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15-Dec-2004
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- NEWDOS/80 boots to the point where it displays the graphical
banner, but reboots the machine before it gets to display the 'Ready'
prompt. The controller is loading about 14 sectors from the disk, so
where-ever it is going wrong, it's a fair way into the process. I'm
yet to try to track this down.
- Amazingly enough, my (real) work has got me involved (at least on
the periphery) with none other than the Australian Microbee
Z80-based microcomputer! So I've started work on adding it to PACE -
it should be relatively trivial so expect to see it here soon! (It
even uses the same disk controller as the TRS-80).
- No real progress on other PACE work (composite video, 6809).
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30-Nov-2004
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- Interesting to see what some of the games look like if they were
connected to a B&W monitor (I actually patched MAME to show a few
games in B&W!). Colour is proving to be more difficult, mainly
because of the very accurate clock needed to drive the
colourburst signal. I've got a PAL crystal but DXP's Xilinx digital
clock manager components are currently broken - so colour composite is
on hold for a week or two.
- Started emulation of the TRS-80 WD1793 floppy disk controller. I'm
implementing it in an embedded 8051 core for starters, reading from
the on-board serial flash (IIRC 256KB). So far I've got the 8051
running alongside the TRS-80 and printing messages to the serial port
for debug.
- Chris is continuing with his 6809 core. He has implemented most of
the ALU and is working on the decoding logic for the instruction set.
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21-Nov-2004
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- I've been working on composite video output directly from the FPGA.
Managed to get Space Invaders running in monochrome on my TV, the
Pacman tilemap in greyscale on the 1084S, and have started work on
colour. The only extra hardware required is a bunch of resistors
connected to the user header on the NanoBoard - in fact with SI you
can get away with only 2 resistors!
- Started on a pictorial history of the PACE prototype development on
the NanoBoard.
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10-Nov-2004
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- Added *very* preliminary Apple ][+
for Virtex-II to the downloads. Applesoft
BASIC runs with a single text and single hires graphics page. (Here's
a photo of a simple hires basic
program running).
- This has turned out to be a good test case for a VGA controller
re-write as the current tilemap engine cannot support the 7-bit
text/graphics modes of the Apple II as-is. I'll probably concentrate
on this now that I have enough of the Apple running.
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1st-Nov-2004
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- Apple ][+ progress: full text mode supported (including inverse and
flashing characters - which means I have a cursor now). Hires graphics
page 0 ($2000-$3FFF) displayed overlayed with text page. For some
reason BASIC is crashing when I try to do anything much more
complicated than "Hello World". Weird...
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31-Oct-2004
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- As I found with the TRS-80, getting the Apple to run ROM basic was
surprisingly easy - especially since I knew absolutely nothing
about the Apple II before a few days ago. I'm working on the Apple ][+
to start with, and can run the monitor and Applesoft BASIC. I've
implemented basic keyboard functionality as well as the sound. Still a
few funnies such as no cursor and the odd 'crash' back to the monitor
for no apparent reason, but it's early days yet.
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29-Oct-2004
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- Started work on the Apple II, for no reason other than I'd like to
do it and also learn about the architecture of the Apple II. This is
going to be a background task whilst we work towards designing a PCB
for PACE (see below).
- Focusing on the design of a PCB, I've decided to tackle the video
interfaces. I'm going to design my own video core from scratch that
will allow operation with both low frequency scan rate (arcade) and
high frequency scan rate (SVGA) monitors. It will cater for various
common colour look-up table (CLUT) schemes, though I also need to
investigate the merits of using a video RAMDAC chip. The back end will
output analogue RGB and/or bolt into an on-chip composite video module
that I'll also be attempting.
- Chris has done some more work on his microcode-driven 6809 core in Confluence.
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28-Oct-2004
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- Centipede has been suspended (README.TXT).
The good news is that the 6502 core and the Pokey sound core appear to
be running fine (thanks Mike)!
Since these were the primary goal of the exercise, I feel I have
achieved enough given the technical issues that would have to be
resolved (and they are certainly do-able) to get it 100%
playable. It does run the attract mode, and you can start a game -
about 20% of the time. But it will remain WIP until the PACE project
is in full swing.
- Still undecided on what to tackle next. Tossing up between another
6502 game (with a pokey, maybe even wrap Mike's Asteroids in a
Nanoboard project) or perhaps even a basic Apple II. Whichever it is
will probably remain a background task as we should probably complete
our hardware audit of games we'd like to target and commence the PACE
PCB design.
- Chris's 6809 core is still in its infancy.
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21-Oct-2004
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- Abandoned JumpBug for the moment.
- Started on Centipede - our first 6502 game. Uses a Pokey sound chip
which I will adapt from Mike's
Asteroids implementation. The palette is weird and it uses a trackball
for input (I may attempt to interface an old Amiga Wico trackball) but
the main purpose is to get a 6502 game going on the Nanoboard.
- After completing 2 sound cores, Chris has decided to work on a CPU
core next, most probably the 6809.
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19-Oct-2004
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- Thought I could quickly add JumpBug (Galaxian Hardware) to further
exercise the AY-3-8910 core but it has proven to be more work than I
expected. The sound is working but the game itself freezes when the
player dies in either the attract demo or a real game. Can't find the
cause at this point - it may be an undocumented Z80 instruction or
some cycle-perfect timing requirement? It may remain WIP if I can't
find it soon...
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15-Oct-2004
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- The AY-3-8910 core appears to be working - for a while at least!
Added new ZigZag bit file with the
working sound core. If it starts to play up, hitting the reset button
will fix it.
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14-Oct-2004
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- ZigZag sound is 95% working. The AY-3-8910 core just has one
problem which causes the sound to drop out momentarily every second or
so - once that's fixed we should have a 100% working 8910 module!
- We're thinking about starting on the design of our PACE PCB. Since
there's a handful of similar projects out there in various stages of
development I'm thinking it's time to lay some copper!
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11-Oct-2004
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- Added ZigZag (a bootleg copy of
Namco's DigDug) (Virtex-II only). Sound is currently WIP.
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29-Sep-2004
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- After banging my head against a brick wall for about 10 hours trying
to tickle the Frogger sound ROM by hand to produce sound #4 without so
much as a whimper from the speaker, I decided to change tact. I wrote
a quick sound ROM replacement to output a simple tone and tested it
under MAME. When I ran it on the nanoboard with Chris's AY-3-8910 core
- I got sound! Grrr!
- Decided to 'crash and burn' and rebuild the full Frogger project
with sound fully implemented. Alas, 110% resource utilisation. No easy
way around this that I can see - a show stopper, for Frogger at least.
- Next step is to choose the smallest and easiest single Z80 game with
a single AY-3-8910 core (there's quite a few to choose from) and
continue with the testing from there.
- Chris is still working on software simulation for his Yamaha sound
cores.
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15-Sep-2004
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- Almost got Frogger sound running! Chris's AY-3-8910 core
appears to be working (as he has claimed all along) - I think I
just need to implement a 4-bit counter on the input to one of the AY'
GPIO ports to get the Frogger sound ROM playing some sounds!?!
- Chris is looking at the YM2151 - apparently a lot of the Yamaha
chips are based on this and/or (IIRC) the 8910. The idea is to
implement the fundamental blocks and then bolt them together to
support a range of (Yamaha) sound chips.
- Now I'm interested in doing a CoCo(1/2/3) as well...
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8-Aug-2004
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- Added TRS-80 images to download. New
features are sound support, and the Virtex-II image contains
ready-to-run games and the RSM48 monitor.
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6-Aug-2004
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- Implemented TRS-80 sound, and have a Virtex-II image with playable
versions of a few Big Five Software games. I've got a couple of
teething problems to iron out and then I'll upload.
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29-Jul-2004
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- Added Pengo to the downloads. Game
should be fully playable, with correct sound! I haven't attempted
implementing the 256-colour palette at all, so the colours are pretty
mundane.
- Last night I re-visited the Frogger sound (AY-3-8910) implementation
that I should've hooked up a few months ago. Still WIP but I should be
in a position to start testing Chris's core very soon.
- Chris is looking at the later Yamaha sound chips (2203 etc). They
appear to all be built on common blocks so we could see a number of
chips fall out of his next effort!
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26-Jul-2004
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- What was supposed to be a quick port of Pacman hardware has turned
into a couple of weeks work (see below). Have been banging my head
against a brick wall wondering why it wasn't running properly - and
discovered tonight it was because of a DIPSWITCH setting called
'Rack Test'. Anyway, the unencrypted version (PENGO2U) plays OK - the
original has flipped sprites and won't play a game - weird!
- Will upload a playable version when I hook up sound. Will probably
not fix the colours or other minor graphics problems with this as it
was only ever meant to fill in time...
- When I get another spare hour or so I'll try to get an image of the
TRS-80 running Galaxy Invasion or Robot Attack into the Virtex-II. I
was also ribbed about getting my TRS-80
Bootleg Space Invaders project running on the TRS-80 emulation on
the Nanoboard. Hmmm....
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| 21-Jul-2004
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- Discovered last week that Pengo ROMs are encrypted. The MAME driver
uses XOR tables for the decryption, and mentions custom CPUs. I
noticed, however, that at least one of the games uses a simple PROM,
so that got me interested in reverse-engineering the encryption.
Tonight I was successful in reducing the XOR tables down to simple
muxes for all the games in MAME that use the sega_decode()
method.
- Have implemented the decryption muxes but the game still doesn't
run. It appears to be decoding everything as opcodes atm - but that
could be a buggy tsk80 core!?!
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| 10-Jul-2004
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- Had a few hours to kill this evening so I started working on adding
Pengo now that I have the Virtex II device with more on-chip RAM.
Pengo is virtually the same hardware as Pacman, with a slightly
different memory map, banked tile and sprite data and a larger colour
lookup table. Tilemap display is working without CPU.
- Updated the Progress section, added a Status section, and cleaned up
the download section.
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| 29-Jun-2004
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- Added a binary image for Pacman for
the Virtex-II. This version (v0.92) has 'correct' tilemap colours and
sound. Cyclone versions are unchanged - there is insufficient on-chip
RAM to implement tilemap attribute RAM.
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| 12-Jun-2004
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- Added a binary image for the Virtex-II daughterboard for the TRS-80.
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14-Apr-2004
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- Fixed the TRS-80 RTC
interrupts (it wasn't my fault!) - now you get a blinking cursor and
TIME$ works. Also added a colour control via the DIP switch. New
version 0.11 in downloads.
- Chris is progressing well with the YM-3-8910 (sound chip) emulation.
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13-Apr-2004
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- Added TRS-80 Model III (Cassette BASIC) to the download
section. RTC interrupts not working (yet). Looking at ways to get
TRS-80 software into the NanoBoard. One possibility is to load a
"cassette" through the serial port. Ultimately I want to be able to
hook up a 3.5" floppy drive to the expansion header(s) on the NanoBoard
and boot NEWDOS/80.
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11-Apr-2004
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24-Mar-2004
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23-Mar-2004
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- Added the new & improved Galaxian to the downloads section. Sound is currently WIP (but don't hold your breath - it consists of several analogue circuits!)
- Frogger is complete except for some minor tweaks. Should be available within 24 hours.
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22-Mar-2004
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- Galaxian complete with !@#$% starfield is finished (download availble soon!)
- Frogger is almost finished!
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17-Mar-2004
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- Added preliminary version of Galaxian.
The starfield is not yet implemented, and there is a bit of graphics
tidy-up to do, but it's 100% playable. Colours are as close as possible
in 16-colour mode. No sound yet either. (Note: I haven't tested the
v1.6 build of Galaxian, but it should be OK!?!)
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11-Mar-2004
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- Updated the Midway 8080 games. All games now have versions for both rev 1.3 and 1.6 NanoBoards. All versions are now built using the Release version of DXP - there is no more power-up keyboard glitch in rev 1.3 games.
- Last week has mostly involved a significant restructure to
the project source whilst incorporating the Midway 8080 games into the
latest design. The goal has been to create re-usable top-level,
graphics and cpu modules.
- Unfortunately, implementing an exact
emulation of the background starfield in Galaxian is going to be
impossible for reasons I won't attempt to explain. An approximation
(but still based on the same LFSR) will have to suffice (for now
anyway).
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01-Mar-2004
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- Fixed Pacman sprite colours, as near as possible with the
16-colour NanoBoard VGA controller. Tiles are a problem as there is not
enough internal RAM in the Cyclone to fit the attribute RAM. But not
defeated yet...
- Galaxian is coming along - almost playable - and already
has correct sprite and tile colours! Just need to implement the bullets
and background stars. Chris has started looking at the sound - looks
like it'll be more work than the Pacman sound.
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27-Feb-2004
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- Added Pacman with sound for v1.6 NanoBoards
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23-Feb-2004
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- Created the NanoBoard page
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