> > > I have to say, where you draw the line for what becomes emulated/documented > becomes > > > exceptionally blurry. For example, just to draw a line, I am concentrating right > > now > > > more on the video discrete games right now than the non-video. > > > > Heh. Well the Midway 18 Wheeler game 8080 cpu controlled non-video game doesn't > help > > matters with roms already dumped, but very good artwork quality is needed for game > to > > be emulated properly just like one of the currently emulated Data East games. :-) > > > > I know Gremlin's Trap Shoot has a better chance compared to WG at this time of > being > > emulated. The way I see it: as long as game doesn't rely on simulating physics > > properties, it might be possible to emulate/simulate, but that is optimistic > > thinking. > > Yeah, in my opinion, if it's feasible to emulate/simulate something, it's a good > thing to do. Of course, someone has to take the initiative to work on it. And who > knows, as technology progresses, extremely accurate physics simulations may allow > more things to be reproduced accurately, as long as the information's still out > there.
Okay, so maybe that's a line to draw for now: 1. If it uses TTL and/or ROMs/cassettes and video 2. If it uses TTL and/or ROMs/cassettes and light bulbs/LEDs 3. If it uses TTL and/or ROMs/cassettes and video projection/interaction with input devices Then it's a go.
On the other hand, if it uses some sort of 3D "set" or playfield or interface (electromechanical) or requires any sort of physics simulation at all, then it's a no-go. For now, at least.
Unless I'm forgetting some other category.
Problem is, there's really only sketchy information on non-video arcade games that are purely electronic and not electromechanical. And it's much harder, guys like Al Kossow haven't done the heavy lifting of listmaking.
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For some reason this post keeps making me think of the obviously-CPU-using "Stacker" redmption games that seem to be everywhere...
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If this sort of thing ever becomes part of MAME, it will be interesting to see how couriersud/Derrick Renaud's creations/interesting code could be merged with this project. It will also be interesting to see how someone might use "TTL" to simulate only the audio portion (or simply an audio filter) to a CPU-using arcade game. I think even the PinMAME guys will be interested, surely there were pure-TTL pinball games?
Exciting times we live in, I have really high hopes for this project of Juergen's.
BTW, I let Pong run to over 3000 frames the other night. Attract mode seems *perfect* except for the stray line near certain scoring digits. (Actual gameplay, however, is kinda broken. But it's still VERY early days. )
I must apologize to those looking for additional work on the actual game simulations for distracting Juergen with the EDA development, it's kinda all my fault for encouraging the work on it. Not that it won't pay off in the long run...
- Stiletto
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