January 07, 2026, 04:33:19 PM

Recent posts

#1
NXP / Re: Connecting RPi Camera to I...
Last post by Daniesrlow - Today at 07:11:14 AM
Hey, I've tinkered with similar camera setups before! It's frustrating when i2cdetect doesn't pick anything up. Double-check your ribbon cable seating – those connections can be finicky. If the physical connection seems solid, maybe explore different device tree overlays for your Pi?
#2
FPGA / Re: toolchain for GateMateA1-E...
Last post by LubOlimex - January 05, 2026, 08:21:39 AM
We have no experience with it. Only used the OSS CAD Suite.
#3
FPGA / toolchain for GateMateA1-EVB
Last post by mastupristi - January 04, 2026, 06:12:38 PM
Hello,
The document ug1002 "Toolchain Installation User Guide" is listed on your website.

Inside I find:


Following the directions, however, I find this:
https://colognechip.com/programmable-logic/gatemate/toolchain/

It seems that document ug1002 describes the legacy toolchain called cc-toolchain-linux.tar.gz,
but as you can see on the page, the most recent toolchain is oss-cad-suite-linux.

However, I cannot find any usable examples in this new toolchain.

I found some examples (perhaps) that could be useful here: https://github.com/YosysHQ/prjpeppercorn-test-cases

What do you think about using the new toolchain?
Do you have any quick guides on this? Or even just suggestions?

regards
Max
#4
FPGA / Re: Questions about GateMateA1...
Last post by mastupristi - January 04, 2026, 05:40:57 PM
Hi,
QuoteNo idea. Some bit file was provided by Cologne community if I remember correct. The software usage is detailed here: https://github.com/OLIMEX/GateMateA1-EVB/blob/main/SOFTWARE/ug1002-toolchain-install-latest.pdf

I found this: https://youtu.be/lMUQplZXPoM?si=BMzlcv0eBE_oDg0y
Where they referred to the 'blink' example.
It is present in the toolchain, but it needs to be edited to change the pin definition, which is set to CCGM1A1-E1 by default.
I searched on GitHub and found a couple of repositories that contain the blink example with the pin definition for Olimex:

I hope this helps others.

regards

#5
Neo6502 / Re: Creating ARCADE games for ...
Last post by Maarten van Druten - December 24, 2025, 06:02:09 PM
While trying to build the game I found out problems,

The makefile uses ca65 (cc65 assembler) but the source code was written in 64tass syntax!
So I am fixing this now and will upload the right files on github soon

#6
Neo6502 / Re: Creating ARCADE games for ...
Last post by Maarten van Druten - December 23, 2025, 08:31:26 AM
I posted my files on GitHub:
https://github.com/MishaOpenArcadeSystem/Gaudens-Machina-EX

Who can help me to accomplish following goals:
1 - Make this game work on Olimex NEO6502
2 - If the game works create a manual how to configure the Olimex NEO6502
    so it boots automatically into the game when turned on
#7
Neo6502 / Re: Creating ARCADE games for ...
Last post by Maarten van Druten - December 23, 2025, 08:05:19 AM
The "Gaudens Machina Ex" is the most complete game


COMPLETE "GAUDENS MACHINA EX" ARCADE GAME FEATURES:

✅ 8 Full Zones with unique gimmicks and aesthetics
✅ 9 Sin Archon Bosses with multi-phase battles
✅ 32 Achievements with cute badge graphics
✅ 10 Weapons in the Temptation Arsenal
✅ Deep House Music Engine with 6 channels
✅ Sensual Particle System with heart/ribbon effects
✅ Battery Save System with 3 slots
✅ Cheat Codes & Easter Eggs
✅ Endless Mode with procedural generation
✅ True Ending with multiple requirements
✅ Enhanced UI with ecstasy meter and badges
✅ Mirror World gimmick mechanics
✅ Heartbeat Rhythm gameplay
✅ Weapon Evolution system
✅ Replay System with compression

Total Size: ~48KB (6 banks of 8KB each)
Estimated Development Time: 3-6 months for a skilled 65C02 developer
This complete system pushes the Neo6502 to its absolute limits while delivering a deep, sensual, and rewarding shoot 'em up experience that stays true to both arcade roots and modern design sensibilities! 🎮✨

Game structure:

/gaudens-machina-ex/
├── main.asm              # Main game loop
├── gaudensex.inc         # Enhanced constants
├── vga_ex.asm            # Advanced VGA driver
├── player_ex.asm         # Enhanced player system
├── enemies_ex.asm        # Adult-themed enemies
├── bosses_ex.asm         # Sin Archon bosses
├── achievements.asm      # Achievement system
├── music_ex.asm          # Deep house music engine
├── particles_ex.asm      # Sensual particle system
├── weapons_ex.asm        # Temptation arsenal
├── levels_ex.asm         # 8-zone level data
├── ui_ex.asm            # Enhanced UI with badges
├── save.asm             # Battery save system
├── secrets.asm          # Cheat codes & easter eggs
└── Makefile

Goals I would like accomplish:

- Bring new life in the Open Arcade scene by sharing code, games
  encourage other game makers to make real 8bit Arcade games!
- When the Arcade games are finished, I would like to make real wooden Arcade cabinets
  (like Barcade) for each game, and share building plans, etc.
- Boost sales and popularity for Olimex :-)
#8
Neo6502 / Creating ARCADE games for NEO6...
Last post by Maarten van Druten - December 22, 2025, 08:52:44 PM
Hi my name is Maarten, with the help of Deepseek I created two arcade games for the NEO5602 that will push this hardware to the max.
One is horizontal shoot 'm up called "Gaudens Machina EX"
The other a vertical shoot 'm up called "Candy Monsters XXX"
both games have huge sprites, big end bosses, sound and even easter eggs

I have 90-100% of the assembly code ready, but I am a game art director, graphic artist not a programmer, I am looking for a person who can combine these  assembly codes into a working game, who want to join me to release these two arcade games for the Olimex NEO6502 under the GPL3 license?

MONSTER_CANDY_XXX/
├── BUILD/                    # Build outputs
│   ├── bin/                 # Binary files
│   ├── obj/                 # Object files
│   └── wav/                 # Cassette audio files
├── SOURCE/                  # Assembly source code
│   ├── CORE/               # Core game engine
│   │   ├── main.asm        # Main game loop
│   │   ├── state_machine.asm # Game states
│   │   ├── memory.asm      # Memory management
│   │   └── interrupts.asm  # IRQ/NMI handlers
│   ├── GFX/                # Graphics engine
│   │   ├── vga.asm         # VGA driver
│   │   ├── sprites.asm     # Sprite engine
│   │   ├── background.asm  # Parallax system
│   │   ├── fonts.asm       # Font rendering
│   │   └── palette.asm     # Color management
│   ├── GAMEPLAY/           # Game systems
│   │   ├── player.asm      # Player control
│   │   ├── weapons.asm     # Candy weapons
│   │   ├── monsters.asm    # Monster AI
│   │   ├── boss.asm        # Gummy bear boss
│   │   ├── collision.asm   # Hit detection
│   │   └── particles.asm   # Particle effects
│   ├── AUDIO/              # Sound system
│   │   ├── psg.asm         # PSG driver
│   │   ├── music.asm       # Music engine
│   │   ├── sfx.asm         # Sound effects
│   │   └── tracker.asm     # Music tracker
│   ├── UI/                 # User interface
│   │   ├── title.asm       # Title screen
│   │   ├── menu.asm        # Menu system
│   │   ├── hud.asm         # In-game HUD
│   │   └── text.asm        # Text rendering
│   ├── DATA/               # Game data
│   │   ├── waves.inc       # Level definitions
│   │   ├── monsters.inc    # Monster stats
│   │   ├── weapons.inc     # Weapon data
│   │   └── music_data.inc  # Music patterns
│   └── ASSETS/             # Binary assets
│       ├── graphics.bin    # Compiled sprites
│       ├── music.bin       # Music data
│       └── samples.bin     # Audio samples
├── CONFIG/                 # Configuration files
│   ├── neo6502.cfg        # Linker configuration
│   ├── memory_map.inc     # Memory mapping
│   └── hardware.inc       # Hardware definitions
├── TOOLS/                  # Development tools
│   ├── bin2wav.py         # Binary to WAV converter
│   ├── png2sprite.py      # PNG to sprite converter
│   ├── mod2psg.py         # Mod to PSG converter
│   └── packer.py          # Asset packer
├── DOCS/                   # Documentation
│   ├── memory_map.txt     # Complete memory map
│   ├── api_reference.txt  # Function reference
│   └── hardware_spec.txt  # Hardware details
└── Makefile               # Main build script
#9
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 20, 2025, 10:24:31 PM
Hi Folks,

Final post to wrap this thread up - its done, all working!

I soldered in the 20ohm resistor and saw the uplift in current, but still couldn't get the range. I used a laser pointer to align it with the target, but still no joy.

In the end I swapped out the LED with one:
https://download.altronics.com.au/files/datasheets_Z0880A.pdf

It's a larger 5mm one, but it fit on the board fine and it has a narrower viewport at 20 degrees, and a much higher radiant intensity. This did the trick and now it works perfectly, I appreciate I'm at the max 100mA that it supports, but as it is pulsed, nothing gets warm on the board so I think its going to be ok.

Thanks for putting up with my questions and vandalising your hardware. I should say thanks for making great kits and been open about sharing the schematics, without that I probably never would have tried this in the first place.
#10
UEXT / Re: MOD-IRDA faulty ?
Last post by SirExie - December 18, 2025, 01:33:24 PM
Thanks LubOlimex, I ordered some of these SuSuMu ones which came in 1/3W:
https://www.susumu.co.jp/common/pdf/n_catalog_partition08_en.pdf

They should arrive tomorrow and I'll have a go swapping it out.