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Author Topic: FPGA Replay Board  (Read 827874 times)

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Offline cunnpole

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Re: FPGA Replay Board
« Reply #2744 from previous page: June 12, 2013, 12:24:37 PM »
The previous answer to game pads was "The current core is very close to the original hardware, so only 9PIN digital.
There are analog inputs on the ARM which can be used in future.
The USB adapter adds keyboard and mouse, and can be extended to all sorts of stuff in future."
 

Offline mikej

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Re: FPGA Replay Board
« Reply #2745 on: June 12, 2013, 01:56:58 PM »
Quote from: cunnpole;737634
The previous answer to game pads was "The current core is very close to the original hardware, so only 9PIN digital.
There are analog inputs on the ARM which can be used in future.
The USB adapter adds keyboard and mouse, and can be extended to all sorts of stuff in future."


Correct - although hubs are supported in the current code.
 

Offline psxphill

Re: FPGA Replay Board
« Reply #2746 on: June 12, 2013, 06:44:09 PM »
Quote from: mikej;737639
Correct - although hubs are supported in the current code.

Would usb hid gamepads be possible to add? While 9 pin joystick ports are fine for amiga use, it's a bit limiting for other platforms. I actually can't stand old joysticks now though. ps3 controller ftw.
 

Offline freqmax

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Re: FPGA Replay Board
« Reply #2747 on: June 12, 2013, 07:47:39 PM »
PS3 controller outputs continous signal? ordinary Commodore joystick only generate Back - Forward etc.. plain binary.
 

Offline psxphill

Re: FPGA Replay Board
« Reply #2748 on: June 12, 2013, 08:01:23 PM »
Quote from: freqmax;737667
PS3 controller outputs continous signal? ordinary Commodore joystick only generate Back - Forward etc.. plain binary.

ps3 pads have a d-pad as well as analogue sticks.
 
The last I heard the FPGA replay board wasn't just for emulating commodore machines either.
 

Offline Hattig

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Re: FPGA Replay Board
« Reply #2749 on: June 12, 2013, 08:18:07 PM »
Quote from: psxphill;737653
Would usb hid gamepads be possible to add? While 9 pin joystick ports are fine for amiga use, it's a bit limiting for other platforms. I actually can't stand old joysticks now though. ps3 controller ftw.

I expect it will be easier to add support for the USB gamepad specification in the funky programmable 16-bit-USB-stack-on-a-chip than USB networking - it's probably very similar to the keyboard / mouse specification - a collection of button presses and analogue (signed 8-bit?) signals for the joysticks.
 

Offline mikej

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Re: FPGA Replay Board
« Reply #2750 on: June 12, 2013, 09:58:00 PM »
Quote from: Hattig;737674
I expect it will be easier to add support for the USB gamepad specification in the funky programmable 16-bit-USB-stack-on-a-chip than USB networking - it's probably very similar to the keyboard / mouse specification - a collection of button presses and analogue (signed 8-bit?) signals for the joysticks.


yes, very easy at the USB level - just need a new handler for that device and send back the raw data to the fpga with a different header type.
The problem is how to handle it at the FPGA end. Currently, the mouse and keyboard are converted into amiga looking mouse and keyboard, so no driver required. The same could be done for button keyboards etc.
/MikeJ
 

Offline psxphill

Re: FPGA Replay Board
« Reply #2751 on: June 12, 2013, 10:21:56 PM »
Quote from: mikej;737689
yes, very easy at the USB level - just need a new handler for that device and send back the raw data to the fpga with a different header type.
The problem is how to handle it at the FPGA end. Currently, the mouse and keyboard are converted into amiga looking mouse and keyboard, so no driver required. The same could be done for button keyboards etc.
/MikeJ

Well ideally there would be a way of mapping everything, so the analogue sticks could be used as a mouse or digital/analogue joystick. keys/dpad could be used as mouse/joysticks (and obviously keys). Mapping a button to up to make jumping easier etc. But I know that would be a lot of work & I'd rather have the bare minimum than wait ages.
 
I'm not sure how standardised the buttons are on pads, I think all the buttons on ps3 pads are actually analogue. So even though they are HID, you might need to hard code stuff.
 
Even if the dpad was the joystick and every other button is mapped to fire then it would be pretty awesome.
 

Offline mikej

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Re: FPGA Replay Board
« Reply #2752 on: June 12, 2013, 10:39:31 PM »
Quote from: psxphill;737695
Well ideally there would be a way of mapping everything, so the analogue sticks could be used as a mouse or digital/analogue joystick. keys/dpad could be used as mouse/joysticks (and obviously keys). Mapping a button to up to make jumping easier etc. But I know that would be a lot of work & I'd rather have the bare minimum than wait ages.
 
I'm not sure how standardised the buttons are on pads, I think all the buttons on ps3 pads are actually analogue. So even though they are HID, you might need to hard code stuff.
 
Even if the dpad was the joystick and every other button is mapped to fire then it would be pretty awesome.


The PS3 controller protocol is pretty well understood, so it could certainly be done without too much trouble. Hopefully somebody will pick it up when the code is pushed out.
/MikeJ
 

Offline Kokos

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Re: FPGA Replay Board
« Reply #2753 on: June 17, 2013, 10:40:55 AM »
Hi,

Two silly questions/OT..

Is it possible or will it be possible to run Atari ST(E)/falcon core on FPGAA?

What platforms to implement will be available when the FPGAA will be finally released and ready to buy?

//BTW - we're just after great Pixel Heaven party in Poland. You can take a look at some hardware porn from PH.13 here. :)

Thanks!
K
 

Offline mikej

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Re: FPGA Replay Board
« Reply #2754 on: June 17, 2013, 10:59:43 AM »
Quote from: Kokos;738105
Hi,

Two silly questions/OT..

Is it possible or will it be possible to run Atari ST(E)/falcon core on FPGAA?

What platforms to implement will be available when the FPGAA will be finally released and ready to buy?

//BTW - we're just after great Pixel Heaven party in Poland. You can take a look at some hardware porn from PH.13 here. :)

Thanks!
K

Yes, the Atari core is the reason I build this board in the first place.
Final parts for production test rig arrived today (should have done this before but ....)
Busy replacing the defective power regulators.
We are working on the new menu system now and tidying up code.
/MikeJ
 

Offline Lord Aga

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Re: FPGA Replay Board
« Reply #2755 on: June 17, 2013, 11:11:13 AM »
Quote from: Kokos;738105

//BTW - we're just after great Pixel Heaven party in Poland. You can take a look at some hardware porn from PH.13 here. :)


Hey, I saw a Franko 2 poster ! What's with that :) ?
Glory to the loud-mouthed Scotsman !
 

Offline Kokos

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Re: FPGA Replay Board
« Reply #2756 on: June 17, 2013, 11:20:52 AM »
Quote from: Lord Aga;738108
Hey, I saw a Franko 2 poster ! What's with that :) ?


There will be a crowd-funding campaign for IOS/Android game - Franko 2. That's all I can say about this. There is also a teaser - http://youtu.be/RLtnc2PAGEs
 

Offline AJCopland

Re: FPGA Replay Board
« Reply #2757 on: June 19, 2013, 04:06:34 PM »
Is there any chance of Yakubs (sp?) RTG code fitting in the main FPGA even without the daughterboard? Just wondering if we'll have RTG support out of the box as it were.

Andy
Be Positive towards the Amiga community!
 

Offline mikej

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Re: FPGA Replay Board
« Reply #2758 on: June 19, 2013, 05:05:14 PM »
Quote from: AJCopland;738315
Is there any chance of Yakubs (sp?) RTG code fitting in the main FPGA even without the daughterboard? Just wondering if we'll have RTG support out of the box as it were.

Andy


Yes, the main board supports RTG. The soft CPU has some compatibility issues so until these are resolved the 68060 on the daughterboard is required.
Hopefully this will be improved.
/MikeJ
 

Offline JimDrew

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Re: FPGA Replay Board
« Reply #2759 on: June 19, 2013, 05:28:45 PM »
Before production boards were started, I made a change to my SuperCard Pro project to make the floppy bus fully bi-directional.  This means that besides being able to use a real floppy drive, it can also emulate a floppy drive.  So, we can use protected disk images via the built-in microSD card slot.  Besides USB (using a parallel FTDI USB FIFO chip), there are also two 1Mbps serial buses that can be used to transfer data.  So, theoretically it should be possible to boot protected disk images from an SD card and not require a real floppy.  I am just starting the drive emulation support, but since its mostly hardware driven (capture/compare w/DMA) I don't think there is too much to do to make it all work... famous last words!  LOL!