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gregf
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.147u1 issue with Pong *updated again*
#297509 - 10/14/12 03:12 AM


Being a fan of non-cpu video games, great to see Pong supported. My current computer setup is WinXP operating system and 32-bit commandline build.


I went back to download .147 and only tried Pongf. It works even though it has issues listed by Robbbert.

Edited by gregf (11/08/13 11:25 AM)



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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: gregf]
#297517 - 10/14/12 08:20 AM


I use Windows 7 pro 64-bit OS.

I've made a 32 and 64 build, they both play pong/pongf fine and both builds look the same.

For pong, I'm using the pong artwork that was meant for misfitmame, it works fine with that. pongf has no artwork and so fills the screen.

Issues... (could be correct behaviour?)

The bat (under keyboard control) moves so slowly you have no chance of hitting the ball unless it is coming almost straight at you.

In pongf, when the ball hits the sides or bottom, the screen jumps vertically.

When the ball hits an edge, there is a momentary but noticeable speck of light in a random part of the screen.

The right side of the field is much larger than the left, its like it is stretched out. It isn't my monitor.

It is possible to get the ball to move horizontally, and trap it between both bats, and the game is never-ending.



gregf
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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: Robbbert]
#297547 - 10/15/12 12:38 AM


>I use Windows 7 pro 64-bit OS.
>I've made a 32 and 64 build, they both play pong/pongf fine and both builds look the
>same.

Thanks for checking both build versions with that operating system. I haven't found anything yet that stands out as to why it isn't working in Win XP - 32 bit build mode.




--
For pong, I'm using the pong artwork that was meant for misfitmame, it works fine with that. pongf has no artwork and so fills the screen.

Issues... (could be correct behaviour?)

The bat (under keyboard control) moves so slowly you have no chance of hitting the ball unless it is coming almost straight at you.

In pongf, when the ball hits the sides or bottom, the screen jumps vertically.

When the ball hits an edge, there is a momentary but noticeable speck of light in a random part of the screen.

The right side of the field is much larger than the left, its like it is stretched out. It isn't my monitor.

It is possible to get the ball to move horizontally, and trap it between both bats, and the game is never-ending.
--


That's a list that deserves to be added in the pong.c source file imo.


Have it look in a manner similar to stephh's notes since it can be used as a check list to see what remains as actual Pong hardware bugs while any that are emulation bugs eventually be removed over time in case any are fixed.


--
http://mamedev.org/source/src/mame/drivers/jack.c.html

Stephh's Notes:

'unclepoo'

SYSTEM bit 7 is sort of "freeze", but it doesn't seem to have any effect when playing
(only during boot up sequence - unsure about attract mode)
--



btw: It is interesting that the field sizes are different after the last update from
August.


--
2012-08-20 Updated netlist implementation: couriers 5 -1110/+2021

http://git.redump.net/mame/commit/?id=f9624af51ba3835fff890cc2815cae3bfd94f768

Updated netlist implementation:
- Now supports any resolution fitting reasonably into a UINT64
- Execution now uses a list sorted by execution time
- Implementation now supports analog and digital inputs / outputs
- First step in a move to "terminals" being both input / output
- Improved object model

Pong:
- Rewrote video code, now emulates a monitor by analyzing the analog
video signal and identifying vsync and hysnc pulses.
- Removed all hacks.

Overall performance increase of about 10% over the previous "pongf" implementation.
--

Edited by gregf (10/16/12 08:44 PM)



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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: Robbbert]
#297609 - 10/16/12 08:48 PM


> I use Windows 7 pro 64-bit OS.
>
> I've made a 32 and 64 build, they both play pong/pongf fine and both builds look the
> same.
>
> For pong, I'm using the pong artwork that was meant for misfitmame, it works fine
> with that. pongf has no artwork and so fills the screen.
>
> Issues... (could be correct behaviour?)
>
> The bat (under keyboard control) moves so slowly you have no chance of hitting the
> ball unless it is coming almost straight at you.
>
> In pongf, when the ball hits the sides or bottom, the screen jumps vertically.
>
> When the ball hits an edge, there is a momentary but noticeable speck of light in a
> random part of the screen.
>
> The right side of the field is much larger than the left, its like it is stretched
> out. It isn't my monitor.
>
> It is possible to get the ball to move horizontally, and trap it between both bats,
> and the game is never-ending.

See the comments from this guy named "Vigo" in 2009 in comparison to what he thought was an original Pong PCB:
http://www.atariage.com/forums/topic/137964-where-to-find-hires-pictures-of-pong-pcb/
http://www.atariage.com/forums/blog/52/entry-3291-pong-project/#commentsStart


Quote:



1. Once the ball collides with the horizontal and vertical screen boundaries, it is stretched into the HBLANK and VBLANK area for 1 frame. Actually, that's exactly how I would expect it to behave when looking at the schematics. The simulations don't reflect that.

2. There is a space of 1 pixel between the right score display and the right paddle, when the paddle is on the same level as the score display. On both simulators, there is no space between the right paddle and score display, which looks kind of odd.

3. The graphics are mixed through resistors, which means that all elements are bright grey, and everything which overlaps with the ball is white.

4. I have to investigate it further, but it seems that on the original, the second paddle is displayed 4 more pixels to the right




It seems that his point 1 and 3 are accurately simulated then?

- Stiletto



gregf
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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: Stiletto]
#297611 - 10/16/12 09:11 PM




--
- The graphics are mixed through resistors, which means that all elements are bright grey, and everything which overlaps with the ball is white.
--

And maybe which explains why the background is somewhat illuminated grey instead of being black in .147, after couriersud's update, and when comparing that to .146u4 in which background was a solid black color.

It would be great if someone can make a video recording with a pong pcb and tv set hooked up and another video of pong running in a cab to show if there are any illuminated differences (ie: such as a smoke plexiglass cover maybe dimming the video output from tv set too much?) I would like to believe the videoclips would be useful references.



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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: gregf]
#297696 - 10/18/12 06:33 PM


> --
> - The graphics are mixed through resistors, which means that all elements are bright
> grey, and everything which overlaps with the ball is white.
> --
>
> And maybe which explains why the background is somewhat illuminated grey instead of
> being black in .147, after couriersud's update, and when comparing that to .146u4 in
> which background was a solid black color.
>
> It would be great if someone can make a video recording with a pong pcb and tv set
> hooked up and another video of pong running in a cab to show if there are any
> illuminated differences (ie: such as a smoke plexiglass cover maybe dimming the video
> output from tv set too much?) I would like to believe the videoclips would be useful
> references.

I'm not sure between the prior pong implementation and the rewritten netlist method, but I did notice some oddities with pong with the newer implementation which I posted on MT:
http://mametesters.org/view.php?id=5038

If the screen is indeed solid black, I'm sure such a fix is trivial.



gregf
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Re: .147u1 and Pong - WinXP and MAME 32 bit *edit* new [Re: Tafoid]
#297703 - 10/18/12 07:26 PM


>I'm not sure between the prior pong implementation and the rewritten netlist method, but
> I did notice some oddities with pong with the newer implementation which I posted on MT:
http://mametesters.org/view.php?id=5038
>If the screen is indeed solid black, I'm sure such a fix is trivial.

Edited by gregf (11/08/13 11:28 AM)



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Re: .147u1 and Pong - WinXP and MAME 32 bit new [Re: gregf]
#297706 - 10/18/12 08:19 PM


> > I'm not sure between the prior pong implementation and the rewritten netlist method,
> but
> > I did notice some oddities with pong with the newer implementation which I posted
> on MT:
> http://mametesters.org/view.php?id=5038
> > If the screen is indeed solid black, I'm sure such a fix is trivial.
>
> I am hoping a better fix will be in the works that allows Windows XP users to be
> able to play Pong or Pongf once again. Firewave's patch may have fixed the crash
> issue, but after .147u1 released with the fix, .147u1 will not allow Windows XP users
> to run Pong or Pongf. The fix doesn't seem to affect Windows 7 users, but it does
> affect Windows XP users.
>
> --
> 2012-09-19 fixed pong/pongf crash on exit - re-introduces a memory leak for now
> oliverst 1 -3/+5
> http://git.redump.net/mame/commit/?id=869b5c3a46fc0b61656679e0ab64f636d50b8c4e
> fixed pong/pongf crash on exit - re-introduces a memory leak for now
>
> http://mametesters.org/view.php?id=5009
>
> --

gregf,

I'm not sure what to say other than I exclusively use Windows XP, 32-bit for my platform and build almost daily .. I can play it (albeit at 30%) with the following caveats I mentioned in ball and paddle behavior.

Are you positive you don't have mis-assigned controls? Check the TAB menu and Input this game listing and compare. The mouse seems to work fine if I've defined that in my command line (-mouse), as well as the keyboard (player 1 and player 2 default left and right controls). Have you tried to enter a credit to start the game?

If you have no warnings coming up about bad CRC in rom, it should work fine. Otherwise, make sure you have the 0.147 updated netlist file (rom) for pong.zip


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