I don't think there were ever many games for this system. Everybody's friend Google will find them for you.
D.
I don't think there were ever many games for this system. Everybody's friend Google will find them for you.
Perfect, I will proceed on this basis thendanielb wrote: ↑Tue Aug 17, 2021 2:13 pmI don't think there were ever many games for this system. Everybody's friend Google will find them for you.
D.
I hear you. I'm currently working on a software project, but when I get back to the FPGA world I have some tutorials to watch because there isn't any documentation that I could find. Anyway, for this specific problem, this thread may help:danielb wrote: ↑Sat Aug 21, 2021 11:57 am Hi,
I'd be happy to do this, if you can point me in the direction of some documentation on how it is done.
Lack of documentation is a SERIOUS hurdle to writing a core. I have been looking in other cores to see how they are written but this is not always enough.
As I said before, this is my noob project, so some documentation would be a big help.
D.
Hi,
Thanks.pgimeno wrote: ↑Sat Aug 21, 2021 1:07 pmI hear you. I'm currently working on a software project, but when I get back to the FPGA world I have some tutorials to watch because there isn't any documentation that I could find. Anyway, for this specific problem, this thread may help:danielb wrote: ↑Sat Aug 21, 2021 11:57 am Hi,
I'd be happy to do this, if you can point me in the direction of some documentation on how it is done.
Lack of documentation is a SERIOUS hurdle to writing a core. I have been looking in other cores to see how they are written but this is not always enough.
As I said before, this is my noob project, so some documentation would be a big help.
D.
viewtopic.php?t=419
There's also this series by alanswx that I have in my to-watch list:
https://www.youtube.com/watch?v=81GN5DLCFOk
and accompanying repository: https://github.com/alanswx/Tutorials_MiSTer
Not sure if this will be of use to you?danielb wrote: ↑Sat Aug 21, 2021 10:59 am ....
The one drawback (for me) is that the text with this ROM is too far to the right. With Cegmon, I was able to patch it to move the text to the left, but I am unable to find info on how to do this with MonUK02. In any case, the text is not cut off at the right, so I released it like this. I will hopefully fix this at some point.
I had a question about the Super Invader graphics from the YT video I posted.
Code: Select all
#!/bin/sh
stty -F /dev/ttyS1 9600 cs8 -parenb -cstopb # 9600 8 N 1
ascii-xfr -sdv /media/fat/games/UK101/"$1" > /dev/ttyS1
Hi all,NML32 wrote: ↑Fri Aug 27, 2021 8:50 amI had a question about the Super Invader graphics from the YT video I posted.
Jac Goudsmit • 4 hours ago (edited)
Is there something wrong with the character set or the emulation? I've never seen this game on the UK101/Superboard before but if looks like the graphics are displayed wrong, like there's an off-by-one error in the emulation of the character ROM or something, so that it shows one pixel from the wrong character on each line or something.
That was it, thanks! This sets the correct parameters to not depend on minicom:
Code: Select all
#!/bin/sh
stty -F /dev/ttyS1 9600 cs8 -parenb -cstopb crtscts # 9600 8 N 1 Hardware flow control
ascii-xfr -sdv /media/fat/games/UK101/"$1" > /dev/ttyS1
Glad you got it to work. This will be very useful.pgimeno wrote: ↑Mon Aug 30, 2021 1:15 amThat was it, thanks! This sets the correct parameters to not depend on minicom:
The only change with respect to the previous script is the addition of crtscts (for hardware flow control through RTS/CTS)Code: Select all
#!/bin/sh stty -F /dev/ttyS1 9600 cs8 -parenb -cstopb crtscts # 9600 8 N 1 Hardware flow control ascii-xfr -sdv /media/fat/games/UK101/"$1" > /dev/ttyS1
Edit: And thanks for the MiSTer scaler update! I'm looking forward to the release.
pgimeno wrote: ↑Wed Sep 01, 2021 1:37 am Thanks a lot, that's a huge improvement! Now the screen can be shown with uniform pixels, which was something that drove me mad in the previous version, and the screenshots also have uniform pixels. And the graphics of Super Invaders look great!
I don't care about the scandoubler FX, but something's wrong with the integer H/V scale. Sometimes it is good, sometimes it is wrong; it seems to change between resets (I used the menu reset only, not sure if it will be reproducible with Ctrl+LAlt+RAlt or the User button).
It can be reproduced as follows: 1) set Scale to Wider HV-Integer; 2) reset; 3) press C, Return, Return; 4) enter the following line (don't miss the semicolon): FORR=1TO48:?CHR$(187);:NEXT
Character 187 is a chequerboard pattern. When not all pixels are uniform, it should be apparent. It seems to happen about 50% of the time; the other 50% they look fine. For reference, the attached pic shows the problem when it isn't correct.
Hi,pgimeno wrote: ↑Wed Sep 01, 2021 1:37 am Thanks a lot, that's a huge improvement! Now the screen can be shown with uniform pixels, which was something that drove me mad in the previous version, and the screenshots also have uniform pixels. And the graphics of Super Invaders look great!
I don't care about the scandoubler FX, but something's wrong with the integer H/V scale. Sometimes it is good, sometimes it is wrong; it seems to change between resets (I used the menu reset only, not sure if it will be reproducible with Ctrl+LAlt+RAlt or the User button).
It can be reproduced as follows: 1) set Scale to Wider HV-Integer; 2) reset; 3) press C, Return, Return; 4) enter the following line (don't miss the semicolon): FORR=1TO48:?CHR$(187);:NEXT
Character 187 is a chequerboard pattern. When not all pixels are uniform, it should be apparent. It seems to happen about 50% of the time; the other 50% they look fine. For reference, the attached pic shows the problem when it isn't correct.