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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #110996
10/07/17 10:40 PM
10/07/17 10:40 PM
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seanriddle Offline OP
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I'm not sure if I'm technically proficient enough to stain....

Yeah, that's the ID. I add descriptions to each segment that indicate the pins that turn on the segment, then run a script that translates those into the x.y.z notation based on the PCB wiring. I use Inkscape's XML Editor to check for segments or groups of segments without descriptions; if nothing is nested under a segment, that means I skipped it. But if I group segments, then they are nested under a group ID, so I didn't notice if a group didn't have a description. My script told me that the ID was unused, but that's not unusual. I'll add a warning to my script to let me know if a segment or group doesn't have a description.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #110997
10/07/17 11:22 PM
10/07/17 11:22 PM
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Georgia, USA
anoid Offline
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I found what may be an error in Gauntlet. The warrior's leg seems to be missing a segment. I see the segment in the SVG file, but it's not there when I play the game in MAME.

Here's a video where you can see the segment in his leg running on actual hardware:

Gauntlet Video

Missing Segment:

[Linked Image]

A-Noid

Edit: Looking at the tgaunt.svg in inkscape, there seems to be several errors in the warrior's legs. Errors in path488, path496, and path460.

Last edited by anoid; 10/08/17 01:43 AM.
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #110998
10/08/17 03:12 AM
10/08/17 03:12 AM
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hap Offline
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Thanks, I fixed the SVG paths for the right leg. The C shape(middle/left legs in your image) at the hip is really part of the body segment, you can see it in the video that they're active on both inner and outer leg movement.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: hap] #110999
10/08/17 03:22 AM
10/08/17 03:22 AM
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anoid Offline
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Thanks Hap for the quick fix!

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111000
10/08/17 03:43 AM
10/08/17 03:43 AM
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seanriddle Offline OP
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I see what happened; potrace joined the segment you labeled "right leg" to the middle legs and I didn't notice. Good eye!

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111001
10/08/17 04:10 AM
10/08/17 04:10 AM
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seanriddle Offline OP
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Looks like the Swamp Thing LCD pic is OK: www.seanriddle.com/swampthinglcdmicro.jpg

I need to work on my rig if I take any more pics like this- the LCD panel is much larger than the dies I photograph, so it hung over the edges of the platform (which you can see as the square in the middle). And the panel stuck to the platform (the darker blob). I guess that's my thumbprint in the bottom right.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111002
10/08/17 04:56 PM
10/08/17 04:56 PM
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hap Offline
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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111003
10/09/17 07:44 AM
10/09/17 07:44 AM
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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111009
10/09/17 06:42 PM
10/09/17 06:42 PM
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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #111010
10/09/17 08:25 PM
10/09/17 08:25 PM
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I prepared external artwork of the background inlay for most of the games in the hh_sm510 driver. Get it at:
http://tsk-tsk.net/net/temp/extart/
or https://www.mess.org/artwork once it's updated.

Except for nupogodi, the G&W games that had internal vector artwork keep the same quality (at width of 4000 pixels). If someone prefers to use the original scans, they can easily make it themself. Nomore final QA decision by me, since multiple artwork sets are possible. The old SVGs are here: http://tsk-tsk.net/net/temp/svg/old/
JR55 and DJ101 have the preliminary vector artwork by RColtrane for now.
Nupogodi has the foreground bitmap from Igor's emulator.
BX301, Tiger & Konami handhelds have the background scans by Sean.

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