gregf |
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DICE 0.5 Released
#303035 - 01/22/13 02:50 AM
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- http://adamulation.blogspot.com/
DICE 0.5 Released
DICE 0.5 has been released! Several new changes in this version, including support for two new games:
Atari Breakout (Driver courtesy of Mike Ellery)
Midway TV Basketball (First non-Atari game in DICE)
Additional changes:
Configurable DIP Switches Configurable User-Interface controls (Pause, Quit, etc.) Improved Linux support Fixed ROM loading when starting DICE from the command line, and other bug-fixes -
Thanks again to both Adam Bousley and Mike.
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Re: DICE 0.5 Released
[Re: gregf]
#303036 - 01/22/13 02:52 AM
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gregf |
Ramtek's Trivia promoter
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additional
[Re: gregf]
#303037 - 01/22/13 03:01 AM
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Re: additional
[Re: gregf]
#303046 - 01/22/13 04:53 AM
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Thanks Greg, I was about to complain to the management that there wasn't enough links in your first post.
Then you redeemed yourself.
What a pleasant suprise this release was. Sound also....sweet
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gregf |
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Re: additional
[Re: Antny]
#303048 - 01/22/13 06:31 AM
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>Thanks Greg, I was about to complain to the management that there wasn't enough links in >your first post. Then you redeemed yourself.
If I threw in all the links etc., then my initial announcement post might be comparable to the oversized Star Trek images on top of a couple of the forum(s). *j/k*
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gregf |
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Re: DICE 0.5 Released
[Re: Antny]
#303049 - 01/22/13 06:44 AM
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>very nice.
Although Breakout is more popular and understandable too because it was very popular when cabs were first out there at places in mid to late 1970s, Midway's TV Basketball support is very good to see. Other than the flyers and a couple cab photos of it at one of the past CA Extreme shows, hardly nothing around for visual reference of the game. And thanks to Adam's work, younger generation folks get a chance to see what the game was like had they been able to see the game being played on actual cabs back in 1970s. Might still be possible at one of CA Extreme shows, but sometimes not all cabs are there every year.
I had thought the basket/nets being drawn on screen were from data stored on proms, but not the case. So for now, no one needs to ask whereabouts of those extra, external files. ;-)
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Re: additional
[Re: Antny]
#303092 - 01/23/13 01:12 AM
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> Thanks Greg, I was about to complain to the management that there wasn't enough links > in your first post. > > Then you redeemed yourself. > > What a pleasant suprise this release was. Sound also....sweet
Indeed, though Breakout is slow as shit over here AND... well... rotated the wrong way
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I do all that stuff even without a Joystick
Soft-15kHz, cabMAME, For Amusement Only e.V.
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gregf |
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Re: additional
[Re: SailorSat]
#303161 - 01/24/13 09:58 AM
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>> What a pleasant suprise this release was. Sound also....sweet
>Indeed, though Breakout is slow as shit over here
Good to see another of the popular 1970s era games emulated.
> AND... well... rotated the wrong way
As for rotation issue, it's doing the upright cab emulation just like what Mr. F4brice's videoclip shows from his Breakout cab. Since DICE has no artwork support (monitor overlay piece uses striped color bars) compared to MAME, that's why no colors are present. -- Atari Breakout (1976), arcade PCB http://www.youtube.com/watch?v=N2BT1DDarms
Atari Breakout cab (1976), arcade PCB http://www.youtube.com/watch?v=IpVIufJ4qoU --
There's also the cocktail table variation. I am not sure if that requires its own specific handling when emulating the cocktail table hardware. I am guessing it will. I know that the artwork support will have to be handled differently between upright versus cocktail table models of Breakout.
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Re: additional
[Re: gregf]
#303163 - 01/24/13 11:37 AM
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> As for rotation issue, it's doing the upright cab emulation just like what Mr. > F4brice's videoclip shows from his Breakout cab. Since DICE has no artwork support > (monitor overlay piece uses striped color bars) compared to MAME, that's why no > colors are present. Still it would be nice to have an option to output the video as the real hardware did
> > There's also the cocktail table variation. I am not sure if that requires its own > specific handling when emulating the cocktail table hardware. I am guessing it will. > I know that the artwork support will have to be handled differently between upright > versus cocktail table models of Breakout.
IIRC there is a wire-jumper. Have both a cocktail and an upright cabinet (but no working boardset)
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I do all that stuff even without a Joystick
Soft-15kHz, cabMAME, For Amusement Only e.V.
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Stiletto |
They're always after me Lucky ROMS!
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Re: additional
[Re: gregf]
#303185 - 01/24/13 06:18 PM
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> >> What a pleasant suprise this release was. Sound also....sweet > > > Indeed, though Breakout is slow as shit over here > > Good to see another of the popular 1970s era games emulated.
Is it known to have bugs? I benchtested the 32-bit version with Breakout and suffered massive collision detection bugs. Inserted coin, started game, ball moved upwards through the wall of bricks without breaking *ANY* and continuous brick-break sound effects.
- Stiletto
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gregf |
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Re: additional
[Re: SailorSat]
#303188 - 01/24/13 09:44 PM
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>IIRC there is a wire-jumper.
Okay. I wasn't sure if there might have been a difference between the models.
>Have both a cocktail and an upright cabinet (but no working boardset)
Ohhh. Those could have helped out if they were in working shape for gameplay verification.
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gregf |
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Re: additional
[Re: Stiletto]
#303189 - 01/24/13 09:58 PM
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>Is it known to have bugs?
There are a couple to-dos within source code
-- //TODO: coin2 not implemented //TODO: put bonus coin here --
>I benchtested the 32-bit version with Breakout and suffered >massive collision detection bugs. Inserted coin, started game, ball moved upwards >through the wall of bricks without breaking *ANY* and continuous brick-break sound >effects.
I also tried 32-bit version with Breakout. The ball does clear bricks when directly contacting them on the bottom. And also properly cleared bricks if ball contacts the topside of each brick. This is where maybe Mr. F4brice could help out with his working Atari cab by making extended videoclips on Youtube? He probably hasn't logged onto MAMEWorld forums since his Sega Spaceship contribution in 2010 and contacting him via Youtube channel might have better results.
I tried Stunt Cycle in version .5 and I get an error message regarding one of the roms of the Stunt Cycle zip file considered "not good". DICE .5 and Stunt Cycle romset are kept in the same subfolder. Or has one of the files within Stunt Cycle been changed? I can't imagine that. I'll need to download and try .4 of DICE.
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gregf |
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about Atari Breakout and a future MAME BTANB bug report?
[Re: gregf]
#303254 - 01/25/13 11:45 PM
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I had thought maybe there was an emulation bug when a player's paddle crosses over the left side boundary borderline. It actually does happen with actual game as well. See Mr. F4brice's Breakout videoclip of his Breakout cab and watch the event happen at the 20/21 second part of the video. A future BTANB entry whenever Atari Breakout is supported in MAME.
http://www.youtube.com/watch?v=IpVIufJ4qoU
pause at 20 to 21 seconds to see the visual effect
Atari Breakout (1976), arcade PCB repair test shown by Mr. F4brice.
http://www.youtube.com/watch?v=N2BT1DDarms
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Re: additional
[Re: Stiletto]
#303300 - 01/26/13 06:35 PM
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> > >> What a pleasant suprise this release was. Sound also....sweet > > > > > Indeed, though Breakout is slow as shit over here > > > > Good to see another of the popular 1970s era games emulated. > > Is it known to have bugs? I benchtested the 32-bit version with Breakout and suffered > massive collision detection bugs. Inserted coin, started game, ball moved upwards > through the wall of bricks without breaking *ANY* and continuous brick-break sound > effects. > > > - Stiletto
I've seen this happen a few times... I think it's caused by inserting a coin immediately at startup. I don't think it can happen if you wait until the ball is visible in attract mode before inserting a coin and starting the game. Not sure if this is a simulator bug or not, but I imagine it's possible that it could exist on a real machine since people probably wouldn't have been staring the game that quickly after power-on?
Other than that the game should be bug-free (as far as I know!)
-Adam
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gregf |
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Re: additional
[Re: AdamB]
#303307 - 01/26/13 08:31 PM
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