Arcade cores
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Re: Arcade cores
The Arkanoid core was released by Ace yesterday: https://github.com/Ace9921/Arcade-Arkanoid_MISTer
It's not in the MiSTer repo yet, but it works well.
It's not in the MiSTer repo yet, but it works well.
Re: Arcade cores
I have tried but the resolution is 10x225. Why I get that resolution?
EDIT: With forced_scandoubler=1 the resolution is very low.
EDIT: With forced_scandoubler=1 the resolution is very low.
Re: Arcade cores
Hi,hubertbanas wrote:Looking good! Thanks for porting!alanswx wrote: Please test them out and send me any bugs.
https://github.com/alanswx/Sprint1
https://github.com/alanswx/Sprint2
https://github.com/alanswx/CanyonBomber
https://github.com/alanswx/Dominos
I made the 4 needed batch files for usage on a PC
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Re: Arcade cores
Thank you. I will check them into github.ewok wrote:Hi,hubertbanas wrote:Looking good! Thanks for porting!alanswx wrote: Please test them out and send me any bugs.
https://github.com/alanswx/Sprint1
https://github.com/alanswx/Sprint2
https://github.com/alanswx/CanyonBomber
https://github.com/alanswx/Dominos
I made the 4 needed batch files for usage on a PC
- nathanhardie
- Atari User
- Posts: 39
- Joined: Fri Dec 07, 2018 4:39 pm
Re: Arcade cores
Does someone have any ideas for a spinner for Arakanoid?
Re: Arcade cores
kitrinx wrote:The Arkanoid core was released by Ace yesterday: https://github.com/Ace9921/Arcade-Arkanoid_MISTer
It's not in the MiSTer repo yet, but it works well.
I tried it on my cocktail setup with vertical CRT and the display was spot on, but as it's not setup for MiSTer the F12 or user options menu is not present. It was totally playable and a usb mouse worked to control the bat.
Re: Arcade cores
I would love some testing of changes I am planning to make to many of the Arcade cores.
New Features:
https://drive.google.com/drive/folders/ ... zqv9blONZ5
SuperBreakout is in alpha, it needs some work. I need to pull the roms out of it.
New Features:
- 1) load alternate rom from OSD
2) 5,6 coin keys 1,2, player 1 and player 2, and for cocktail mode: R,F,D,G,A - for the second player
3) new scalar
4) dip switches (galaga is missing the ship bonus dips, they are super complicated, let me know if you think it is important)
https://drive.google.com/drive/folders/ ... zqv9blONZ5
SuperBreakout is in alpha, it needs some work. I need to pull the roms out of it.
Re: Arcade cores
alanswx wrote:I would love some testing of changes I am planning to make to many of the Arcade cores.
New Features:Try the cores here:
- 1) load alternate rom from OSD
2) 5,6 coin keys 1,2, player 1 and player 2, and for cocktail mode: R,F,D,G,A - for the second player
3) new scalar
4) dip switches (galaga is missing the ship bonus dips, they are super complicated, let me know if you think it is important)
https://drive.google.com/drive/folders/ ... zqv9blONZ5
SuperBreakout is in alpha, it needs some work. I need to pull the roms out of it.
plug and play mame cab support. Awesome~!
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Re: Arcade cores
Is there a standard romset version people are using, or is it just totally haphazard at the moment? The contents of the zips can change between versions, so just having the right file name isn't always a guarantee. The reason I ask is because I'm reworking my rombuilder/injector app to just use a built in database since 1943 totally breaks how I was doing it. This entailed going through every core released and building the list of info for each game. An entry looks like this:
I've been using MAME .158 rom set to go through and verify the rom names and zip contents, but I've noticed a few that don't match up. One other thing to consider is some versions of a game require multiple ZIPs. For instance, if you want to play "1943: The Battle of Midway (US, Rev C)" you actually need 1943.zip and 1943u.zip in set .158 since the u.zip only contains the extra files for US version. I am going to add support for multiple zips per title, but I just want to make sure I'm using the right set before putting the time into going through the rest of the games.
Code: Select all
name=1942 (Revision B)
zip=1942.zip
ifiles=srb-03.m3+srb-04.m4+srb-05.m5+srb-06.m6+srb-06.m6+srb-07.m7+sr-01.c11+sr-02.f2+sr-10.a3+sr-11.a4+sr-08.a1+sr-09.a2+sr-12.a5+sr-13.a6+sr-12.a5+sr-13.a6+sr-14.l1+sr-16.n1+sr-15.l2+sr-17.n2+sb-1.k6+sb-2.d1+sb-3.d2+sb-4.d6+sb-5.e8+sb-6.e9+sb-7.e10+sb-0.f1+sb-8.k3+sb-9.m11
ofile=a.1942.rom
Re: Arcade cores
do you mean 1942? and not 1943? '1942 (Revision B)' .158 rom has all those files (i think)
Re: Arcade cores
I think we should modify the Unix style .ini and update the bat file to use it. Bruno and I are taking a shot at it.nakedarthur wrote:Is there a standard romset version people are using, or is it just totally haphazard at the moment? The contents of the zips can change between versions, so just having the right file name isn't always a guarantee. The reason I ask is because I'm reworking my rombuilder/injector app to just use a built in database since 1943 totally breaks how I was doing it. This entailed going through every core released and building the list of info for each game. An entry looks like this:
I've been using MAME .158 rom set to go through and verify the rom names and zip contents, but I've noticed a few that don't match up. One other thing to consider is some versions of a game require multiple ZIPs. For instance, if you want to play "1943: The Battle of Midway (US, Rev C)" you actually need 1943.zip and 1943u.zip in set .158 since the u.zip only contains the extra files for US version. I am going to add support for multiple zips per title, but I just want to make sure I'm using the right set before putting the time into going through the rest of the games.Code: Select all
name=1942 (Revision B) zip=1942.zip ifiles=srb-03.m3+srb-04.m4+srb-05.m5+srb-06.m6+srb-06.m6+srb-07.m7+sr-01.c11+sr-02.f2+sr-10.a3+sr-11.a4+sr-08.a1+sr-09.a2+sr-12.a5+sr-13.a6+sr-12.a5+sr-13.a6+sr-14.l1+sr-16.n1+sr-15.l2+sr-17.n2+sb-1.k6+sb-2.d1+sb-3.d2+sb-4.d6+sb-5.e8+sb-6.e9+sb-7.e10+sb-0.f1+sb-8.k3+sb-9.m11 ofile=a.1942.rom
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Re: Arcade cores
That is a step in the right direction I think. What I ended up doing is combining them all into a single master INI hosted on GIT that my app can automatically update from. It could be hosted anywhere really, I just threw it on mine for testing.alanswx wrote:I think we should modify the Unix style .ini and update the bat file to use it. Bruno and I are taking a shot at it.
Re: Arcade cores
Donkey Kong and Galaga seemed to work okay, I couldn't get MsPacman to load any roms. Donkey Kong seemed to have a lot of trouble with vsync_adjust=2, I had to use 0 to make it work.alanswx wrote:I would love some testing of changes I am planning to make to many of the Arcade cores.
New Features:Try the cores here:
- 1) load alternate rom from OSD
2) 5,6 coin keys 1,2, player 1 and player 2, and for cocktail mode: R,F,D,G,A - for the second player
3) new scalar
4) dip switches (galaga is missing the ship bonus dips, they are super complicated, let me know if you think it is important)
https://drive.google.com/drive/folders/ ... zqv9blONZ5
SuperBreakout is in alpha, it needs some work. I need to pull the roms out of it.
I think that Sorg doesn't approve of adding rom loading to the arcade cores. I was going to do this for some cores that have lots of hacks and revisions, but he felt it would be feature bloat:
https://github.com/MiSTer-devel/Arcade- ... Ter/pull/1
Otherwise, these changes are very nice. Having the new scaler makes a huge difference in the quality of these cores.
Re: Arcade cores
kitrinx wrote:Donkey Kong and Galaga seemed to work okay, I couldn't get MsPacman to load any roms. Donkey Kong seemed to have a lot of trouble with vsync_adjust=2, I had to use 0 to make it work.alanswx wrote:I would love some testing of changes I am planning to make to many of the Arcade cores.
New Features:Try the cores here:
- 1) load alternate rom from OSD
2) 5,6 coin keys 1,2, player 1 and player 2, and for cocktail mode: R,F,D,G,A - for the second player
3) new scalar
4) dip switches (galaga is missing the ship bonus dips, they are super complicated, let me know if you think it is important)
https://drive.google.com/drive/folders/ ... zqv9blONZ5
SuperBreakout is in alpha, it needs some work. I need to pull the roms out of it.
I think that Sorg doesn't approve of adding rom loading to the arcade cores. I was going to do this for some cores that have lots of hacks and revisions, but he felt it would be feature bloat:
https://github.com/MiSTer-devel/Arcade- ... Ter/pull/1
Otherwise, these changes are very nice. Having the new scaler makes a huge difference in the quality of these cores.
I changed the format of the ms Pac-Man rom
Since it was missing the PROMs. I think Sorg wanted this change. I will check with him on rom loading.
- nathanhardie
- Atari User
- Posts: 39
- Joined: Fri Dec 07, 2018 4:39 pm
Re: Arcade cores
Help me please!
I've been trying and I just can't generate the roms for...
Asteroids Deluxe
Galaxian
Ms.Pacman
Pengo
Error message is...
Incorrect command line
Thanks!
I've been trying and I just can't generate the roms for...
Asteroids Deluxe
Galaxian
Ms.Pacman
Pengo
Error message is...
Incorrect command line
Thanks!
Re: Arcade cores
nathanhardie wrote: Error message is...
Incorrect command line
Thanks!
See this thread
http://www.atari-forum.com/viewtopic.php?f=117&t=34666
make sure you dont have any spaces in the names of any of the folders in the directory
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- Captain Atari
- Posts: 178
- Joined: Sun Jul 09, 2017 1:43 pm
Re: Arcade cores
Thank you alanswx for improving the existing Arcade cores. I like the option to change dip switch settings and load different roms from a menue instead of injecting them.
Do you think you can also fix a bug in the current Donkey Kong core where Mario's feet have the wrong colour? They should have the same dark blue colour as his arms.
Do you think you can also fix a bug in the current Donkey Kong core where Mario's feet have the wrong colour? They should have the same dark blue colour as his arms.
Re: Arcade cores
I think I fixed and pushed a new windows.bat file for Ms PacMan - I had only updated the unix version.kitrinx wrote: MsPacman to load any roms.
Re: Arcade cores
I see a problem in the little Mario's at the top? Is that what you are referring to? The big sprite on the bottom seems fine? BTW - sometimes MAME is wrong.hyperterminal wrote:Do you think you can also fix a bug in the current Donkey Kong core where Mario's feet have the wrong colour? They should have the same dark blue colour as his arms.
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- Captain Atari
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- Joined: Sun Jul 09, 2017 1:43 pm
Re: Arcade cores
Yes, I was referring to the little Marios at the top. I am very sure that the colour of their feet is wrong. During longer periods of play the colour even changes from skin colour (colour of Mario's head) to light blue or vice versa.alanswx wrote:I see a problem in the little Mario's at the top?hyperterminal wrote:Do you think you can also fix a bug in the current Donkey Kong core where Mario's feet have the wrong colour? They should have the same dark blue colour as his arms.
Re: Arcade cores
Just tried to build the Ms.Pacman rom using the bat file from a day ago and i get a MD5 of 6C75DA1E5C32807FDFF6EEB9F5A75AE3
which seems to be correct from looking at what the build_rom.ini is looking for but the gfx are corrupt on the menu and in game
anyone else have this problem ?
which seems to be correct from looking at what the build_rom.ini is looking for but the gfx are corrupt on the menu and in game
anyone else have this problem ?
Re: Arcade cores
Sorry. The core is out of sync with the rom. We need to rebuild the core.knc wrote:Just tried to build the Ms.Pacman rom using the bat file from a day ago and i get a MD5 of 6C75DA1E5C32807FDFF6EEB9F5A75AE3
which seems to be correct from looking at what the build_rom.ini is looking for but the gfx are corrupt on the menu and in game
anyone else have this problem ?
Re: Arcade cores
This core uses the new rom. It should have dip switches, mame keys, and working cocktail mode. Please let me know if there are bugs so I can fix them.alanswx wrote:Sorry. The core is out of sync with the rom. We need to rebuild the core.knc wrote:Just tried to build the Ms.Pacman rom using the bat file from a day ago and i get a MD5 of 6C75DA1E5C32807FDFF6EEB9F5A75AE3
which seems to be correct from looking at what the build_rom.ini is looking for but the gfx are corrupt on the menu and in game
anyone else have this problem ?
Thanks!
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Re: Arcade cores
Thanks this seems to be working great nowalanswx wrote: This core uses the new rom. It should have dip switches, mame keys, and working cocktail mode. Please let me know if there are bugs so I can fix them.
Thanks!
Re: Arcade cores
Maybe i missed something and had a quick read and not seen anything
now a few of the arcade core have the possibility to load different roms
is there a way to have the roms in a folder where you launch the core from instead of the root of fat
ie my arcade cores are in _Arcade if the rbf and rom is in the same folder it will load the rom like normal
if i put the roms in a folder say A.MSPCMN on the root of the fat and name one boot.rom the core and rom loads fine and when i goto load a diff rom it automatically looks in that folder if the folder is in the _Arcade folder where the rbf is it still open root so need to search for the roms
hope that makes sense lol
now a few of the arcade core have the possibility to load different roms
is there a way to have the roms in a folder where you launch the core from instead of the root of fat
ie my arcade cores are in _Arcade if the rbf and rom is in the same folder it will load the rom like normal
if i put the roms in a folder say A.MSPCMN on the root of the fat and name one boot.rom the core and rom loads fine and when i goto load a diff rom it automatically looks in that folder if the folder is in the _Arcade folder where the rbf is it still open root so need to search for the roms
hope that makes sense lol