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View Code? Open in Web Editor NEWFPGA implementation of Atari's Gauntlet arcade game
License: GNU General Public License v3.0
FPGA implementation of Atari's Gauntlet arcade game
License: GNU General Public License v3.0
I think the voice should say at least "Welcome" each time a new player joins and at least sometimes followed by a character name - "Blue Valkyrie" for instance.
But often only the sound effect is heard - no voice - or just "Welcome" on top of the sound effect - no name.
I've tried resetting and joining two players and recorded it three times in a row - I couldn't get it to say the names on video. Only once have I heard a name after "welcome" - that was Blue Valkyrie.
https://www.dropbox.com/s/s49mdm4htzlck2s/Gauntlet%20welcome%20and%20names%20missing.mp4?dl=0
At highest volume setting on MiSTer the sound volume is much lower than other cores.
To match other cores the audio output amplitude should be doubled a least once - perhaps even twice (or 1,5 times) - that's 6 dB, 12 dB or 9 dB.
On HDMI display, screen is cutoff on right-side. Approximately two-thirds of horizontal display appears. I can only see the first couple of letters of text on the right side. Black bar beyond that.
Tried setting DVI=1 in mister .ini settings file, but this did not correct the issue.
Would it be possible to have the RBF and MRA files within a releases folder? It would be handy for the Update Script that I made for Unofficial Cores.
On MiSTer (can't speak for other targets), all audio (including voice) sounds about one octave too high.
I'm not sure if it's related, but the sound of f.e. ghosts hitting warrior on level one sounds like popping bubbles...not sure how else to describe it. =)
Is there any work in progress to attempt to also have Gauntlet II run on the Mister platform? (Pretty please)
Feature request: Port this to MiSTer / de10-nano
There's a large userbase that would be eager to get this core, and you might get other developer contributions as well if you're looking for collaboration
More info here:
https://github.com/MiSTer-devel/Main_MiSTer/wiki
https://github.com/MiSTer-devel/Main_MiSTer/wiki/Core-porting-notes
There's an official forum on Atari-Forum, but it's currently undergoing maintenance:
http://www.atari-forum.com/viewforum.php?f=117
When assigning buttons you can map Fire, Start player 1, Start player 2 and Coin.
But I believe the correct list would be Fire, Magic/Start and Coin ... since MiSTer automatically assigns joysticks to player 1, 2, 3 and 4 - each with their respective Magic/Start buttons in this case.
Perhaps the update can be taken from this repo (though for some reason the coin slot keyboard keys are moved from 1-4 to 5-8): https://github.com/funkycochise/Gauntlet_FPGA/commit/666b2d79e95ca0a851281d5cf73375297a48d52f
You could consider merging the cores and add it to the official MiSTer repo: https://github.com/MiSTer-devel
20200818 (and the 2-3 earlier cores) worked nicely - but the newest core doesn't seem to work.
Check out this video - first core 20200818 and then 20200819:
https://www.dropbox.com/s/w137w46pqunarna/rbf%2020200819%20works%20-%20but%20not%2020200819.mp4?dl=0
Thanks for this great core! a lot of my child memories are revived with it. :).
I wonder if it would feasible to also add the MAME mappings for player 3 and 4 according to this documentation?
https://docs.mamedev.org/usingmame/defaultkeys.html#player-3-controls
Or is there any other workaround for us using IPAC-4 controllers? (it is just a keyboard controller with default mappings to MAME).
I hope that at some point the missing text in the pop-ups etc will be fixed :)
It looks like at some point SLAPSTIC was altered to allow I_SLAP_TYPE to be modified dynamically? MAIN.VHD still instantiates it with a generic (and doesn't pass slap_type via the port).
MAIN.VHD:
p_10C : entity work.SLAPSTIC
port map (
I_CK => I_MCKR,
I_ASn => sl_ASn,
I_CSn => sl_SLAPSTK,
I_A => slv_cpu_ad(14 downto 1),
O_BS => slv_BS
);
SLAPSTIC.VHD:
entity SLAPSTIC is
-- generic (
-- chip_type : integer range 100 to 118 := 104 -- see generate statements below to select correct type
-- );
port(
I_CK : in std_logic;
I_ASn : in std_logic;
I_CSn : in std_logic;
I_A : in std_logic_vector(13 downto 0);
O_BS : out std_logic_vector( 1 downto 0);
I_SLAP_TYPE : in integer range 101 to 118 -- slapstic type can be changed dynamically
);
end SLAPSTIC;
If launching the MRA for "Gauntlet (2 Players, rev 6), you get screen corruption followed by "ROM at 38000 error U L 5892"
EDIT: After a bit more testing, this seems to affect all of the 2-player versions (only)
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