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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116002 09/24/19 07:09 AM
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I see from Twitter that the first Super Color game is being worked on.

Given the size / shape of these, I think it would be nice to have some vertical aspect artworks if possible (1080x1920 or similar in additional to the usual horizontal 1440x1080) so that if you have a vertical monitor they can make efficient use of it.

Maybe this was in the works anyway, but if not, consider it a suggestion smile

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116003 09/24/19 07:33 AM
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Yes, I recently discovered that the Super Color screen has the same footprint as the panorama games and that the same adapter can be used to digitize these games as well smile

So far, I've digitized the screen, scanned the inlays and dumped the ROM for Spitball Sparky. I'm currently working on id:ing the display segments and getting the driver right.

I've tried scanning the case for the artwork but the result came out bad due to how the reflections turned out as the case is silver coated. I will try to take some photos instead which hopefully hydef can work his magic on smile

I agree that it would be nice if the artwork also would fit a vertical screen as well.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116004 09/24/19 10:01 AM
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That shouldn't be a problem if hydef uses the same trick I suggested for making artwork view nicely on both 4:3 and 16:9 monitors. The white background in full view will automatically be cropped depending on monitor aspect ratio.

It's same as with vertical dual-screen G&W games.

Last edited by hap; 09/24/19 10:03 AM.
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116005 09/24/19 05:49 PM
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I haven't really got started on Sparky yet, only done some recon but any ideas how we can achieve the LCD colour ?

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116006 09/24/19 06:07 PM
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Something like this?

1: screen
2: gray with blend="multiply"
3: color overlay with blend="add"

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116007 09/24/19 09:07 PM
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Think I can get it to work now, cheers for that.

Does MAME have a hotkey to cycle between different views or a way to make the tab menu translucent?

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116024 09/28/19 04:41 AM
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Do you think there'll ever be a work around for the latency buffer routine to make segments not flash?
Some of these games feel sluggish when they get more intense and speed up.

Judge's reaction time, navigation through bombsweeper and smb, games like fire where you have a high score when there's a lot to juggle on screen at a fast pace.

I don't mean to sound ungrateful because these are amazing, but if there's anything on the table to consider a work around without introducing latency? I'm not sure.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116025 09/28/19 08:50 AM
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SM5A LCD delay can't be reduced. A few weeks ago, I did reduce it for SM51x games by factor two. But since you didn't notice it at all(a new complaint instead, yay), it's probably not due to LCD delay but something else. Several possibilities:

- everything on a PC will add lag(some apps more, some less), are other games on MAME laggy? Google around and you see people complaining everywhere about input lag on emulators, especially with reaction games like shootemups.
- the lag is due to input lag. Now this is a problem with MAME's old style design, where inputs are polled with each video frame and not when the game reads inputs. For example, you can't type fast on keyboard on a PC emulation driver due to the low input polling rate. A better design would be, max poll rate of let's say 500hz, then when a game reads an input port, refresh the OSD inputs.
- the lag you perceive is 'psychological', reaction time isn't like it was when you were a kid

*edit* for the 2nd one: I just tried increasing refresh rate for one of the G&W games to 120hz which should increase input polling rate too. But didn't notice any difference.

Last edited by hap; 09/28/19 08:55 AM.
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116028 09/28/19 02:40 PM
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One very-non-scientific way of testing input lag in games is doing a quick button press and seeing/hearing if:

-The game reacts before/while the finger/thumb is lifted: No/negligible lag.
-The game reacts after the finger/thumb is lifted: Noticeable lag.

Best tested when the button press immediately triggers a sound.


LCD artwork scans and cleanups: https://mega.nz/#F!uFYSzK7S!U-lJon9jsqyoCX_3y7_KLA
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116029 09/28/19 02:55 PM
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notknown, can you test my version of G&W emulator for Windows? Here it is: Nu,Pogodi!
Is it playable? Have you notice a latency? Can you compare it with MAME?

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