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R. Belmont
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GT Fore! WIP
#338826 - 04/12/15 03:59 AM


Holy cow.

http://rbelmont.mameworld.info/?p=1018



Big Karnak
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Re: GT Fore! WIP new [Re: R. Belmont]
#338827 - 04/12/15 04:41 AM


Nice. But there's no information about it... has the development been progressed enough for it to be playable?



R. Belmont
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Re: GT Fore! WIP new [Re: Big Karnak]
#338829 - 04/12/15 05:20 AM


> Nice. But there's no information about it... has the development been progressed
> enough for it to be playable?

I like to think people can follow the narrative in the sequence of screens presented, which shows my ass coining up, starting a game, and playing. Obviously I aimed too high :P

It's kinda slow though, no PC will run it 100%, you know the drill.



Moose
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Re: GT Fore! WIP new [Re: R. Belmont]
#338830 - 04/12/15 05:23 AM


> Holy cow.

Unholy moose - great work !!!



Moose



Big Karnak
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Re: GT Fore! WIP new [Re: R. Belmont]
#338831 - 04/12/15 05:44 AM


Good news. But I've seen some games emulated where it boots up and the attract mode runs fine and all... but there's elements missing from the game that makes it unplayable... whether it be missing controls or graphics. So I just wanted to be sure before I got my hopes up.



superrama
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Re: GT Fore! WIP new [Re: R. Belmont]
#338834 - 04/12/15 07:24 AM


"Kinda Good"



gregf
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Re: GT Fore! WIP *edit* new [Re: R. Belmont]
#338835 - 04/12/15 08:46 AM


>Ted Green, now an official MAMEdev, did some more work on the IT Eagle driver.

Congrats.

And the hardware was only wishful thinking by someone on emuchat thread just five months ago. Time to find the other pcbs with roms missing and get that part resolved.



Out of the games from that hardware, Virtual Pool is the one I want to see.

Edited by gregf (04/13/15 12:09 AM)



Captain Pugwash
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Re: GT Fore! WIP new [Re: gregf]
#338836 - 04/12/15 10:09 AM


Errr, didn't the Dumping Union buy one ?

This seems to back this up, though I haven't seen a dump...



So long, and thanks for all the fish.



MooglyGuy
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Re: GT Fore! WIP new [Re: R. Belmont]
#338837 - 04/12/15 10:31 AM


> Holy cow.
>
> http://rbelmont.mameworld.info/?p=1018

Damn is this guy is good. A major success story as far as MAME contributors go, too - just appeared out of the blue a month ago with a partially-working IT Eagle driver, and a month later has it playable. This dude is a fricking driver-writing machine.



B2K24
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Re: GT Fore! WIP new [Re: R. Belmont]
#338838 - 04/12/15 12:58 PM


Awesome work Ted



R. Belmont
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Re: GT Fore! WIP new [Re: Captain Pugwash]
#338843 - 04/12/15 03:45 PM


> Errr, didn't the Dumping Union buy one ?
>
> This seems to back this up, though I haven't seen a dump...

Well, hopefully if the DU has one someone will dump it now that there's a driver and stuff. Smit?



Vas Crabb
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Re: GT Fore! WIP new [Re: MooglyGuy]
#338846 - 04/12/15 04:56 PM


> > Holy cow.
> >
> > http://rbelmont.mameworld.info/?p=1018
>
> Damn is this guy is good. A major success story as far as MAME contributors go, too -
> just appeared out of the blue a month ago with a partially-working IT Eagle driver,
> and a month later has it playable. This dude is a fricking driver-writing machine.

Yeah, Ted is fucking awesome.



Foxhack
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Re: GT Fore! WIP new [Re: R. Belmont]
#338847 - 04/12/15 05:28 PM


> Holy cow.
>
> http://rbelmont.mameworld.info/?p=1018

Wow. Did he also submit improvements to the Voodoo Banshee driver? Because that shot of the green looks pretty damn clean. Apologies, I haven't kept up with development much, but I recall the Voodoo / 3DFX stuff being usable but somewhat broken (due to unemulated features) in the past.



Master O
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Re: GT Fore! WIP new [Re: R. Belmont]
#338849 - 04/12/15 06:26 PM


> Holy cow.
>
> http://rbelmont.mameworld.info/?p=1018

*chains Ted to a desk and forces him to work on Tobe Polystars and Seibu Cup Soccer*

(The above is a joke and not meant to be taken seriously).

Regardless, great job on Golden Tee, Ted.



"Note to Noobs:

We are glad to help you but simply posting that something does not work is not going to lead to you getting help. The more information you can supply defining your problem, the less likely it will be that you will get smart-alec replies.

C.D.~"



SmitdoggAdministrator
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Re: GT Fore! WIP new [Re: R. Belmont]
#338851 - 04/12/15 07:17 PM


Dumped years ago by italie. It's in the mamedev ftp unemulated folder.

Edit: also credits per an old email: tormod, ranger_lennier, Kevin Eshbach, C. Trutmann, Smitdogg, italie, The Dumping Union



B2K24
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Re: GT Fore! WIP new [Re: Smitdogg]
#338854 - 04/12/15 08:58 PM


> Dumped years ago by italie. It's in the mamedev ftp unemulated folder.
>
> Edit: also credits per an old email: tormod, ranger_lennier, Kevin Eshbach, C.
> Trutmann, Smitdogg, italie, The Dumping Union

italie hasn't posted in quite some time.

Is he doing OK?



SmitdoggAdministrator
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Re: GT Fore! WIP new [Re: B2K24]
#338855 - 04/12/15 09:00 PM


No idea, he hasn't responded anything in group emails either in a long time.



MooglyGuy
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Re: GT Fore! WIP new [Re: Foxhack]
#338857 - 04/12/15 09:23 PM


> Wow. Did he also submit improvements to the Voodoo Banshee driver? Because that shot
> of the green looks pretty damn clean. Apologies, I haven't kept up with development
> much, but I recall the Voodoo / 3DFX stuff being usable but somewhat broken (due to
> unemulated features) in the past.

Having looked at his commits, I don't see anything having to do with the Banshee other than some minor glue logic, so I suspect it's one of those things that just happens to work. I'm not terribly surprised, as I'd always been under the impression that the Voodoo Banshee was an incremental revision from the Voodoo 2, otherwise it would have been called the Voodoo 3.



gregf
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Re: GT Fore! WIP new [Re: Smitdogg]
#338859 - 04/13/15 12:12 AM



-
Dumped years ago by italie. It's in the mamedev ftp unemulated folder.

Edit: also credits per an old email: tormod, ranger_lennier, Kevin Eshbach, C. Trutmann, Smitdogg, italie, The Dumping Union
-

*Applauds* I didn't know that was done earlier.



SmitdoggAdministrator
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Re: GT Fore! WIP new [Re: gregf]
#338860 - 04/13/15 12:16 AM


I'm surprised people forgot. We had to pool together tons of money and buy the whole cab.



gregf
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Re: GT Fore! WIP new [Re: Master O]
#338863 - 04/13/15 12:49 AM



>*chains Ted to a desk and forces him to work on Tobe Polystars and Seibu Cup Soccer*
>(The above is a joke and not meant to be taken seriously).

Maybe some future progress with either Zeus hardware, Quicksilver hardware while Atlantis is catching up.



Foxhack
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Re: GT Fore! WIP new [Re: MooglyGuy]
#338865 - 04/13/15 01:02 AM


> > Wow. Did he also submit improvements to the Voodoo Banshee driver? Because that
> shot
> > of the green looks pretty damn clean. Apologies, I haven't kept up with development
> > much, but I recall the Voodoo / 3DFX stuff being usable but somewhat broken (due to
> > unemulated features) in the past.
>
> Having looked at his commits, I don't see anything having to do with the Banshee
> other than some minor glue logic, so I suspect it's one of those things that just
> happens to work. I'm not terribly surprised, as I'd always been under the impression
> that the Voodoo Banshee was an incremental revision from the Voodoo 2, otherwise it
> would have been called the Voodoo 3.

The Banshee was apparently created with only parts of a Voodoo 2's 3D stuff, and some 2D stuff tacked on, so it would be a... sidevision? Heh. Sorry. I mean, it worked well, but wasn't as powerful as a Voodoo 2, at least not in the 3D stuff.

My source is Wikipedia so as usual, grain of salt and stuff.



krick
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Re: GT Fore! WIP new [Re: Foxhack]
#338871 - 04/13/15 06:33 AM


> The Banshee was apparently created with only parts of a Voodoo 2's 3D stuff, and some
> 2D stuff tacked on, so it would be a... sidevision? Heh. Sorry. I mean, it worked
> well, but wasn't as powerful as a Voodoo 2, at least not in the 3D stuff.
>
> My source is Wikipedia so as usual, grain of salt and stuff.

That's correct.

The Voodoo 1 and 2 were 3D-only add-on cards. You still needed to have a separate 2D video card. The Banshee was 3dfx's attempt at an all-in-one 2D/3D card. I think they deliberately made it less powerful than a Voodoo 2 so as not to eat into their Voodoo 2 market share.



GroovyMAME support forum on BYOAC



CTOJAH
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Re: GT Fore! WIP new [Re: B2K24]
#338873 - 04/13/15 11:44 AM


> italie hasn't posted in quite some time.
>
> Is he doing OK?

I hope so...

(I haven't seen him posted around here since last autumn)



Geforcefly
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Re: GT Fore! WIP new [Re: CTOJAH]
#338879 - 04/13/15 05:19 PM


This is showing great promise, and that's coming from a GT Complete owner. It's great to see that the security checks appear to be emulated (or defeated), which I thought would be the biggest hurdle (knowing that the security chip is game-specific and is matched to PCB it's in).



R. Belmont
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Re: GT Fore! WIP new [Re: Geforcefly]
#338881 - 04/13/15 06:28 PM


> This is showing great promise, and that's coming from a GT Complete owner. It's great
> to see that the security checks appear to be emulated (or defeated), which I thought
> would be the biggest hurdle (knowing that the security chip is game-specific and is
> matched to PCB it's in).

IT's security has always been a joke, and we have dumps of several of the PICs.



Geforcefly
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Re: GT Fore! WIP new [Re: R. Belmont]
#338883 - 04/13/15 08:12 PM


Yup. Maybe soon the GT boards that aren't completes could be upgraded more easily (or that any version would work). The only two courses I've not played are the two that are only in the original version. Could be dreaming, but anything's possible.



JimmyU
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Re: GT Fore! WIP new [Re: Geforcefly]
#338891 - 04/14/15 12:37 AM


> Yup. Maybe soon the GT boards that aren't completes could be upgraded more easily (or
> that any version would work). The only two courses I've not played are the two that
> are only in the original version. Could be dreaming, but anything's possible.

There's somebody on the BYOAC forums that can upgrade GT Fore boards to complete.



JimmyU
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Re: GT Fore! WIP new [Re: R. Belmont]
#338892 - 04/14/15 12:41 AM


> > Nice. But there's no information about it... has the development been progressed
> > enough for it to be playable?
>
> I like to think people can follow the narrative in the sequence of screens presented,
> which shows my ass coining up, starting a game, and playing. Obviously I aimed too
> high :P
>
> It's kinda slow though, no PC will run it 100%, you know the drill.

If you wouldn't mind, can you give the percentage on your system?


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