FPGA Arcade
Programmable Gaming Hardware
Very Much Under Construction ! (still not got the hang of this, but getting better ?)


This site is about recreating gaming hardware from the past in modern programmable devices, known as FPGAs. Please see the FAQ page for a more detailed discussion and commonly asked questions.

The latest varients of the Opencores T65 and T80 cpu cores can be found on the Library page.

On the Parts page, you can buy modules that drop into old arcade boards and replace Namco / Konami / Commodore 64 custom ICs as well as standard TTL chips. The rest of the site contains code for a number of classic games / systems that can be run on off the shelf FPGA boards. A JAMMA board is in development.

(You will need to remove the {no spam} from any email link)


Saturday, June 13th, 2009

The LCD board still has not arrived. Here is a picture of the large breakout board on top of Replay board #4 which is about to be sent off to another developer. That is a 68060 chip on the top card which will be wired up. The patch board contains 5V bus translators so I can connect up just about anything using this card.



board

MikeJ

Wednesday, June 10th, 2009

Still haven't been able to do much apart from continue to assemble the last few prototype boards.

Here's a picture of the IO board I got back last week. There should be some 20mm spacers holding the board.

My camera really is getting worse by the day...

board

MikeJ

Thursday, June 4th, 2009

I have been really busy finishing off some contract work, so I have not had much time to complete the Replay bringup.

I am ordering some more PCBs so I did a quick layout of a daughter board for the LCD. It has an analog joystick and some buttons.
Really, it's just to play with the LCD, although I might respin the replay board itself and put the LCD on the back so it could be made into a portable.

board

MikeJ

Thursday, May 21st, 2009

The daughter boards have arrived. Pictured below is the one with the 68000 processor on it for testing the softcore.

I also have a larger IO board with all pins brought out, and the front AV board with composite out. I haven't built these yet. The missing chips in the picture are for 5V isolation buffers, so I can add a floppy disk connector or another processor for testing.

The 68030 and 68060 processors arrived, thanks very much - you know who you are.
The bottom picture shows the 68030 in position on a second daughter board, ready for wiring up.

Click on the picures for a bigger version. My camera seems to have trouble focusing on the board even in macro mode, time to replace it I think.


board



board

MikeJ

Saturday, May 16th, 2009

I have been busy assembling some more boards this week. I have got the serial control bus up and running so the ARM will now boot the FPGA and configure the video output and clock generator. The nice thing with this Replay board is the clock generator can produce the exact frequencies we need for the Amiga and other platforms. I've been working on the top level FPGA wrapper with keyboard, mouse and video out blocks.

MikeJ

Sunday, May 10th, 2009

The Replay board is now loading in the boot FPGA image from the SD card and configuring the FPGA in about 2 seconds.
I am now working on the on-screen display and menu system for the FPGA.

My LCD arrived and is the right size for the board. I'll do a daughter board which hooks it up so I can play with it. If it works well I may do a portable version. The LCD is 4.3" in size and 800 x 480 resolution with touchscreen. Perfect for the ST/Amiga with 640x400 display and room for some overscan.


I finished installing my kitchen so I should have some more time this week to get this up and running.

board

MikeJ

Tuesday, May 6th, 2009

I've finished the layout of the large patch card needed for testing with a real 68030 processor. The board is also used to test the IO on the main Replay card. The three daughter boards will go to manufacture tomorrow.

Four main boards are now in existence and have gone/going to developers. I've been busy getting all the components together for these.

I've been away for the weekend so not much other progress to report, but hopefully I can now focus on bringing up the main card :)

board

MikeJ

Monday, April 27th, 2009

If IKEA made retro arcade boards ...


board


Sorry, living in Sweden I couldn't resist this. This is what a Replay parts kit looks like. This board is going off to another developer. Just to repeat, the production board will be available fully assembled only, you don't want to try and build this thing unless you have an SMD assembly machine handy, trust me.

I've been hitting the layout quite hard this week trying to finish off the daughter boards so I can get them all produced at the same time. This board contains a 68000 processor and some 5V capable expansion IO. I can wire up floppy disks, IDE disks or the 4.3" LCD touchscreen I have just ordered :) (Note, the bottom red layer is also a ground plane which isn't shown).

The main card bringup is going well. I can boot the FPGA from the ARM. I am working on the menu system, as soon as I have something to show I'll post a video. Three boards are going off to other developers. As soon as I'm happy with the memory and video output I'll get the rest of the prototype boards populated (10). I'll then open it up to everybody who wants one and do a production run.

These IO cards are also available if anybody wants them.

board

MikeJ

Tuesday, April 22nd, 2009

I've just been finishing off the layout of the 68K daughter board and the video IO board (pictured below) for the Replay card. The IO board contains audio RCA connectors, front mounted joystick and SVHS / composite video outputs.

These are needed to finish testing the main board before I can build some more. Testing of the main card is going well.

Schematics of the IO board : FPGAARCADE_VIDEO_IO.pdf



board


MikeJ

Wednesday, April 16th, 2009

It's been a bit of a busy week, I was away for Easter and I am busy installing a kitchen, so I haven't had as much time as I would like to carry on with the board bring up. However, I've got a rough cut of the boot software optimised for the ARM. It's booting ok, flashing lights and talking RS232 - and I can access the filesystem on the SD card!

The next stage is to read the file Replay\boot.bit and configure the FPGA with the on screen menu system.


boot pic


MikeJ

Sunday, April 5th, 2009

Well, so far so good with the testing of the Replay board. The power supplies are all working well with good phase margin. I can configure the FPGA through the JTAG interface and flash the LEDs, so the clock generator is also working. I can find the ARM with the USB connection and configure it. The next step is to finish the boot code and configure the FPGA from the SD card.

MikeJ

Sunday, April 5th, 2009

The first Replay board is fully assembled. I am about to power it up.....

board


MikeJ

Wednesday, April 1st, 2009

Here is a picture of the Replay board mid assembly. The BGA has been mounted as well as all the small capacitors and most of the ICs.
I have all the parts now, so I hope to have the board fully built for the weekend.

board


MikeJ

Saturday, March 28th, 2009

The first four prototype boards have had the FPGA BGA mounted. I'll assemble the rest of the parts during the week, so we are aiming for a fully assembled Replay board for power on test by the end of the week.

All the connectors and components I have tried so far fit on the board :)

MikeJ

Thursday, March 26th, 2009
I'm getting a lot of questions along the same lines, so I thought I would stick a few comments on here.

The Replay board is going to be available to buy, as soon as possible. Price is not totally fixed, but we are aiming for (much) less than 200Euro hopefully. The FPGA is a Spartan3e and is around 3 to 4 times the size of the one on the MiniMig board. It has 32MByte of RAM on board as well.

The board will support all the games on this site, as well as my Atari ST core and a customized and supported MiniMig Amiga core. Other platforms such as BBC B, Commodore 64 and Spectrum will also follow shortly.

The board has an ARM processor which interfaces the FPGA to the SD card. Hard disk images, ROMs and floppy disk images can be used from the SD card.

There are two expansion boards, one with TV out and some rear mounted connectors for the joysticks (fits in a mini-itx case), and a second board with a prototyping array. There are around 130 pins available on the expansion connector.

The board has DVI and Analogue out. The DVI connector can be used to drive a HDMI input of a flat screen TV, so you can play PacMan on the big screen. I am planning to do Asteroids in true 1080P :) The analogue audio output uses a very hi quality Wolfson DAC.

MikeJ

Tuesday, March 24th, 2009

Well, I was away in China for a little longer than expected, so sorry if I have not answered your email yet, I have a bit of a back log.

I have the Replay boards with me, they look really good (click for hi-res) :

board



As I was in China, I got some of the components needed as well, why buy one when you can buy thirty thousand capacitors!

board


I will get the BGAs mounted this week and then hand build the first few prototypes. I'll post updates as often as I can.

MikeJ

Sunday, February 22nd, 2009

The Replay board manufacturing data has been sent to the PCB people. Now we just get to wait...

I want to get the new website and forums up next, and then I can start getting ready for the boards arrival :)

MikeJ

Thursday, February 20th, 2009

The Replay board is complete and manufacturing data has been produced. I'm probably going to be in China in a week or so, so I am hoping to pick up the PCBs while I am there. First week in March is now the expected date for assembled prototypes.

MikeJ

Tuesday, February 3rd, 2009

Here are the latest schematics of the FPGAArcade Replay board, with the ARM microcontroller.

FPGAARCADE_PRE1_3.pdf

Still fighting with the layout, only 4 traces to go.

** update ** Routing is complete. Now I have to re-tune the traces for delay and spacing, and regenerate the plane data.

board


MikeJ

Monday, January 19th, 2009

FPGAArcade Retro Gaming Board - Replay 1.0 is now ARM powered.


I had some feedback that the AVR used on the Replay board was a little bit underpowered. For the same price we could get a 32 bit ARM core with more memory and a USB port.

Despite the last minute change it was felt it was worth doing. I have chosen the Atmel AT91SAM7S devices. Not only is it nice to be able to program the microcontroller with USB, it could be used from the FPGA as well. The layout update is complete, everything fits - just. I have a bit of routing to tidy up, but still hoping to get out to manufacture this month. I'll release updated schematics when everything is complete (again).

You can now think of this board as an FPGA platform with a clever boot controller, or a powerful ARM development board with extensive FPGA IO support. Or, just a cheap, flexible home entertainment system.

MikeJ

Monday, January 19th, 2009

C64 PLA chip replacements available


Arnim Läuger has done some great work building on research by Jens Schönfeld and Mark Smith who originally reverse engineered the equations in the Commodore 64 PLA. This PLA (Programmable Logic Array) device runs quite hot and often fails. You can now use the same proven 28 pin FPGA Arcade module we use for Namco replacements as a PLA replacement for the C64.

I have verified the equations against the original dump of the PLA and they give identical results.

You can find more details on the Parts page. Source and references are available as well.

MikeJ

Thursday, January 15th, 2009

I got a nice email today :
"Just wanted to let you know I received the chip (C07) today, and my Galaga is now operational!".

Another happy Namco Custom replacement customer :)

MikeJ

Wednesday, January 8th, 2009

I have released the latest (hopefully final) schematics of the FPGAArcade Retro Gaming Board - Replay 1.0.

FPGAARCADE_PRE1_1.pdf

I have completed plane generation of the board. I have built a test version of the FPGA which drives all the IO pins to make sure there are no errors. Some of the pins on this Spartan3e are input only which is a right pain.

There are a total of 96 IO pins, 30 Input only pins, 4 analogue inputs and some clock pins on the main connector - dedicated for expansion use like Ethernet, IDE etc. The smaller expansion connector carries the audio, video & joystick inputs so an IO board can put a S_VHS/composite video connector and joystick ports at the back above the other connectors and the board can be used in a mini-ITX case.

Little bit of messing around with the silkscreen layer (component numbers) and then we are done.

MikeJ

Friday, January 2nd, 2009
First of all, Happy New Year!

Well, now I have just about recovered from the hangover it is time to finish off the last bits of the dev board. The board is fully routed and complete, I have a little bit of trace tuning still to do and some manufacture related bits and pieces. You can see the sort of trace wiggles the tuning produces on the right side of the board by the memory. The idea here is to get maximum timing margin you have to adjust the trace lengths so all the signals arrive at the memory at the same time. The same tuning is also needed on the DVI signals.

The board is due to be assembled in two weeks, so I need to get it away pretty soon. The image below is one of the internal tracking layers. It was a little tough to route, I ended up doing most of it by hand. The daughter boards are a piece of cake in comparison.

There are a number of daughter boards in the works including a Jamma adapter, Atari/Amiga breakout board (one variant with real 68K processor) and possible Ethernet & USB. Finally, I am also doing a generic IO board which breaks out all the IO to stripboard with 5V isolation so you can add legacy processors / connectors etc.

HD Asteroids and DVI output Amiga/Atari comming soon....

If you click on the picture below you'll get a bigger one. I'll post an updated schematic when the board has gone to manufacture.

board



MikeJ

Wednesday, December 10th, 2008

Here is the layout of one of the sub boards - in this case the 68K processor.

It was important to do this before the main card is completely finalised as a few pin swaps were necessary to get this to route on a two layer card. As you can see, it has gone in nicely and has an almost complete ground plane on the bottom side (component). This means we should get good signal integrity to the processor and be able to run faster devices - perhaps upto 66MHz. (68060 anybody?)

The blue traces are on the top side, and all the SMD components are on the bottom with the connector to further reduce cost.

board



MikeJ

Wednesday, November 19th, 2008

Well, it's now November so what's happening with the Dev board?
The layout is complete but the track density around the expansion connector and on board 68K is very high and this is causing potential production problems. We have made the decision to remove the on board 68K and put it on the expansion card. This makes a lot of sense for several reason. It makes the main card slightly cheaper (the 68K was always going to be an option) and will not be needed for most applications as the Amiga/Atari platforms will use a 68K soft core in the FPGA. For other arcade games it will not be used at all. It also simplifies the tracking and signal integrity to the expansion connector. One other benefit is it allows a 68040 or other processor to be easily added to the expansion board.

Two expansion boards will be available, one mini one which simply provides TV out, and a second Amiga/Atari one which adds to the TV out the 68K and some other expansion connectors. This will be used until the softcore is sufficiently accurate for everyone.

In other news the website is up on the new server and the new site & forum is in Beta test.

MikeJ

Monday, September 22nd, 2008

Programmable TTL chip replacements available


For a while I have been using some little 16 pin programmable parts for debugging arcade boards, for example if I don't have the correct TTL chip to hand. These are now available on the Parts page.

They come in 14 Pin, 16 Pin and 20 Pin variants and can be reprogrammed to replace just about any legacy TTL / GAL etc.
Source code is available.


MikeJ

Saturday, August 31st, 2008

There may be some disruption over the next few days as we are moving to a new server.

MikeJ

Saturday, August 2nd, 2008

FPGAArcade Dev Board - Schematic release


I'm still working on the new forum, so for now here is a copy of the work in progress schematics of the development board.
Comments welcome.

FPGAARCADE_PRE1_0.pdf

MikeJ

Tuesday, July 22nd, 2008

FPGAArcade Dev Board



All the parts for the prototype run of the FPGAARCADE development board have been ordered and most have arrived. We may have to modify the PCB layout to improve the power and ground around the memory to make sure it runs at the speeds we want. I am running some signal integrity simulations on this now and checking over the schematics.

MikeJ

Wednesday, June 3rd, 2008

FPGAArcade Dev Board



Just an little update of the Dev Board. PCB size is 170mm x 80mm.
The FPGA is a Xilinx Spartan3E 1200.

board


MikeJ

Monday, March 10th, 2008

FPGAArcade Dev Board


... is nearing completion (really, honest). Placement is complete and routing is going well. I hope to get some pictures up in a week or so. It is an ECX size board measuring about 14cm by 10cm and designed to fit in a case.

It has a large Spartan3E Xilinx FPGA, quality audio and video output (including DVI) and a PIC based boot loader which is compatible with Dennis' Minimig. Final costings have yet to be completed, a lot depends on the size of the production run, but it will be "reasonable".

The board will run my AtariST code as well as Minimig, and all the other games and platforms will be ported across. Finally, it has an expansion connector which can take IO cards. A Jamma one is being designed at the moment allowing the board to slot into real arcade cabinets. I am also considering a vector monitor output card for Asteroids and StarWars games. You really couldn't have more fun without taking your clothes off....

In other news the FPGAArcade website will be moving to a proper server soon which will allow a support & discussion forum. Testing is ongoing.

MikeJ

Saturday, January 12th, 2008

VIC-20 released on Spartan 3E board


I have updated the VIC-20 code to run on the Xilinx Spartan 3E board. It now supports cartridge images held in the on board flash memory. I have fixed a timing error in the T65 code and this has been updated also (Library page).

You can also find a flash programmer bitfile which uses the male connector on the Library page.

MikeJ

Sunday, December 23rd, 2007
Well, it's been a little while since I last posted any news. I have completed the four Atari ST ASICs and am co-simulating them. I am in final stages of designing a low cost FPGA platform which will be ideal for the games, but also for running the Atari and Amiga (MiniMig) FPGA clones on. It has an expansion connector into which a JAMMA connector will plug for use in real arcade boxes, or for experimentation. I am also considering an analogue output card so the vector games can drive real monitors. The card will be available for purchase, but don't hold your breath as I have been getting around to this for a few years.

In the meantime, happy Christmas to you all.

MikeJ

Tuesday, August 28th, 2007
Arnim Läuger has reverse engineered some Konami custom ICs. As he has kindly released the firmware you can use the 28 pin modules available on the Parts page as replacements for these devices.

It has been a busy month for me, I've been in Asia a lot again. I am celebrating completing the reverse engineering of the Atari ST Glue custom IC. This design "should" be identical to the original. Only three more chips to go ....

MikeJ

Sunday, July 1st, 2007
I survived the mud at Glastonbury Festival! Had a superb time, met lots of great people.

Right, there is no way round it, I am going to have to write a DDR memory controller for the Spartan3E board. The ones that are out there are not flexible/high performance enough for my Asteroid needs, and I cannot modify and redistribute the Xilinx MIG code. Once this is completed, Defender can be finished and StarWars is next ....

MikeJ

Wednesday, June 13th, 2007

Scramble & Frogger released


At long last (almost two years) I have completed the Scramble / Frogger code - I am easily distracted! The hardware is very similar, so I have added a compile time switch to allow it to run both games. Many other games can be run on this hardware, so I am sure a multigame will be produced at some point.

This is the most advanced FPGA game yet featuring two Z80 cores, two 8910 sounds chips and two 8255 PIA chips.

I am heading of to the Glastonbury music festival next week where I will probably forget who I am, so I thought it was a good idea to get this release out before I went :)

The source code can be found on the games page.

MikeJ

Sunday, June 10th, 2007

PHILIPS VIDEOPAC


The Philips Videopac G7000 (or Odyssey2 as it was known in America) was released in 1978 to compete with other cartridge based systems such as the Atari VCS. Powered by an Intel 8048 CPU and a custom Intel IC known as a Video Display Controller (VDC) generating all sound and video. The console did relatively well with more than 60 cartridges being made available.

Arnim Läuger has completed an FPGA implementation of the console, and the design can be found on the Platforms page, full source code provided as always.

MikeJ

Tuesday, June 5th, 2007

Finally got Frogger sound working !!! There are many small differences between Scramble and Frogger boards - mainly address pin swaps, but there are a few hard to find ones. In Scramble one of the AY3-8910 sound chips uses bits 7,6,5 & 4 as inputs, but in Frogger it's bits 7,6, *3* & 4. "5" and "3" look really similar on the old hand drawn schematic. I should have looked in the MAME driver more carefully, they found it :)

MikeJ

Saturday, June 2nd, 2007

Oh, I forgot to say I have put up Sean's Multipac on the Pacman page. You can now dynamically switch between Pacman, Pacplus, Pong, MrTNT, MsPac, Crush Roller, Eyes and Lizard Wizard. Enjoy.

MikeJ

Saturday, June 2nd, 2007

I have ordered more of the 28pin Namco custom replacements, so these will be back in stock shortly.

I've also got my hands on the very nice Xilinx Spartan3A board (thanks Eric) and it is pretty ideal for our gaming needs. I have Frogger and Scramble running but there are a few glitches that are taking a little longer to sort out than I imagined.

MikeJ

Thursday, Feb 15th, 2007

Well, hello again. Is it too late for Happy New Year? Well Happy Chinese new year at least then. I have been spending quite a bit of time in China lately, which is one of the reasons for not updating this website so often.

I have been working on Wolfgang Foerster's 68K core, attempting to run it along side a real chip to test it. This is going well but is quite time consuming. Does anybody have a software test suite for a 68K, perhaps for testing a software emulator? If so then please drop me a mail.

I have also been working on my arcade FPGA board with is going to be really flexible. It has an optional 68K on it and a large expansion connector into which you can plug a JAMMA adapter. I really want it as an AtariST development platform, but it will of course be great for running the games on. No idea yet on timescales and cost.

I realised that all I needed to finish the Scramble game was an AY-3-8910 VHDL implementation. Then I realised I already had one in the shape of the YM2149 code I have had knocking around for ages. I did have to write a 8255 core however - which I expected would take about ten minutes but ended up taking two evenings, it has so many funny modes. The audio board is complete and seems to work however, so I hope to release this platform soon. (however the pub is calling ....)

Sean has sent me a Pacman Multigame release which I will stick up here shortly.

Right, enough chat - back to work.

p.s. it is damn cold in Stockholm at the moment, when do they turn the heating back on again ??

MikeJ

Wednesday, October 25th, 2006

Minor update, I have released the Pacman code for the Xilinx Spartan3E Starter Kit board.
Available on the Pacman page.


MikeJ

Tuesday, October 17th, 2006

Sean Riddle has been working on extending the Space Invaders implementation to support multiple games, and this is now released on the Space Invaders page. A total of 16 different games are supported running from the Strataflash on the Spartan3e starter kit.


MikeJ

Sunday, October 1st, 2006

At long last I have completed the Bally Astrocade Hi-Res additions.
It is available for download on the Platforms\Bally Astrocade page.

Hopefully somebody will write some software to use it :).

MikeJ

Wednesday, September 27th, 2006

Well, the summer holidays are over, the annual get (very) drunk at IBC been survived (just) so it is time for some new stuff.

I have released the Spartan3E port of the Bally Astrocade, you can get that on the Platforms page. Sean Riddle found and fixed a bug in the T80 core, so there is a update to that on the Library page. Sean has been working on a Space Invaders multigame on the Spartan3E board, and I will include that here as soon as possible.

MikeJ

Sunday, June 25th, 2006

I was a bit upset that the Spartan3E starter kit from Xilinx has only single bit RGB on its VGA connector. This is a real limitation when running the games on the board - so I have modified it. I have documented the changes required, and have released some VGA test pattern generator code which will allow you to test the modification.

I wasn't really sure where to put it, so it is on the Platforms page under DisplayTest for now.
(at the bottom)

MikeJ

Tueday, June 20th, 2006

Arnim Läuger has updated some of the projects. Adventure Vision has been updated with a new T400 core. Colecovision and LadyBug have had the SN76489 audio chip updated.

The SN76489 and VDP19 (TMS9918A, TMS9928A,TMS9929A) cores from the designs have been repackaged and are available together with some short READMEs on the Librarys page.

Time to watch the Sweden England football game. As I am English and living in Sweden it should be interesting :)

MikeJ

Tuesday, June 13th, 2006

CPU65xx_EN & AtariST


I came across some work by Peter Wendrich www.syntiac.com where he has implemented a Commodore 64 including a rather neat 6502/6510 processor. I have not tested it, but it looks very good and correctly implements decimal mode arithmetic - something I am going to merge into the T65 core. It is mirrored here on the Library page.

In other news I am working with a chap know as 'the FROG' on converting the Atari Jaguar and Jaguar2 ASIC netlists into VHDL. This is a long term project, but we hope to recreate the unreleased Jaguar2 console in an FPGA.

Finally, I have been talking to a Wolfgang Förster on and off for the last year or so.
www.http://www.experiment-s.de.com
He has done an excellent job and got further than me with the AtariST chipset and has got the thing running. I am hoping to mirror the site here and produce a build of it. I am continuing with my own low level conversion of the Atari netlists, and am also designing a board to run it on.

MikeJ

Wednesday, June 8th, 2006

Space Invaders with Audio released


Blimey, an update within a month of the previous one, that does not happen too often!


sp3e piccy




<= Here is the very nice Spartan3E starter kit board from Xilinx.

It is pretty suitable for our gaming needs. One problem is that the VGA output it limited to 1 bit RGB, but thats ok for this game. The board includes a DAC, but we will add a simple resistor/capacitor filter and use a PWM output from the Xilinx.

I had just got my hands on one of these boards, and at about the same time I received a file from a chap called Paul Walsh who had been working on modelling the Space Invaders analogue audio.

It seemed the right moment to put it all together, so you will find on the Space Invaders page in the Games section the release for this board. With the addition of the original ROM images, you can build and play the game on the original hardware, or as close as we can get....


MikeJ

Monday, May 15th, 2006

V1.0 Adventure Vision released


Arnim Läuger has completed the sound CPU so it is time for a new release. The new T400 controller from www.opencores.org now happily substitutes the original COP411L for sound generation.

The design can be found on the Platforms page.

MikeJ

Monday, April 3rd, 2006

Adventure Vision pre-release


Arnim Läuger has been at it again, and his latest release is a re-implementation of the 1982 Adventure Vision console, complete with emulation of it's rather odd display method.

The design can be found on the Platforms page.

MikeJ

Thursday, March 23rd, 2006

Pacman V3 Released


I got a bit of a shock when I realised how long ago it was I released the first Pacman FPGA code. It was time for a general tidyup, and to target more modern devices.

Release 3 is aimed at Xilinx Virtex2/Spartan3 style devices with bigger block RAMs, supported by a new release of RomGen. All ROMs are now internal, the code will simulate with the standard Xilinx Unisim library and the whole design is now clock enabled which simplifies the clock requirements, especially when running with the scan doubler for VGA style displays. The code can be found on the Games/Pacman page.

MikeJ

Monday, March 6th, 2006

Colecovision Release 2.0.


Arnim Läuger has updated his Colecovision project. The new release adds some undocumented functionality for Graphics II mode, and is now accepted by the Xilinx XST tool. A top level design has also been added for the Zefant XS3 board which hosts a Spartan3 FPGA plus audio (AC97) and VGA interfaces.

The design can be found on the Platforms page.

MikeJ

Monday, January 16th, 2006

Colecovision Release.


Arnim Läuger has completed his implementation of Coleco's third generation video game console from 1982. This was the first console to feature Donkey Kong and sold over six million units. Arnim has tested the code with more than 50 games, so head over to the Platforms menu to have a play.


Oh, and Happy new year to all !

I have now got most of the kit over here in Sweden (including a computer) so hopefully I can finally complete everything I have started - before Arnim does everything :)

MikeJ

Monday, December 19th, 2005
Arnim Läuger has updated the Lady Bug project during the last few weeks. Code cleanup, memories are tech independent now, ported to Spartan IIe and added support for devices with small internal RAM.

MikeJ

Monday, November 7th, 2005
Arnim Läuger has added LadyBug to the growing number of FPGA game conversions, and he has been kind enough to allow it to be included here.

Just click on the Games menu over on the right.... go on....

MikeJ

Sunday, October 9th, 2005
Eric, over at Fpga-games has written an article about FPGA arcade game recreation in the Xilinx XCELL publication. He has also got a number of the games featured here running on his dedicated gaming FPGA board.

MikeJ

Saturday, October 8th, 2005
Right, at long last an update. I have relocated to Sweden, so the last few months have been a bit busy. I have a lot of things underdevelopment.

The major push at the moment is the AtariST Custom ASIC conversion. I now have the four chips running in the simulator, but some major tidying has to be done before release.

I have a new development card which has more memory on board, which will help with the final debugging of Defender. Omega race and Star Wars are also nearly complete.

MikeJ

Wednesday, May 11th, 2005
Updated the T65 cpu core, it's on the Libraries page.
Asteroids has been updated to use it.

MikeJ

Thursday, April 29th, 2005
Completed the T80 CPU update, which I have added to the library page.
New Bally release with this core. I will be testing the T65 CPU and updating the other games shortly.
Defender almost done .....

MikeJ

Wednesday, March 30th, 2005
Well, I missed the bus to the pub :(

So, I started to merge all the cpu bug fixes I have received. I have added the latest cpu cores to the library page. I have not tested these yet, but I will update all the game zips and test with the new cpus over the next few weeks.

MikeJ

Sunday, February 27th, 2005
Added the Omega Race vector prom and some Atari ST logic analyser traces for interested parties to the Library page. The Atari customs are progressing nicely. Managed to persuade my friend Carl to do some work to get Scramble and Frogger going, so hopefully I will be able to release them soon.

MikeJ

Tuesday, February 1st, 2005

'3D volume table' YM2149 Released.


Having taken lots of measurements, I have simulated the output DAC to a reasonable accuracy. On the library page you can find both versions, along with a 10 bit volume table. I may be tweaking it to improve a possible commercial release, but it's pretty close as is...

scope piccy




This picture shows the output of the real chip on the top trace, and my output on the bottom. I have tried a number of demos and sound tracker programs on it, all have sounded fine.




Deserves a drink that I think ....

MikeJ

Monday, January 24th, 2005

'Linear' YM2149 Released.


I have been having lots of fun(?) analysing the output level of the YM2149 used in an Atari. In this application, the three analogue outputs are wired directly together, and the channels interact so the mixing is far from linear. Lots of Atari software drives the three 4 bit tone volume controls in parallel to emulate a 8 bit DAC, so I have to get this accurate. I have taken over 1000 measurements so far, and am aiming to model the output stage and produce a full table.

I have released the 'linear-mix' version on the Library page - which is currently playing some Atari demo chip music quite happily. Right, only 3096 measurements to go ... If only I had gone to the pub instead on Saturday ...

MikeJ

Wednesday, January 12th, 2005

Happy New Year.



Right, back in the swing of things again. I have completed the YM2149 (AY-8910 with some extra envelope resolution) used in the Atari ST and I have it working in a real Atari playing some music - picture on the Platforms\Amiga & Atari page. I have half finished the MFP 68901 and will be shifting focus to the Atari customs next.

Will finish Scramble soon, honest.

MikeJ

Thursday, December 23rd, 2004

Happy Christmas.



A little news update before the end of the year. Currently under development and nearing completion are Xevious and Scramble games. These releases will include a AY-3-8910 sound chip core, and I will also be releasing details of the Namco Customs used.

I am also working on the StarWars vector game, but that is a little further off. The vector rasterizer is based on the Asteroids Deluxe code, but enhanced to support the AVG used in StarWars.

On the Platforms page I have added a page for the Amiga / Atari ST computers that I am aiming to replicate. A 68000 processor core is also in development, and I have posted a picture of the rig I am using to test the beast.

So, lots of exciting things for the new year. Have a good Christmas and jolly drunken New Year.

MikeJ

Wednesday, November 4th, 2004

Bally code first release.


I have had a few problems with XST (Xilinx Synthesis tool), which has forced a slight rewrite of a small part of the code. The design now builds under XST as well as the Mentor tools.

This release is complete apart from the light pen interrupt. I will release another version shortly that uses external SRAM and supports higher screen resolutions.

MikeJ

Thursday, October 22nd, 2004

Bally is making a good recovery ...


The Bally code now runs the Burn-in Test Cart sucessfully. Thanks very much to the people who supplied that. Slight video and blanking problem to resolve and finish the sound off still.

I've added some new pictures to the bally page, and hope to release the code this weekend.

MikeJ

Thursday, October 14th, 2004

Bally Lives !


I have finally written enough of the Bally Astrocade code for it to run up.
It has a few issues, but the code is now complete, so just a bit of debugging now.
Still not finished Scramble ...

p.s. Blimey, you can tell it's been summer beer drinking season - three months since the last update !

MikeJ

Monday, July 19th, 2004

New release of Asteroids to fix some minor sound bugs.
Added some links (including a Donkey Kong game) and started the Bally Astrocade page.

If I stopped actually playing Asteroids, I would have finished Scramble by now :)

p.s. Happy Birthday to my sister Susan.

MikeJ

Wednesday, May 25th, 2004

Asteroids Deluxe finally released


asteroids piccy

At last an update - and the release of that spinning rock vector game from 1980. This version features a vector to raster scan converter which will drive a standard VGA monitor, and includes full audio with a POKEY chip core.

Go to the Games menu for more information ..


MikeJ

Tuesday, Feb 17th, 2004

Happy New Year (belated!)



Updates to the Custom parts page, and some reference material in the Library page.
Almost finished my lastest game which involves vector graphics and spinning rocks ....

MikeJ


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