S.T.U.N. Runner for Analogue Pocket 0.1.0
S.T.U.N. Runner for Analogue Pocket 0.1.0
First release that plays: boot, the attract sequence with its 3D demo, coin and Start, level select, and gameplay with sound.
An openFPGA reimplementation of Atari's Hard Drivin' "multisync" hardware: 68010 main board, TMS34010 graphics processor, ADSP-2100 DSP, JSA II sound board (6502, YM2151, OKI6295). All gateware, verified against MAME as the oracle (see docs/verification.md in the repository).
Installing
-
Copy
Cores/,Platforms/andAssets/from the zip onto the root of the Pocket's SD card. -
Build the ROM image from your own MAME
stunrunromset and copy it toAssets/stunrun/common/stunrun.rom:python3 mra_build.py stunrun.mra stunrun.zip
Python 3 only; the script checks every ROM's CRC32 and the finished image's md5.
Assets/stunrun/common/README.txton the card explains the same steps. No ROMs are included.
Controls
D-pad or left stick: steer and pitch (the yoke; a centred yoke is the arcade's "lowered" position). A / X / R: fire. B / Y / L: boost. Select: coin. Start: start.
Known differences from the arcade
- The 3D scenes render at 15 frames per second where the arcade does 20; game speed and logic are unaffected.
- The attract sequence runs about 2.5 seconds behind MAME's timeline.
- For a few seconds while the core loads, before the game clears its frame buffer, the picture shows whatever the previous core left in memory.
Fixed since the earlier test builds
- Mid-level sound drone: the 68k's sound commands are paced past the 6502's one-cycle NMI dead spot (the command latch no longer sticks full).
- Attract-demo band of title-screen pixels: the GSP now serves host-port accesses between its memory cycles, so the starfield backdrop is painted in time.
- Half-width picture, level-select flicker, steering polarity, D-pad ramp (from the earlier builds).