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JOTEGO

@jotego
393 posts4 videos656 images0 bookmarksindexed Sep 8, 2026updatedlast updated Oct 30, 2026importedlast imported Nov 13, 2026
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GunSmoke, Vulgus Public Version + Massive Update
(español abajo) GunSmoke and Vulgus cores are ready. These are two boards I bought in Japan thanks to the support you give me. These games have been possible because you were there! Thank you so much :-) 128 MB SDRAM module support for all cores, plus many bug fixes in SFX sound which affects to all
Oct 7, 2019 0 2
Vulgus Beta! plus 1942 update
A few months ago, Frédéric Mahé, one of our director patrons, asked me for Vulgus. I hadn't played it before. I soon learnt that it is considered the first CAPCOM arcade game. And when I played it, I found its difficulty curve to be unusually kind and it makes for a very enjoyable gameplay. If you r
Sep 21, 2019 0 12
Poll: one or two cores for 1942/Vulgus
I am pretty much done with GunSmoke and I have moved to Vulgus. This game runs on almost the same board as 1942. I could make the two games run on a single core. Or I could keep using the one-core-per-game approach. What do you prefer?
Sep 6, 2019 0
1942 Logo: Emulation vs Arcade/FPGA
Not many people noticed, certainly Sorgelig did, but the CAPCOM logo at the boot up screen of 1942 is different in MiSTer and MAME. MAME version shows two different boxes moving, whereas MiST(er) version shows just one long box whose length varies. I made that core using only schematics. I didn't ha
Jun 28, 2019 0 1
1943 Tricks for better CPU performance
(español abajo) I have finished analyzing 1943 schematics and I have started writting the new core. This game looks much more advanced than 1942 but if you were to check only the CPUs it is the same: two Z80 CPUs. However, there are things they have done to the GPU (which is made of discrete parts,
Feb 21, 2019 0 1
1942 Public Release
After a horrible week trying to fix one bug, I finally make the 1942 core public. The MiST binaries are attached to this post. MiSTer binaries are in Sorleig's repository and you should be able to get updates following the standard MiSTer procedures. The public version shares the same romset as MiST
Feb 19, 2019 0 11
Especial 1942 y MiSTer en AmigaWave (español)
Los compañeros de AmigaWave, y en especial Carlos, le han dedicado una buena parte de su último programa a MiSTer y al core de 1942 para MiST. Es un repaso muy interesante para todos los nuevos a MiSTer. Os dejo el enlace al vídeo justo donde empieza esta sección. Programa #145 - AGD para Dragon/COC
Feb 7, 2019 0 1
1942 MiSTer Review on Youtube (English)
SmokeMonster made a special for the beta release yesterday. Very interesting show going through computer ports of the arcade too. I love the way SmokeMonster captures the beauty of these systems. MiSTer 1942 ARCADE Release Party. Incredible Capcom FPGA Cores by Jotego! : LIVE SmokeMonster (YouTube)
Feb 7, 2019 0
1942 MiSTer Beta
Feb 7, 2019 0
1942 MiSTer Update
It is finally running in MiSTer. I got some help from Sorgelig to get it working while I was waiting for the cable I needed. I will release the beta tomorrow for $3+ Patrons. There are a couple of things I need to fix before the public release. Basically the CAPCOM logo does not show up correctly on
Feb 5, 2019 0
1942 for MiST Beta Release
Feb 3, 2019 0
1942 Port Completed
I finished all the pieces and now the game works in MiST. Jeez, it's so much to play. It feels easier than in the emulator and more engaging. I will work in the MiSTer/ZX-UNO conversions now. The audio of this post has been captured directly from MiST. Stay tune because I will release it for Patreon
Jan 31, 2019 0 11
1942 Almost Ready
(español abajo) It's almost there! After struggling with a sprites issue I concluded that the schematics available for 1942 must belong to a different CAPCOM game. Most of it seems to match but sprite addressing is different. The schematics assume that only 8kB x 4 of sprite ROMs are available but t
Jan 30, 2019 0 1
Advances in Sprite Technology
(Español detrás) Sprites are very special because they can appear anywhere on the screen. That doesn't happen with background tiles or the top layer of characters showing the score. Those tiles and characters will occur at a well defined row and column and the circuits needed to draw them is rather
Jan 22, 2019 0 1
1942 on its way
I started working on porting the 1942 arcade schematics to Verilog. This board is slightly older than Ghosts'n Goblins. The circuits are simpler and you can see they were less experienced when they made the electronics. The background can only scroll in one direction, the number of sprites is more l
Jan 21, 2019 0 1