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With asteroids, is there output for the blinking lights for player 1 and player 2 start buttons?
Example, on the coin-op, when dropping quarters into the coin mech., the player 1 & 2 start button(s) blink waiting for input. I would like to animate like in the attached gif.
Thanks in advance...
[ATTACHED IMAGE]
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Stiletto |
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Re: asteroid.cpp question...
[Re: SteelTigers]
#373392 - 01/25/18 05:12 AM
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> With asteroids, is there output for the blinking lights for player 1 and player 2 > start buttons? > > > Example, on the coin-op, when dropping quarters into the coin mech., the player 1 & 2 > start button(s) blink waiting for input. I would like to animate like in the attached > gif. > > Thanks in advance...
I took a look in the driver quick. https://github.com/mamedev/mame/blob/master/src/mame/drivers/asteroid.cpp
If it were computer controlled, then we'd probably see it in the memory map like Lunar Lander. But it's not listed.
Perhaps it's not and instead much simpler, like upon signal from coin mech, start 555 timer to begin LED flashing. Would have to check schematics.
Mind you, I'm no expert on Asteroids hardware.
[EDIT] I just found the LEDs in the driver tho for Asteroids Deluxe.
Code:
MCFG_ADDRESSABLE_LATCH_Q0_OUT_CB(WRITELINE(asteroid_state, start1_led_w)) MCFG_ADDRESSABLE_LATCH_Q1_OUT_CB(WRITELINE(asteroid_state, start2_led_w))
- Stiletto
Edited by Stiletto (01/25/18 05:31 AM)
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Re: asteroid.cpp question...
[Re: Stiletto]
#373394 - 01/25/18 06:14 AM
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> I took a look in the driver quick. > https://github.com/mamedev/mame/blob/master/src/mame/drivers/asteroid.cpp > > If it were computer controlled, then we'd probably see it in the memory map like > Lunar Lander. But it's not listed. > > Perhaps it's not and instead much simpler, like upon signal from coin mech, start 555 > timer to begin LED flashing. Would have to check schematics. > > Mind you, I'm no expert on Asteroids hardware. > > [EDIT] I just found the LEDs in the driver tho for Asteroids Deluxe. > MCFG_ADDRESSABLE_LATCH_Q0_OUT_CB(WRITELINE(asteroid_state, start1_led_w)) > MCFG_ADDRESSABLE_LATCH_Q1_OUT_CB(WRITELINE(asteroid_state, start2_led_w)) > > - Stiletto
Thank you for looking. I spent about half hour looking at it before I posted and didn't see anything. But then again, I haven't wrote code in 15 years so I figured I would ask around and see if I missed something.
Thanks again.
[Edit] This has been resolved thanks to Mr.Do! Thank you guys for the help...
Edited by SteelTigers (01/25/18 11:08 AM)
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Stiletto |
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Re: asteroid.cpp question...
[Re: SteelTigers]
#373408 - 01/25/18 04:06 PM
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> Thank you for looking. I spent about half hour looking at it before I posted and > didn't see anything. But then again, I haven't wrote code in 15 years so I figured I > would ask around and see if I missed something. > > Thanks again. > > [Edit] This has been resolved thanks to Mr.Do! Thank you guys for the help...
Oh, I'm an idiot.
Missed line 120 here: https://github.com/mamedev/mame/blob/master/src/mame/machine/asteroid.cpp#L120
Duke just clarified it a little more: https://github.com/mamedev/mame/commit/a...5b35188f34c3ccb
Code:
WRITE_LINE_MEMBER(asteroid_state::start1_led_w) { output().set_led_value(0, state ? 0 : 1); }
WRITE_LINE_MEMBER(asteroid_state::start2_led_w) { output().set_led_value(1, state ? 0 : 1); }
- Stiletto
Edited by Stiletto (01/25/18 04:30 PM)
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Mr. Do |
MAME Art Editor
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Changing topic... playch10.cpp question
[Re: Stiletto]
#373444 - 01/26/18 01:07 PM
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> Duke just clarified it a little more: > https://github.com/mamedev/mame/commit/a...5b35188f34c3ccb > WRITE_LINE_MEMBER(asteroid_state::start1_led_w) > { > output().set_led_value(0, state ? 0 : 1); > } > > WRITE_LINE_MEMBER(asteroid_state::start2_led_w) > { > output().set_led_value(1, state ? 0 : 1); > } > > - Stiletto
Thank you... I was just going to point him the same way, but it looks like he got it all figured out.
Since we have your attention... can you... or someone else with the necessary knowledge... look at this here:
https://github.com/mamedev/mame/blob/d46...rs/playch10.cpp
Lines 338-348
Is there a simple way to change that from a popmessage to the built-in LED system?
I've only been waiting almost ten years for it ;-)
http://mametesters.org/view.php?id=2076
As far as color... it's actually a green LED:
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JWallace |
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Re: Changing topic... playch10.cpp question
[Re: Mr. Do]
#373445 - 01/26/18 04:06 PM
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Surely the issue here is not the porting to the artwork system, but the fact that the driver doesn't seem to support that display ticking down outside of the data writes? Unless I've misunderstood and the BIOS has to keep writing updated values to that for it to work. If it didn't, then you'd want code like this instead of the popmessage, then you can have artwork for digit0 to digit3 to do the job.
Code:
for (i=0; i<4; i++) { output().set_digit_value(i,m_timedata[i]); }
There's probably some argument about what actually drives that display as well, but since I'm thigh deep in an attempt to rebuild and improve my development/playing PC, I can't actually run anything to test it, so there are caveats with using this directly.
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Mr. Do |
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Re: Changing topic... playch10.cpp question
[Re: Vas Crabb]
#373491 - 01/28/18 04:48 AM
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> > Since we have your attention... can you... or someone else with the necessary > > knowledge... look at this here: > > > > > https://github.com/mamedev/mame/blob/d46...rs/playch10.cpp > > > > Lines 338-348 > > > > Is there a simple way to change that from a popmessage to the built-in LED system? > > > > I've only been waiting almost ten years for it ;-) > > > > http://mametesters.org/view.php?id=2076 > > Done
Dude... awesome... thank you!!!!
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RELAX and just have fun. Remember, it's all about the games.
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Re: Changing topic... playch10.cpp question
[Re: JWallace]
#373492 - 01/28/18 06:01 AM
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> Surely the issue here is not the porting to the artwork system, but the fact that the > driver doesn't seem to support that display ticking down outside of the data writes? > Unless I've misunderstood and the BIOS has to keep writing updated values to that for > it to work. If it didn't, then you'd want code like this instead of the popmessage, > then you can have artwork for digit0 to digit3 to do the job. > > for (i=0; i<4; i++) > { > output().set_digit_value(i,m_timedata); > } > > There's probably some argument about what actually drives that display as well, but > since I'm thigh deep in an attempt to rebuild and improve my development/playing PC, > I can't actually run anything to test it, so there are caveats with using this > directly.
- There's no need to set every digit when only one's written
- set_digit_value is horribly inefficient, and I plan to kill it with fire at some point
- There's a BCD decoder in the path so you have to map values
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JWallace |
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Re: Changing topic... playch10.cpp question
[Re: Vas Crabb]
#373496 - 01/28/18 03:10 PM
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You can tell I haven't worked with output handlers for a while, can't you? ANyway, glad someone's done it properly.
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Mr. Do |
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Back on topic... Asteroids in 0.195
[Re: Stiletto]
#373659 - 02/03/18 10:29 PM
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> > Thank you for looking. I spent about half hour looking at it before I posted and > > didn't see anything. But then again, I haven't wrote code in 15 years so I figured > I > > would ask around and see if I missed something. > > > > Thanks again. > > > > [Edit] This has been resolved thanks to Mr.Do! Thank you guys for the help... > > Oh, I'm an idiot. > > Missed line 120 here: > https://github.com/mamedev/mame/blob/master/src/mame/machine/asteroid.cpp#L120 > > Duke just clarified it a little more: > https://github.com/mamedev/mame/commit/a...5b35188f34c3ccb > WRITE_LINE_MEMBER(asteroid_state::start1_led_w) > { > output().set_led_value(0, state ? 0 : 1); > } > > WRITE_LINE_MEMBER(asteroid_state::start2_led_w) > { > output().set_led_value(1, state ? 0 : 1); > } > > - Stiletto
So... things changed in 0.195... want to verify if these changes are correct or not:
1) Prior to 0.194 led0 was Player1 start and led1 was Player2 start... these have now switched in 0.195. (Insert a single coin, and the Player2 LED starts flashing). Assuming for clarity sake, they should be switched back to the way they were?
2) Prior to 0.194, when you insert a second credit, each start button would flash alternately. In 0.195, both start buttons flash at the same time. I don't know which one is correct, compared to a real machine... I just know it changed.
And... only Asteroids changed... Asteroids Deluxe works the same in 0.195 as it did in 0.194.
If you need a file to test with, you can grab the artwork SteelTiger recently completed below (just make two copies of the file; rename one to asteroid, the other to astdelux.)
http://www.mameworld.info/ubbthreads/sho...part=1&vc=1
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RELAX and just have fun. Remember, it's all about the games.
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Re: Back on topic... Asteroids in 0.195
[Re: Mr. Do]
#373683 - 02/04/18 06:31 AM
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From a couple quick U-boob viewings of actual cabs, I've come to the conclusion that it depends on the machine as to how the P1 & P2 lights flash...
-This 1 seems to flash alternatively (hard to tell for sure) https://youtu.be/FQA_NpZUC24?t=26s while the rest of them all flashed in unison. https://youtu.be/OE7BZAq8Noo?t=47s
-But, on all of them the P1 button stayed on after hitting it to start the game. I couldn't see on any of them if it switched to the other button & glowed as the players changed or if both of them came on & stayed on. (but I seem to recall it did the former...)
So no definitive answer here. Have you tried all the different versions? Do they all work the same now?
Hope this helps a bit...GL!
Amazing how something that seems so simple ends up being a such a PITA to figure out...
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Re: Back on topic... Asteroids in 0.195
[Re: Bad A Billy]
#374436 - 03/07/18 09:39 AM
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> From a couple quick U-boob viewings of actual cabs, I've come to the conclusion that > it depends on the machine as to how the P1 & P2 lights flash... > > -This 1 seems to flash alternatively (hard to tell for sure) > https://youtu.be/FQA_NpZUC24?t=26s > while the rest of them all flashed in unison. https://youtu.be/OE7BZAq8Noo?t=47s > > -But, on all of them the P1 button stayed on after hitting it to start the game. I > couldn't see on any of them if it switched to the other button & glowed as the > players changed or if both of them came on & stayed on. (but I seem to recall it did > the former...) > > So no definitive answer here. > Have you tried all the different versions? Do they all work the same now?
All sets in MAME have concurrently flashing LEDs except for asteroid1, which has the alternately flashing lights.
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Re: asteroid.cpp question...
[Re: SteelTigers]
#375091 - 03/25/18 07:55 AM
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