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Joined: May 2009
Posts: 2,222 Likes: 387
Very Senior Member
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Very Senior Member
Joined: May 2009
Posts: 2,222 Likes: 387 |
I'm working on Coleco Donkey Kong now... That one has a LOT of vector points all over the place (like 20 or 30 just to make a circle) Since it's mostly a couple of sprites used throughout, I'll fine tune those and just duplicate them all over. I'm curious if the in-MAME SVG renderer will work better with a few thousand less nodes to calculate... ![smile smile](/images/graemlins/default/smile.gif) Beware that I'm going to work on the renderer to make its output closer to inkscape's. Plus I know how to make all that fast, don't worry about the speed. Just be aware that the slowness is probably as much NanoSVG's fault as it is the fault of the renderer backends. The latter is already solved for BGFX though, because if you flag the rasterized render primitives with PRIMFLAG_PACKABLE, the renderer backend will try to atlas anything <= 128x128 (and I can adjust that if you'd like) into a 1024x1024 texture atlas as it encounters it. The atlas also preserves its contents across frames. I believe currently, if it attempts to add an atlasable texture to the atlas and fails, it will flush the atlas and re-atlas just the atlasable textures in this one frame. If that subsequently fails, it falls back to the old-and-slow method of creating a texture every frame. This has the downside that if your cached NanoSVG textures used in one frame can't be atlased, it will still be slow BGFX-side, but I can eventually fix that by making BGFX expand the atlas and flush it rather than just flushing.
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Joined: Feb 2015
Posts: 160 Likes: 6
Senior Member
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Senior Member
Joined: Feb 2015
Posts: 160 Likes: 6 |
yep I'm kicking around. I still have some games you sent last year to process still, though I think most of them are undumpable (TMS1xxx) or similar. I do want to dump the amidar one though and it should be dumpable. the problem is it's in a 52 pin shrink dip so I might have to make a custom PCB just to dump it.
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Joined: May 2010
Posts: 1,051
Very Senior Member
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OP
Very Senior Member
Joined: May 2010
Posts: 1,051 |
I uploaded Konami Lone Ranger info: www.seanriddle.com/loneranger.htmlThe SVG is here: www.seanriddle.com/loneranger.zipAnd the background: www.seanriddle.com/konamiloneranger.zipI haven't been able to get the (assumed) TMS1000 from Sears Follow Me to electronically dump. It acts like it's working, but every byte in each page is the same, although each page is different. So it looks like it's not clocking in the program counter correctly for some reason. I've tried different voltages and I adjusted timing in my program.
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Joined: Mar 2015
Posts: 240 Likes: 3
Senior Member
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Senior Member
Joined: Mar 2015
Posts: 240 Likes: 3 |
Okay, new artwork for Coleco Donkey Kong is here: http://www.handheldmuseum.com/Z_Imgs/MESS/artwork/cdkong.zipMost of the elements completely re-vectored to match the VFD as closely as possible. Doesn't really improve the look with built-in SVG renderer unfortunately... ![smile smile](/images/graemlins/default/smile.gif) But it looks awesome using the svg2lay graphics.
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Joined: Mar 2002
Posts: 1,369 Likes: 126
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,369 Likes: 126 |
Lone Ranger is added, ROM doublechecked and no errors found =) artwork here: http://tsk-tsk.net/net/temp/kloneran.zipRik that looks good, note that you forgot to remove 1 small cyan smudge to the bottom-right of king kong. To check smudges like these, I open bg.png in Paint and floodfill pink over it, any remaining 'black holes' is junk or accidentally forgotten to title.
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Joined: May 2010
Posts: 1,051
Very Senior Member
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OP
Very Senior Member
Joined: May 2010
Posts: 1,051 |
I marked Lone Ranger's bits with 3 different algorithms, then compared those. I'm going to automate the process so that it takes less hands-on time. Since the other games are working, I'm confused about the bad digit segments in Gradius. I'll put the LCD panel back into my rig and triple check everything. For checking SVGs, I've been using Inkscape's menu item Edit / XML Editor. It shows a list of objects, and any object without an expand icon (triangle) hasn't had a title added. That means I skipped a valid segment or there's a glitch that I need to delete. Then I count the pngs that svg2lay creates, and make sure that matches what I expect; if not, I probably titled 2 segments the same. Hap- BTW, thanks for doing the cleanup work on the Konami LCD graphics. The composited segments and backgrounds look great! I thought the smallest bad guys on Lone Ranger looked like Freddy Kreuger, but now I see they are pushing open the batwing saloon doors! ![[Linked Image from seanriddle.com]](http://www.seanriddle.com/loneranger.jpg)
Last edited by seanriddle; 04/08/16 05:04 PM.
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Joined: Mar 2015
Posts: 240 Likes: 3
Senior Member
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Senior Member
Joined: Mar 2015
Posts: 240 Likes: 3 |
Rik that looks good, note that you forgot to remove 1 small cyan smudge to the bottom-right of king kong. To check smudges like these, I open bg.png in Paint and floodfill pink over it, any remaining 'black holes' is junk or accidentally forgotten to title. Oops, don't know where that came from... One thing I've been trying to train myself is to not use key commands from Photoshop in Inkscape... ![smile smile](/images/graemlins/default/smile.gif) I'm so used to just hitting certain keys that I do it without thinking, and I keep inverting the graphics or duplicating whatever is highlighted... Probably a side effect of that. ![smile smile](/images/graemlins/default/smile.gif) ZIP file is updated. For checking SVGs, I've been using Inkscape's menu item Edit / XML Editor. It shows a list of objects, and any object without an expand icon (triangle) hasn't had a title added. That means I skipped a valid segment or there's a glitch that I need to delete. Then I count the pngs that svg2lay creates, and make sure that matches what I expect; if not, I probably titled 2 segments the same. Ah, nice trick, I was wondering if there was an easy way to do that... After removing the little square, I did a text search on the .SVG for any element without a title, but that works a lot faster. In addition to your steps above, I also simply view every single PNG to make sure they look right. I found a duplicated item that way (I had the right # of PNGs, but I had an extra 0.18 or something, so when I looked at 0.18.png, it had two things in it instead of one, but nothing was mis-named. Had an extra graphic perfectly hidden under a copy of itself. ![smile smile](/images/graemlins/default/smile.gif) )
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Joined: Mar 2002
Posts: 1,369 Likes: 126
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,369 Likes: 126 |
Since the other games are working, I'm confused about the bad digit segments in Gradius. I'll put the LCD panel back into my rig and triple check everything. Thanks, I hope it resolves the digit problem. I don't think the SM5xx emulation is 100% accurate yet though, the biggest proof at the moment is G&W Mickey & Donald locking up randomly, it's a standard SM510. I'm also not sure if gameplay is right in TMNT and Contra(both SM511) where the timing seems very erratic.
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Joined: May 2010
Posts: 1,051
Very Senior Member
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OP
Very Senior Member
Joined: May 2010
Posts: 1,051 |
I haven't been able to get the (assumed) TMS1000 from Sears Follow Me to electronically dump. It acts like it's working, but every byte in each page is the same, although each page is different. So it looks like it's not clocking in the program counter correctly for some reason. I've tried different voltages and I adjusted timing in my program. I finally got the chip to dump. When you clock a TMS1x00 in reset, every 6 oscillator ticks the O7 output toggles. You shift in the 6-bit program counter and parallel load the chapter and page based on the tick, so you use that O7 pulse to sync up. This chip synced one pulse later than all the other ones that I've dumped. Once I accounted for that, I was able to dump the lower 7 bits, then execute each address and shift out the program counter to get the high bit. There were 10 ambiguous bytes where the lower 7 bits were the same as the next value of the LFSR program counter. 6 of them turned out to be branches. I decapped the chip to see if it was a different die revision, but it is a TMS1000 rev B.
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Joined: Mar 2015
Posts: 240 Likes: 3
Senior Member
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Senior Member
Joined: Mar 2015
Posts: 240 Likes: 3 |
Everytime I see a post like this, the only thing going through my head is 'How the f*ck do you even figure that out???' ![smile smile](/images/graemlins/default/smile.gif) I had some games a while back that seemed to TMS1x00 somethings, and it was thought they were 'undumpable' electronically... Is this still possibly the case, depending on the chip and/or protection features? There's been a lot of 'Hey, I got it to work' type posts, so I was kind of curious what's still not dumpable...
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