnt get the 'KBD TOGGLE' feature working.
Re: Game & Watch Core
Posted: Sun Sep 04, 2022 2:12 am
by Moondandy
Has anyone had any luck getting other non G&W LCD games built and working with the core?
Re: Game & Watch Core
Posted: Sat Apr 15, 2023 9:43 am
by breiztiger
hi no one to complet this great core (SM5A for Octopus ...) ?
Re: Game & Watch Core
Posted: Sat Apr 15, 2023 6:42 pm
by LamerDeluxe
I hope Pierco will find some time again at some point to continue development on it, as it is a really cool core.
Re: Game & Watch Core
Posted: Mon May 01, 2023 9:59 am
by Jegriva
Hi,
I am using a CRT via RGB Scart, what .ini settings should I use to play the G&W?
Re: Game & Watch Core
Posted: Mon May 01, 2023 5:14 pm
by hitm4n
breiztiger wrote: ↑Sat Apr 15, 2023 9:43 am
hi no one to complet this great core (SM5A for Octopus ...) ?
+1 on this. My sister and I had Octopus and Parachute back in 1981 i think. Mine was Octopus and after playing all the others i still think its one of the best. 2 screen Donkey Kong is brilliant though, and Marios Cement Factory, Mario Bros.... Hell they're all great
Re: Game & Watch Core
Posted: Tue May 02, 2023 12:17 pm
by Newsdee
I'd love to see Super Mario Bros and the Zelda G&W games on this core... although no idea what kind of hardware it would need on top of what already exists
Re: Game & Watch Core
Posted: Fri Jun 30, 2023 9:30 am
by LamerDeluxe
This new alternative Game and Watch core is really good, nice resolution and it currently supports more games: https://github.com/agg23/fpga-gameandwatch
There's a recent pack for it at the archive.
Re: Game & Watch Core
Posted: Sat Jul 01, 2023 7:56 am
by LamerDeluxe
Re: Game & Watch Core
Posted: Sat Jul 01, 2023 1:09 pm
by bazza_12
it's a great core, i love the double screens, you're right about the borders though..
Re: Game & Watch Core
Posted: Sat Jul 01, 2023 1:18 pm
by LamerDeluxe
bazza_12 wrote: ↑Sat Jul 01, 2023 1:09 pm
it's a great core, i love the double screens, you're right about the borders though..
I've suggested a resolution of 720 x 540 instead of 720 x 720 for the single-screen and horizontal dual-screen games. That should allow the scaler to fully scale up to a 4:3 display aspect ratio.
Hopefully syncing to the MiSTer clock, LCD shadows and high score saving could be added at some point. Bezels showing the handhelds themselves would be great as well.