![]() Until recently it was loading CDs into the DDR RAM I think. For now you have to convert the game you want to play, and I think it should even support 700MB CDs. So a game might run without USB input because you can setup the ini file and it will boot directly into the game. It seems to use the scp1000 bios by default, but for some games it might help to use the scp1001 and rename it to 1000. MikeJ said something about an update coming later today.īut I also read it might still be possible to get it to boot using different bioses. A few do seem to have USB working, but many cannot get it work, not with the MiSTer USB hub, or even a direct OTG USB adapter. But there are some USB compatibility issues. I made an image of the SD card yesterday, updated the core and such. I'm looking forward to seeing the source so others could see how all of these significant challenges you have been up against were solved. e4d35ad0be - I would assume not since you are using the AXI from Intel on the DE10-Nano, but just wondering because this also uses a BSD license which just adds to the licensing complexity. GPLv2 supposedly has incompatibilities with Apache 2.0, but I don't think they are relevant to the content of this project.ĭoes the current core still use ultraembedded's core axi cache? ->. 8d8a24b713 - If so that is combining Apache 2.0 licensing with GPLv2 and a commercial license. However, since this is a preview/alpha it's probably not that important now.ĭoes the current core being distributed still use this source? ->. I may be ignorant, but I think GPLv2, regardless of dual licensing structure, obligates full source code releases upon binary releases. I know that the project was a dual license (GPLv2 and Commercial). If binaries are being distributed now, hopefully the source is being prepared to be distributed soon. I look forward to the sources being posted so I can see all the stuff that was added, how it differs from Robert's core (which is fully open sourced right now). The integration was also for an Artix Arty-7 A100T board, that's why it's taken quite a while to port it over to the DE10-Nano and over to your framework. So I do not believe it's accurate to imply the core was 95% done back in May. The SPU can be one of the most difficult things to integrate, and the integration didn't even have the MDEC yet which is a major component. Missing SPU / MDEC (lack of functioning SPU causes issues for a number of games). Various peripherals (timers, interrupts, serial ports).ĭVI - driving DVI/HDMI directly from the FPGA pins (TMDS)Ĭontroller - can be hooked up to a standard controller and memory card.Ĭurrently running at 30MHz instead of 33.8MHz (for DVI purposes). This is where the integration side that ultraembedded worked on a lot was left: The integration was not at 95% done though. ![]() I thought it was 95% done in his simulation model (done in terms of the known architecture being described, not in terms of emulation compatibility metrics). We use a different SOC setup, including the AXI connections and a different linux environment - we are not doing things on our own just for the hell of it I asked Ash if he could run it up on the mister framework, but that's proven difficult so far - but I'm sure it will happen. I've been helping Laxer on and off for years and we decide to bring it up on the DE just to get it over the line and completed. Laxer reached out to Robert to see if he wanted to collaborate, but Robert decided (and I do get this) to start his own. I'm not quite sure how to use Tirion's mod that will enable us to play Cross in upscaled textures, so I'll give the floor to them.Īll other discussions specifically related to RetroArch and this project can be had here.Laxer's core was in dev for years. You can then Import Content from inside RetroArch to find your game. Find these online and toss them into RetroArch's "system" folder. To get Chrono Cross (or any PSX game) to work, however, I believe you also need some of the PSX's bios files. Select and update one of those (or both!). The only difference, I believe, is that HW offers more features. There are two: "Sony - PlayStation (Beetle PSX HW)" and "Sony - PlayStation (Beetle PSX)". Once you start RetroArch, you'll need to go from the Main Menu to "Online Updater" -> "Core Updater", then find the PlayStation cores. RetroArch itself is not an emulator but instead runs off plugins called "cores". Fortunately, the RetroArch developers are already pretty good at that: Their webpage has downloads and installation videos and instructions for just about every system you can imagine. Since Tirion's mod works off of RetroArch, I figured I'd write a short tutorial on how to get it set up.
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