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Re: Misc Arcade Wip thread [Re: R. Belmont] #108267 12/26/16 11:52 PM
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Someone said something about miscellaneous arcade WIP?

Here's a screenshot of the current netlist for Stunt Cycle:



The bus sprites are upside-down, the image cuts off after 256 pixels, and for some damn reason the score starts at 81. That said, for a schematic that I pretty much blindly transcribed into a netlist and then for which I fixed only one bug (swapped chip enables on the sprite ROM), I'm pretty amazed that anything at all is showing up. smile

Re: Misc Arcade Wip thread [Re: Haze] #108268 12/27/16 02:55 AM
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Vas Crabb Online Content
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I'll just leave this here:


Re: Misc Arcade Wip thread [Re: Vas Crabb] #108271 12/27/16 01:14 PM
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There, that looks a bit more like Stunt Cycle:



Typing in netlists can be dangerous work, because there's nothing stopping you from typing TTL_7402_NOR when you meant to type TTL_7400_NAND, seeing as the three parameters are the same for both. smile

Re: Misc Arcade Wip thread [Re: Haze] #114543 01/04/19 08:49 PM
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"Gorodki" arcade [1] would be nice to see in MAME, and I thought I'd try learning how netlist works first before tackling it. Found a simple TV test pattern generator schematic in Soviet "Radio" magazine (June 1985) [2] and it mostly works (except the toggle switches - no idea how those work in netlist):

[Linked Image]

[1] http://gorodki.15kop.ru/
[2] http://www.radioway.ru/1985/06/generator_ispytatelnyh_signalov.html

Re: Misc Arcade Wip thread [Re: Haze] #114544 01/05/19 07:36 AM
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I should perhaps mention the WIP in line with the previous aristmk5 screenshots (it's funny that a lot of the "arcade" WIP in this topic is "slot machine" WIP!)

The driver has come a long way since 2016 in that everything that isn't a bad dump now runs and has actually been playable since about 0.182 (once they have been set up of course; see aristmk5.cpp for setup instructions), however only a few games run without significant issues thus most of the games are still flagged as MACHINE_NOT_WORKING due to randomly crashing, or becoming completely stuck at a forced payout if a win was not an exact multiple of the coin value. In fact, all of the games were considered not working until very recently.

As this is a WIP topic, there's still a few things left, such as the Archimedes timing problems (see machine/archimds.cpp), getting the sound working in the older games and hooking up a bill acceptor. The games that require external communications (such as those from Queensland) may require a dirty hack to keep the games happy, as it may be next to impossible to acquire, dump and emulate a complete host server. The same applies for Hyperlink jackpot games, which save the progressive jackpot values on the server; the games are still playable however, they simply won't be paying any credits when a progressive jackpot is won (the US region Hyperlink games can also have the jackpot mode turned off completely and run as a normal full-pay game (e.g. don't use variation 5 in the set chips), but this is not possible with non-US games adonisce, qnilemm or rainwrce). Hyperlink games basically upload a tiny percentage of your bet amount to the server to add to the progressive prizes, and when a jackpot is triggered, downloads the appropriate jackpot amount to be added directly to the machine's credits and the server resets the jackpot back to its minimum amount.

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