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About greyrogue

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    Space Invader

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  1. The LPC code is based off MAME's source, so I don't expect it to be any better. It's what translates the lpc data to audio samples. It could be rewritten based on the patents or decaps, but I didn't do that. The parts I added were based mainly on this: http://www.unige.ch/medecine/nouspikel/ti99/speech.htm Some of my code could be improved as well. The reset command, for example, needs work.
  2. Two years later, but I took darfpga's LPC vhdl code and hooked up some extra code for the TMS5200 and added speech ROM code. Parsec is finally now less confusing on my MiSTer port of speccery's core. To try for yourself, just add the speech ROMs to your file to load and switch the speech OSD option to 5200. "Press fire to begin."
  3. I ported Speccery's project, so it has 64k expansion RAM (Speccery has 256k). I'm only using 256k of Altsyncram, so I could easily double that and the Cart Rom max to 128k each. I didn't want to require the optional SDRAM board, but if using that there's plenty of room for larger Cart Roms and more expansion RAM. I think it's possible to make an option to choose which one to use. The layout for DSRs is already in place, and I can probably import an existing disk drive implementation, but I'm currently working on something else. I was trying to play Parsec, but the game is too confusing without a female Texan narrating and advising, so I thought I'd try to do something about that first. I've only started teaching myself Fpga programming a few weeks ago, so no guarantees.
  4. I'm the person who ported it. I mentioned it in Speccery's "TI-99/4A with a Pipistrello FPGA board" http://atariage.com/forums/topic/255855-ti-994a-with-a-pipistrello-fpga-board/?view=getnewpost thread a week or so ago. It's for the MiSTer, though not the MiST. It should be relatively easy to do for MiST, but I don't have one. Speccery said in that thread he might port it himself, but if anyone wants to try, I'd be happy to answer questions if I can help. I did make a couple of improvements. I added instruction cycle counting so games run at close to correct speed (can be turned off with Turbo setting), and I fixed some audio distortion from overflow issues.
  5. I don't have a MIST, but it should be possible. The major difference is the usage of altsyncram would need to be converted to SDRAM. Edit: Ninja'd by Speccery. His post above this answers this. https://github.com/MiSTer-devel/Main_MiSTer/wiki I got my DE10-Nano (not DE0-Nano) from Digikey for $130. If for educational purposes, the board is only $99. It's ridiculously cheap (the Cyclone V on it alone costs more than double that). The add-on boards are optional: SDRAM, IO (VGA, 3.5mm audio, additional SD card, LEDs, switches, optical audio, fan), RTC (real time clock board; not used by many cores, and can be done by the ARM core anyway), and USB-Hub (I just use a use hub cable instead). There are some sellers of the add-on boards listed here: http://www.atari-forum.com/viewtopic.php?f=117&t=33613&sid=e5190e475fac31e933cbb2aaf63d9909 I don't need any of these to run the TI-99/4A core. If the full 1MB is wanted, the SDRAM board is needed (The DE10-Nano has about 700KB of altsyncram. I'm currently using 256KB which is 64KB for cart ROM, 64KB for expansion RAM, 64KB for GROM, and 64KB for the rest like yours does; there's also 16KB used for the Video RAM, and possibly more). I think 512KB should be doable, but I haven't tried. I don't have an IO board (using the built-in HDMI instead), but I wish I did as it takes about 30 minutes to compile the version with HDMI on my machine. Also, the free license requires flashing the build directly to the DE10-nano and only works for an hour. If I had an IO board, I could use the lite version which works over VGA, doesn't take nearly as long to compile, and generates an image that can be loaded onto the SD card for any time usage.
  6. http://www.atari-forum.com/viewtopic.php?f=117&t=33684 I've managed to port part of this over to MISTer.
  7. This video has the perfect opportunity to troll. Note that when he dumps the carts in to the machine, there's one cart that falls over the side. How are there not multiple photoshops of this video with the game stickers of everyone's favorite missing games superimposed? I would imagine a version with Chrono Trigger photoshopped would have been popular.
  8. I'm not familiar with these carts, but do not power on your MSX with those. It looks like the left 2 and right 2 pins are all connected to +5V. Your MSX will not appreciate that. The chips appear to be a Nand, an And, a 32KB Rom and 1KB of Sram split over two chips.
  9. Since the original Super Gameboy gets its clock from the cartridge connection (from what I've read), I was wondering if the Super NT could fix it's timing by sending the correct clock, but I don't know if that breaks other timings, or if the Super NT can even put out the right clock there (right for Gameboy timing, not SNES timing). I tried to ask Kevtris earlier in the thread, but I'm not sure if he saw it or not.
  10. Watching the My Life in Gaming review reminded me that the original Super Game Boy has timing issues from a real Gameboy. As the original Super Gameboy gets it clock from the cartridge adapter, is it possible to send a different clock to it to get closer timing accuracy to a real Gameboy?
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