Arcade cores

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BlockABoots
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Re: Arcade cores

Post by BlockABoots »

Is it possible to rotate the filters so the scanlines are the correct way around for vertical arcade games??
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Re: Some arcade cores do not work and rotate the menu.

Post by leejsmith »

Sorgelig wrote:All cores are tuned to work through HDMI on normal monitor or TV.
It's not supposed to be working in cabinet with vertical screen. It may work through VGA output or may not work.
forget the old tv for the moment the ones that do not work just do not work on anything, at the moment It's on my tv via hdmi and they just do not run. like I said I have checked checksums and software versions and I am at a loss as to why, I even made up a new sd card.
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Arcade Core Hyper Sports/Hyper Olympic

Post by BlueLightning »

Hallo,

any chance to see the great Arcade Games Hyper Sports and Hyper Olympic on the MISTER. It would be great to see a port ;-). The timing for these great Arcade Games is very important to get great results. There are so much ports i am impressed what is going on the MISTER develpoment.
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Re: Arcade cores

Post by ghogan42 »

BlockABoots wrote:Is it possible to rotate the filters so the scanlines are the correct way around for vertical arcade games??
If you want scanlines to be vertical when you rotate the game for display on a horizontal monitor then we just need to swap the horz/vert coefficients in the scanline filter of your choice. The reason I haven't bothered adding vertical scanline filters to the filter repo is that to display correctly the arcade core has to output the native game resolution. Most arcade cores output some kind of prescaled resolution when rotated and that breaks scanline effects from the filter.

And as you pointed out, the scanlines included in most arcade cores are just the wrong orientation. Not sure why.
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Re: Arcade cores

Post by Sorgelig »

ghogan42 wrote:the scanlines included in most arcade cores are just the wrong orientation. Not sure why.
wrong orientation is when you have to rotate your TV to the side.
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Re: Some arcade cores do not work and rotate the menu.

Post by leejsmith »

leejsmith wrote:
Sorgelig wrote:All cores are tuned to work through HDMI on normal monitor or TV.
It's not supposed to be working in cabinet with vertical screen. It may work through VGA output or may not work.
forget the old tv for the moment the ones that do not work just do not work on anything, at the moment It's on my tv via hdmi and they just do not run. like I said I have checked checksums and software versions and I am at a loss as to why, I even made up a new sd card.
I decided to start from scratch again and I now have all the arcade cores I want running on my hdmi tv so the next step is to change the settings and put it back into the arcade cabinet with the j-pac and see what happens. I know all the arcade cores supports 15 khz, but I do not know if they run on the original screen orientation so will report back with what I find. I do not need to enable scan line on these because it's running on a actual CRT.
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Re: Arcade cores

Post by leejsmith »

I am happy to say I have it working just how I wanted.

https://youtu.be/4KCDbF7dhPk

The only two that didn't work was bombjack as that is vga only and moon cresta that need a dip switch change to flip the screen.
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Re: Arcade cores

Post by ewok »

oldgit wrote:Asteroids Deluxe
Don't get to excited its not finished. There are timing issues preventing the explosions and some text being drawn.
I have uploaded an RBF and bat file for the roms to https://github.com/davewoo999/Arcade-As ... Ter-master
I have had to cut the memory requirements from the original 2MB for the video resulting in a poorer display.
What I need is someone to test this trial project to see if the display is good enough.
I have not uploaded it to Mister Dev as its not finished.
It uses the new scaler.

Thanks
Testing it right now…the display is unfortunately not ok. I use 1080P and the text in the game is not readable due to the low resolution. I hope you can find the solution.....just let me know if I can test again. Also I have the impression that the fire sequence is slower than the original.

Thanks!
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Re: Arcade cores

Post by Shazz »

Sorry to ask a very dumb question...

Were should the ROM files located to get the arcade to run ?
For example the copied the Joust MAME ROMs (joust.wg1, joust.wg2,...joust.wra) to a "ROM" folder, a "joust" folder, to the same folder where the core is located (_Arcade),... but always... black screen.

Thanks!
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Re: Arcade cores

Post by Hewhoisred »

download:
https://github.com/MiSTer-devel/Arcade- ... r/releases

to a folder on desktop, put unzipped mame rom files in that folder and run the .bat file in the folder.

It will create a single file in that folder that you copy to the root of your SD.
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Re: Arcade cores

Post by Shazz »

Ah! Ok :) Easy when you know...
Thanks!
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Re: Arcade cores

Post by MonsterDunk »

remowilliams wrote:
A quick look says it's running pretty well but the sound seems to be playing too quickly. Game speed itself (using a very simple timed L/R character movement test) seems about right.
Yeah, can verify, some parts of the audio in many of these Williams cores plays too fast/high. I first noticed it in the Robotron level transitions, but you hear it all over in Joust and the others, too. For completeness' sake, I'll also mention that Sinistar is missing speech (and has a few little visual glitches here and there), but I'm sure someone else must've pointed that out.
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Re: Arcade cores

Post by hubertbanas »

I would appreciate if any of you Linux/MacOS users could try this new script:
https://github.com/MiSTer-devel/Arcade- ... keyKong.sh

Besides generating the ROM it will also verify its checksum. This feature was discussed at
http://www.atari-forum.com/viewtopic.php?f=117&t=33418

I'm planning to contribute similar scripts to the remaining Arcades but would rather have it well tested first.

Thanks!
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Re: Arcade cores

Post by Sorgelig »

MonsterDunk wrote:For completeness' sake, I'll also mention that Sinistar is missing speech (and has a few little visual glitches here and there), but I'm sure someone else must've pointed that out.
for completeness sake it's good to read release notes and Readme:

Code: Select all

-- Issues:
--  * Speach chip isn't implemented
--  * Has sporadic graphical glitches (not preventing the gameplay)
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Shazz
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Re: Arcade cores

Post by Shazz »

hubertbanas wrote:I would appreciate if any of you Linux/MacOS users could try this new script:
https://github.com/MiSTer-devel/Arcade- ... keyKong.sh

Besides generating the ROM it will also verify its checksum. This feature was discussed at
http://www.atari-forum.com/viewtopic.php?f=117&t=33418

I'm planning to contribute similar scripts to the remaining Arcades but would rather have it well tested first.

Thanks!
Great ! That would help as I have some issues with some generated roms (DonkeyKong was one but also Eeeyk, Omega, LizardWizrd and PacmanPlus) even if the zip name and content looked to match.
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Shazz
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Re: Arcade cores

Post by Shazz »

Btw, I finally found compatible roms for the various arcade cores except Xevious. All the Roms I tried boot well, tests ok, title screen appears and game restarts the boot sequence and so on.
Any checksum I can use to check ?
...8bits are enough...
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Re: Arcade cores

Post by Gehstock »

Sound and Speech Boards for Williams Arcade
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Re: Arcade cores

Post by Vlait »

Note the "speech" part is a crude hack crafted over a weekend, the chip is clocked by the cpu rather than system clock and the model does not take that into account. Also there is no LP filter so there are high pitch artefacts from the decoder are present in the output.
Latter is an easy fix but the clocking would require a proper rewrite by a sober person :)
Gehstock wrote:Sound and Speech Boards for Williams Arcade
Last edited by Vlait on Mon Jan 14, 2019 10:24 am, edited 1 time in total.
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Re: Arcade cores

Post by oldgit »

Shazz wrote:Btw, I finally found compatible roms for the various arcade cores except Xevious. All the Roms I tried boot well, tests ok, title screen appears and game restarts the boot sequence and so on.
Any checksum I can use to check ?
If I remember correctly I had to open 2 rom zips as the 3 .bin files were missing in the xevious rom but are found in another.
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Re: Arcade cores

Post by hyperterminal »

Shazz wrote:Btw, I finally found compatible roms for the various arcade cores except Xevious. All the Roms I tried boot well, tests ok, title screen appears and game restarts the boot sequence and so on.
Any checksum I can use to check ?
Look here for information on the required rom files: http://www.atari-forum.com/viewtopic.ph ... 06#p356406
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Re: Arcade cores

Post by Shazz »

hyperterminal wrote: Look here for information on the required rom files: http://www.atari-forum.com/viewtopic.ph ... 06#p356406
Thanks ! solved ! I guess would be nice to be in the xevious core github readme....
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Re: Arcade cores

Post by SmokeMonster »

Thanks so much for porting Jotego's Ghosts 'n Goblins, Sorge. I wrote it up for RetroRGB at https://www.retrorgb.com/mister-ghosts-n-goblins-core-released-things-just-got-serious.html
Last edited by SmokeMonster on Sun Jan 20, 2019 6:55 pm, edited 1 time in total.
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Re: Arcade cores

Post by SegaMan »

Ghoust´n Goblins, one of my favorite arcade games!

Thanks a lot @sorgelig!! :cheers:
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Re: Arcade cores

Post by bitfan2011 »

SegaMan wrote:Ghoust´n Goblins, one of my favorite arcade games!

Thanks a lot @sorgelig!! :cheers:
I sense more Capcom games to come, since others ran on this original hardware.
Now about those early SEGA boards... 8)
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Re: Arcade cores

Post by SegaMan »

We will see :)

Wonderboy would be great because the original PCB is really hard to find :angel:

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