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Chris
14th January 2008, 11:14 AM
Hi All,

I know you've been waiting with baited breath (all three or four of you). The PACE subversion repository is online at https://svn.pacedev.net/repos/pace - read only access for now.

Some caveats apply - a mysterious sprite issue has crept in sometime in the last few Quartus releases, so a lot of DE2 builds are not fully playable. Unfortunately the target with widest support is Mark's custom dev platform so some games have not been targetted to DE2 yet.

That being said, I'm sure Mark will fix sprites soon, and it is not difficult to add support for a new target board, or to port a game to an existing target board.

If you have a DE2, at least Pacman and C64 builds should be fully working. You should be able to play with PS2 keyboard and/or Gamecube or Maple bus controllers. If you have the LCM I recommend trying that build - enjoy scrolling Pacman :D

Chris.

Chris
14th January 2008, 11:23 AM
Yes thankyou my girlfriend just pointed out that bait is what you do to fish. I hope your breaths are bated and not baited!

She is of course correct, as usual. Sigh.

david
17th January 2008, 12:55 AM
It took two days for your rego email to come through. So like, that's slow. And I hate to be all like non-coderish but have you fixed my computer problem yet!

MiniMorph
3rd April 2008, 08:56 PM
Hi,

FordP from Minimorph here ;)

I am new to SVN. I use Visual Studio and a source control package called SourceGear "Fortress" for my job.

I know little about Subversion however.

I have http://tortoisesvn.net/ installed on my machine and I am trying to connect to the repository. I get quite a way but then it asks for a user name and password. What do I type in at this point ????

As I mentioned elsewhere I am totally stuck on my FPGA hobby at the moment and I need to get my DE1 doing something so I can get hacking and then I can "Make a Difference" TM. ;)

Cheers in advance.

Dirk
3rd April 2008, 09:23 PM
You only need press the right mousekey and select svn checkout.
Then enter https://svn.pacedev.net/repos/pace as URL of repository and the checkout directory.
Press ok and if the checkout directory exists the files are copied to your harddisk.
Thats all.

Dirk

MiniMorph
7th April 2009, 09:55 PM
Well over a year after first trying I think I am finally getting files from the Pace repository.

The TortoiseSVN thing did not work for me so I got Gannymead Eclipse and installed http://subclipse.tigris.org/.

This may be overkill but I have used Eclipse so I know it's quirky ways. I may as well make use of my broadband.

I get upgraded to 10Mbit/s within a month too, so I better get used to downloading megabytes to perform simple tasks :D

If anybody else wants to try this set up I can write a mini howto.

MiniMorph
8th April 2009, 06:47 PM
Well I tried building a few projects for my DE1 and not one would build they all failed at quite an early stage. Am I missing any instructions or something?
Is it releated to missing ROMS, or some other pre-build scripts I need to run.

I am trying to compile them using Quartus II Version 10 Web Edition.

I await further instructions.

Cheers.

tcdev
9th April 2009, 02:54 AM
Well I tried building a few projects for my DE1 and not one would build they all failed at quite an early stage. Am I missing any instructions or something?
Is it releated to missing ROMS, or some other pre-build scripts I need to run.

I am trying to compile them using Quartus II Version 10 Web Edition.

I await further instructions.

Cheers.

Sorry, saw your post re: Spectrum and haven't had time to look at the problem - I can't recall how I got the address for that one!

Can you give me a list of the projects you have tried that are broken? I'll re-test them ASAP.

tcdev
10th April 2009, 12:40 PM
OK, all of the DE1 projects should now build.

I'm still to check out the situation with Alex Freed's ZX Spectrum...

MiniMorph
10th April 2009, 03:44 PM
Wow quick work. I will pull the latest code and get back to you.

FordP

MiniMorph
10th April 2009, 05:39 PM
I have build all the Arcade games that do not need the Flash Programmed so far.

Most work but there are missing files I think for some.

Here is my Status Report :-

Frogger (Pace) : Built in Quartus II Version 9. It Works (No Sound) Fantastic

Frogger (fpgaarcade) : Does not build
Error (10481): VHDL Use Clause error at pace.vhd(189): design library "work" does not contain primary unit "SCRAMBLE"
Error: Quartus II Analysis & Synthesis was unsuccessful. 1 error, 16 warnings
Error: Peak virtual memory: 189 megabytes
Error: Processing ended: Fri Apr 10 17:26:13 2009
Error: Elapsed time: 00:00:03
Error: Total CPU time (on all processors): 00:00:03
Error: Quartus II Full Compilation was unsuccessful. 3 errors, 16 warnings

Galaxians (Pace) : Built in Quartus II Version 9. It Works! (No Sound) One of my favourite games
I love the nightrider pattern on the LEDs

Galaxy Wars (Pace) : Built in Quartus II Version 9. It Works with Sound. Super

Lunar Rescue (Pace) : Built in Quartus II Version 9. It Works with Sound. Nice

Moon Cresta (Pace) : Built in Quartus II Version 9. It Works (No Sound) Another of my favorites

Scramble (fpgaarcade) : Does not build
Error (10481): VHDL Use Clause error at pace.vhd(189): design library "work" does not contain primary unit "SCRAMBLE"
Error: Quartus II Analysis & Synthesis was unsuccessful. 1 error, 16 warnings
Error: Peak virtual memory: 189 megabytes
Error: Processing ended: Fri Apr 10 18:01:38 2009
Error: Elapsed time: 00:00:03
Error: Total CPU time (on all processors): 00:00:03
Error: Quartus II Full Compilation was unsuccessful. 3 errors, 16 warnings

Invaders (Pace) : Built in Quartus II Version 9. It Works with Sound. The big daddy works !

Invaders (fpgaarcade) : Does not build
Error (10481): VHDL Use Clause error at pace.vhd(206): design library "work" does not contain primary unit "invaders"
Error: Quartus II Analysis & Synthesis was unsuccessful. 1 error, 12 warnings
Error: Peak virtual memory: 187 megabytes
Error: Processing ended: Fri Apr 10 18:11:44 2009
Error: Elapsed time: 00:00:02
Error: Total CPU time (on all processors): 00:00:03
Error: Quartus II Full Compilation was unsuccessful. 3 errors, 12 warnings

I have attached a file with this information and some more detailed output from Quartus for the failed projects.

I will post more when I have it.
Invaders PT II (Pace) : Built in Quartus II Version 9. It Works with Sound. Scary sounds

MiniMorph
11th April 2009, 08:08 PM
I thought I would post the status of the 8 bit Micro's.

I guess the Alex Freed ZX Spectrum is quite close but I am still bit unsure what ROMs to put where in the FLASH of the DE1. I have emailed Alex so we will see where we get to with that.

Next my favourite, the BBC Micro. I know it is incomplete but you have reported getting the BBC Micro 32K and BBC Basic up on the screen, but then I realised the the DE1 port is even less complete than the DE2. Well I tried building all three and non of them build. The P2 and DE2 moan about some JAMMA issue and the DE1 mentions something which may be related to the A/D converter. The results are attached.

I have not tried the others as they are either not ready or I have no experience of using them.

A C64 port to DE1 would be seem to complete the set. I already have a working C64 DE1 port but only the sof files and not the source. I cannot remember where I got the files from now. If I had the source I would like to try and glue a virtual one of these http://www.c64-wiki.com/index.php/SD2IEC to the rest of the HDL. Then it would be really useful :D.

Well that will do for now.

All the best.

invzim
25th June 2009, 01:16 PM
If you just want to get a copy of the repository, this works on stock linux:

svn checkout https://svn.pacedev.net/repos/pace pace

where last argument is the local directory

tcdev
25th June 2009, 11:24 PM
I thought I would post the status of the 8 bit Micro's.I'm not sure why I never got notice of this thread?!? I had no idea you had posted this back in April - sorry!

I'll look into it. I can't recall the DE1 status of the BBC. :(

BTW I've probably just broken a whole heap of projects - I've changed/added an SDRAM interface on the DE1 in target_top and all DE1 projects now require sdram_pkg to be included. When I get the chance I'll run the full repository rebuild script... sorry guys!

MiniMorph
27th June 2009, 10:26 PM
No Worries.

I am having a few weeks off FPGAing as you might have noticed.

I just have a lot going on and I will be doing my 192 mile walk soon.

I am still looking forward to being able to order one of MikeJ's replay boards.

All things come to those that wait ;)

invzim
2nd July 2009, 02:12 PM
Finally got some time and checked out version 590 from svn, is everything broken for the DE1 board because of sdram_pkg? Complete newbie, so the project is way too complex for me to start debugging at this point - just wanted to check it out.

tcdev
2nd July 2009, 02:43 PM
Finally got some time and checked out version 590 from svn, is everything broken for the DE1 board because of sdram_pkg? Complete newbie, so the project is way too complex for me to start debugging at this point - just wanted to check it out.Yeah, I've fixed the Apple II projects but haven't had a chance to fix anything else yet... :( The changes are trivial - you just need to add the stubs/sdram_pkg.vhd to the project and a use.work.sdram_pkg.all to the platform IIRC...

I'll get this fixes done ASAP!

tcdev
2nd July 2009, 02:44 PM
Which one(s) were you most interested in? (I can fix them 1st)

invzim
2nd July 2009, 04:21 PM
Just something simple like pacman or frogger to get the feel of things.

tcdev
3rd July 2009, 12:14 AM
OK, I believe I've fixed pacman, frogger and the midway8080 games.

Let me know how you go!

invzim
3rd July 2009, 01:13 PM
Compiled fine at work, will try it when I get home. For some reason, quartus only used 50% time on one of my cores - any ideas? I know that the web edtition is single core(thread?), but 50% on one of the cores is stupid..

Frogger took 03:43 to complete from scratch on my thinkpkad laptop (core2duo L7500 @ 1.6ghz) - anyone have desktop numbers, looking to upgrade my home computer..

tcdev
3rd July 2009, 02:30 PM
OK, I think all the DE1-supported arcade games should compile at least...

invzim
3rd July 2009, 02:59 PM
Just fired up pacman, which triggers a host of questions about what PACE really is :)

How is the rotation implemented (large bitmap?), and any way to avoid it - ideally I would like to have the "raw" output, possible linedoubled to get 31khz. Looking at "package video_controller_pkg" etc, shouldn't video timings etc be derived from the actual descriptions to get it accurate?

tcdev
4th July 2009, 01:03 AM
Just fired up pacman, which triggers a host of questions about what PACE really is :)All is revealed here (http://pacedev.net/forums/showthread.php?t=39);)

How is the rotation implemented (large bitmap?), and any way to avoid it - ideally I would like to have the "raw" output, possible linedoubled to get 31khz. Looking at "package video_controller_pkg" etc, shouldn't video timings etc be derived from the actual descriptions to get it accurate?The sprites are pre-rotated, and the video memory map likewise adjusted for output on a horizontal monitor. As far as Pacman is concerned, there's no simple way to 'avoid rotation' - you'd have to re-generate the sprite data from the original game, and then modify the video memory map.

FWIW, if/when we finally produce some PACE hardware, the intention was always there to implement both horizontal and vertical versions of all projects, in both 15 and 31kHz versions, as far as possible.

In short, the idea with PACE is to enable you to play the game on a standard VGA monitor and/or TV where supported, simply by choosing a different configuration of the video controller. Note that only some games support CVBS output, due to the vertical resolution required.

If you want "raw" output and completely "authentic" implementations, then visit MikeJ's FPGARCADE (http://www.fpgaarcade.com/games.htm). Some of the PACE implementations are ports of Mike's projects.

invzim
4th July 2009, 02:20 PM
I see, personally I don't "get" the mix of the hardcore approach by doing it in FPGA and stuff like rotation and fixed graphic modes (as you always have MAME, and can run the early stuff on cheap hardware anyway) - but big kudos on the cross-platform / multiple-system effort.