Hello Mark,
I have read your thread about the NeoGeo on Pacedev. Very interresting.
You said the sprite engine was causing you problems. How come ?
FYI, the 1943 sprite engine I wrote can handle 128 sprites and the whole
graphics chipset takes less than 3000 LEs.
Of course, it is not implemented like an Amiga or C64 sprite engine.
The sprites are rendered sequentially, one line ahead, in a line buffer.
Regards,
Frederic
--- In minimigtg68@yahoogroups.com, Mark McDougall <msmcdoug@...> wrote:
>
> requin_frederic2 wrote:
>
> > For those who wants to play with TG68:
> > * "state_out" signal : 00: fetch cycles, 01: decode cycles, 10: data read
cycles, 11: data write cycles.
> > * "decodeOPC" : seems to be equal to 1 only when state_out = 01.
> > * "reset", "UDS", "LDS" and "IPL" are low active.
> > * "wr" signal : 0=write, 1=read.
>
> I'm using TG68 for NeoGeo. The system clock is 25MHz, though the TG68 core
> is clock-enabled at 12.5MHz on a Cyclone II C6 (TerASIC DE1).
>
> I generate a 25MHz write pulse from the write signal, and need to stretch
> DTACK in general. It's (also) bridged to the opencores yadmc (wishbone).
>
> Fun stuff. What are you planning to use it for?
>
> Regards,
>
> --
> | Mark McDougall | "Electrical Engineers do it
> | <http://members.iinet.net.au/~msmcdoug> | with less resistance!"
>