Search found 382 matches

by FPGAzumSpass
Sat Jul 04, 2020 11:05 am
Forum: Game Boy Advance
Topic: Interesting little freeze on Chu Chu Rocket
Replies: 4
Views: 6666

Re: Interesting little freeze on Chu Chu Rocket

What takes so long there is the game writing to flash memory, probably to save that the level is done. The game has a counter stored in 0x030061AC that counts down and it exits the save loop once it reached 1. Each time it counts down, it has written one flash address and read it again, probably to check if saving was ok. This process takes 53us pe...
by FPGAzumSpass
Thu Jul 02, 2020 9:38 pm
Forum: Game Boy Advance
Topic: Interesting little freeze on Chu Chu Rocket
Replies: 4
Views: 6666

Re: Interesting little freeze on Chu Chu Rocket

Can reproduce it and will look into.

While it's not really annoying or a big problem, i'm interested what takes so long there.
by FPGAzumSpass
Mon Jun 29, 2020 4:43 pm
Forum: Hardware Setups
Topic: I accidently destroyed a surface mount component from my DE10-Nano pcb
Replies: 9
Views: 6471

Re: I accidently destroyed a surface mount component from my DE10-Nano pcb

According to schematics (found here: https://www.terasic.com.tw/cgi-bin/page/archive.pl?Language=English&CategoryNo=205&No=1046&PartNo=4) It is C85. That's a 0,1u, 16V capacitor used for USB Voltage. c85.png I would expect the USB to still function, unless you have a short there or damaged the other Cs, too. But better wait for the expe...
by FPGAzumSpass
Mon Jun 22, 2020 2:53 pm
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

That information is not available anymore, as the pixels are calculated at different time, especially for the sprites.
by FPGAzumSpass
Mon Jun 22, 2020 12:57 pm
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

So the software you used does the effect. Probably something more sophisticated and maybe using more adjacent pixels than just the available 2x2 grid. Without knowing the math behind, we only know that it would be possible to do it with unlimited ressources and random pixel access. Question is, if there is a function that uses only the 2x2 oversamp...
by FPGAzumSpass
Mon Jun 22, 2020 11:09 am
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

In this case: please tell me what formula you used and maybe i can implement it.

My fomula was just a simple:
- add all 4 pixel
- divide by 4
by FPGAzumSpass
Mon Jun 22, 2020 4:37 am
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

Yes it only works over HDMI, added it to the readme.

Supersampling would work, but with the low resolution it doesn't work well as it gets very blurry. Made a comparison shot:
by FPGAzumSpass
Thu Jun 18, 2020 4:32 am
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

Yes, unfortunatly you need a high resolution now for something like the lcd filters. Gamma filters do indeed not work currently. Keep in mind that you can turn the new feature off for games that don't use it and still use all the old features. It's unfortunate, but we probably have to live with the fact that the mode must be adjusted on a game by g...
by FPGAzumSpass
Wed Jun 17, 2020 6:14 pm
Forum: Game Boy Advance
Topic: 2x resolution mode
Replies: 18
Views: 12463

Re: 2x resolution mode

The background improves mostly in those racing games that don't use bitmap mode/polygons and some other games with rotoscaled background. Scaled and rotated sprites are by far more common. Often one would not realize the difference without switching between both, as it doesn't look unnatural in higher resolution. You probably notice it when you use...
by FPGAzumSpass
Wed Jun 17, 2020 1:37 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 3955087

Re: MiSTer updates and changelog

GBA:
- added 2x resolution mode
- updated framework
- improved ddr3 access latency
- 30Hz flickereduce option
- fix soundfifo reset
by FPGAzumSpass
Sun Jun 14, 2020 11:44 am
Forum: Game Boy Advance
Topic: 2 players game on 1 screen?!
Replies: 7
Views: 6426

Re: 2 players game on 1 screen?!

That would be much easier, but only via direct conneting cable, as the GBA internally expects the answers in realtime, so no Wifi.
by FPGAzumSpass
Sat Jun 13, 2020 7:50 pm
Forum: Game Boy Advance
Topic: 2 players game on 1 screen?!
Replies: 7
Views: 6426

Re: 2 players game on 1 screen?!

There is not enough available logic inside the Mister FPGA and by far too few Memory.

To make this possible, the core would need to be stripped down to a bare minimum, removing most of the optional features.

The effort is just not worth it, when other consoles with native (and usually better) multiplayer options are available right now.
by FPGAzumSpass
Thu Jun 11, 2020 3:55 am
Forum: Other Console Cores
Topic: 3DO
Replies: 45
Views: 37111

Re: 3DO

The 3DO has 2 external SRAMs for VRAM, each of them bigger than internal BRam of the Cyclone 5 FPGA. So don't expect a 100% cycle accurate core with the Mister platform, but that's true for most newer consoles.(Gen5+) CPU side looks better, could probably use a stripped down version from the GBA, as it's an older ARM. Overall it should be possible ...
by FPGAzumSpass
Wed Jun 10, 2020 4:44 am
Forum: Game Boy Advance
Topic: Ecks vs. Sever - game freezing
Replies: 7
Views: 5795

Re: Ecks vs. Sever - game freezing

Please try with setting Memory to DDR-Ram, Save settings and reload core. This way it rules out faulty sdram. I don't have an IO Board either. The savestate doesn't help, it's already crashed there. (Programcounter is in BIOS data segment) I still can see where you are, right at the start of the level, as the VRAM and Registers are intact. It's dif...
by FPGAzumSpass
Tue Jun 09, 2020 6:01 pm
Forum: Game Boy Advance
Topic: Ecks vs. Sever - game freezing
Replies: 7
Views: 5795

Re: Ecks vs. Sever - game freezing

Have no Idea what that could be, as it's working here.

- Did you really check the MD5? There are bad Bios files on the road.
- Are you using DDRRam or SDRam?
- Are other games/cores working?

Can somebody else verify please?
by FPGAzumSpass
Mon Jun 08, 2020 5:33 am
Forum: Game Boy Advance
Topic: Ecks vs. Sever - game freezing
Replies: 7
Views: 5795

Re: Ecks vs. Sever - game freezing

Works with:
- Current Core Release - 20.05.13
- Ecks vs. Sever (U) (M5) (MD5 - 6E76914FA33B3436079AC16ECF778D15)
- Original Bios (MD5 - A860E8C0B6D573D191E4EC7DB1B1E4F6)
- Pressing B to open first Door/Gate

Please verify these things or tell me what exactly does not work.
by FPGAzumSpass
Sat Jun 06, 2020 5:57 am
Forum: Game Boy, Game Boy Color
Topic: Would be great if this core got the Srg320 treatment.
Replies: 40
Views: 59888

Re: Would be great if this core got the Srg320 treatment.

My own GB/C core is roughly in the shape of the GBA core at release: it has bugs, it's inaccurate and all the newer features like savestates and cheats are missing. At least it already has working Fastforward. I would really like to work on GB/C again after DS (whenever that will be...) if noone will do it before. However, i feel like this core has...
by FPGAzumSpass
Tue Jun 02, 2020 4:36 pm
Forum: Development for MiSTer
Topic: Debugging/simulation?
Replies: 9
Views: 6715

Re: Debugging/simulation?

I developed the GBA core completly in simulation. Only game testing was done on hardware. If a bug occured, it was fixed in simulation. I have a bunch of automatic regression tests, cycle based CPU state dumping and live(~1 frame per minute) graphical output. Bugs deep into the games where fixed with savestates that can be taken on hardware and loa...
by FPGAzumSpass
Thu May 28, 2020 12:56 pm
Forum: Game Boy Advance
Topic: GBA screen tear
Replies: 7
Views: 7022

Re: GBA screen tear

Yes rewind capture will pause the core for a few ms every second to take the capture, so this could also lead to this effect.
by FPGAzumSpass
Thu May 28, 2020 4:48 am
Forum: Game Boy Advance
Topic: GBA screen tear
Replies: 7
Views: 7022

Re: GBA screen tear

Please activate "Sync to core" in OSD and report back.
by FPGAzumSpass
Tue May 26, 2020 3:58 pm
Forum: PC 486SX (ao486)
Topic: ao486 core / DE10 potential as a DOS computer
Replies: 21
Views: 12340

Re: ao486 core / DE10 potential as a DOS computer

I only tried with the original DE2-115, haven't build it for Mister yet.
Didn't know the sound already improved that much. So forget what i said above.
by FPGAzumSpass
Tue May 26, 2020 4:48 am
Forum: PC 486SX (ao486)
Topic: ao486 core / DE10 potential as a DOS computer
Replies: 21
Views: 12340

Re: ao486 core / DE10 potential as a DOS computer

My first step would be to reduce the amount of logic used by the sound card, which has about the same logic size as the processor and i don't really see why. The core is just too large in the current status to add many improvements. Did someone ever got a simulation of the core running? We could probably find some improvements then. But in the end,...