The 4-bit offset makes the MSB of the 20-bit GFX ROM address.Įnables additional inputs on CPS-B chip side Each offset data is packed in 4 bits, with the MSB used for bank 3: The offset for each graphic bank is comprised of two bytes. All offset values are expressed in kilobytes and stored with MSB byte second.Public binary distribution in jtbin are either STA clean or violations are below 99ps. If you disable HDMI or sound during compilation the RBF file will normally be STA clean. However the MiSTer RBF file with everything enabled doesn't always come STA clean. MiST and SiDi compilations produce STA clean files with the default seed. Use the tool jedutil in order to extract the equations from them. PAL dumps cam be obtained from MAME rom sets directly. Note that this does not have an actual effect on the sound output. In order to control the value read by these devices, press and hold the coin button for 1P while pressing up or down (for more or less volume).
The volume set on this amplifier could be read back by the CPU and DSP. The original board had a digitally controlled amplifier. For a 90MHz input clock, this will result in the correct internal 30MHz and in a sampling frequency of 90MHz/3747=24,019.2Hz
QSound sampling frequency is 3746 ticks of the input clock, when the clock enable applied is 2/3. QSound requires its own firmware rom to work. The original board has a first-order low pass filter at 770 Hz, this can be implemented with a first order IIR filter: The OKI PCM input clock is 1MHz, depending on the SS input setting, this gives two sampling frequencies: SS Using the FPGA logic analyzer I could check that the period was indeed constant but hiss was present. That effect was not noticeable in MiSTer, which uses a different DAC.Įven with the right clock enable, there is still hiss occasionally in MiST(er). The effect of jitter is very obvious in the DAC used on MiST because when all sound goes silent an ugly transient occurs. Otherwise the sampling period will not be constant, generating jitter. The DSP16A clock enable must be an exact multiple of 30MHz. This may be a problem with MRA file, and not with the core itself. Fuel hoses in Carrier Airwing appear on top of the airplane. A file will be created at the root of your SD card called game.RAM, where game will match the name of the. After you have configured the settings, save the contents using the OSD option Save NVRAM. You have to enter the test menu to configure it (via OSD). Pang! 3 and all CPS 1.5/2 games did not use DIP switches to configure the game, but a small non-volatile RAM. You can however flip the image through the OSD. Vertical games require you to turn your screen around.
Note that there is no screen rotation in MiST. Important: make sure to have the latest firmware and latest version of the mra tool.Ĭopy the RBF. The three files must be in the root folder. Note that the RBF name must be JTCPS1.RBF for it to work. arc file can be used to start the core and directly load the game rom file. Basically call it like this:Īnd that will produce the. The rotate screen OSD option is ignored for horizontal games. It is also possible to keep the MAME romsets in _Arcade/mame but have the MRA files in _CPS and the RBF files in _CPS/cores Copy zipped MAME romsets to _Arcade/mame. Setup MiSTerĬopy the RBF file to _Arcade/cores and the MRA files to _Arcade. Note that if the option is enabled the 2P, 3P and 4P buttons will also activate the slow down effect. Release the 1P button to go back to normal speed or disable the option in the OSD. If you enable the 1P_hold_for_slow setting on the OSD, then while the 1P button is held the game will run at half the speed. There is an option to slow down the game (available only for CPS2). If there is still one button left in the gamepad, it will be used for pause. Press 1P during pause to toggle the credits on and offįor MiST, the first 6 gamepad buttons are used for game buttons, the next 2 buttons are used for credit and start buttons. However, the keyboard can be used with more or less the same layout as MAME for MiST(er) platforms. Those games are listed as having a GFX ROM of 16MB or more below. Some CPS2 games may require a 64MB module. Memory RequirementsĪll CPS1 and CPS1.5 operate correctly on a 32MB SDRAM system. Capcom System 1/1.5/2 compatible verilog core for FPGA by Jose Tejada (jotego).