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Problem on TG68 with LEA xxxx.W,An ??   Message List  
Reply | Forward Message #298 of 327 |
Re: [minimigtg68] Re: Problem on TG68 with LEA xxxx.W,An ??

requin_frederic2 wrote:

> I have read your thread about the NeoGeo on Pacedev. Very interresting.
> You said the sprite engine was causing you problems. How come ?

Mostly because I've been procrastinating in putting it off! :( I can boot
Joy Joy Kid and it's running happily - I can even start a game. But as you
probably know, the NeoGeo is really one big sprite engine, and tilemaps are
seldom used, so you don't get to see a lot on the screen other than the score...

I do need to bite the bullet and get a start on it. I have already added
some dual-port sprite memory and have confirmed that the sprite registers
are updated while the game is running...

It's probably no coincidence that my NES implementation is at pretty much
the same point. :(

> 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.

Nice! The NeoGeo will work exactly the same way. In fact, if you look at the
NeoGeo reverse-engineering documents and the timings it's pretty clear that
the actual hardware does exactly that.

It's one of those things that is probably not _too_ difficult once you get a
start on it. What has deterred me a little is the code-build-test cycle
times with the TG68 core and everything else... I need to come up with a way
of testing the sprite engine without a CPU core or SDRAM controller. Again,
not difficult, just need to do it.

Regards,

--
| Mark McDougall | "Electrical Engineers do it
| <http://members.iinet.net.au/~msmcdoug> | with less resistance!"



Mon Oct 12, 2009 6:40 am

tcdevelop
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Message #298 of 327 |
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Hello Tobias, I have a test program with a LEA $2000.W,A0, I had to replace it by LEA $00002000.L,A0 to make it work on TG68. Any thoughts ? Regards Frederic...
requin_frederic2
requin_frede...
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Oct 10, 2009
7:22 pm

Ok, I found the problem. I slightly changed the AS# generation and the address decoder logic. Now, everything runs fine. On a cyclone III speed grade C8, I can...
requin_frederic2
requin_frede...
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Oct 11, 2009
5:39 am

... 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...
Mark McDougall
tcdevelop
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Oct 11, 2009
6:18 am

Hello Mark, How is it going down under ? I plan to use it on the boot menu of the MCC board (see: www.arcaderetrogaming.com), on the Amiga core and as the...
requin_frederic2
requin_frede...
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Oct 11, 2009
3:10 pm

... Well, Winter refuses to give way which is annoying, but otherwise OK! ... I've been meaning to make a final decision on how to implement floppy media ...
Mark McDougall
tcdevelop
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Oct 12, 2009
6:44 am

... Hello, I have tried the NIOS II with FatFS, but I was quite disappointed by the code density. I do not want to eat up all my block RAMs with a boot ROM. I...
requin_frederic2
requin_frede...
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Oct 13, 2009
3:03 am

... I'm pretty sure that clocks from the same PLL that are multiples of one another are guaranteed to be phase-aligned!?! So you could run a slower clock and...
Mark McDougall
tcdevelop
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Oct 12, 2009
6:50 am

... I actually do that on some of my designs ! With the PLL along with the clocks, I generate a clock that is a short pulse centered on the instant where all...
requin_frederic2
requin_frede...
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Oct 13, 2009
2:49 am

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...
requin_frederic2
requin_frede...
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Oct 12, 2009
3:11 am

... Mostly because I've been procrastinating in putting it off! :( I can boot Joy Joy Kid and it's running happily - I can even start a game. But as you ...
Mark McDougall
tcdevelop
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Oct 12, 2009
6:37 am
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