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DU: Bradley Trainer
#370346 - 10/16/17 03:01 AM
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Trevor Brown borrowed a Bradley Trainer cab from a friend and says:
"Andrew is working on extracting the last bits of missing code and documenting the boards. I took loads of pictures which will get uploaded to Mame Artwork tomorrow. Hopefully we can put together an artwork overlay that helps with playing the game."
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Dullaron |
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Re: DU: Bradley Trainer
[Re: Smitdogg]
#370347 - 10/16/17 03:43 AM
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> Trevor Brown borrowed a Bradley Trainer cab from a friend and says: > > "Andrew is working on extracting the last bits of missing code and documenting the > boards. > I took loads of pictures which will get uploaded to Mame Artwork tomorrow. > Hopefully we can put together an artwork overlay that helps with playing the game."
Can't wait to see that artwork.
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Re: DU: Bradley Trainer
[Re: Dullaron]
#370348 - 10/16/17 04:03 AM
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Me, Either
I actually saw one of these once! I was delivering pizza at the time (early 90's) and delivered a couple pizzas to a recruiting place and they had one in the lobby. I was a HUGE fan of BattleZone in the day so it caught my eye and I was Dumbfounded as to what it was! But being I was a young punk and the place was run by dudes wearing uniforms, I didn't bother asking about it. :/
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TrevEB |
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Um, StarRider, we need some details about that. As far as we all know, there are only 2. The military took posession of one cabinet and it was never seen again. Assumed to be stored with the Ark of the Covenent at Area 51. The other was rescued by Scott Evans and sold. This one was Scott’s All photos on the internet are of this cabinet.
TrevEB
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gregf |
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Re: DU: Bradley Trainer *edit*
[Re: Smitdogg]
#370350 - 10/16/17 09:48 AM
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>Trevor Brown:
>"Andrew is working on extracting the last bits of missing code and documenting the boards. >I took loads of pictures which will get uploaded to Mame Artwork tomorrow. >Hopefully we can put together an artwork overlay that helps with playing the game."
Thanks all for getting this [really, really] saved and improving any documentation of the game and cab etc.
Should Bradley Trainer play any different audio sound effects that aren't in Battlezone, hopefully audio recordings for external audio sample support can be done.
btw: In case anyone is wondering why Battlezone is not yet in the source file src/mame/nl.lst
It is because Battlezone analog/discrete audio has yet to be revised to current netlist audio standards.
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TrevEB |
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Re: DU: Bradley Trainer
[Re: gregf]
#370361 - 10/16/17 04:50 PM
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Does battlezone require samples? If it does then yes, I’ll make recordings but as far as I recall, sound is emulated.
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CTOJAH |
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370362 - 10/16/17 05:28 PM
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> Does battlezone require samples?
None required.
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Re: DU: Bradley Trainer
[Re: Smitdogg]
#370363 - 10/16/17 07:39 PM
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I remember reading a magazine article that mention Bradley Trainer too and how arcade games had become so "advanced" that the military was looking into using them for training, though I can't remember where I read it.
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gregf |
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370364 - 10/16/17 07:45 PM
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>If it does then yes, I’ll make recordings but as far as I recall, sound is emulated.
If you have time to do any video/audio recordings like you did with Stunt Cycle in the past, thanks.
>Does battlezone require samples?
Some sounds were handled by pokey chip and various other sound effects were analog/discrete generated. Reason bringing this up is just in case other sound effects are played that might not be sound effects in Battlezone. See src/mame/audio/bzone.cpp to view analog/discrete audio portions of Battlezone.
- src/mame/audio/bzone.cpp
include "sound/discrete.h" include "sound/pokey.h"
MACHINE_CONFIG_START( bzone_audio )
MCFG_SPEAKER_STANDARD_MONO("mono")
MCFG_SOUND_ADD("pokey", POKEY, BZONE_MASTER_CLOCK / 8 ) MCFG_POKEY_ALLPOT_R_CB(IOPORT("IN3")) MCFG_POKEY_OUTPUT_RC(RES_K(10), CAP_U(0.015), 5.0) MCFG_SOUND_ROUTE_EX(0, "discrete", 1.0, 0)
MCFG_SOUND_ADD("discrete", DISCRETE, 0) MCFG_DISCRETE_INTF(bzone)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0) MACHINE_CONFIG_END -
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gregf |
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Re: DU: Bradley Trainer
[Re: CTOJAH]
#370365 - 10/16/17 07:55 PM
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>> Does battlezone require samples?
>None required.
Reply explains why mentioning this topic.
There may be the chance that other discrete/analog audio sound effects are being generated in Bradley Trainer that might not be generated in Battlezone. That is why this rare opportunity for getting any actual video/audio of Bradley Trainer in action is a must. In case Bradley Trainer does generate any slightly different analog audio, have to make sure the audio recording portion is quality enough that there may be a chance to simulate as best possible the analog audio sound effect(s). The analog/discrete audio could all be the same which the schematics can be found in Battlezone paperwork, but it would be ideal to not let this opportunity slip by in case Bradley Trainer does have one or two different analog/discrete audio not in Battlezone and which there is likely very little of any paperwork for Bradley Trainer. If there ever was any repair paperwork distributed for Bradley Trainer, it would probably read "refer to Battlezone manual for any repairs".
- src/mame/audio/bzone.cpp
include "sound/discrete.h" include "sound/pokey.h"
MACHINE_CONFIG_START( bzone_audio )
MCFG_SPEAKER_STANDARD_MONO("mono")
MCFG_SOUND_ADD("pokey", POKEY, BZONE_MASTER_CLOCK / 8 ) MCFG_POKEY_ALLPOT_R_CB(IOPORT("IN3")) MCFG_POKEY_OUTPUT_RC(RES_K(10), CAP_U(0.015), 5.0) MCFG_SOUND_ROUTE_EX(0, "discrete", 1.0, 0)
MCFG_SOUND_ADD("discrete", DISCRETE, 0) MCFG_DISCRETE_INTF(bzone)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0) MACHINE_CONFIG_END -
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370373 - 10/17/17 02:06 AM
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TrevEB,
Sorry I really can't offer any further details other than it looked like a BattleZone, but I don't remember it having BattleZone artwork and it seemed to have more shit on the CP. I only got a passing glimpse on my way out. If there are only two known machines, then maybe my memories are flawed as happens in this hobby, but I swear that is what I remember!
BTW, I Haven't seen the photos of that cab where can I see them?
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gregf |
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See TrevEB's post.
I already put in a response/request since Cosmic Monsters II might be worth some future updates in MAME source code later.
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TrevEB |
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So where did you see it? What recruitment center or what location? what year? etc...
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370380 - 10/17/17 04:08 AM
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Here's a picture of the cab someone posted on KLOV:
[ATTACHED IMAGE]
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And a few more:
[ATTACHED IMAGE]
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Re: DU: Bradley Trainer
[Re: Tornadoboy]
#370383 - 10/17/17 04:51 AM
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Yup, was going to mention they where ATARI cone buttons, but now I don't have to! That looks like what I remember!
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Big Karnak |
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Here you go...
[ATTACHED IMAGE]
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TrevEB |
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Comboman |
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If it was used as a recruitment tool rather than as a training tool, that might explain why the army only bought one. They could ship it around to various recruitment centers for a few weeks each.
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[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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gregf |
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Re: DU: Bradley Trainer
[Re: Comboman]
#370413 - 10/18/17 09:36 PM
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>If it was used as a recruitment tool rather than as a training tool, that might explain why >the army only bought one. They could ship it around to various recruitment centers for a >few weeks each.
This makes sense. A cab could have been first used as a training tool, and then when updated simulation systems came along, this meant the Bradley Trainer cab was obsolete and could then be jettisoned off to various recruiting centers over the years as an exhibit piece to enlistees to look over before signing.
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370430 - 10/19/17 07:05 PM
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Ok I bid 20 bucks!
Seriously though did the range dial actually work? Do you actually set the distance with the dial while looking thru the eyepiece and then push the button for either he shell or ap shell? Or were those buttons used to tell the auto loader what to load and then a button on the yoke was pushed to actually fire the round?
And last question, how hard would it be to make a working clone of the cabinet? Not an accurate internal clone but just one that worked in the same manner as I suspect a lot of the internals are special one off items...
Edited by Renegade (10/19/17 07:05 PM)
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Re: DU: Bradley Trainer
[Re: Renegade]
#370443 - 10/20/17 12:13 PM
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If you look at some of the internal pictures you can see it and the switch next to it are wired, so they do something, what I can't be sure though.
I don't have time to review the whole thread right now so maybe this has already been touched on, but do the person/people documenting and dumping stuff for BT think they'll get enough info for others to make their own out of Battlezones? I don't know about the electronics, but the cabinet looks perfectly doable and the yoke can be substituted or repro'd, and I can envision a pretty cool custom cockpit coming from that.
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TrevEB |
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Re: DU: Bradley Trainer
[Re: Renegade]
#370446 - 10/20/17 04:23 PM
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Yes, every switch and dial that you see works. What we have not been able to figure out is the yolk which has 6 buttons, 3 on each. There are two switches on the top of the yolk that don’t appear to do anything, yet they are hooked up.
Finger triggers fire, lower finger trigger = fast spin.
Once you understand how to play, its a bit more fun but the tank does not move. It only spins in place. It’s really an exercise in range finding and choosing the right weapon. The enemy does not fire back. Makes sense because you are a sitting duck.
There really is not much reason to make a Bradley Trainer. BattleZone is more fun by a long shot.
See attached video of game play. https://photos.app.goo.gl/fa92KOhjkWgqSF5t2
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TrevEB |
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A profile picture of the yoke
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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TrevEB |
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Inside the Yoke,
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370450 - 10/20/17 05:33 PM
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That yoke looks like it was built to take a direct hit from a tank shell!
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Re: DU: Bradley Trainer
[Re: TrevEB]
#370459 - 10/21/17 12:26 AM
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The one switch looks like a "safety", as in you must hold it in before the other 2 switches work. As it seems that the commons from both switches go thru it first.
Maybe in a real tank there is a master switch that must be held before any other fire button works to keep from accidental firings?
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Re: DU: Bradley Trainer
[Re: Renegade]
#370462 - 10/21/17 01:48 AM
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No,
There are two black wires coming from the base one being the COMMON ground for all three switches and the other is an individual signal wire! It is ODD that there are two black wires used but may be one has stripes and that picture just doesn't show it.
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Dullaron |
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Re: DU: Bradley Trainer
[Re: Ocean View]
#370490 - 10/22/17 08:26 PM
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