Uploaded July 2026 | Updated September 2026, 2 weeks ago
Twitter: https://x.com/wickerwaka
Core Git: github.com/wickerwaka/Arcade-IGSPGM_MiSTer
Mame source: github.com/mamedev/mame/blob/master/src/mame/igs/pgm.cpp
Intro music by Neko Milkshake: https://linktr.ee/neko_milkshake
00:00 Introduction
01:02 - Martin’s background in software and how he got involved with MiSTer.
03:22 - Why he chose to develop the Taito F2 core before moving to more complex systems.
06:26 - Comparing the PGM hardware to the Neo Geo.
08:50 - Discussion on the PGM motherboard architecture and the ARM CPUs found on cartridges.
12:33 - Using MAME as a reference and the relationship between FPGA cores and software emulation.
17:29 - How the ARM protection chips communicate with the main system.
21:28 - Martin’s personal interest in the PGM library, specifically Cave shooters and Demon Front.
25:06 - Timing accuracy and the challenges of emulating the PGM's unique video and audio RAM timing.
28:18 - PGM sound hardware (ICS 2115) and building the "PGM audio extractor."
38:05 - Similarities between the PGM sound chip and the Gravis Ultrasound (GUS) PC sound card.
44:42 - IGS 26 and IGS 23 custom chips for I/O and video.
53:02 - PGM's video resolution, sprite scaling, and color palettes.
57:18 - Sprite corruption issues on real hardware versus the FPGA core.
01:02:28 - Dumping internal ROMs for The Gladiator.
01:15:54 - Custom tools by Martin for hardware testing, including Pico ROM.
01:21:23 - Save States for core development.
01:36:39 - Martin's "5x pixel resolution" scaling feature for CRT users.
Twitter: https://x.com/wickerwaka
Core Git: github.com/wickerwaka/Arcade-IGSPGM_MiSTer
Mame source: github.com/mamedev/mame/blob/master/src/mame/igs/pgm.cpp
Intro music by Neko Milkshake: https://linktr.ee/neko_milkshake
00:00 Introduction
01:02 - Martin’s background in software and how he got involved with MiSTer.
03:22 - Why he chose to develop the Taito F2 core before moving to more complex systems.
06:26 - Comparing the PGM hardware to the Neo Geo.
08:50 - Discussion on the PGM motherboard architecture and the ARM CPUs found on cartridges.
12:33 - Using MAME as a reference and the relationship between FPGA cores and software emulation.
17:29 - How the ARM protection chips communicate with the main system.
21:28 - Martin’s personal interest in the PGM library, specifically Cave shooters and Demon Front.
25:06 - Timing accuracy and the challenges of emulating the PGM's unique video and audio RAM timing.
28:18 - PGM sound hardware (ICS 2115) and building the "PGM audio extractor."
38:05 - Similarities between the PGM sound chip and the Gravis Ultrasound (GUS) PC sound card.
44:42 - IGS 26 and IGS 23 custom chips for I/O and video.
53:02 - PGM's video resolution, sprite scaling, and color palettes.
57:18 - Sprite corruption issues on real hardware versus the FPGA core.
01:02:28 - Dumping internal ROMs for The Gladiator.
01:15:54 - Custom tools by Martin for hardware testing, including Pico ROM.
01:21:23 - Save States for core development.
01:36:39 - Martin's "5x pixel resolution" scaling feature for CRT users.










