I figured out the difference between illegal and illegal2 handlers: the logerror print message for the former prints 1 byte for opcode, and the latter prints 2. This means the mistake in the prefix 40 table was effectively completely harmless, just making some error messages in MAME slightly wrong.
Added a couple of useful modern'ish devices for the MTX machines.
Firstly, the MAGROM, a 512K cartridge system containing many games for quick loading. Various ROM images for the device have been softlisted.
Secondly, the CFX System, a Compact Flash storage device. Also softlisted bootable CF images for: CP/M Fuzix and we can finally run Hex-Train (contains over 200MB of pre-rendered graphics)
I thought the first longer morphing CGI movie was this:
John Whitney - Arabesque (1975) early computer graphics
In Germany in 1970th/80th there was a famous family gameshow "Die Montagsmaler" (The Monday's Painters), in that a person had to quickly draw an object (that he got told as a word) that other people had to guess before the timer runs up. The special thing was that instead of a chalkboard it employed one of the very first lightpen computers named "Telestrator" that apparently got fed with a punchcard to display to the spectators the word of the object to be guessed. While nowadays tablet computers with touchscreen and pen are common, until 1980th it was very unusual to draw directly on screen, and the show was such famous that in Germany until 1990th everybody associated the use of a lightpen (on C64 etc.) with Montagsmaler (much like in Britain the appearance of a police box got associated with the TARDIS of Doctor Who). Kids at schools often played the game during break/recess on the classroom blackboard.
I tried hard to find out how this primitive graphical "computer" worked. Apparently it used a persistent vector monitor CRT similar like an analogue storage oscilloscope filmed by a TV camera, and the ticking clock dot frame around the screen likely was just a kind of B/W luma-key effect (greenscreen predecessor) superimposing the picture of a clock made from lightbulbs and relays (and a contact wheel?) with the filmed vector screen. Telestrators were originally used in USA mainly to comment sports on TV for marking the position of players and ball etc. and were invented already in 1950th.
Here are some patents (websearch the numbers) I found about related hardware:
Telestrator_writing pickup_US2986596.pdf Telestrator_superimposed dynamic tv_US3617630.pdf Telestrator_electronic pointer for tv images (lightpen)_US2487641.pdf Telestrator_AV teaching system&response_US3718759.pdf teaching system with tv receiver_US3671668.pdf optical graphic data tablet_US3761877.pdf multiple camera superimposed message_US3580993.pdf lightpen_telewriting apparatus_US3089918.pdf lightpen_operation on remote computer_US3543240.pdf lightpen_electron beam sensor_US3413515.pdf computer graphic using video phone_US3584142.pdf
With sa chips I was about to send one to france for decapsulation and photos, togheter with some other guys that are into retro video game consoles and had other chips to decapsulate. However this entire project somehow stalled and died out. I know it's oki 4bit microcontroller with melody circuit and have a plenty of approximate information about it's innards, as well as have researched a little bit about some test fetures that I plan (for so more than 10 years already hehehe) to exploit to read out it's rom without decapsulation. All oki chips have features for such tests, but in none of their documentation did I find any information on it. I have made some test jig for such hardware tests, but it is not yet complete. It will be useful to explore the chip test functions and try to read out it's contents, but no idea if it will be successful.
I have used the voltage glitching to record it's output in very high quality and then made a tool to try to extract approximate rom contents with exact byte precision, and now know exactly how many bytes are each of the blocks and things like that. However exact data (value of each program word) is not yet known, and that's a thing I would realy like to see someday.
I can cool the chip down to -55degrees anytime, but i don't think it will help reading it out. Shitshot capture is easy with it as it is. Using 192ksps or faster analog capture is more than enough to get every sample of it's 21.xxx kHz (don't remember) samplerate and use adapted highspeed telecommunications algorithms to synchronise to transitions and lock to every byte. Getting exact value is a problem, as the playback from chip is scaled... with loss. Loss is similar to like playing back 8bit wave multiplied by 0.99 on 8bit dac. There are missing codes.
And regarding rom contents playback as samples, I discovered that "My Music Center" toy keyboard hardware (Holtek - Ad-lib Micro®, may be HT3670 based) by shitshot (voltage glitching) often vomited apparently its entire rom contents through the DAC, producing a sequence of all samples with "noise" in between. Because its MCU is SRAM based, its resistor controlled clock rate can be turned down to complete halt with crash, which may permit to sample the output (which DAC multiplexes polyphony voices like Yamaha) precise enough with any PC to decipher it.
No luck, again a lot of errors. Thank you, atm qmc2 compiling it's mystery for me.
Ok, now compile with buildtools, but with win32env.bat - no luck. Whats it's differents between buildtoos.bat and win32env.bat i compare environments from both files - it's same. Someone may explain me. Thank you.
If you can get your hands on the new NES chip tune addition King Gizzard and the Lizard Wizard - Polygondwanaland (set 'polygond'), check out "Live from Tijuana, Mexico" after selecting "Other Killer Records" on the title screen. Probably the coolest thing I've ever seen on the NES. Thank me later!
So, apparently it only formats properly if you use the Apple Legacy Recovery CD. I just tried that and it read the full capacity. I guess I just missed that part of the tutorial. You can just put this one down to a 1D10T error.
With the MAME 0.243 release we are pleased to also release QMC2 0.243 today.
This is the first version in about four years to work on Linux (several distributions), Windows and macOS again! Expect new binary packages within hours or days, but for macOS it may take longer. Follow these steps to build your own if you are impatient.
Are you doing this from the MinGW command line? The forward slashes in that error message would seem to indicate that you're in some other type of shell.
Have you tried it without all of the non-standard things you're adding to the make invocation?
It seems like you're trying to do it in a way other than the officially documented method, so this is a "no warranty" situation.
@Carbon: Yes, there are specific make targets... like "make arcade" and "make arcade-install". However, qmc2-arcade is known to "more or less not work". On Linux I get the "darkone" theme partly going, but on Windows both themes don't work at all. I doubt that it's much different under macOS. This has to be redone when I find the time and desire for it . What is working is the "qchdman". Try "make qchdman" and "make qchdman-install".
I added 8 GB so it now has 12GB and mame compiles with no problems. I also pulled the low profile radeon 4350 card and went solely with the intel integrated graphics.