Getting Started

The quickest way to get started with the Papilio Arcade is to load a Home Brew Pong game that has been built on the Pac-Man Hardware. This quick start section will walk you through setting up the hardware, downloading a bit file for the Pong game, and loading it to the Papilio Arcade board. The Quick start guide also gets you started with synthesizing Arcade projects so you can make customizations, add ROM’s, and start making homebrew games for classic Arcade hardware.

Setting Up the Hardware

Setting up the Arcade MegaWing hardware is the easiest solution since everything is integrated into a convenient board that snaps onto the Papilio One 500K. Ensure that there are Female headers soldered onto the Papilio One and Male headers soldered onto the Arcade MegaWing, and then snap the two boards together with the VGA port of the Arcade MegaWing on the top side.

Loading Pong Demo

The Homebrew Pong Demo game is used as the example for this Quick Start guide since it is Open Source and can be included in a ready to run bit file without any worries about users owning a legal copy of the ROM. It is an example of a ROM running on the Pac-Man hardware. It is possible to run the original Pac-Man ROM, other commercial games written for the Pac-Man hardware, or homebrew games written for the Pac-Man hardware. Homebrew games can be distributed as bit files that can be quickly loaded onto the hardware, but commercial games must have the ROM’s supplied by the end user. The provided ROM’s must be synthesized into the hardware by the end user and is covered in the synthesize Pac-Man guide. To get started ensure you have the Papilio Loader installed and associated with *.bit files. Follow the Papilio One Quickstart Guide to set this up.

Steps

  • Download the Papilio Arcade bitstream file from the Papilio Arcade project page. There are bit files for the different hardware options, be sure to download the one appropriate for your hardware.
  • Plug the Papilio One into the USB port.
  • Double click on the downloaded bit file to load the file to the Papilio Arcade Hardware
  • You have the option to load the bit file directly to the FPGA or to the SPI Flash. Loading the bit file directly to the FPGA is temporary and will be lost when the power is removed. Writing to SPI Flash takes a little bit longer but will cause the bit file to be loaded by the FPGA every time power is cycled.
  • Once you have decided on the location to load the bit file press “Run” to load the Pong Homebrew Demo to the hardware. Your loading preferences can be saved under the “File/Preferences” menu.


So What Comes Next

Loading the Pong demo is just the tip of the iceberg! So what can you do next?

Take a couple minutes to look through the Papilio Arcade User Guide.

Then take a look at the other online guides:

Papilio Arcade Guides


Setting up the hardware and loading Pong Demo.

Getting Started

Load the Open Source Homebrew Pong demo to the Papilio Arcade Hardware. The provided bit file includes the ROMs for the Pong demo pre-synthesized in.

Arcade Blaster

Load your MAME compatible ROMs in seconds. Use the Papilio Arcade Blaster app to manage and load MAME compatbile ROMs to the Papilio Arcade hardware.


Loading Homebrew Zetris on ZPUino

Zetris!!!

Learn how to load the ZPUino Soft Processor with integrated VGA controller so you can write homebrew games in the Arduino IDE. Walks you through loading the bit file, compiling the C source code, and loading the result to the Papilio Arcade.


Synthesizing Pac-Man from source code

Synthesize Pac-Man Hardware

This guide shows you how to synthesize the source code for the Pac-Man hardware type. Synthesizing the project lets you include your own ROMs or make customizations to the hardware such as dip switch settings. This guide targets Pac-Man but is applicable to all hardware types.

Turn LiquidCrystal Code to VGA!

Take a look at the VGALiquidCrystal library to see other cool things you can do with the ZPUino. The VGALiquidCrystal library allows you to convert Arduino LCD code to run on a VGA monitor by changing one line of code.

  

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