NVRAM & Kick Harness (Patreon)
Content
NVRAM
After some headache and too many debugging hours, we finally have NVRAM support for MiSTer CPS1 and CPS1.5 cores.
All CPS1.5 cores use NVRAM instead of DIPs to keep the configuration. From the CPS1 set, Pang! 3 uses NVRAM too, although it seems that not all versions do.
NVRAM requires both the new RBF and also the new MRA files. Everything will be taken care of by the automatic updater.
The way to enter the settings page is:
-Press F2 if you have a keyboard (like MAME)
-Go to the OSD, DIP settings, then select test/service mode
After you modify the settings to your liking, you have to store them in the virtual NVRAM inside the FPGA (follow the game's on-screen menu). Then, use MiSTer's OSD to "save settings".
Now you will have a .nvm file in config/nvram. These files have the same format as MAME's nvram/eeprom files.
Better MAME keyboard support
Most of MAME keys were already supported in my cores. I have also added these ones:
-F2 test button
-9 service button
-Kick harness for players 1 and 2
-Button 3 for player 3
Note that button 6 for 2P is assigned to K.
Credits Screen
The screen is now centred for high resolution titles (SF1, Side Arms, CPSx)
If you press 1P or 2P while the game is in pause, the credits will toggle off/on. The credits will not reappear if the game is paused again in the same session.
You can press down to go through the screen more quickly.
Other work
I have been working on fixing JT51's LFO implementation. The LFO is an oscillator used to make tremolos and other phase effects. Although JT51 is based in hundreds of measurements, the LFO part is not completely verified and I think it is creating problems in Double Dragon 1 and Willow. I thought I would have it ready for today, but it hasn't been possible.
CPS2 work progressed too, with improved core speed and sprite engine. But I haven't worked on adding more games yet.