It's all in the name :) WIP, see DEV_NOTES.md and https://docs.google.com/spreadsheets/d/1CA_RlD6NTEXU8FZAATqmE4FEGLo2nq-Fe_9v-TF6sh4/edit?usp=sharing for a compatibility list.
If you want to try it out, make sure to use the modified MiSTer binary.
SNK NeoGeo core for the MiSTer platform
License: GNU General Public License v2.0
It's all in the name :) WIP, see DEV_NOTES.md and https://docs.google.com/spreadsheets/d/1CA_RlD6NTEXU8FZAATqmE4FEGLo2nq-Fe_9v-TF6sh4/edit?usp=sharing for a compatibility list.
If you want to try it out, make sure to use the modified MiSTer binary.
Check read data from memory zones/registers dedicated to MVS components on the home console.
Open bus ? All ones ?
Right now a game must be loaded after changing the system mode to update the system ROM, this is confusing.
Force a reload and reset if the system type was changed when exiting the OSD menu.
See Neo Turf Masters.
Maybe the cause of Viewpoint not starting up.
Check interrupt priority encoder in LSPC and test mode gates.
Needs to be done in Main_MiSTer mostly.
Apparently the jumper connected to NEO-C1 isn't the only indicator.
Tested ok a while ago but need to see if it still works after modifications.
Protection trip effects:
Testing of memories and RTC TP should take 2~3 seconds (green garbage screen).
In some cases, the game starts right up.
Used a lot for M68K_DATA and SDD buses.
Letting synthesis figure out how to place the muxes can be dangerous.
There's not always enough time for the tile # to pass through the multiple muxes introduced by the hack before it's used by the SDRAM controller. This causes heavy glitches in some compilation runs.
Do the remap as soon as the tile # is latched from VRAM, not when it appears on the P BUS.
spi_write() is what takes the longer in the loading loop.
In spi_write(), it's the fpga i/o function calls.
Different microcode. See disasm of neocd.bin and MAME's drivers/neogeocd.cpp
Implementing the whole MCU isn't worth it since it's only used for link play.
Just add a bit of logic to fake an idle reply from it to make the game happy.
Conditionally set the core config string to hide or show the dipswitch options according to system mode.
See League Bowling lane, Puzzle Bobble backgrounds, many games with full-screen scrolling maps...
This was happening in simulation and was fixed by adding # delays in some cells.
Can this be solved with timing constraints, or by using a 2x clock and additional registers ?
Get rid of the block RAM and merge it with the Neo CD code. Using 64kB more of SDRAM isn't a problem for cart mode and makes things simpler.
Quite a bit of work to be done here...
They're probably all using the same sound driver so no audio in mslug and turfmast makes sense.
Check if ZMC is working properly, might be the cause of glitchy audio in many other games.
When using Optical Audio out via the MiSTer IO Board (Playing Puzzle Bobble and Last Resort), the audio is loudly distorted similar to a bug with optical audio Sorgelig encountered and fixed.
I know the audio isn't even close to 100% on the Neo Geo core, but I don't think it would cause distortion to the point of peaking audio levels on my receiver.
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