Topic: Colecovision WIP

http://home.mnet-online.de/al/replay/congo.jpg

The core itself works fine by now - and thanks to Wolfgang's loader extension it can be equipped with a library of cartridges tongue

I'd loved to hook up the original Coleco controllers to the Replay, but they won't fit electrically to the 9-pin connector hmm Thus all of the controls are mapped to the PS2 keyboard. 0 - 9, Num * and / replace the keypad of controller 1. Arrow keys and L-CTRL & L-SHIFT are provide an alternative joystick on port 1.

It still requires more tweaking to output valid DVI-D (only VGA atm) and I'll also use it as a testbench for the composite video module, nevertheless.

Re: Colecovision WIP

Hi wink

Great job Arnim smile

Just one question : I don't understand, is the DB9 joystick supported ?

Thanks, Laurent aka Faranheit
Amedia Computer France

Amedia Computer France
Site : [url]http://amiga.amedia-computer.com[/url]
Mail : laurent@amedia-computer.com
Skype : faranheit57

Re: Colecovision WIP

Arnim,
How about using the aux input connects at the back of the board (by the power switch?)
You also have a few pins in the IO patch area next to the above.
Looking very nice!
/Mike

Re: Colecovision WIP

This wip is not publically available yet?

Re: Colecovision WIP

Faranheit wrote:

Just one question : I don't understand, is the DB9 joystick supported ?

Stock DB9 joysticks can be attached, sure. The PS2 keyboard is just the fall back for the non-standard features of the Coleco controller.
The keypad is key to many games as most are started by one of the numeric keys. So you need to key in your menu choice with the keyboard roll

Re: Colecovision WIP

admin wrote:

How about using the aux input connects at the back of the board (by the power switch?)
You also have a few pins in the IO patch area next to the above.

True, they'd come in handy for attaching the controllers!
Thanks for the hint smile

Re: Colecovision WIP

btw, the coleco roms i found are named xyz.col, will the core accept the .col extension as well?

Re: Colecovision WIP

spotUP wrote:

will the core accept the .col extension as well?

Guess so as long as the contents is still plain ROM/EPROM binary. It should just be a matter of the wildcard spec in the ini file.

Re: Colecovision WIP

Just tired this one. Haven't found it til now. So many cool games in there! Nice job! I've never played on an original Colecovision. Is this implementation accurate?

Re: Colecovision WIP

Nice!  Another core for the collection.  smile

What about the Amiga CD32 controller plugged into the Joystick port?  I haven't see a Colecovision controller, but the Amiga CD32 controller has some extra buttons that you could use for menu control.

Here's a link to a pic:
http://www.gamesstationretro.com/images/CD32%20PAD2.jpg


Edit:  Oh bugger, I just found a pic of the Colecovision controller!  Bloody hell.

OK, how about the Amiga CDTV controller:
http://www.richardlagendijk.nl/foto/cip … ote_01.jpg

I have one of these for my Chameleon64 which has an IR port and allows it be used as a wireless joystick/mouse.  AmigaKit in the UK apparently have quite a few of these in stock (new and boxed), which is where I got mine.  So, all we need is a way of wiring an IR receiver to some spare IO pins and... wink

Re: Colecovision WIP

The CD32 controller is a strange thingy with mixed signals. While directions and two buttons are parallel, five buttons (if I remember correctly) are serial. Nevertheless the controller is supported by quite some games out there, plus it is mostly backwards compatible with TAC2-style joysticks.

If possible I think the CD32 controller should be supported in the Replay lib.

Re: Colecovision WIP

Johey wrote:

Is this implementation accurate?

It aims to be accurate. However some topics remain for further improvement.

For simplicity of design a reduced color palette is used at the moment. It's the "MF & MdK" Variant from Richard's article. It would be no principle problem to switch to the "real" palette, but this would require some significant tweaking of the data path in Replay_VideoConverter. Otherwise the internal memory resources would simply overflow. They're already pretty exhausted at the moment since all memory is internal (BIOS, VRAM, cartridge).

From the functional aspect probably a couple of open items reside in the VDP. I implemented it according to the datasheet. Apart from this intended functionality, there are a lot of undocumented features and even display modes that are side effects of the specific TMS9918 design implementation. I considered only a subset of what is common knowledge in the homebrew community. Will add more over time.

Finally, I didn't test each and every Colecovision title out there. Especially when it comes to homebrew software.

Baseline: Pretty accurate for (most) commercial games. The Colecovision afficionado will miss things here and there wink

Re: Colecovision WIP

Johey wrote:

If possible I think the CD32 controller should be supported in the Replay lib.

I'm keeping an eye on how the Replay lib evolves regarding enhanced joystick support. So at least any upgrades here will find their way into this core. That's why I was reluctant to implement any one-of-a-kind solution for this core up to now.

Re: Colecovision WIP

Hello

This Coleco Core is ready for MIST or not ?

15

Re: Colecovision WIP

drfloyd wrote:

Hello

This Coleco Core is ready for MIST or not ?

You are asking in the wrong forum! Here we talk about the Replay board. And yes, it works on Replay already.  wink

/WoS

Re: Colecovision WIP

you can delete my post, sorry

Re: Colecovision WIP

@arnim how far are you with your advanced VDP implementation? I'm pretty new to fpga development and can just stick things together. One learning piece is the fpga colecovision from pacedev which afaik is based on the fpgaarcade version. I've ported it to the MiST and it runs the original games pretty fine. But it freezes at the startscreen when running homebrew.
It would be nice if you could share your findings smile
Thanks.

http://ws0.org/tag/colecovision/

[url]http://ws0.org[/url]

Re: Colecovision WIP

wsoltys wrote:

One learning piece is the fpga colecovision from pacedev which afaik is based on the fpgaarcade version. I've ported it to the MiST and it runs the original games pretty fine. But it freezes at the startscreen when running homebrew.

Sounds like the FPGA Colecovision which I developed for fpgaarcade.com years ago wink
The current port for the Replay is very much the same code base which I released back then. So well, if there's a game that doesn't work then please provide a link to the binary so I can check it and eventually update the code. As you pointed out, most (all?) commercial games work but the homebrewn stuff tends to make excessive use of undocumented features.

Re: Colecovision WIP

All roms by Daniel Bienvenu I've tested hang in the start screen. For example: http://atariage.com/forums/topic/148149 … stblaster/

Thanks smile

[url]http://ws0.org[/url]

Re: Colecovision WIP

I tried this game and it appears to work with the Colecovision core in Replay SVN.

For some reason there seems to be a couple of regressions

  • Sometimes you need to perform "Reset Target" from OSD after loading the cartridge file. IIRC this was not needed a while ago.

  • Keyboard input is not working anymore.

Maybe both are related to the latest ARM/Replay lib updates, some investigation needed.

But as a summary, GhostBlaster can be played with a standard DB9 joystick in Port A. Just press the button to start.

Re: Colecovision WIP

mm, that's odd. The only changes are related to FileIO really.

Re: Colecovision WIP

Hm, just speculating. The bin file was created E/Feb and I lost track of all the changes since then.

Had a quick look found that the ini file doesn't use Wolfgang's advanced flags for file upload yet. Guess that's worth a review tongue

No idea what's going on with the core's keyboard integration though.

Re: Colecovision WIP

arnim wrote:

Had a quick look found that the ini file doesn't use Wolfgang's advanced flags for file upload yet.

Ok, the new ini file solves this issue. Games should immediately fire up now after downloading the cartridge via OSD.

24 (edited by wsoltys 2014-09-09 07:59:10)

Re: Colecovision WIP

Thats odd. I think I pressed all known keys including the joystick. IIRC for one Ghostbuster rom I got from the title to the game but it wasn't playable. I'll test some more and report back.
The keyboard worked for me but I had to add some additional keys which were missing in the pace sources.
Maybe its something related to the pace framwork? Its more or less just a wrapper around the core and all official games seems to work fine so far. Or the sources in the repo aren't the latest ones?
Here is my copy of the pace tree: https://github.com/wsoltys/pacedev/tree … lecovision
And thanks for the nice core smile

[url]http://ws0.org[/url]

Re: Colecovision WIP

I also checked some more of Daniel's games: Bejeweled, BUSTin Out V3, Dacman, Ghostblaster, Happy Halloween... All working fine with the current Replay port. At least title screen and some gameplay.

Since to fpga_colecovision_2.1.tar.gz there were some few changes, but none of which I'd call significant. Mainly extensions for integration into the Replay framework. Hard to say why the pace port exhibits these issues.