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Game Boards for RC2014

Run classic video games on your RC2014

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This is a set of add-in boards that allow the RC2014 to run video games, including unmodified ColecoVision games:

- TMS9918A-based video card
- SN76489-based sound card
- Controller interface card

Each board has its own GitHub project with further details.

  • The TMS9918A-based video card allows the RC2014 to produce NTSC composite video using a classic chip from the 1980s.  This chip was used in the MSX and ColecoVision, and the board can be configured to be compatible with software from both.
  • The SN76489-based sound card provides music and sound effects for the RC2014. This chip was used in the ColecoVision and many other Z80 based computers and game consoles. It can be configured to use a wide range of ports for wide compatibility.
  • The controller interface card provides a DB-9 joystick interface compatible with Atari joysticks, Sega Genesis gamepads, and ColecoVision controllers. The joystick interface uses the same ports as the ColecoVision and provides buttons to emulate a numeric keypad when using non-ColecoVision controllers.
  • z80ctrl board is the easiest way to load games into memory and launch them. I have also written a launcher for CP/M that is compatible with the RomWBW 512KB RAM/ROM board for CP/M.  See these instructions for details.

Kits are available on Tindie for the Video Card, Sound Card, Controller Interface, and z80ctrl.

tms_demo.zip

Pre-assembled binaries from https://github.com/jblang/TMS9918A/tree/master/examples

Zip Archive - 27.42 kB - 08/05/2022 at 17:07

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SN76489_rev4_gerbers.zip

Gerbers for SN76489 sound card REV4.

Zip Archive - 146.21 kB - 10/11/2020 at 16:17

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GameController_rev4_gerber.zip

Gerbers for Game Controller card REV4.

Zip Archive - 185.20 kB - 10/05/2020 at 01:39

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TMS9918_rev4_gerbers.zip

Gerbers for TMS9918 video card REV4.

x-zip-compressed - 161.74 kB - 01/12/2019 at 20:28

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bold.zip

Bold MSX Demo. Extracted from MSX disk and patched for z80ctrl. https://www.msx.org/news/software/en/bold-msx-demo

x-zip-compressed - 38.76 kB - 06/29/2018 at 01:11

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  • New Sound and Controller Board Revisions

    J.B. Langston10/04/2020 at 03:05 0 comments

    Rev 4 of the SN76489 sound board and Game Controller board are ready with a few tweaks to improve usability.

    SN76489 Rev 4

    Rev 4 adds a built-in 3.58MHz clock so that tones generated by the sound chip are independent of the bus speed.  This improves compatibility with Z180-based systems where the clock speed would otherwise be too fast for the sound chip.  In addition, to prevent random tones from playing before the sound chip is initialized, a flip flop blocks the clock from reaching the sound chip until the first write is made to initialize the chip. Asserting the reset line will reset the flip flop again and stop the clock.  Additional jumpers are also added to fully decode A0 and A1 so a single address can be specified.

    Game Controller Rev 4

    Rev 4 allows the on-board numeric buttons to be used for both Player 1 and Player 2 where before they could only be used by Player 1.  This change also prevents directional input from Player 2 from being erroneously interpreted as numeric input when using a non-Coleco controller.  In addition, the button footprints have been changed to better fit standard tactile buttons.

  • Plasma Effect for TMS9918

    J.B. Langston09/07/2020 at 15:39 0 comments

    Plascii Petsma by Cruzer/Camelot has one of the nicest looking plasma effects I've seen for the C64. Since he included the source code, I was able to port it to the Z80 and TMS9918.   

    On top of the features in the original C64 version, I have added the following interactive features:

    • change the palette independent of the effect
    • hold a particular effect on screen indefinitely
    • switch immediately to a new effect
    • runtime generation of random effects
    • adjust parameters to customize an effect

    In this article, I will explain how the code works. Before getting into the specific implementation details, it helps to understand how plasma effects work in general. Rather than write another explanation when others have already done it well, I'll refer you to this one, which covers the basic concepts using C code.

    The implementation used here defines each plasma effect using a set of constant parameters:

    SineAddsX:    defb    $fa,$05,$03,$fa,$07,$04,$fe,$fe
    SineAddsY:    defb    $fe,$01,$fe,$02,$03,$ff,$02,$02
    SineStartsY:  defb    $5e,$e8,$eb,$32,$69,$4f,$0a,$41
    SineSpeeds:   defb    $fe,$fc
    PlasmaFreqs:  defb    $06,$07
    CycleSpeed:   defb    $ff
    ColorPalette: defw    Pal01

    Each of these parameters governs a specific aspect of the plasma calculation, which will be described in detail below. This scheme allows a huge variety of unique plasma effects to be specified in a compact format, and random effects can be easily produced by generating parameters in the appropriate ranges.

    When implementing a plasma effect on an 8-bit computer, there are several challenges to overcome.  First, the processor doesn't support floating point math or provide a sin function. This can be overcome using a sine table, which contains pre-computed sine values converted to 8-bit integers.  

    Normally, the amplitude of a sine wave ranges from -1 to 1.  When converted to 8-bit integers, the amplitude ranges from -128 to 127.  For ease of lookup, the sine table will contain 256 bytes representing a full period of the sine wave.  

    A single period of the sine wave first falls from 0 to -1, then rises back from -1 to 0, rises further from 0 to +1, then falls from 1 to 0.  Each quarter of the period is the same curve, flipped vertically and/or horizontally.  To save space, only the first quarter needs to be pre-computed and these values can be mirrored at runtime.

    I used a python script to generate the first quarter of the sine table.  The resulting data looks like this:

    SineSrc:
            defb    $81,$84,$87,$8a,$8d,$90,$93,$96
            defb    $99,$9c,$9f,$a2,$a5,$a8,$ab,$ae
            defb    $b1,$b4,$b7,$ba,$bc,$bf,$c2,$c4
            defb    $c7,$ca,$cc,$cf,$d1,$d3,$d6,$d8
            defb    $da,$dc,$df,$e1,$e3,$e5,$e7,$e8
            defb    $ea,$ec,$ed,$ef,$f1,$f2,$f3,$f5
            defb    $f6,$f7,$f8,$f9,$fa,$fb,$fc,$fc
            defb    $fd,$fe,$fe,$ff,$ff,$ff,$ff,$ff

    The MakeSineTable routine builds the sine table for a complete period from the precalculated quarter period.  The first 64 values are copied verbatim from the precomputed values. The next 64 values are flipped horizontally by copying them in reverse order. The last 128 values are flipped vertically by complementing them. The vertically flipped values are written twice, first in forward order, and then in reverse order to flip them horizontally and complete the period. The resulting lookup table is stored on a 256-byte boundary so that a sine value can be looked up by loading a single register with the input value.

    The next challenge to overcome is representing a smooth gradient of color when the video chip only has 15 colors to work with.  To do this, I use dithering to combine different ratios of the 15 colors available.  This is the full set of 64 gradient tiles used in Produkthandler Kom Her on the C64:

    The TMS9918 tile mode defines 256 tile patterns, each of which is associated with a specific foreground and background color. For palettes of 8 colors each, I can use 32 tiles per color, so I...

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  • Sound and Controller Kits Now Available

    J.B. Langston01/09/2019 at 00:06 0 comments

    Sound Card and Game Controller kits are now available on Tindie.

    These are in addition to the Video Card kits already available.  Michael is planning to offer a newer version of the Video Card soon, but it only has two relatively minor updates: a diode on the interrupt line to convert it to open collector, and a jumper to allow using the TMS9918A's clock output as the RC2014 system clock.  Both versions are fully compatible with the Sound and Controller boards and the games and other software discussed here.

    Michael Kamprath is selling these kits with my permission, but I offer no warranty or guarantee of support.

  • Running ColecoVision Games

    J.B. Langston11/25/2018 at 17:07 4 comments

    After you've added the sound, video, and controller interface cards to your RC2014, you will no doubt want to run games on it. 

    You will need to extract the ColecoVision BIOS (coleco.rom file) and game ROMs from your original console and cartridges, or, well, I'm sure you know how to use Google.

    Once you have the ROMs, they need to be loaded into memory and launched. There are two ways to accomplish this: Using my z80ctrl monitor or from CP/M. 

    Loading via z80ctrl

    To load the games via z80ctrl, put the ROMs on the SD card, and boot into the z80ctrl monitor.  

    When using the z80ctrl, the Pageable ROM module should be removed and the 64K RAM should be used by itself. Enter the following commands to load and run the game:

    z80ctrl>loadbin 0 coleco.rom
    z80ctrl>loadbin 8000 game.rom
    z80ctrl>clkdiv 5
    z80ctrl>run 0

    These commands load the BIOS at address 0, the game at address 8000, set the clock divider to 5 (4 MHz), and start the Z80 at the BIOS entry point.  At this point, if you have all your cards configured correctly, the game will start.  

    If you are using the 512K RAM/ROM board with z80ctrl, you must take a few extra steps:

    z80ctrl>base 80000
    z80ctrl>loadbin 0 coleco.rom
    z80ctrl>loadbin 8000 game.rom
    z80ctrl>poke 73b9 c7
    z80ctrl>clkdiv 5
    z80ctrl>run 0

    The base 80000 command sets the base address to RAM so you that you can load the ColecoVision BIOS and game there.  The poke command is a workaround to fix a problem that occurs when using the 512K RAM/ROM board.  The next paragraph explains why the workaround is necessary and how it works.  If you don't care, just skip it and remember that you need to do this.

    When the Z80 is reset, the page register on the 512K RAM/ROM board gets cleared, so ROM gets paged in instead of RAM. The Z80 will read the first opcode from ROM before z80ctrl can switch back to the RAM.  This is OK if the first byte in ROM and the first byte in RAM are the same, but in this case it isn't.  If you have RomWBW flashed in your ROM, the first byte will be C3, which is a jump instruction.  The first byte in RAM when the ColecoVision BIOS is loaded is 31, which sets the stack pointer.  This is a problem because the C3 from ROM gets combined with the next two bytes in RAM, which form the address 73B9, so the first thing the Z80 does is jump to 73B9 and starts executing whatever random data is there.  Poking C7 at 73B9 inserts a RST 00h instruction, which causes the Z80 to jump back to 0 and correctly execute the first instruction from the ColecoVision BIOS this time.  If your ROM has something other than C3 in the first byte, then this workaround won't work.

    A few games execute a halt instruction and wait for an interrupt. These games will cause the z80ctrl to stop the Z80's clock and return to the z80ctrl> prompt.  If this happens, you will need to run the following commands to disable automatic halting and continue running the game:

    z80ctrl>halt off
    z80ctrl>run

    Note that if you disable automatic halting, you will not be able to stop the game using the z80ctrl's halt button; you will need to use the z80ctrl's reset button instead.

    Loading via CP/M

    If you want to launch the games from CP/M, you will need the 512K ROM 512K RAM module for RomWBW instead. The Pageable ROM board that comes with the RC2014 Pro kit is not compatible because of a port conflict with the video card. When the game tries to write to the video card, this pages in the RC2014 ROM instead of the RAM containing the game, and the game crashes. 

    On the clock module, set Clock 1 to 3.6864 MHz. This is close enough to the ColecoVision's system clock of 3.57 MHz that games will work. Note that if you are using the standard SIO/2 module, reducing the clock speed will half your baud rate from 115200 to 57600. Make sure to adjust your terminal emulator accordingly.

    ... Read more »

  • Full ColecoVision Compatiblity

    J.B. Langston11/21/2018 at 03:22 0 comments

    This project began several months ago with the development of my TMS9918A-based video card.  With the recent addition of my SN76489 sound card and joystick interface, I have achieved full compatibility with unmodified ColecoVision games.  Check out this video to see what it can do:

    For those interested in all the gory details, I have produced a video with an in-depth explanation:

    Additional details for each board, including a bill of materials and technical documentation, are on their respective Github pages:

    z80ctrl board or RomWBW is required to load games into memory and launch them.

    Many thanks to JLCPCB for sponsoring the prototypes of these boards. Whether  you want to manufacture my boards for your RC2014, or you need to prototype your own electronic project, JLCPCB is an excellent choice. They produce top quality PCBs for an incredibly low price and their service is fast.  I routinely get 5 day or quicker turnaround on my projects, order placed to board in hand.

  • Video Card Kits Available

    J.B. Langston09/19/2018 at 13:42 0 comments

    Michael Kamprath has, with my permission, started selling ready-to-assemble kits on Tindie.  Michael sent me one of the kits, which I put together, and it works great. I had no interest in selling these kits myself, but I was happy that Michael wanted to make it easier for people to get one of my boards if they want one.  I offer no warranty or guarantee of support.

  • PCB Manufacturers Compared

    J.B. Langston08/14/2018 at 14:20 0 comments

    Now that I have experience with three PCB manufacturers, I would like to share my impresson of each of them.  The tl;dr is that having tried OSH Park, Seeed Studio, and JLCPCB, I will manufacture my boards with JLCPCB in the future.

    Full disclosure: JLCPCB offered me a free batch of PCBs in exchange for writing a review; however, they did not influence this review, and what follows is my honest opinion based on my experiences.

    Ordering Experience

    OSH Park has a very user friendly website and allows uploading KiCad and Eagle PCB files directly so you don't have to convert them to gerbers first.  They also make it easy to share your designs for other people to manufacture. This makes it much easier for a beginner to place an order.

    Seeed Studio's website is considerably less friendly than OSH Park's.  I had intended to order my second batch of boards from them but I encountered a problem with their online gerber viewer which made me nervous. The drill holes for all of the pads were not showing up in the correct place.  I emailed Seeed Studio about this and they said it was a bug in their gerber viewer, and to go ahead and order my boards since someone would review the layout for any problems before manufacturing.  However, the experience didn't inspire much confidence, and by the time they got back to me the next day, I had already placed my order with JLCPCB.

    JLCPCB's website is also not as easy as OSH Park's, and requires generation of gerber files, but the ordering process went smoothly and the images from their gerber viewer looked correct. JLCPCB is also affiliated with EasyEDA, a web-based PCB design suite.  I have played with EasyEDA some and it seems like a good tool, but all of my final designs have been done in KiCad.  Strangely, I could not find any way to directly submit PCB designs from EasyEDA to JLCPCB for manufacture, which seems like a natural advantage they could offer. But unless I missed something, you still have to generate gerber files and upload them.

    Price

    OSH Park is much more expensive than manufacturers based in China.  A batch of 3 boards cost $38.70 with free shipping. JLCPCB charged me $5 for a batch of 10 boards, and they had a special on my first order of 5 boards for $2. Even with $18.47 shipping from China factored in, it was more expensive to order 3 boards from OSH Park than was to order 15 boards with 2 separate designs from JLCPCB. Because of the expensive shipping, it makes sense to order multiple batches of boards from China at once if you can.

    This isn't a completely fair price comparison, since the JLCPCB boards were made with a leaded HASL finish versus OSH Park's more expensive gold-plated ENIG finish. JLCPCB offers ENIG, which was still cheaper than OSH Park, but much closer in price.  However, OSH Park only offers ENIG so you have to pay the premium for it even if you don't want to.  

    Seed Studio also offers HASL and ENIG options, and in general was slightly more expensive than JLCPCB for a comparable board. Since I didn't order from them, I don't have a record of the exact prices quoted.

    Lead Time

    Even though OSH Park is located in the US, my boards took longer to arrive than they did when I ordered them from JLPCB in China.  With OSH Park, I placed my order on Feb 15, the boards shipped via USPS on Feb 26, and arrived on Mar 1 (total of 15 days).  With JLCPCB, I placed my order on Jun 14, they shipped via DHL on Jun 19, and arrived on Jun 21 (total of 8 days).  Since I never actually placed an order from Seeed Studio, I can't comment on their turnaround time.

    Board Quality

    JLCPCB and Seed Studio offer a choice between leaded HASL (the cheapest option), lead-free HASL, and gold-plated ENIG (the most expensive option).  OSH Park only offers the...

    Read more »

  • Zero Vias

    J.B. Langston07/27/2018 at 01:42 0 comments

    I admit that this served no purpose beyond the indulgence of my OCD, but I'm still damn proud of this achievement.

  • New Board Revision

    J.B. Langston07/24/2018 at 01:36 0 comments

    I've been working on a new revision of my board that will work with unmodified ColecoVision games.  I had some success getting a few games to run by modifying the ColecoVision BIOS but many games bypass the BIOS and access the ports directly, so it would be a lot of work to modify them all for compatibility.

    The new revision will have basically the same BOM as before with the addition of more jumpers.  Based on feedback from Mark on the RC2014 mailing list, I have hopefully made it compatible with the Sord M5 computer as well.

    Here's how the address decoding works:

    • J4 configures address bits 7-5 which lets you select a block of 32 addresses: 00-1F (left) ... E0-FF (right). For ColecoVision, you would set this to A0-BF (6th position). For MSX, you'd set it to 80-9F (5th position).  For Sord M5, you'd set it to 00-1F (1st position).
    • J6 configures address bit 4. There are 3 options: ignore (left), 0 (middle), or 1 (right). This lets you use the entire 32 address range, the upper half, or the lower half, respsectively. For ColecoVision, you would set this to ignore (left). For MSX and Sord, you would set it to 1 (right).
    • JP1 configures address bits 2 and 1. In the upper position, they must both be 0. In the lower position, they are ignored.  For MSX, you would set this to the upper position. For ColecoVision and Sord, you would set it to the lower position.
    • JP2 configures address bit 3. In the upper position, it must be 1. In the lower position, it is ignored.  For MSX, you would set this to the upper position. For ColecoVision or Sord, you would set it to the lower position. This allows configuration of the correct ranges for all 3 systems:
    • MSX 1 (98 and 99)
    • ColecoVision (A0-BF, with BE and BF typically used)
    • Sord M5 (10-1F; with 10 and 11 typically used)

    For other Z80/TMS9918A systems, such as the SpectraVideo and MTX, it should at least be possible to configure a superset of the correct addresses, but it may not be possible to decode the addresses as precisely as the original system.  Depending on what other peripherals such a system has mapped to any partially decoded addresses, this may or may not cause a conflict. This is the best that I can do without adding any more decoding chips, which I don't have room for on the board.

    I also added a jumper (JP4) to output the TMS9918A's interrupt signal to either INT (upper position) or NMI (lower position) on the RC2014 bus. There is now a second row of bus pins to connect NMI to the RC2014 bus.  ColecoVision connects the video interrupt to NMI, so this change was necessary for compatibility.  MSX uses INT, and most other systems do as well.

    Finally, I added a header (J7) with pins for (left to right) CPUCLK, GROMCLK, EXTVDP, and GND. This should allow the CPUCLK and GROMCLK signals to be used via jumper cables with other boards the need them, for example on the Sord M5.  It should also be possible to daisy-chain multiple TMS9918A chips using the EXTVDP signal, or to genlock an external video source. I added a GND pin to use with an external video source if needed.  

    I am going to check these changes into Github now but I am waiting to design my SN76489A sound card and ColecoVision joystick interface boards before I have them manufactured.

  • ColecoVision Games

    J.B. Langston07/08/2018 at 18:33 0 comments

    I have successfully run a few ColecoVision games with only a small modification to the Coleco BIOS in order to change the port used for the TMS9918A and make the maskable interrupt handler redirect to the NMI handler because the ColecoVision uses NMI for the TMS9918A's vblank interrupt, whereas my board uses INT.  

    So far, Donkey Kong and Burger Time are fully playable. For some reason I haven't figured out yet, Donkey Kong Jr hangs after the skill select screen. 

    I'm using a second MCP23S17 I/O expander hooked up to the SPI bus on my z80ctrl board to read the joystick. The z80ctrl reads the joystick value via SPI, and relays the results back to the Z80 over port 0xFC, where the ColecoVision code expects to find them.

    Unfortunately some newer games talked directly to the hardware ports instead of going through the BIOS so I will have to individually patch those games.  I have gotten as far as the title screen in Centipede and Star Wars after patching their ROMs to use the correct video ports.

    None of the games have any sound currently because the ColecoVision uses a TI SN76489 instead of the YM2149 chip that I have in my RC2014.  I may design a SN76489 board for the RC2014, or it might be possible to patch the ROMs to use the YM2149 instead, since both chips had similar capabilities. I haven't researched what all would be involved in doing this yet.

    Inexplicably, I am terrible at all of the games I've played so far. Clearly there is some kind of subtle incompatibility that is making these old games much harder than I remember them. Yeah, that's gotta be what it is.

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Discussions

Ben wrote 01/04/2024 at 07:10 point

Hi. I've built the SN76489 sound card, but i don't know how I can test it.  I tried to use the vgmplayer.asm code in your example, and manage to complie this and when i run with a coleco vgm file it says vgm file loaded, but no sound (a little bit of static as it loads though!)

Do you have some simple example code I can run to make a tone.  I've checked the card over and can't see any issues.  I'm stuck.

Cheers
Ben

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Jorisclayton wrote 05/11/2024 at 00:27 point

Hey fried, did you get it? Im also building this but do not work at all... I already checked the io decoder and z80 sinals, when using vgmplayer the IORQ never even goes low, it do not even try to scces the sound card IO. With colecovision rom its already access the sound card but not even a note can be heard

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Lanea Lucy wrote 11/16/2022 at 04:39 point

Hi, would it be possible to get a pal version of the video card? Thx

  Are you sure? yes | no

patracy wrote 05/02/2022 at 23:58 point

Just got my SC126 running today.  Learning how to get software over to it right now.  Also finished up the video card from this project today too.  I'll try to get the other two cards done this week as well.  I'm going to try a second rom on the computer to run in "slow" mode for the z180.  Which would be 9.216mhz.  Would that be slow enough for the colecovision games or do I need to get a crystal to get it down to 3.58mhz like the original machine?

Edit: I see from the launcher stuff it does need to be close to the right frequency.  So I ordered a new crystal.

  Are you sure? yes | no

Axel.ahlborn wrote 06/02/2021 at 12:23 point

Hello, 

am I able to use the PI Terminal in conjunction with z80ctrl and CPU RAM RTC board ? Greetings Axel Ahlborn

  Are you sure? yes | no

vinci18 wrote 11/30/2020 at 22:38 point

Hello; I have an RC2014 system with z80ctrl (working) and 9918A module which I just put in. I have no idea how to run the example files, as they are not in binary format. Should I assemble them? Is there an easier way to run some demos? Any guidance will be appreciated.

  Are you sure? yes | no

Todd Decker wrote 09/12/2020 at 15:37 point

@J.B. Langston could you confirm the purpose of J3? Is that just for your testing purposes or would it be beneficial for me to add a header to the backside so it can be utilized if needed?

  Are you sure? yes | no

J.B. Langston wrote 09/12/2020 at 15:44 point

I assume you mean on the video card. I have not used it for anything myself.  Theoretically you could jumper the clock output to the bus and drive the CPU from the video clock so it would be in sync with the VDP and using the same clock rate as the vintage systems that used it like the ColecoVision and MSX.  In practice, I haven't found that to be necessary, and if your bus clock also drives your UART, it would result in some very strange baud rates.  The only time this would really be required is if you wanted to do cycle counting to change the VDP registers on specific scan lines.  This technique is used in at least one demo on the MSX but it's not very common. 

The other potential use would be to connect video input to the EXTVID connector. Some video titling machines in the 80s used the TMS9918 in this way. However, it would require additional circuitry to work.

  Are you sure? yes | no

J.B. Langston wrote 09/12/2020 at 15:47 point

Actually I just looked at the schematic and the header I'm describing above is J7, not J3. I don't have a header named J3 on either the video card or sound card so I'm not sure which one you're talking about.

  Are you sure? yes | no

Todd Decker wrote 09/09/2020 at 00:08 point

Hey there, @J.B. Langston !  I just received my video controller kit and look forward to building it.  Do you happen to have any sound samples from your sound card?

  Are you sure? yes | no

J.B. Langston wrote 09/12/2020 at 15:39 point

I have not written much example code for the sound card. The main thing I've used it for is playing ColecoVision games.  There are a few examples in the Github repo, but they're unfinished: https://github.com/jblang/SN76489/tree/master/examples

  Are you sure? yes | no

Todd Decker wrote 09/13/2020 at 01:17 point

Thank you! If I buy the card and use it, I can contribute some examples back to you

  Are you sure? yes | no

David Kuder wrote 07/01/2018 at 15:08 point

Thanks for the inspiration to make my own TMS9918/AY-3 card for Z-80 STDBUS. I’m also working on a joystick interface that is compatible with the RC2014 AY-3 card aswell.

  Are you sure? yes | no

J.B. Langston wrote 07/01/2018 at 15:42 point

Cool! Let me know once you have details about the project posted. I am actually trying to get some ColecoVision games running on the RC2014 so that Joystick interface would be very handy. (See thread here: https://groups.google.com/forum/#!topic/rc2014-z80/d1iM0UVwYU8)

  Are you sure? yes | no

David Kuder wrote 07/02/2018 at 01:44 point

I've got a first attempt up here:
https://bitbucket.org/z80std/pcb/downloads/

GPEX*.zip is the adapter for MSX pinout joysticks.

For Atari joysticks you would need to swap a few pins around.

Additionally, some bodge resistors are likely to be necessary to pull the data lines high when buttons aren't being pressed.

  Are you sure? yes | no

J.B. Langston wrote 07/08/2018 at 23:21 point

For my ColecoVision project, I ended up building a joystick adapter out of a MCP23S17 I/O expander and having the z80ctrl board pass along the values via the expected port for the Colecovision.  I posted a few more details about it in a project log today.

  Are you sure? yes | no

David Kuder wrote 07/09/2018 at 18:41 point

Nice,  I got my boards in and have been working on getting all the chips together.  I'm hopeful that the 10.7MHz crystal will be in before this weekend so I can fire mine up without having to resort to using a signal generator.  The MSX gamepad interface boards are in and I'll assemble one of them when I get a hold of a PSG chip.

  Are you sure? yes | no

David Kuder wrote 07/21/2018 at 02:27 point

Mistakes were made, but some success was wrought.  I have the Nyan, Ascii & Mandelbrot demos working on my ProLog Z80 computer now.  I ordered the wrong type of crystal (I couldn't find parallel cut 10.73866MHz crystals, and had to build a 74ls04 clock generator with the serial cut crystal.  I have to track down a variable cap to tune the frequency in better (20KHz too fast for the color burst = no color).  Between the help from this project, and smbaker's rc2014 projects, I have managed to get CP/M working with a TV console in the span of a month.

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J.B. Langston wrote 07/24/2018 at 02:12 point

Glad to hear you got it working. I'd love to see some pictures of your project when you finish with it. Are you making a hackaday.io page?

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David Kuder wrote 07/29/2018 at 00:02 point

I've thrown one together here https://hackaday.io/project/160055-grizzly-stdbus , but I've not gotten all the boards & info there yet.

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