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Copycat TMS1730 output PLA O1,O3,O5 are unused, so it's safe to assume that those are not bonded to any pins.
The microinstructions PLA is same as Big Trak, sorted backwards (eg. bigtrak term 1 = copycat term 30, etc)

From the die pic, I assume that the number of pages in the ROM is the same as TMS1000. The page size was halved, 64bytes to 32bytes. How did you convert the raw ROM?

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Most likely incorrectly smile

The doc that has the TMS1400 info also has some TMS1700 info. It says that there are 8 pages of 64 bytes, so the page address register and page buffer register are both 3 bits wide.

So I guess the first 1/2 of a page is in one column of bits, and the second 1/2 is in another column.

I just changed the # of pages in my conversion code, so it didn't account for that. I'll look at the circuitry above the ROM array and see if I can figure it out.

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I posted 3 scans of the Konami backgrounds; the highest resolution that the scanner program allows me to select (1200), the highest resolution that it allows in "magazine" mode (600), and the highest I could select in advanced mode (1600):
www.seanriddle.com/allkonamibgs1200.7z
www.seanriddle.com/allkonamibgs600mag.7z
www.seanriddle.com/allkonamibgs1600.7z


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I confirmed that the TMS1700 ROM word address decoder (between the ROM and RAM arrays) is the same as the first 32 rows of the TMS1000. Those all have bit 3 = 0, so I assume that when bit 3 = 1, the other 8 bits in the row are used (the ones that would be pages 9-15). The TMS1000 page order is 01234567FEDCBA9, so I used 0123456776543210 for the TMS1700 (when RWA bit 3 = 1, the page order is reversed). I uploaded a new converted ROM file using that logic.

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Originally Posted by hap
Copycat TMS1730 output PLA O1,O3,O5 are unused, so it's safe to assume that those are not bonded to any pins.
Yeah, but on the die shot, you can see that the pads for O3 and O5 had bond wires- I wonder where the heck they went.


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The game gets stuck in a call-loop rightaway, so programcounter order is probably still wrong. Opcode bit-order looks correct though.

In case you compile the latest MAME for testing, you'll need the PLA files: http://tsk-tsk.net/net/temp/copycatm2.zip

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Okay, here's some sample backgrounds for Lone Ranger:
http://www.handheldmuseum.com/Z_Imgs/MESS/loneranger/

1, 2, and 3 each have progressively more descreening, which makes them each a little softer, but it depends on if you just want a nice smoothing of the print screen but it's still visible (like #1), or have it almost completely removed like #3...

Thoughts?

The 4th image is the current background from the MAME artwork file, and then the 3 images all in one (huge) image so you can see them all together, in a
0 1
2 3
configuration...

All of these match the size of the one in the artwork file (so that 4th image is 4x the size...), so if you like one you can just grab it for the artwork file. I can use the same settings on the others to make them all look similar.

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Originally Posted by seanriddle
I posted 3 scans of the Konami backgrounds; the highest resolution that the scanner program allows me to select (1200), the highest resolution that it allows in "magazine" mode (600), and the highest I could select in advanced mode (1600)
Interesting. Undescreened 1600dpi ones aren't only much sharper, but have bright and vivid colors compared to descreened 600dpi.

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Originally Posted by hap
The game gets stuck in a call-loop rightaway, so programcounter order is probably still wrong. Opcode bit-order looks correct though.

In case you compile the latest MAME for testing, you'll need the PLA files: http://tsk-tsk.net/net/temp/copycatm2.zip
I haven't built from source for a while; I'll have to install the new toolset. I did change the page order from 0123456776543210 to 0123456701234567 and things look a little better. I updated the ROM file on my page.

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Originally Posted by Rik
1, 2, and 3 each have progressively more descreening, which makes them each a little softer, but it depends on if you just want a nice smoothing of the print screen but it's still visible (like #1), or have it almost completely removed like #3...

Thoughts?
Maybe worth to show the examples in png to compare the pictures "as is" without jpg artifacts?
And is it possible to use the pngs as backgrounds in MAME? It's a bit weird to see the huge lossless laserdisc dumps (where each frame is, in fact, a lossless-compressed picture) and these single-screen artworks in jpg smile

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