P.A.C.E. Prototypes - Emulated Platforms

(Last Update: 18/01/08)

 

NOTE: All PACE news, information and the source repository has been moved to PACEDEV.NET

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Old News

13-Dec-2007
  • PACE news and information, including source repository (soon), has moved to PACEDEV.NET
29-Nov-2007
  • Space Invaders (with sound) is running on the RC10.
28-Nov-2007
  • It's been just over 1 year but I've finally targeted a project - the NES - to the RC10. Quite a cool little board - with an on-board joystick, stereo audio output and the ability to program the flash with several FPGA images that can be loaded via a menu. However, without any external memory or secondary storage it won't be suitable for all platforms.
  • Chris has added an (unfinished) square-wave voice to the NES sound implementation. Sounds reasonably accurate, and once he has finished that the 2nd square wave is very similar so that will be 3/5 voices done.
  • Tobias Gubener has released his 68K core on opencores. I've modified the Cabal project to use it, but am yet to try running it as the PACE-2 hardware isn't quite adequate - I'll need Chris' DE2.
  • Chris has been registering domains and other administrative tasks in order to get the PACE subversion repository hosted online. That means we should (finally) have PACE source available soon!
22-Nov-2007
  • Integrated Chris (1-channel) sound module into NES. The Tennis tune is sort-of recognisable, so that's a good start!
14-Nov-2007
  • NES Tennis is running on my new PPU implementation. Added the image (tile) palette RAM.
  • Next step is to implement sprites... this will be fun (NOT)...
09-Nov-2007
  • I've implemented the PPU registers but Tennis still isn't running... although I've since discovered that I hadn't hooked up the VBL to the NMI correctly... I'm sure it's something that I'll resolve soon. Once the game is running I need to implement the internal PPU palette RAM and then start on the sprites...
07-Nov-2007
  • The PPU now renders the Tennis tilemap almost pixel-perfectly and can also be scan-doubled for VGA output. The "almost" refers to the left-hand pixel, which appears to be rendered from the previous scanline... but I'm not convinced it's not a scan-doubler problem - it's too difficult to tell on the the composite output.
  • Next step is to implement the palette memory and PPU register interface, and hook up the 6502 core to see Tennis running...
  • UPDATE: Didn't achieve much tonight - frigging around with !@#$%^ scan doubler which didn't work on any of the monitors at work - no idea how it worked on my Compaq SVGA monitor at home because the clocks were completely wrong!?! Have added all the cartridge connector signals, the CPU and some address decode logic and data mux - synthesis still optimises-out the CPU entirely for some reason... a job for another day...
05-Nov-2007
  • Hmm... I've added logic to calculate the palette for each pixel, but it's still rendered in greyscale... weird because the attribute byte appears to be correct (it fixes some of the inconsistencies in the greyscale image)... not quite sure what is going on...
04-Nov-2007
  • NES Tennis tilemap rendered in greyscale with the new PPU...
03-Nov-2007
  • Started working on a proper NES implementation, starting with a native (NTSC) PPU that outputs composite video - so I can scan-double to output VGA. Right now the video counters and blank/sync signals are generated, with a test-pattern filling the tilemap area. Currently WIP is getting it to render the Tennis tilemap from a static VRAM image.
29-Oct-2007
  • Starting porting Gary Becker's AppleFPGA to PACE-P2 & DE2. I'm having similar problems to someone else who has been attempting to port this design. Definitely some weird stuff happening.
25-Oct-2007
  • Super Mario Bros is as complete as it'll get. To get it running I had to implement horizontal scrolling (vertical mirroring), background colour, Sprite #0 Hit detection and sprite priorities. A few graphical glitches and the mystery of no title logo (I suspect it has to do with pattern table mirroring) which I'm not overly worried about (it's merely a feasibility study) but otherwise completely playable.
  • I don't think I'll pursue this design any further, aside from adding sound support (Chris?). Next step is to start again from scratch, and build the PPU as it was originally designed. Not sure when I'll tackle that...
24-Oct-2007
  • Wrecking Crew is complete. It required implementation of vertical scrolling and horizontal mirroring.
  • Next up - Super Mario Bros, with horizontal scrolling and vertical mirroring. I also need to keep hassling Chris to finish his NES sound core... although both of us will probably be side-tracked for a week or two on another project that could turn into real (paid) work.
  • UPDATE: I can start a Super Mario Bros game. Need to implement horizontal scrolling.
  • UPDATE: Chris tells me he has finished the triangle wave generator. 4 more channels to go...
22-Oct-2007
  • I've decided to see how far I can stretch the PACE architecture to emulate the NES more completely. To this end I've started with "Wrecking Crew", which ran immediately except for the scrolling tile-map. I've implemented vertical scrolling, which appears to work, but the in-game tile-map isn't quite rendered correctly. Still, it's pretty close!
  • I'm now starting to think that the NES itself really isn't very complicated, and I'm increasingly surprised that a NES hasn't turned up by now in the public domain. I don't think that I need to add much more to my implementation to complete the core NES emulation. The devil, of course, is in the mapper variations and a complete implementation would have to emulate all known mappers and have some mechanism for enabling the correct mapper when a cartridge image is loaded.
19-Oct-2007
  • NES Sprites are _almost_ working. There's also an "off-by-1" bug in the controller inputs which is eluding me...
  • Chris is working on the NES APU (sound)
  • UPDATE: Fixed the sprites! Just need sound and fix the controller bug...
  • UPDATE: Fixed the controller inputs! Tennis is fully playable - aside from sound the _only_ aspect that is not faithfully emulated is the sprite palette. I'm using a fixed palette lookup dumped from Tennis running in an emulator, so the in-game sprite colours are correct, but unfortunately the asterisk on the title screen for selecting singles or doubles happens to be invisible.
16-Oct-2007
  • This morning I fixed attribute RAM writes and added palette registers. As a result, all Tennis tile-maps have correct colours. To do: controller input and sprites - and sound.
  • UPDATE: I've added controller inputs. I can start a game but it freezes - probably unimplemented PPU functionality - possibly to do with the sprites? I need to add sprites next...
15-Oct-2007
  • I've got PACE rendering the NES Tennis tilemap, with correct palette.
  • UPDATE: NES Tennis actually runs!!! Yes - I can't believe it either!!! Next to do is to add sprites, fix writes to the attribute table, and add controller input - then I should be able to actually play it.
12-Oct-2007
  • We've had a bit of a break from PACE over the last 2 months - doing small PCBs for other retro projects (here & here). This trend might continue for a bit yet... see how it pans out...
  • Started implementation of a "NES". I use quotes because initial plans are to implement only enough logic to see Tennis running. The assumption is that it uses only the most basic PPU features, and that I can fudge enough functionality within the existing PACE architecture without having to actually attempt implementing a PPU as such - basically I'll be cheating as much as I can.
21-Aug-2007
  • Took delivery of a new PACE hardware platform today - hereafter named PACE-P3M. It's a small battery/USB/DC-powered board with EP2C35, DRAM, FLASH, SD/MMC slot and a built-in 240x320 back-lit LCD display. Pictures etc to follow.
  • First order of the day was to get Space Invaders up and running!
  • Not strictly PACE-related, next order of business was getting DOOM running on it. Managed to get the hardware side of things ported from PACE-P2/DE2 - hopefully tomorrow we'll be able to run the actual DOOM code.
20-Aug-2007
  • Got Bally Astrocade running on PACE-P2 and DE2 with sound.
19-Aug-2007
  • Started disassembling Cabal in order to help Wolfgang debug the 68K - at least I know where it's going wrong now...
  • Since someone emailed me asking if I had ported MikeJ's Bally Astrocade to my hardware, I decided to port it to PACE-P2 this weekend. Turns out it was the only platform not to have been brought across from the old PACE source tree. Doesn't quite work just yet...
  • No progress on 1541...
16-Aug-2007
  • One last really annoying bug has got me stumped before I can start removing the NIOS. It appears to be timing-related, which is baffling because the FIFO in the design should eliminate all such timing issues?!? Interestingly, Chris has a similar problem with his design, so perhaps there's a nuance of the 1541 design that we've missed...
  • Chris is complaining again that my PACE-P2-JAMMA board is holding up his 68K proto PCB. 
  • Meanwhile, I started playing with Cabal again, using Wolfgang's 68K core from his Atari ST project. I've flagged a few bugs which Wolfgang has been quick to sort out - and this afternoon I got Cabal running (VBLANK interrupt and all) for the first time - up to the point where it shows the number of credits on the screen. Very exciting, not so much for Cabal but for a few other rather ambitious projects I have in mind...
13-Aug-2007
  • The 1541 emulation is now reading the G64 image off Compact Flash. No FAT file-system - the image is written directly to the media in a proprietary format - one raw track per 16 CF sectors. The NIOS software is now written to behave like a potential logic-only design, which is the next and final step.
10-Aug-2007
  • Nothing too exciting. Finally made up a cable so I can use the Gamecube controller on the PACE-P2 hardware - have been playing Lode Runner with the (wireless) Wavebird! Much nicer than trying to use Chris' 20-year-old half-working joysticks... I should try the X-Arcade stick next!
  • I've hooked up the OCIDE controller to the NIOS but haven't had a chance to finish the software to read the G64 image off Compact Flash - hopefully I'll get the chance this weekend. When that's going, the last step is to remove the NIOS altogether. Then I'll release the source for 1541 emulation.
  • Chris is working on writing to virtual disk images.
8-Aug-2007
  • Success at last! The final problem was simply the Track 0 sense input. Here's a photo of Lode Runner running on FPGA64 with internal 1541C emulation.
7-Aug-2007
  • We are so close to a working 1541, it's agony. We've narrowed the problem down to stepping - the DOS quite happily steps inwards, but has trouble stepping out. It's to do with the stepper motor controls coming out of the 6522 - they're just not right... Chris has implemented the entire mechanism in VHDL - it just needs a memory interface. My version has a FIFO doing most of the work, still with a NIOS back-end. Next step for me is to replace it with the OCIDE core and a small state-machine to read G64-encoded data directly off Compact Flash...
4-Aug-2007
  • Success! Or part-success at least. I can list the directory on a Lode Runner disk image, and load the initial program. It brings up the Lode Runner loading screen, but finally times-out with a disk error. I suspect inaccurate timing is the cause - a software solution simply isn't accurate enough. I've started putting more of the logic into hardware. More details as they emerge...
1-Aug-2007
  • Despite the lack of progress reports, I have actually been working on the 1541 implementation - progress has been frustratingly slow. I have a NIOS running the MESS 1541 emulation code, reading a D64 image and GCR-encoding it sector-by-sector on the fly before feeding it to the 1541 6502. As of tonight, I can confirm that the DOS is reading at least 1 sector header correctly, with correct checksum. The behaviour I observe is a LOAD"$",8 spinning on track 1 for about 5 complete revolutions before returning a FILE NOT FOUND error. I'm getting closer at least...
  • Meanwhile Chris is working on his state-machine (no processor) implementation of the drive mechanism.
25-Jul-2007
  • Chris got FPGA64 on the DE2 talking to a real 1541, and although he can list directories it's still flaky as he can't successfully load a full game.
  • After fixing a bug in the 6522 core, FPGA 1541 emulation is definitely communicating with both FPGA64 and a real C64 - the device is present and the 1541 power-up error message "CBM DOS v2.6 1541" can be read back from the emulated drive.
  • Next step is to emulate a raw disk stream - hopefully the guys from C64 Preservation Project can supply us with a few example images to try. It'll be interesting to see how critical the timing is for stuff like the BYTE READY and SYNC signals from the drive logic.
18-Jul-2007
  • Implementation of a 1541 drive inside an FPGA (together with the FPGA64 C64 core) is going extremely well. I've connected the 6502, ROM, RAM and VIA6522's and LOAD"$",8 returns "SEARCHING FOR $" - which means it's talking to the 1541 firmware. Next task is to emulate the gate array functions and drive mechanism.
  • Chris is making an interface board that will let us connect a real C64 to an FPGA-1541, or alternatively, an FPGA-C64 to a real 1541 drive.
17-Jul-2007
  • Re-porting MikeJ's VIC-20 to the PACE2 framework. Builds OK but (composite) video not synching properly. WIP.
  • Chris & I are looking at implementing 1541 emulation in an FPGA - reading from Compact Flash and/or SD/MMC card. Ultimately we could produce stand-alone boards to plug into real C64 units!
15-Jul-2007
  • Hooked up Jan Derogee's SID to the FPGA64 implementation on the Nanoboard - works!
12-Jul-2007
  • Since Peter has been updating his FPGA64 (C64) project, and others are playing with it, I decided to finally port the latest version to the PACE2 framework. Builds but does not include any ROM images - I need to work out why they're missing from the project...
  • UPDATE: works!
  • Someone has also done a SID implementation in VHDL which I might try to hook up as well.
16-Jun-2007
  • Haven’t spent much time on PACE proper in the last few months, but have been working on related projects. One involves Tutankham, the other is a port of DOOM to the NIOS running in an Altera FPGA.
  • In the mean-time, MikeJ of fpgaarcade.com has added Videopac (a.k.a. Odyssey2) and Scramble/Frogger to his list of releases, so when I had a few minutes spare here-and-there I worked on porting them to the PACE-P2 hardware. Videopac is complete, Scramble/Frogger is done but not working yet.
10-Apr-2007
  • Tutankham is working. Now the fun really begins...
06-Apr-2007
  • Started work on Tutankham. The reason I chose this, however, is actually not for PACE itself but for another project I am working on which I am not going to reveal at this point. It (PACE implementation) should be relatively easy, given that it's a bitmap-only display. I've already got the video display working (no palette) after an hour or so's work.
15-Mar-2007
  • Decided to have a go at finishing off the Coco. Worked on the 6883 (SAM) and realised there's not a lot to it without the video refresh logic or the double-speed mode - just a register and a couple of counters really. I've broken the Coco atm but the 6883 is almost complete excepting the aforementioned.
13-Mar-2007
  • A quick fix to the ZXGATE TRS-80 character ROM - copying the data for character codes $40-$5F down to $00-$1F results in a legible display in Level II ROM BASIC.
  • Fixed the PS/2 problem - the "1us" tick was actually around 750ns - as a result the PS/2 clock was out of spec for one of my keyboards. Increasing it to around 1us solved the problem.
12-Mar-2007
  • Finally got the scan doubler working with the ZXGATE version of the TRS-80 (60Hz). Ended up using a tweaked version of the doubler from the fpgaarcade Space Invaders project. Now for some weird reason PS/2 input is suddenly broken...
10-Mar-2007
  • I ported the Space Invaders from fpgaarcade (again) in the process of studying the problem of running the design without any internal memory resources (except for the scan doubler). The design holds off CPU RAM accesses - but not ROM accesses - if the video is fetching from RAM. Hence the problem. In theory you could do the same for ROM accesses, but I haven't tried it yet.
06-Mar-2007
  • I'm trying to decide what to do next... and I know there's a few WIP platforms I really should finish:
    • Centipede - use a real 60Hz display driver to fix some hacks and hopefully make it playable
    • Frogger sound - never got it working although all the components are there
    • Scramble - fix the protection issue properly so it is playable
    • Apple IIe - just finish it off completely and add floppy disk emulation
    • TRS-80 Coco - finish the 6847/6883 and add floppy disk emulation
    • TRS-80 Model I/III/IV - add Model IV support, hires and CF floppy disk emulation

    But since it's always more fun to get something new running, I'm tempted to start on a simple implementation of the NES - at least enough of the PPU to get Tennis running...

  • I also need to work out once and for all whether to release the PACE source...
02-Mar-2007
  • Asteroids is working and the display is surprisingly decent considering the implementation uses only an internal 24kB RAM block for the video. The display is reduced to 512x512 and the phosphor decay is simulated by simply erasing the screen from start-to-end one byte for every 2 pixels drawn. It flickers a bit but still looks pretty good all things considered...
28-Feb-2007
  • Taking a leaf out of Eric's book, I've simulated MikeJ's Asteroids Deluxe core. I wrote a small program to display the output of the 1st 1,000,000 unique vectors. Next step is to calculate pixel rates and put together something in the FPGA...
26-Feb-2007
  • Started porting MikeJ's Asteroids Deluxe after reading of Eric's experience with it as well. I don't think I have the right hardware to make it playable, but I should get some sort of display running, so it's more of a learning exercise than anything else.
25-Feb-2007
  • Brought the AdventureVision port up-to-date with the new framework. Only a handful of platforms remain to be updated.
  • ZXGATE TRS is still giving me grief - no keyboard input and the scan-doubler doesn't sync. Argghh!!
24-Feb-2007
  • Brought the Colecovision port up-to-date with the new firmware framework.
22-Feb-2007
  • Finally, managed to get 1-chip MSX (OCM) working. Yes, the ROMs are loaded from the EPCS4.
  • Figured out how to change the address of the MSX ROMs in the EPCS device. I can now fit both the EP2C35 design and the ROMs into the EPCS16 and have it boot (after a manual reset).
  • Added some text/html notes on porting the OCM.
19-Feb-2007
  • Started porting the 1-Chip MSX design to PACE-P2. I can get the OSD (On Screen Display - a dump of the VDP register values) showing on VGA, but no way of booting the ROMs yet. Information is scant, but I believe the ROMs are read into SDRAM from the EPCS4 configuration device by the 512-byte IPL ROM.
  • Attempted to add a the scan-doubler from Arnim's Ladybug design to the ZXGATE TRS design. Not very successful yet -back to simulation to look at sync frequencies etc. 
15-Feb-2007
  • ZX Spectrum now running (helps if you connect the RAM address bus) but video is rolling.
  • After I fix the video problem on the Spectrum, I'll get to work on the Jupiter ACE.
  • *Update* A productive evening - I fixed the Spectrum video issue and also ported the Jupiter ACE and TRS-80 implementations to PACE-P2. All had to be modified slightly to produce composite sync.
14-Feb-2007
  • ZX81 is now working. I had to change the original design slightly to generate true composite sync.
  • ZX Spectrum (ZXGATE) is WIP. Video is rolling and screen filled with (coloured) garbage.
13-Feb-2007
  • Attempted to port the ZX81 project from ZXGATE from scratch again - I was unsuccessful last time. This time I at least get video - albeit what is seemingly a single-character-high white line across the bottom quarter of the screen, which changes when I type on the keyboard. I had to modify the source to generate composite sync - I think that's still not quite what the ADV724 is expecting?
09-Feb-2007
  • Fixed the VGA output for the Lady Bug games - thanks for the tip Arnim! Picture-perfect now!
  • Re-ported John Kent's System09 to the new firmware architecture and PACE-P2.
08-Feb-2007
  • Completed ports of Lady Bug, Cosmic Avenger and Dorodon - both composite and VGA output versions.
  • Chris finished the Gamecube controller module and we integrated it into the PACE project tonight. Input options now comprise PS/2, Maple Bus (Dreamcast) and Gamecube controllers. Here's a picture of Pacman on the DE2 with the Nintendo Wavebird controller connected.
  • I haven't had much luck with Cabal. I'll hand it over to Chris whilst I finish my JAMMA PCB layout.
07-Feb-2007
  • Had a bit of time to kill so I thought I'd port Arnim Läuger's Lady Bug to PACE-P2.
  • Cosmic Avenger and Dorodon are WIP (Lady Bug hardware).
01-Feb-2007
  • I've was inspired by someone working on a non-related Donkey Kong project to re-attempt to port Katsumi Degawa's Donkey Kong to PACE-P2. This time I was successful - it was trivial in the end...
  • Chris wanted a lesson in starting a port of an arcade game - so tonight we ripped the text and background tile graphics from Cabal and built a project to display the text RAM contents on a VGA monitor. The rest is now up to him... ;)
30-Jan-2007
  • Been working on hardware
  • Since there's been a lot of activity on the Coco mailing list lately concerning development of an 'enhanced' Color Computer, I thought I'd finish porting my WIP Coco project to PACE-P2. As a first-pass effort, it outputs composite PAL 60Hz. As you can see, there's issues with the video generation, but it's running...
12-Jan-2007
  • Added support for the JAMMA interface to the PACE framework. JAMMA inputs operate in parallel with the PS/2 keyboard inputs.
  • Added Chris's MapleBus (Dreamcast) interface to the DE2 project. This comprises support for the Dreamcast Controller peripheral (currently only the Astropad is working) which emulates the JAMMA inputs.
  • Added 'JAMMA' support for a number of games, including Pacman, Space Invaders, Galaxian and Moon Cresta. These games are now playable on the DE2 using the Astropad.

Archives

Downloads

Emulated Platform

Description/Notes

NanoBoard NB1

Celoxica RC-10

PACE-P2

(no downloads)

Altera DE2

PACE-P3M

Video Arcade Hardware

 
Asteroids Deluxe Port of MikeJ's Asteroids Deluxe. Uses only 24kB of internal RAM for a frame buffer. (N/A) (N/A) VGA (v1.0)    
Cabal WIP (N/A) (N/A)      

Centipede

Not complete. Attract mode runs - sometimes! Includes Pokey sound core.

EP1C12 (v0.9)

(N/A)

VGA (v0.9)

 

 
Cosmic Avenger Port of Arnim Läuger's Lady Bug hardware. (N/A) (N/A)

VGA (v1.0)

CVBS (v1.0)

   
Defender 100% (sound WIP) (N/A) (N/A)

VGA (v1.0)

CVBS (v1.0)

   
Donkey Kong Port of Katsumi Degawa's version. No sound support as yet. (N/A) (N/A) VGA (v1.0)    
Dorodon Port of Arnim Läuger's Lady Bug hardware. (N/A) (N/A)

VGA (v1.0)

CVBS (v1.0)

   

Frogger

100% (sound WIP)

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

CVBS (v1.0)

LCD (v1.0)

 
Port of MikeJ’s Scramble/Frogger (N/A) (N/A) WIP    

Galaxian

100% (no sound)

EP1C12 (v1.0)

(N/A)

VGA (v1.1)

CVBS (v1.0)

LCD (v1.1)

 

Galaxy Wars

100% (invaders sound)

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

CVBS (v1.0)

LCD (v1.0)

 

Jump Bug

WIP. Includes AY-3-8910 sound core.

(N/A)

(N/A)

 

LCD (v1.0)

 
Lady Bug Port of Arnim Läuger's Lady Bug hardware.

(N/A)

(N/A) CVBS (v1.0)    

Lunar Rescue

100% (invaders sound)

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

CVBS (v1.0)

LCD (v1.0)

 

Moon Cresta

100% (no sound)

EP1C12 (v1.0)

(N/A)

CVBS (v1.0)

LCD (v1.1)

 

Pacman

100% with sound

DE2 LCD version has scrolling playfield!

EP1C12 (v1.0)

(No sound)

(N/A)

VGA (v1.1)

CVBS (v1.0)

VGA (v1.0)

LCD (v1.1)

 

Pengo

100% with sound

(N/A)

(N/A)

VGA (v1.0)

LCD (v1.0)

 
Scramble WIP (N/A) (N/A)      
Port of MikeJ’s Scramble/Frogger (N/A) (N/A) WIP    

Space Invaders

100% with sound

EP1C12 (v1.0)

VGA (v1.1)

VGA (v1.1)

CVBS (v1.0)

LCD (v1.0)

LCD (v1.0)
Port of Daniel W's design on fpgarcade     VGA (v1.0)    

Space Invaders Part II

100% with sound

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

CVBS (v1.0)

LCD (v1.0)

 
Tutankham 100% playable, no screen clipping

(N/A)

(N/A) VGA (v1.0)    

ZigZag

Playable. Includes AY-3-8910 sound core.

EP1C12 (v1.0)

(N/A)

 

 

 

8/16-bit Microcomputer Hardware

 

Apple IIe

Preliminary text and hires graphics support.

EP1C12 (v0.1)

(N/A)

VGA (v0.1)

LCD (v0.1)

 
Port of Gary Becker's AppleFPGA project   (N/A) VGA (v0.9) VGA (v0.9)  
BBC Micro Preliminary Model A     CVBS (v0.1)    

Commodore VIC-20

Port of MikeJ's implementation.

WIP

(N/A)

WIP

WIP

 

Commodore C64

Port of Peter's FPGA64 Project with Jan Derogee's SID implementation and my 1541C implementation.

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

VGA (v1.0)

 
Jupiter ACE Port of ZXGATE ACE core. T.B.D. (N/A) CVBS (v1.0)    
MSX2 Port of 1chipMSX design. Alternate (English) site here. Some text/html notes on porting. T.B.D. (N/A) VGA/CVBS (v1.0)    

TRS-80 "CoCo"

Preliminary. Text mode support with VGA/composite output.

EP1C12 (v0.1)

(N/A)

VGA (v0.1)

CVBS (v0.1)

 

 

TRS-80 Model I

100% with sound

EP1C12 (v1.0)

Read-only floppy support via SPI flash device.

(N/A)

 

 

 
Port of ZXGATE TRS core. T.B.D. (N/A) CVBS (v1.0).    

TRS-80 Model III

100% with sound

EP1C12 (v1.0)

Read-only floppy support via SPI flash device.

(N/A)

CVBS (v1.0)

 

 

John Kent's System-09

Port of John Kent's System-09 core.

T.B.D.

(N/A)

VGA (v1.0)

 

 
ZX81 Port of ZXGATE ZX81 core. T.B.D.

(N/A)

CVBS (v1.0)    
ZX Spectrum Port of ZXGATE ZX Spectrum core. T.B.D.

(N/A)

CVBS (v1.0)    

TV / Console / Miscellaneous Hardware

 

Adventure Vision

Port of Arnim Läuger's Adventure Vision

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

 

 

Bally Astrocade

Port of MikeJ's Bally Astrocade

T.B.D.

(N/A)

VGA (v1.0)

VGA (v1.0)

 

Colecovision

Port of Arnim Läuger's Colecovision

EP1C12 (v1.0)

(N/A)

VGA (v1.0)

 

 
NES

Re-write from scratch with purpose-built components rather than PACE generic components. Basic pattern (tile) rendering is complete, sprites are WIP. Controller inputs are done, sound is WIP.

Tennis (NTSC) is currently running.

(N/A)

VGA (v0.1) VGA (v0.2)    
Videopac Port of Arnim Läuger's Videopac (Odyssey2) T.B.D. (N/A) CVBS (v1.0)