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Joined: May 2010
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I got TI Math Marvel: TMC1986A-NL DAS 8136 PHILIPPINES
I got another Tiger Copy Cat to try to electronically dump the TMS1730's ROM. I can shift bits into the program counter and see them come out O7, but I haven't gotten it to dump the ROM yet. I'm shifting bits in on pin 19, but I expected K1 to be pin 18. So I'm not sure if the K inputs are not in order on the pinout, or if they changed the input line for ROM dumping from K1 to K2. On the TMS1000/TMS1100, you have to drive R10 to get output on O7; since there is no R10 on the TMS1730, I figured they used a different R line, but O7 outputs with no R line driven.
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Joined: Feb 2015
Posts: 160 Likes: 6
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Senior Member
Joined: Feb 2015
Posts: 160 Likes: 6 |
I played around with that one a couple of years ago. Kevin sent me his 7-bit electronic dump, but I guess I didn't update the files on my page. It was a pain to visually dump because there's so little contrast. The O output PLA isn't set up for 7-segment display, so no hints there. I guess you didn't get any music from any of the R-outputs? That die is interesting because it's the only TMS1000 rev F that I've seen. I still have another of them... I bought three off ebay so I don't know what it came out of. I have one I fried open, one I sent to visual 6502 (which is where the die shot came from) and I have a 3rd untouched one.
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Joined: May 2010
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I got the Copy Cat electronic dump. I just dumped the low 7 bits, but those match my (now correctly arranged) visual dump. www.seanriddle.com/mp3005n1.5 seconds after you turn the real game on, it flashes orange, red, yellow, then green while playing tones. This repeats every 9.2 seconds. The emulation is a little faster and flashes the wrong colors. It also doesn't work right when you press a button to start playing. I haven't debugged it enough to figure out what's going on there.
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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Very Senior Member
Joined: Mar 2002
Posts: 1,368 Likes: 120 |
That's great! It's playable now in MAME.
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Joined: Mar 2015
Posts: 240 Likes: 3
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Senior Member
Joined: Mar 2015
Posts: 240 Likes: 3 |
Damn, Frog Prince has a rather annoying-to-vector VFD... Nothing like Coleco/Gakken, and uses a different CPU: HD38800-B31.
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Joined: Apr 2006
Posts: 812 Likes: 3
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Senior Member
Joined: Apr 2006
Posts: 812 Likes: 3 |
Cool clone of Frogger.
W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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Joined: Mar 2002
Posts: 1,368 Likes: 120 |
Yeah, I went ahead and included all SVG's to the romsets. bzaxxon is a special case, Sarayan is working on it.
I'm hoping we can change this: /* video hardware */ MCFG_SCREEN_SVG_ADD("screen", "svg") MCFG_SCREEN_REFRESH_RATE(50) MCFG_SCREEN_SIZE(2033, 713) MCFG_SCREEN_VISIBLE_AREA(0, 2033-1, 0, 713-1) MCFG_DEFAULT_LAYOUT(layout_svg)
to something like: /* video hardware */ MCFG_SCREEN_SVG_ADD("screen", "svg") MCFG_SCREEN_REFRESH_RATE(50) MCFG_SCREEN_ASPECT_RATIO(2.85) MCFG_DEFAULT_LAYOUT(layout_svg)
Where the MAME core maximizes the screen size based on host screen size.
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Joined: Mar 2001
Posts: 17,215 Likes: 234
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Very Senior Member
Joined: Mar 2001
Posts: 17,215 Likes: 234 |
Yeah, ideally I should be able to run these in 4K and have the SVGs draw at that res. That'll be cool
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Joined: Jun 2001
Posts: 520 Likes: 33
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Senior Member
Joined: Jun 2001
Posts: 520 Likes: 33 |
Yeah, ideally I should be able to run these in 4K and have the SVGs draw at that res. That'll be cool The svgs already draw at the real window res, so you can already do that. I'm just very afraid to muck with the initial window creation, so I punted. Plus the rom (and thus the svg, with the size/aspect ratio in it) is loaded after the initial window is created and visible...
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