SYSTEM11 Core Release Build!
All eleven System 11 titles are now playable:
Tekken, Tekken 2, Soul Edge, Dunk Mania, Xevious 3D-G, Prime Goal EX, Dancing Eyes, Star Sweep, Kosodate Quiz My Angel 3, Pocket Racer, and Point Blank 2 — plus Gunbarl and a full set of regional and version variants, 35 MRAs in all. Every one of them has been tested on real hardware, through coin, start and in-game input.
Dunk Mania in particular is now a proper four-player game: it's a four-player cabinet, the core had been capped at two, and all four players can now coin up and join a match.
Pocket Racer is the one that behaves least like a normal arcade game, so it's worth knowing before you load it: there is no Start button. Drop a coin and it begins. Steering works with the left analog stick, and also with the D-pad. Button 2 switches the camera view.
The light-gun games
Point Blank 2 and Gunbarl — aim with a USB mouse: move to aim, left-click to shoot (Button 1 on a pad also fires). Player 2 is the interesting case. MiSTer merges every connected mouse into a single stream, so a second mouse can't be handed to player 2. Exploring other options. The real cabinet draws no crosshair — you point a physical gun at a screen — so the core's crosshair is an optional aid, off by default under OSD → Light Gun. Turn it on and player 1 gets a white one, player 2 a green one.
Settings and high scores
Now persist between sessions, and the whole core remains free of any baked-in ROM or firmware data .
Sound and inputs
The missing sound effects and dead buttons that dogged earlier builds are fixed, and both traced back to real hardware bugs rather than tuning. The dropped one-shot effects — Tekken 2's insert-coin chime, kick and floor-hit sounds — came down to a write-lane bug in the shared-RAM mailbox between the main CPU and the C76 sound MCU: it picked its 16-bit halfword from a single address bit, but the CPU issues word-aligned addresses with byte enables, so every high-halfword write landed in the low half and clobbered it, and odd halfwords were never writable at all. Sound commands were being corrupted in transit. Fixing that restored the missing effects across every title and made C76 command delivery measurably more reliable — it also turned out to be why Pocket Racer never booted.
On the input side, Soul Edge's Kick and Guard were genuinely dead. Both now work, confirmed in play, and a related routing bug is gone too.
On Dunk Mania, Dancing Eyes, Star Sweep and Xevious 3D-G, three analog channels that belong to player 3 were being driven from player 1, so every legitimate Button 3 press was also read as a phantom third player pressing a button.
When will it be available on update_all.sh ?
This is the number one question. Please feel free to share with the author of update_all.sh that system11 is ready.
Disclaimer
All product names, company names, project names, platform names, hardware names, game titles, logos, trademarks, registered trademarks, copyrighted materials, source code, and other intellectual property referenced in this post are the property of their respective owners.
This includes, but is not limited to, MiSTer, MiSTer FPGA, MiSTerFPGA, MiSTer-devel, PSX_MiSTer, Analogue, Analogue Pocket, openFPGA, MAME, The MAME Project, GitHub, Intel, Altera, Sony, Sony Computer Entertainment, Sony Interactive Entertainment, PlayStation, Namco, Namco Limited, Namco Hometek, Bandai Namco Entertainment, Bandai Namco Holdings, Namco System 11, Axela, MOSS, Mitsubishi Electric, and Renesas Electronics.
Referenced game titles include Tekken, Tekken Ver.B, Tekken Ver.C, Tekken 2, Tekken 2 Ver.B, Soul Edge, Soul Edge Ver. II, Soul Edge Ver. III, Dunk Mania, Xevious 3D/G, Prime Goal EX, Dancing Eyes, Pocket Racer, Family Bowl, Star Sweep, Kosodate Quiz My Angel 3, Point Blank 2, Gun Barl, and Point Blank 3. All associated characters, artwork, audio, game data, regional versions, revisions, prototypes, undumped and unreleased builds, hardware designs, software, and derivative works remain the intellectual property of their respective rights holders.
References to SYSTEM11 MOTHER PCB, SYSTEM11 MOTHER(B) PCB, SYSTEM11 ROM8 PCB, SYSTEM11 ROM8(64) PCB, GP-11, GP-13, COH-100, COH-110, KEYCUS, C406, C409, C410, C411, C430, C431, C432, C442, C443, C76, C195, C352, C384, M37702, R3000A, GTE, CXD8530AQ, CXD8530BQ, CXD8530CQ, CXD8538Q, CXD8561Q, CXD2923AR, AT28C16, JAMMA, SNAC, HDMI, DDR, SDRAM, FRAM, EEPROM, NVRAM, M10K, altsyncram, FPGA implementations, emulation behavior, source-code repositories, hardware specifications, software cores, compatibility research, and related technologies are provided solely for identification, technical documentation, commentary, interoperability, preservation, educational, and research purposes.
This is an independent, non-commercial hardware-preservation and interoperability project. The use of any names, titles, trademarks, or technical materials does not imply sponsorship, authorization, endorsement, affiliation, or association with this post, its creator, the MiSTer project, or any related development project. No ownership of third-party intellectual property is claimed. No copyrighted game software, ROM images, BIOS files, MCU program data, security-chip key data, encryption keys, or other proprietary game data is provided with this post.
All rights are reserved by their respective owners.
Comments (9)
Great work! Quick question though none of my alternatives for Tekken 2 work properly the graphics are all distorted, have tried a heap of different merged and stand alone sets, wonder what I am doing wrong? The main game works great so though
Welcome to the stage of history. Thank you. :)
Hi! Thanks for the System 11 release. I use MiSTer in a dedicated arcade cabinet with a fixed horizontal 15 kHz CRT. My controls are connected through User I/O using a DB15/CHAMMA adapter and the MiSTer-DB9 fork, with two players and six buttons per player. I do not use USB controllers for gameplay. Does the current XNSYSTEM11 build support this DB9/DB15 User I/O setup correctly for both players, including Coin, Start and all the buttons required by Tekken, Tekken 2 and Soul Edge? If it is not currently supported, would you consider coordinating with the MiSTer-DB9 project or providing a compatible build? Has the core also been tested through MiSTer’s analogue output on a real 15 kHz CRT, using the original System 11 resolutions and refresh rates? Finally, can Pocket Racer be played properly with a standard digital arcade joystick, or does it really require an analogue controller? Thank you! These details would help me know whether the core is suitable for my arcade cabinet setup.
Core is developed on 15Khz CRT. PR works with joysticks. DB9 maybe.
Do you think you could incorporate this module to the game to give us better CRT control ? id love to be able to adjust it to fit my screens better. https://www.patreon.com/IBeceriVideoludici/posts/introducing-crt-163809233
Resources on the FPGA are tight but I plan to explore adding quality of life features after the code is further optimized and FPGA resources are freed.
Thank you so much for your continued efforts - is there any possibility to add real light gun support - PS1 SNAC or maybe GunCon2 (which is universal on MiSTer)? Also, if you have used a lot of AI to code, there is a special place for these projects - it includes the great game Batsugun already https://github.com/TheJesusFish/Slop-Core
Resources on the FPGA are tight but I plan to explore physical lightgun support after further optimization. What are the most preferred light gun options for mister today?
Thanks a lot, you can add your core to update_all following this guide: https://github.com/theypsilon/DB-Template_MiSTer
