Don't get your hopes up. CV1000 is a series of ugly hacks on ugly, badly-designed hardware. Not even Cave completely understands their own hardware. It'll likely never be 100% perfect in MAME.
I remember the images Aaron showed of DL. Great looking, but even on a higher res CRT Daphne looks more what I remember seeing. So, yeah, do the best one can [now]. Do it again if someone intrepid wants to later.....
The quality is pretty bad. My phone (free) LG Leon takes infinitely better video than that, and a bit better audio as well. Really should get a better camera, or/and upload full resolution. If it's just the audio you want, then use a decent recorder, perhaps a decent external mic, too.
That's not a real problem for me, I enjoy those games as they are right now. Playing those on CRT TV in mame is better option than switching to my XBox360.
> Actually, strike that. I just found the DSP code, it was just "misplaced" :P > Doesn't completely rule out internal ROM, but at least there's something to work with > now.
Ville's the master of understatement ;-) Here's what he just submitted:
No polygons yet, just the 2D layers, but *I'm* impressed.
> > Actually, strike that. I just found the DSP code, it was just "misplaced" :P > > Doesn't completely rule out internal ROM, but at least there's something to work > with > > now. > > Ville's the master of understatement ;-) Here's what he just submitted: > > > No polygons yet, just the 2D layers, but *I'm* impressed.
looks like the sound system is close to FX-1B (Gdarius etc.) too, although there's a comment about the possiblity of an internal ROM.
still, we know how Taito liked to reuse sound systems, so I'm optimistic about it.
awful game btw, bowling alley used to have one (I'd put it up there with Operation Wolf 3 in terms of quality) but good to see progress on it :-)
> > What a shame, I didn't know there was a dark back story. I thought the method to > > preserve the discs information was agreed upon. > > > > IIRC, Microsoft's Direct Show was being used to encode the additional data. > > > > Reading posts in the past it seemed as if the emulation part wasn't that difficult > > (correct me if I'm wrong) > > > > I hope it is not a "capture" sticking point for MAME. LD is one of the last great > > frontiers for MAME and the discs just keep degrading. > > Unfortunately, that seems to be exactly what it is, and it's not going to be until > other devs get off their respective asses and realize that there's no such thing as > "perfect" that we'll be able to see these sorts of games in MAME. Personally, I'm > pretty tired of the argument that we have to have everything bit-perfect, given the > fact that laserdiscs are inherently analog. Yes, we certainly want the auxiliary > information for each frame, but that's one hell of a gulf between "what MAMEdev at > large seems to want" and "what's viable to dump for the average person". I may be on > the dev mailing list, but I'm more than happy to call out bullshit when I see it, and > I think that the current situation with laserdiscs qualifies as such. We're sitting > here, twiddling our thumbs, while these discs rot away in whatever storage unit > they've been slung into, waiting for some idealistic level of perfection that will > never come. I say fuck that, let's get this stuff into MAME sooner, rather than > later.
Exactly. You have common sense.
"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.
> > > - Improved PC AT 386 / 486 emulation > > > > I 2nd this, plus 586 > > > > Is it possible yet to get a LAN game of Doom working on the 486 driver? Was Doom > the > > first LAN based PC game? > > No, there were plenty of games with LAN support long before Doom came out.
We used to play two player Stunt Car Racer on Amiga 500s connected via null modem cable. This was in the late 80s, I guess 4-5 years before Doom came out.
Of course the Amiga 500 is not a "PC" as in IBM PC...and a null modem connection is not really a "LAN". But that's what we had. The Amiga seemed to be lightyears ahead of the PC back in the late 80s. But it didn't take long for the PC to catch up.
> > Oh, what a pity > > Someone should help shoutime with dumping. He obviously have not a spare time. > > He really doesn't have much spare time, and I'm not sure that there would be anyone > with his qualifications to stand in his shoes. The guy is involved in some things > quite a lot bigger than any of us individual folks. Knowing his situation (without > getting into specifics), I'm not going to hold his lack of time for dumping things > against him. Suffice it to say that he's a solid dude who's really good at obtaining > things for historical preservation in the long term, it just might take some time for > everything to be dumped. As they say, patience is a virtue.
IIRC he also got his hands on R-Gear, didn't he ? *drool*
Anyway if it's still time to write Santa a letter allow me to add to the wishlist; - better/accurate ingame speed emulation for Cave cv1k - Vimana/Fire Shark/Ghox sound (or sample support in regular builds in the meantime) - improved Raiden Fighters series sound (or samples support again) - a simple 2x, 3x, 4x etc integer scaling option that works in all modes ddraw/d3d/ogl even allowing to display out of screen bounds with a number of lines left out if desired (like custom integer scaling in RA, but not in RA, that'd be great!)
Most of what I'd love to see is undumped boards being found, ROM-dumped and preserved.
We've seen some pretty incredible things turn up over recent years like Hammer Away, Monkey Magic and Angler Dangler, I'm holding out hope for these someday:
Bouncer - the holiest of holy grails IMHO, we'll feel it on the Richter scale if that ever turns up. Lost vectors like Vertigo, Battle Star, Hovercraft, Scramble and Oops. Exidy protos like Snapper and Kreepy Krawlers Marble Man: Marble Madness II - heard a promising rumor. Any undumped DECO cassettes, especially Flashboy and The Tower. Vampire Gray Out Taito's Black Widow and Seafly Universal's Mrs. Dynamite and Limbo Eeek! Cutey Fatty Conquest / Journey Predators Zool Gremlins Surfer Fire & Forget II
yeah, and it will probably just be a port, it's meant to be on rasterspeed hardware which is 486 based (same as rise of the robots)
however, I doubt it exists anymore, would have been HDD based for sure, and it's something of a miracle we got a disk for ROTR (and even then I do wonder if some of that isn't corrupt, the game ends up skipping videos and playing everything back really badly after a while)
people at least remembered playing ROTR, nobody remembers even playing Zool, and even the more common things like quiz games on the same hardware haven't turned up. (the deal with video games / quiz games from these fruit machine manufacturers seems to have been that things were only ever loaned out, then recalled, never sold)
Yeah I'm not holding my breath on Zool either, I've also got a suspicion Fire & Forget II is nothing but a mockup with an Amiga inside running that port, the cab looks like a modded Afterburner cab, but if it exists it would be a nice one to see preserved.
I heard a rumor that the source code for Marble Man has turned up and been compiled, hear anything on that?
I still remember advertising for Zool from Gremlin and also I am thinking of Zool as an Amiga game, no DOS BS ! So I suppose, if the arcade port ever happened, that would be on M68000 at ~ 8 MHz and Yamaha sound chip or something similar to that. However, beside the fact I was (those years) a big fan of Amiga games, I think that Zool was popular only in UK and was overrated too. So the arcade machine (if ever happened) should be found exactly in UK. Also that game was far away from ROTR (technically speaking) and I think the eventual ROM should be ~ 2 MBs - so no need of HD.
P.S. This is just my AMATEURISH point of view, so sorry if I told something wrong/stupid
> I still remember advertising for Zool from Gremlin and also I am thinking of Zool as > an Amiga game, no DOS BS ! > So I suppose, if the arcade port ever happened, that would be on M68000 at ~ 8 MHz > and Yamaha sound chip or something similar to that. > However, beside the fact I was (those years) a big fan of Amiga games, I think that > Zool was popular only in UK and was overrated too. So the arcade machine (if ever > happened) should be found exactly in UK. > Also that game was far away from ROTR (technically speaking) and I think the eventual > ROM should be ~ 2 MBs - so no need of HD. > > P.S. This is just my AMATEURISH point of view, so sorry if I told something > wrong/stupid
except it's already been said that the version by Bellfruit is on Rasterspeed hardware, which we know is x86 based and uses a HDD or CD.
Even if the game didn't NEED it, they probably bulked it up with FMV, look at things like the SegaCD library, half the disk taken up by company logo animations etc.
>Bouncer - the holiest of holy grails IMHO, we'll feel it on the Richter scale if that ever turns up. >Lost vectors like Vertigo, Battle Star, Hovercraft, Scramble and Oops. >Exidy protos like Snapper and Kreepy Krawlers >Marble Man: Marble Madness II - heard a promising rumor. >Any undumped DECO cassettes, especially Flashboy and The Tower. >Vampire >Gray Out >Taito's Black Widow and Seafly >Universal's Mrs. Dynamite and Limbo >Eeek! >Cutey Fatty >Conquest / Journey >Predators >Zool >Gremlins >Surfer >Fire & Forget II
That is an all-star lineup. I am guessing two or three of them might turn up.
My own fantasy list is Arcadia's Rockford and Nintendo Wild Gunman (1974 film reel version). See the slideshow slide image thread to read about slide images purchased that were actual slide images used with WG and Shooting Trainer cabs back in the days.
The list of games that might go from formerly fantasy to reality at some time
Kee Games Quiz Show now that tapes had been picked up. Andy Welburn is working with Quiz Show tapes and eventually dumping/reading data from them. After that, there is more work involved such as MAME source code likely needing some updates to handle the 8 track tapes' media format depending what is used for the tape format.
And some of these games now that logic schematics have been purchased meaning there is a chance. I need to take them to a specific shop to get high quality scans of them to a pdf file format. On my list for next year.
Meadows Bombs Away....best of the Meadows non-cpu games. I played this many times back in 1976.
Digital Games Model 474 Challenger pong clone. This is the best and hardest of the pong clones imo. I played this quite a few times at a restaurant El Castillo Real at the Traffic Circle area in Long Beach back in mid 1970s. I rarely won the matchup of player versus machine.
For-Play's Rally is an interesting pong clone because it was likely one of the first first-generation pong clones that had feature of player versus machine option as well as two player option. A feature that Atari Pong didn't have. Rally supposedly arrived in markets around late spring through mid summer time frame of 1973. I did play Rally in late 1973 while there was cab at a car wash in east Long Beach area that was next to Carson street. The car wash had 2 or 3 pinball tables and iirc the Rally cab was probably the car wash owner's video game trial to see if video games could earn any revenue. The Rally cab may have been there no more than 4 or 5 months and disappeared and only pinball games remained at the car wash until car wash business closed in late 1970s.
For-Play's Sport Center. I have never seen Sport Center before, but it probably was out on the markets in late 1973 or 1974. The unique feature for a first generation pong clone games was ability to select 1, or 2 or 4 players that can play tennis (pong) or hockey by setting the switch settings on control panel (two different switches on the panel) to type of game and number of players to play the game.
> Marble Man: Marble Madness II - heard a promising rumor.
It's probably true. What is the rumor? I recall saying back in 2001 that Scott would eventually in 10-20 years get sick of hoarding and dragging it around. I would not be surprised at all if he releases the roms.
There will be more deco cassette dumps.
Bouncer no longer exists. Time for people to let that go.
> - a simple 2x, 3x, 4x etc integer scaling option that works in all modes > ddraw/d3d/ogl even allowing to display out of screen bounds with a number of lines > left out if desired (like custom integer scaling in RA, but not in RA, that'd be > great!)
SDL builds have had a "force integer scaling" option since 2008 or so, although they don't allow setting an arbitrary factor or overdriving the screen.
> > - a simple 2x, 3x, 4x etc integer scaling option that works in all modes > > ddraw/d3d/ogl even allowing to display out of screen bounds with a number of lines > > left out if desired (like custom integer scaling in RA, but not in RA, that'd be > > great!) > > SDL builds have had a "force integer scaling" option since 2008 or so, although they > don't allow setting an arbitrary factor or overdriving the screen.
Well we can select integer or uneven stretch in regular MAME, isn't that the same thing ? Anyway what I'm thinking of already exists in the GUI while ingame you can press TAB and manually stretch V and H, but it's almost impossible to adjust to integer with the naked eye (edit: but it does allow to stretch out of bounds). The damned RA makes it immensely more simple by having a custom scaling option where you can set 2x, 3x, 4x etc for V & H at will -> MAME absolutely NEEDs this I believe. Seriously even if it often costs the user little black bars or some lines left out of the screen space; a properly scaled image looks sooooooo much better than any lousy uneven stretching. And don't talk about buying a proper screen for the only 'nearest integer' setting currently available in MAME, I don't want to use a magnifying glass to play as it only very rarely fit well on most pc monitors.
So that would be good, also a less lousy than bilinear filter available by default would be nice, something similar but more gentle/less muddy combined with integer scaling would be a freaking win, and no need to bother with shaders and stuff.
I've always felt the official MAME could use a couple simple 'feel good' things like that to make it more enjoyable by default so that people wouldn't have to think it's lacking and go seek/beg alternative build or frontend makers for all kinds of modifications.
I would personally like Mazer Blazer dumped and playable. I would be nice to see other protos dumped. Time bomb and Akka Arrrh would be nice. MM would be great but I doubt it will ever happen. Usually protos suck anyway and aren't fun to play. It still arcade history and should be preserved.
This guy has a few. I wonder if he's MAME friendly
> > - more progress on discrete parts emulation (there was great progress recently) > > > > yeah, hopefully those who understand this will continue to put in the work, it's an > important area of MAME, not always popular when it brings drivers to their knees > performance-wise, but we can't hide from it forever. > > > - emulate laserdisc games (and dump missing discs) - Interstellar Laser Fantasy, > > Bega's Battle, Astron Belt, Galaxy Ranger > > > > yeah, would be nice to see progress in this area unlocked again, the way things were > done before hasn't helped us, too many things others weren't able to reproduce / do > for themselves. There were people who wanted to get on board with this in the past > and couldn't because the software / exact instructions etc. weren't available to > them, I'd view this as one of the darker parts of MAME history.
So, there's little to no chance on those laser disc games, then?
>This guy has a few. I wonder if he's MAME friendly
Joe is emulation/preservation friendly and has contributed many times in the past.
Amusing part while watching the segment of CES wall game variation of Trap Shoot is being played is when Joe briefly talks about Gremlin's version of Trap Shoot at some businesses was amusing. I didn't know there was an issue regarding Gremlin's version of Trap Shoot where customers could play for hours. The CES version is emulated in MAME, but isn't the same without the scan of the artwork.
>I just saw he had a Mazer Blazer & an Akka Arhh. Seems like a nice guy in the vid.
I am not sure if he has pcbs for either game. iirc Mazer Blazer also had an add-on pcb for audio and a couple of the roms are still needing to be dumped.
> > Well we can select integer or uneven stretch in regular MAME, isn't that the same > > thing ? > > I don't think it's in normal Windows builds. It existed for a while but was never > actually hooked up, and then AFAIK it went away.
Too bad, found this: The last two posts made me sad.
As an alternative I've found that GroovyMame has 'cleanstretch', which works as intended but apparently disables filtering because switchres takes over and it doesn't feature bilinear or anything. So I get integer scaling in d3d but too sharp lol.
And for integer + out of boundaries there's really only RA that I hate using. Or playing on my Sony TV which has nice overscan controls.
> > +1 on the Atari 8 bit. > > If any of you guys know someone with a decent knowledge of the Atari 8-bit internals > that might be interested in picking up the driver and making it sing, we'd love to > hear from them. We've finally gotten Pernod to start overhauling the BBC Micro and > friends, so the Atari 8-bit is probably the most-neglected 6502 machine left.
Is anyone friends with the guy who created virtualdub? He also wrote an Atari 8-bit emulator, Altirra...
> And, IIRC, I think Doom was the first game that supported 4 players at once in a LAN > game. >
I remember playing a knock-off of Bolo (or something Bolo-ish) in community college on monochrome PC computers (might have been Macs. My memory is hazy). There was way more than 4 players. http://bishop.mc.duke.edu/bolo/intro/
> > > +1 on the Atari 8 bit. > > > > If any of you guys know someone with a decent knowledge of the Atari 8-bit > internals > > that might be interested in picking up the driver and making it sing, we'd love to > > hear from them. We've finally gotten Pernod to start overhauling the BBC Micro and > > friends, so the Atari 8-bit is probably the most-neglected 6502 machine left. > > > Is anyone friends with the guy who created virtualdub? > He also wrote an Atari 8-bit emulator, Altirra... > > http://www.virtualdub.org/altirra.html
Altirra is still updated every 7-10 days though, I think it'd be unlikely that Phaeron would help.
> Altirra is still updated every 7-10 days though, I think it'd be unlikely that > Phaeron would help.
Yeah, I'm ok with him being the Atari's "byuu" and doing the research, we just need someone who can translate the findings into MAME. We have a cycle-by-cycle 6502 now so any funny tricks should be fully doable.
> > iirc Mazer Blazer also had an add-on pcb for audio and a couple of the roms are > still needing to be dumped. > > > Really? That's a game I remember being frequently played on Starcade, so I'm > surprised it's not available.
So was the Stern shooter "Journey" - but none of its ROMs were ever found or dumped. At least Mazer Blazer is partially dumped.
> > > > iirc Mazer Blazer also had an add-on pcb for audio and a couple of the roms are > still needing to be dumped. > > > > Really? That's a game I remember being frequently played on Starcade, so I'm > surprised it's not available. > > > So was the Stern shooter "Journey" - but none of its ROMs were ever found or > dumped. At least Mazer Blazer is partially dumped. > > > Yeah. I thought both those games were B-side back then. Probly not missing much now.
Actually, Journey seems like quite a bit of fun from the looks of it. A nice, smooth-scrolling shooter reminiscent of Time Pilot or Sinistar. With that said, given that I've never actually played it, I can't comment on its quality firsthand.
> Actually, Journey seems like quite a bit of fun from the looks of it. A nice, smooth-scrolling shooter reminiscent of Time Pilot or Sinistar. With that said, given that I've never actually played it, I can't comment on its quality firsthand.
Ahhh, I'd forgotten what it was like. Yeah, faster than TP, but not the same kind of fast as Sinistar...a little more single-speedy like B-side-y games, though the movements in Sinistar have a brisk progressive speed that is, arguably, classier (and you can drift around, and stop on, the screen in a way that I wouldn't be surprised if Ed Logg wasn't envious of). Plus, I couldn't tell whether there were novel differntiatins of baddies, or whether there were different types - but it looked a little more generic there, too.
I agree, though, it'd be interesting to check out first hand.