MAMEWorld >> EmuChat
View all threads Index   Threaded Mode Threaded  

Pages: 1

Divemaster
MAME Fan
Reged: 07/14/09
Posts: 164
Send PM


Lights Chase HQ
#394222 - 06/09/22 05:07 AM


When you catch up to the criminal. These lights turn on and stay on until the next stage. Shouldn't they be flashing lights instead of just on?



mhoes
MAME Fan
Reged: 08/27/15
Posts: 170
Send PM


Re: Lights Chase HQ new [Re: Divemaster]
#394258 - 06/17/22 03:03 PM Attachment: chase-hq.jpg 129 KB (0 downloads)


> When you catch up to the criminal. These lights turn on and stay on until the next
> stage. Shouldn't they be flashing lights instead of just on?

Perhaps it has something to do with the fact that there are known issues with imperfect graphics emulation on Chase HQ ?

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



MooglyGuy
Renegade MAME Dev
Reged: 09/01/05
Posts: 2261
Send PM


Re: Lights Chase HQ new [Re: Divemaster]
#394259 - 06/17/22 06:11 PM


> When you catch up to the criminal. These lights turn on and stay on until the next
> stage. Shouldn't they be flashing lights instead of just on?

Unless I'm mistaken, the flashing lights are an aspect of the cabinet itself, and the game simply outputs a logic '1' to say "lights should be flashing now". Bit difficult to re-create in the artwork system.



MooglyGuy
Renegade MAME Dev
Reged: 09/01/05
Posts: 2261
Send PM


Re: Lights Chase HQ new [Re: mhoes]
#394260 - 06/17/22 06:12 PM


> > When you catch up to the criminal. These lights turn on and stay on until the next
> > stage. Shouldn't they be flashing lights instead of just on?
>
> Perhaps it has something to do with the fact that there are known issues with
> imperfect graphics emulation on Chase HQ ?

The flag is on the driver for different reasons, not that reason.



Mr. DoAdministrator
MAME Art Editor
Reged: 09/21/03
Posts: 4876
Loc: California
Send PM


Re: Lights Chase HQ new [Re: MooglyGuy]
#394261 - 06/17/22 08:17 PM Attachment: chasehq.zip 0 KB (4 downloads)


> > When you catch up to the criminal. These lights turn on and stay on until the next
> > stage. Shouldn't they be flashing lights instead of just on?
>
> Unless I'm mistaken, the flashing lights are an aspect of the cabinet itself, and the
> game simply outputs a logic '1' to say "lights should be flashing now". Bit difficult
> to re-create in the artwork system.

Not difficult actually... the artwork for this game has been setup since 2007.

I haven't updated this file yet to the updated code (and I'm a few versions behind on MAME right now), but I tried this last week, and it looked like it was still working okay... you just get the warning for the deprecated elements.

(Other than the fact that the lights flash at different speeds... last time I talked to RB about this one... WAY back... he mentioned there might be something connected between the main board and the lights that might control that?)




RELAX and just have fun. Remember, it's all about the games.




Vas Crabb
BOFH
Reged: 12/13/05
Posts: 4465
Loc: Melbourne, Australia
Send PM


Re: Lights Chase HQ new [Re: MooglyGuy]
#394262 - 06/17/22 10:51 PM


> > When you catch up to the criminal. These lights turn on and stay on until the next
> > stage. Shouldn't they be flashing lights instead of just on?
>
> Unless I'm mistaken, the flashing lights are an aspect of the cabinet itself, and the
> game simply outputs a logic '1' to say "lights should be flashing now". Bit difficult
> to re-create in the artwork system.

Not when you can use Lua script...



Divemaster
MAME Fan
Reged: 07/14/09
Posts: 164
Send PM


Re: Lights Chase HQ new [Re: Mr. Do]
#394264 - 06/18/22 05:18 PM


I tried the official version and its the same.
This would seem to work for the lights in Battle Shark.
Maybe it's flashing so fast that my old eyes aren't able to see it. Different driver but thought it would flash like
APB - All Points Bulletin.



Divemaster
MAME Fan
Reged: 07/14/09
Posts: 164
Send PM


UPDATE! Deleted all files associated and now it works correctly. new [Re: Divemaster]
#394265 - 06/18/22 10:31 PM


(nt)


Pages: 1

MAMEWorld >> EmuChat
View all threads Index   Threaded Mode Threaded  

Extra information Permissions
Moderator:  Robbbert, Tafoid 
1 registered and 315 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 395