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Everything posted by Kalvan

  1. Well, The X1-010 was used in a whole bunch of arcade games by the likes of Seta, Alumer, Visco, Athena, Tecmo, Sammy (Before the merger with Sega), Data East, and especially Banpresto. As I've seen footage of Twin Eagle: Revenge Joe's Brother running on the MISTer platform on YouTube, I'm certain that it's out there to find. Or, one can theoretically find the source code for core for the Seta 1st Generation Arcade Hardware and try to isolate the HDL code for the X1-010 that way. The Phillips SAA-1099 was used in the SAM Coupe, The Creative Labs GameBlaster and early SoundBlaster series cards, a couple of Mid-Late Eighties Digital Equipment and Silicon Graphics workstations (as a timer generator and peripheral I/O controller), and several arcade games by Century Electronics. The really tricky one would be the YM2414. It's an eight channel, four operator FM synthesizer with eight possible waveforms that was only used in Yamaha keyboards, and (second sourced) in midrange keyboards and synth modules by the likes of Moog, Budcla, Korg, and Casio. I fell in love with its sound on YouTube, but if it's not available, the YM2151 will work fine. Dumb question: How fast are you going to clock that 32-bit RISC V core? I ask this because you may need a separate Sound CPU and audio buffer, especially if you want to experiment with the joys of PCM polyphony at high sample rates without bogging down the rest of the system. I would suggest either the Hudson HuC6280 (Also used as a Sound CPU in arcade games by Taito and Data East), or the Zilog Z180, as each can address 1 MB plus of memory on their own. Another Dumb Question: Which FPGA are you planning to use, and how much I/O will you able to play with?
  2. Well, for the audio solution, I would like to suggest a combination of the Seta X1-010, X2 Phillips SAA1099, and the Yamaha YM2414. All those sound chips would have been from the '80s, there's plenty of tracker music for each of them on YouTube, and together, they cover almost all the basics (Geometry Synthesis, PCM, Wavetable, and FM Synthesis) except Mathematical Synthesis like Additive (Atari AMY) or Subtractive (Like the Roland MT and Sound Canvas families). If the YM2414 is unavailable as a softcore, I'm certain the YM2151 is definitely out there.
  3. I suspect the setup should be able to run SymbOS no problem.
  4. Well, my idea might not be retro enough, but it would basically be a DE-10 Nano FPGA Board, with a few other boards (SDRAM or QDR SRAM, various retro port headers, possibly an onboard scan multiplier with options for letterboxing, as the monitor resolution is 2256x1504) attached via ribbon cables, stuffed into a Framework laptop chassis, with a whole bunch of interface cards (and dongles, for ports and jacks too wide to fit onto a Framework interface card). That way, the computer can be as retro as you're willing to make the FPGA softcore for it, or you can look to the MISTer FPGA project to ask yourself what if a specific company could (and did) develop a fully software compatible laptop version of the machine of your youth. But that's just my idea. YMMV.
  5. It would depend on how many FPGA resources were left over, and whether or not the MMU would fit in the FPGA geometrically...
  6. This is in reference to the thread here. Personally, while I have several concepts for projects involving the FPGA core, I'd say that I would first like propose possible ideas for alterations and improvements to the core before its reimplementation in new projects: 1: The removal of the sound channels, and the reimplementation of the audio buffer as more video RAM. That way, if the system has its own sound CPU, there won't be timing issues between it and VERA. 2: Changes to the resolution and aspect ratio, to mimic classic arcade, console, or computer resolutions, multiples thereof, or allow for more even addressing math for Video RAM. 3: The use of larger FPGAs with more SRAM in the fabric, to allow for more Video RAM, and more graphical features, such as more sprites, more frames per sprite, affine/scaling and rotation for sprites, a wider master palette, more and/or bigger CLUTs, wider bitmap modes with scrolling registers, some sort of blitter function, more scrolling fields, and/or the elimination scanline limits for sprites. 4: A larger memory bus and/or a separate external memory interface, both to allow more video RAM than the fabric can provide, and to allow separate video RAM for things like sprites, fonts, tiles, or possibly BOBs 5: A possible Video CPU interface, so that the main CPU doesn't have to babysit the blanking cycles and keep track of things like sprite placement or the screen window's place in the bitmap or tilemap. As for specific implementation projects, well, that's what this tread is for.
  7. Here are a few more perspective porting targets for Mr. Murray's latest software project: Exidy Sorcerer Sharp MZ Sharp X1/NEC PC88 (they both ran Microsoft Basic and CP/M and have similar port architectures. The biggest differences between them seem to be sound chips.) Sharp X68000 (Pretty sure there are porting projects for the Atari ST and Sinclair QL already under way) Apple Macintosh (System 3 or lower) Texas Instruments TI 99/4A Ohio Scientific Challenger Tatung Einstein series ColecoVision/Sega SG1000/ADAM/MSX1 (The specifications are so similar that a single build could theoretically be made, and then simply hand tweaked for each individual system). MSX 2, 2+, and Turbo R Commodore CBM 400+ machines (Successors to the PET) Fujitsu FM 8/7/77 (Architecture is close enough to the Tandy CoCo that the latter can be used as a preliminary code base)
  8. Wow, definitely getting late-stage Sonic series vibes from it. It seems like you're using every channel of the YM2151 for most of the instruments, at least three geometry synthesis channels in triangle and/or sawtooth for the base line, another two in white noise for the snares, and the PCM channel for the rest of the percussion. But I could be wrong...
  9. I just updated the published specs of the Mega65 on page 3.
  10. Well, maybe for the Xosera II, they could use a bigger FPGA to implement hardware sprites. Since this version doesn't seem to include the sound channels and FIFO, presumably that should leave some room in the FPGA for more features.
  11. I had this wild, wacky idea: There's this company, called Framework. Admittedly, their first model uses a 13.5 inch form factor with a previous-generation Mac Book style with all the problems that implies, and because the keyboard lacks a number pad means that the number line characters will need the shift key to put into functionality (which means slightly rewriting the BIOS ROM), and it simply won't be able to access PET peripherals without a specially made USB hub, (unless someone wants to try their hand at Centronics, PET Floppy, and Datasette expansion cards) and I don't know for certain if your current motherboard will fit into the chassis, but it looks like another option to look at for people considering similar projects.
  12. Well, for me, it would be: QuadPOKEY or X2 Phillips 1099 Yamaha YM2414+YM3012 DAC Seta X1-010 or Ensoniq DOC, DOC II, or OTIS
  13. Then again, there are a few "crochet hook" ideas that in hindsight, should have been dope slap obvious, but back in the day no one ever thought of. Take stacked RAM. The idea of stacking four to eight DRAM dies using through-silicon vias, plus DRAM refresh logic and possibly a DMA and/or MMU on a package no larger than a then-typical DIP should have been blindingly obvious, but it didn't happen. Done right, a 64K Pseudo-SRAM version should have drawn no more power and/or generated no more heat than an 8K SRAM on the same package, and massively reduced the chip count of, say, the Commodore 64 and subsequent follow-up motherboards. Unity Semiconductor, creators of CMOx Flash, was poised to turn the nonvolatile RAM market upside-down, but then they were bought out by Rambus, which scared all possible potential licensees off, due to Rambus' reputation as sharks. They had white papers that it could have been produced on conventional CMOS tools, and tested the concept at a five micron node.
  14. There are a few things that need to be taken into account: 1: The OTL OPN series, which included the AY-3-8910 component in many of its chips, was second-source licensed by Casio and Phillips for their own kiddie keyboard designs. As the SID component would likely have to be separately licensed from Commodore, it could put some extra money into Commodore's pocket. It also possibly butterflies away the development of the SAA-1099. 2. The YM2209 features a grand total of 6 channels. The YM 2610 has a grand total of 7 Channels. The YM 2610A has 9 Channels, and the YM2608 adds seven ADPCM channels for percussion. Even the most barebones versions of those chips has 50% more polyphony than PAULA, a much smaller memory footprint, and far less need of processor time to babysit it and feed it data. Considering that Yamaha will have enough sales from other ventures to make bulk prices fairly cheap, is it possible for the Amiga to pack an OPN series chip, and restrict PAULA to keyboard, floppy, and hard drive access? Would this development make the Commodore 65 project easier to make a business case for?
  15. Personally, I have no problem with including a 3.5" floppy drive on a project that is meant to be a speculative recreation of an unreleased piece of computer hardware from the mid 1990s. That said, In my Hibana Series I concept, I would have also included a Sabrent All-in-one flash card reader, assuming there was a way I could hack an OS interface to it.
  16. Frankly, the only hardware improvement one could make to the CommanderX16 to accelerate BASIC without completely reengineering the system would be to add an IEEE half-precision FPU (with 8 extra bits of spillover precision) to better handle the lone floating point numeric data type.
  17. Time for me to eat some marvelous, delicious crow!
  18. You make it sound less like Out Run and more like Turbo. That's not necessarily a bad thing. Also, using sprites for the centerline and shoulders means that 1. they won't be available for things like trees billboards, clouds, or cars, and 2 how do you plan for them to not overlap the cars on the road?
  19. Dumb question: Does this 6502 implementation support the original illegal opcodes, or does it include the extra instructions and addressing modes from the 65C02 and 65CE02? Or neither?
  20. I'm still a big fan of the number pad, but otherwise, not bad. It looks like the late-80s Dell or Zenith Data Systems MSX Turbo-R machine that never was but woulda-coulda-shoulda been. Uh, does Madame Allaire have plans for the blank key between Z and left Shift?
  21. An example of this sort of thing is something like Sega's Afterburner. We have PCM samples for trumpets, snares and cymbals, and the medium and high strings on the electric guitar solo that plays during the ground strafing bonus stages. If we time things exactly, with the samples, we may be able to put any two of them through the PCI channel, using the FIFO, since the SegaPCM's channels are 12 bits wide each, and most samples were more like 8 bit wide. That leaves one of those things for either Logical Channel 7+plus the DAC, or else we try to paper it over with at least two FM channels of the YM2151 and remix the rest of the FM track to minimize the loss elsewhere. We can send the drums, or at least the snares through the Geometry channels, like the PC Engine/TurboGrafx 16 version, but it won't be quite as good as arcade quality. It's a suboptimal solution, but rather less so than the Non-32X Genesis version of Afterburner II was forced to go with, since the only Genesis cartridges with add-in chips were Virtua Fighter, Virtua Racing, Daytona USA, Shining Force II, and Mortal Kombat II and III. Of course we can always bite the bullet, so to speak, and remix the soundtrack as if it were a Chinese or Brazilian knockoff forced to use Capcom CPS-1 hardware. We can simply use Sharp X68000 version of the soundtrack as our basis without the addition of MERCURY and/or Roland MIDI module support...
  22. Well, between the YM2151+YM3012 and the VERA's Geometry and PCM channels, we have sufficient audio power for all of Capcom's arcade games up to the CPS-1 board, and all of Taito's arcade games up to the F1/F2 hardware. For then contemporary Atari arcade hardware up to the GX2 arcade board, it's debatable whether VERA's geometry channels can simulate a QuadPOKEY, considering the latter uses a "Comb Tooth" Sawtooth pattern for white noise, plus the whole "combining channels" thing, although the PCM Channel can definitely match the Okidata 62 series 4-bit ADPCM chips and Texas Instruments TMS5220 speech chip. Things like the SegaPCM, and Namco, Seta, and Irem wavetable chips will be harder for the Commander X16 to match directly. So, any ports of games from those companies wwill need creative use of the PCM channel and Logical Channel 7 + the DAC for the most distinct tones from those chips in those games. Also, the YM2612 only has 6 channels. Why stop at a mere perfect port of Sega Genesis and SNK NeoGeo FM audio, when you can add two more note layers (three if they're using Logical Channel 5 for PCM), especially when the X16 Kernel will have garbage collection and the overall system isn't limited to floppy disc capacities?
  23. There's no way I can attend. Could you or anyone else please point me (and the rest of us forum members who aren't on the Commander X16 dev team) to YouTube channels that have committed to filming and posting it after the event?
  24. For a real improvement, he could have used his 65000 series project for the CPU...
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