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When the MCD-212 'VDSC' is in two-region mode - which allows more explicit control over windowing/mixing effects - it shouldn't process the region control registers if the first region control register for each plane (indices 0 and 4, respectively) have an operation code of 0.

By continuing to process further region control registers, it can lead to the weights for a given plane being changed partway through the line, when the plane weights should be held where they were at the start of the line. This could inadvertently cause a fully-visible scanline to abruptly become invisible, but in the case of The Apprentice, it led to the planes being turned back on, which was causing 16 lines of flickering garbage at the bottom of the screen.

With that out of the way, The Apprentice looks much better.

I'm still in the process of blowing the dust out of the MCD-212 device at the moment, so I haven't submitted a pull request yet, but it will be interesting to see if this has a positive effect on any other games.

Edit: Also, I'm aware the game should have audio prior to going in-game. I intend to look into it once I've finished cleaning up the MCD-212/VDSC.

Incidentally, the VDSC is used in nearly all late-model CD-i players. However, earlier models based on the "Mini-MMC" board (which include the 605, and 910 players) used 2x VSC/VDC. The latter chips are what Magic Card are based off of. The former (VDSC) more or less rolls the functionality of the latter (VSC/VDC) chips into one package, hence the name.

[video:youtube]
[/video]

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> Edit: Also, I'm aware the game should have audio prior to going in-game. I intend to look into it once I've finished cleaning up the MCD-212/VDSC.

this is where you'll need to be able to properly convert the CDi-Ready disc. The image in MAME is a bad, hacked dump, it will behave the same on hardware as it does in MAME in terms of music as all the tracks have been shifted due to MAME only loading the image if Track 1 is presented as a regular data track.

CDi-Ready has 100% audio tracks, the game data is in pregap (data before the first index) of the first track, which is recognized as an audio track.

Proper dumps can be found, but last time I checked CHDMAN could not convert them, as it made a mess of the pregap (didn't even match when converted back) I'm not sure if this has changed.

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Quote
CATALOG 0000000000000
FILE "Apprentice, The (Europe) (Track 01).bin" BINARY
TRACK 01 AUDIO
INDEX 00 00:00:00
INDEX 01 15:22:00
FILE "Apprentice, The (Europe) (Track 02).bin" BINARY
TRACK 02 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00

This is the original cuesheet, note
INDEX 01 15:22:00 on the first track, the game data is stored before that.

Some music CDs use the same technique to put a hidden song before the first track too (if you 'rewind' a CD-i ready CD in a CD player to 'negative' seconds to play the pregap as you'd do with such an audio CD you'll get the data noise)

Last edited by R. Belmont; 01/06/22 09:19 PM. Reason: Trimmed cue sheet so only the important part is there
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I'll fiddle with it once I'm done with the MCD-212 changes. If chdman still can't properly convert it, I'll fix it until it does.

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yeah, just be careful not to outright treat the pregap as data, because as I mentioned some audio CDs rely on the same technique, so you'd break those. I'm not actually sure what the *correct* solution is, I think it's one of those cases that comes down to the TOC data being an approximation, and a real drive not giving a damn if something is 'audio' or 'data'

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Tab Products E-22: Line drawing characters now work properly:

[Linked Image from i.imgur.com]

Unfortunately it still needs a hack to activate the RS-232 port. I haven't yet been able to find the issue because the code is very convoluted and uses jump tables all over the place. I did find the function that toggles the necessary bit and the jump table entry for it, but not where it's actually called.

On another note, this system is still completely invisible to the Internet - I only found reference to some earlier terminals from Tab, but not this one. Obviously it doesn't help that we don't even know if the system name is correct.

EDIT: Found some references on Google Books now, so the system name should be correct.

Last edited by Duke; 01/03/22 09:56 AM.
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Another day, another terminal. Here's the Falco TS-28 "Endura":

[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]

It's working quite well, there are just some slight scrolling issues sometimes (might be a host issue) and the bell sounds a bit weird.

[Linked Image from i.imgur.com]

Other than that, it's perfectly usable as a Linux client.

A picture of the real unit is here: http://www.bitsavers.org/pdf/falco/Falco_TS-28/1.jpg

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Nice! MAME, the REAL terminal emulator smile

Last edited by R. Belmont; 01/06/22 09:20 PM. Reason: Unnecessary full quote with screenshots removed.
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TOC (Table of Contents) handling, CD-i Ready handling, and other things have been dramatically improved in a pull request that I just submitted.

Among other things, The Apprentice now plays CDDA as expected during all portions of the game. I haven't tested Dimo's Quest - it will need re-converting from the current redump.org image - but it should be equally improved once an improved CHD comes online.

[video:youtube]
[/video]

Additionally, I've put a considerable amount of effort into optimizing the video chip emulation, since that seems to be the perpetual hot spot. I was hoping to post a side-by-side video showing off how much faster the CD-i driver is after the latest round of optimizations, but I can't, because the inputs desync due to some of the other MCD-212 related changes. So, the general figure is that it should be about 1.5-3x faster than it was before.

For some perspective, a 120-second run of the intro of The Apprentice would run at around 600% unthrottled on my machine with 0.239, and it now hits around 1125% unthrottled on my machine with my current pull request.

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Just submitted (and had approved) a pull request with a minor tweak so that CDDA byteswapping is a bit smarter, so no more ear-blasting on games like Alien Gate.

I also have an outstanding PR that I just submitted to fix a region-flag issue on the title screen in Dimo's Quest. Quick before and after:

[Linked Image from i.imgur.com]

[Linked Image from i.imgur.com]

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The Falco 5220e is a newer terminal from Falco. It's part of the Falco 500 series of terminals, released after their TS and FAME series. I previously looked at the driver, but this time I got alot further, figuring out many of the ASIC functions powering it. Here's the setup screen:

[Linked Image from i.imgur.com]

RS232 fully works, so we can connect our Linux system:

[Linked Image from i.imgur.com]

It supports a few different video modes, so here's it's maximum resolution of 132x50 lines (showing htop):

[Linked Image from i.imgur.com]

It also has multiple window as well multiple host support. Thanks to MAME we can support this too:

[Linked Image from i.imgur.com]

Here is mc on Linux at the top connected to Port A and the pfsense firewall on FreeBSD connected to Port B at the bottom at the same time. You can switch between the two using the keyboard.

The terminal supports a mouse too, and this works as well (by connecting a serial mouse to one of its ports).

And as bonus, showcasing smooth scrolling support: https://redump.net/files/scroll.mp4

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I've added support for the "Falco Business Graphics" aka Tektronix 4014 support (images slightly aspect corrected):

[Linked Image from i.imgur.com]
dodekagon.plt

[Linked Image from i.imgur.com]
08_isco36.plt

[Linked Image from i.imgur.com]
mona.plt

Images show are from example files from this emulator: https://github.com/rricharz/Tek4010

All the PLT files will work in MAME.

To test this yourself, the following steps are needed:

- Start MAME with the "null_modem" device attached to "porta"
- Enter terminal SetUp, then Window settings
- Create a new temporary window (settings don't matter)
- Delete Window 1
- Create a new Window 1 with type FBG. The followings settings worked for me: 1 / 24 / 2 / 24 / 1
- Leave SetUp
- You can now load PLT files with the MAME file manager. To clear the screen use the "Next Screen" key (default mapped to Page Up). If the status shows "HS" press Scroll Lock to continue.

It's fun to watch it draw. Even animations will work - I might create a video later to show this.

Last edited by Duke; 01/18/22 12:33 PM.
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The upcoming 0.240 has a fix for nespal DPCM sample playback. Sounds were being played lower than their intended frequency due to a missing table for PAL (really the APU is missing all PAL-specific details). Here's a particularly glaring example in the bass line of a Sunsoft game that I've uploaded to illustrate the fix. I guess nobody ever tests the PAL versions of games?


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Another funky machine from Bitsavers:

[Linked Image from bitsavers.org]

Current status:

[Linked Image from i.imgur.com]

Selftest passen, moves to the setup screen then:

[Linked Image from i.imgur.com]

Next step: Keyboard.

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Fixed a PPU bug. Grayscale mode wasn't being universally applied to palette values. I'm not sure if I would have ever noticed this but I was playing around and hard-coded the grayscale flag for fun. Only thing is if you do that you immediately notice all sorts of background colors are still in color:
[Linked Image from imgur.com]
Anyway, here's an example of something that is actually fixed by this from SMB3. After you defeat a castle boss and return to the map the game code uses 4 frames of grayscale mode on and off to flash the screen. Here are before and after stills of one of the "flash" frames:
[Linked Image from i.imgur.com] [Linked Image from imgur.com]
And (mock) flashing gifs:
[Linked Image from i.imgur.com] [Linked Image from i.imgur.com]

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Really! Nobody plays the PAL version of NES games?! This one isn't as cool as the brutally-off bass of Sunsoft, but the APU's noise channel was also missing a table to compensate for the PAL NES's lower CPU clock. Here's an old favorite from Quick Man's stage:

Why won't he blink? Blink already Mega Man!

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I submitted a PR for fixing the zapper on NES and relatives. If it gets pulled check out this cool little test program: https://github.com/mamedev/mame/files/8022389/ruder.zip. It let's you use the zapper as a pointing device à la the Wii Remote—no trigger necessary. You can even play a game of pong with two people, two zappers, just by waving them up and down. Should work in MAME in the near future. Or if you're a more traditional type, kill a few ducks and gangsters on the Vs System without them being mysteriously immune to your bullets at random moments.

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More NES and friends audio fun. cam900 added an implementation of the non-linear APU mixer which means the sound balance between the 5 audio channels should be different and have all the weird quirks of real hardware—triangle, noise, and DPCM can affect one another as can the two square channels. Unfortunately this change highlighted just how off our triangle channel is. It's a clicky bastard. I've added a small fix which improves most cases (knock on wood). Hopefully, the remaining popping can be debugged. For your listening pleasure here are three versions of just the triangle channel from the title (only briefly) and start screens of Mega Man 2 (US version).

First is how MAME sounded before: https://imgur.com/0PcPDFu.mp4
Second is post cam900's mixer addition: https://imgur.com/AHmXUGR.mp4
Last is post-pop: https://imgur.com/tvzp4Vw.mp4

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Seems like I've given these forums short shrift, but have a look at what I've been investigating over the past couple weeks while gradually chipping away at the stuff necessary to put together a belated 25th-Anniversary video:

[Linked Image from i.imgur.com]

For those who aren't familiar with the overall backstory, a bunch of really crazy, and really brilliant, people decided to go and come up with a way of preserving Laserdiscs in exactly the way that I envisioned happening like 15 years ago: Tap the laser pickup, capture a raw stream of the data, and then post-process it in software.

As a result, via the "Domesday Duplicator" hardware platform, there's now the ld-decode project: https://github.com/happycube/ld-decode

The initial point that I was blocked on was worrying about the fact that the chroma decoder would only handle active video lines, and the existing LD captures in MAME require raising the upper "bar" of decoded lines to include VBI data. Except about a week ago, after 5 minutes of investigation, it turned out that doing so is as easy as adjusting a few variables that define the active starting lines for both fields and frames.

Currently, the main blockers are that there are some audio decoding issues. Time Traveler in particular is hit pretty hard, as there's mysterious distortion that can't be ascribed to waveform clipping, and also doesn't seem to involve CX companding. So for now, things are at a standstill until the resident audio genius on the ld-decode project can nail down what's going on. After that, though, it's pretty turnkey to bring these captures into MAME.

ld-decode is a project that stands to have as much of an impact for A/V as the people working on magnetic-flux captures have had for disk media, yet it's always seemed to have a very small but hard core of developers. I'm hoping that by promoting it a bit more, there might be a few more folks who come on board to lend their skills.

But suffice it to say that what already exists is killer: There's even support for "disc stacking": It's known that at this point, it's pretty common for Laserdiscs to suffer from disc rot. But if you can stack multiple captures from multiple discs of the same production run, the toolchain supports a best-case voting process in order to completely eliminate dropouts that only occur in a minority of discs, since the dropout locations are fairly random.

This doesn't just benefit MAME, it benefits the Daphne and Singe projects as well. This rising tide raises all boats, and I couldn't be more excited about it. smile

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This has fascinated me since I first heard of the domesday project.

Glad to see it finally being realized!

One of the things I heard was that the storage required for these files was going to be a fair bit larger than just storing an encoded video, "CUE/BIN" or an "ISO" style file.

Is this true?

What size files will this archival project be projected to be?

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The actual sizes of the laserdisc CHDs should be the same as the existing ones, it's just the captures will be better quality.

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[video:youtube]
[/video]

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Since I've made a few posts about NES APU bug fixes recently in this thread I thought I might add there was one more fix that's in the soon-to-be-released 0.242. Like the triangle channel, DPCM samples were also being played back with a heck of a lot of popping/clicking. Hopefully most of it is gone now. As an example, here's a recent recording bobz posted that is before the fix: [video:youtube]
[/video].
Popping sounds are all related to the drum samples. Compare with mame nes boynblobu in top of tree or with the upcoming release.

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Very cool laserdisc work! Working from raw captures is super impressive.

I couldn't help but notice some strong dot crawl artifacts, e.g. on horizontal and vertical lines in the SEGA logo at 1:36. It's a bit surprising given that this is a near-static image and ld-decode has a 3d comb filter.

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The encoded signal on LaserDiscs is NTSC, so ld-decode is limited in how much it can make it look better.

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Originally Posted by cgwg
Very cool laserdisc work! Working from raw captures is super impressive.

I couldn't help but notice some strong dot crawl artifacts, e.g. on horizontal and vertical lines in the SEGA logo at 1:36. It's a bit surprising given that this is a near-static image and ld-decode has a 3d comb filter.

It has one, but it defaults to a 2D comb filter by default for NTSC sources.

A (somewhat outdated) list of tweakable knobs for ld-chroma-decoder can be found in the appropriate section here: https://github.com/happycube/ld-decode/wiki/ld-decode-tools

However, the --decoder option defaulting to "automatic" is no longer accurate (judging from the source, it defaults to ntsc2d for NTSC sources). There are also now parameters for modifying the padding amount (it defaults to 8), and adjusting the first and last active frame and field lines, in order to output the VBI-containing lines as well.

Two additional Time Traveler captures from the same mastering run surfaced this past weekend, which is the minimum needed for median stacking, so at some point in the near future I'm going to have to run them through the pipeline. It would be good to have the ideal settings nailed down for when I get around to that, just so that the update to the CHD can be one-and-done, rather than having people perpetually redownloading a 15GB CHD with each incremental improvement. smile

The ld-decode project has a Discord server, it would be great if you'd join so that we can confer on the best possible settings.

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Here's a sampling of recent NES additions. From the homebrew and oddities department:

[Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com]
software name: abbaye, assimil, tysonipp

And from the fixed and or added Chinese department:

[Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com]
software name: chengji, chongwbb, datangf6, dishit, firembc, firembgcc

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...and more fixed or added Chinese games:

[Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com] [Linked Image from imgur.com]
software name: jxqy, qitiands, qiwang, tmlxj, tstd3, wumingcs, zgdaheng, zhentian

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Exelvision EXL-100 gets a keyboard at last

[Linked Image from messui.1emulation.com]

This game is called GUPPY. Something like pacman with each level having a different maze, and there's only one enemy.
The keyboard is diabolical though, and I believe the original machine was like that.

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In Xavix2 news, sprite scaling was partially reverse-engineered for the purposes of ltv_naru's title screen. Monkey brain pattern recognition is gud :P

[Linked Image from user-images.githubusercontent.com]

AFAICT, the last thing needed to perfect this title screen rendering is better CRTC emulation, and also pointer input.

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Good stuff. Seems like the old adage is true, to focus on things that are within your reach. It's nice to see someone giving some love to these TV plug-and-play games.

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xubuntu 10.10 starting off in WIP shutms11 driver:

[Linked Image from mamedev.emulab.it]

Note: timings looks unstable (tried with both tsc and notsc, it never triggers a specific path?)

[Linked Image from mamedev.emulab.it]

and eventually it kernel panic

[Linked Image from mamedev.emulab.it]

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ETA: last pic is a false positive, it actually don't kernel panic (was me messing with debugger too much) but seemingly stalls after sis900.c check:

[Linked Image from mamedev.emulab.it]

Bonus 1: Not sure why EISA boards gets detected as "@@@0000", I'm gonna assume it needs to be floating high from the legacy ports if no board is there?

[Linked Image from mamedev.emulab.it]

Bonus 2: Ubuntu 10.10 similar install screen:

[Linked Image from mamedev.emulab.it]

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Thanks to Darksoft for tracing out the CPS-2 TOURNAMENT PCB, you’ll soon be able to run the kind of flawed Super Street Fighter II Tournament Battle setup:
[Linked Image from i.imgur.com]

It wasn’t a great implementation – it required everyone to change seats between rounds, the winner needed to return to their original seat to enter their name for the high scores, but they needed to move to their final position to claim their free games. Communication is simulated at a high level to avoid even trying to make MAME synchronise with the wall clock more frequently or anything like that.

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Added a couple of useful modern'ish devices for the MTX machines.

Firstly, the MAGROM, a 512K cartridge system containing many games for quick loading. Various ROM images for the device have been softlisted.
[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]

Secondly, the CFX System, a Compact Flash storage device.
[Linked Image from i.imgur.com]
Also softlisted bootable CF images for:
CP/M
[Linked Image from i.imgur.com]
Fuzix
[Linked Image from i.imgur.com]
and we can finally run Hex-Train (contains over 200MB of pre-rendered graphics)
[Linked Image from i.imgur.com]


BBC Model B, ATPL Sidewise, Acorn Speech, 2xWatford Floppy Drives, AMX Mouse, Viglen case, etc.
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Darksoft and Team Europe dumped a Sega medal machine called "Tinker Bell". It uses the System 24 video chain minus the sprite chip, and it's started to say it's unhappy.

[Linked Image from rbelmont.mameworld.info]

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Getting a bit further.

[Linked Image from rbelmont.mameworld.info]

ETA:
[Linked Image from rbelmont.mameworld.info]

Last edited by R. Belmont; 05/30/22 06:52 PM.
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Another dump on Sega's "System M1" medal game hardware, a card game called "Blicks". Thanks once again to Darksoft and Team Europe!

[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]

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Hans Blicks?! Oh NOOOOO!

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Compugraphics Powerview MCS 10 post screen It's not rotated, it's actually 3:4.
[Linked Image from i.imgur.com]
It does some weird 6845 abuse where it sets the horizontal display reg to 12 which means each "character" is 62 pixels wide. Now to figure out the nasty z80sio test.

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Further adventures in 90s Casio MIDI gear:

CTK-601 keyboard demos (without DSP):
https://revenant1.net/casio/ctk601_demo0.ogg
https://revenant1.net/casio/ctk601_demo1.ogg

GZ-70SP demo:
https://revenant1.net/casio/gz70sp_demo.ogg

I got the latter working thanks to Casio's old SW-10 softsynth for Windows - the sound bank it uses is apparently just the entire ROM from the GT913-based MIDI modules (GZ-30M and GZ-70SP) and the WG-130 daughterboard. I've also been able to use the softsynth as a reference for improved mixing and envelope behavior.

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Soon.

[video:youtube]
[/video]

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This got me wondering: how many 30 year old games are out there that yet haven't been emulated?

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Depends on what you mean by games e.g. arcade (including mahjong/hanafuda etc.), console, handheld, home computer, pinball, redemption games, non-video arcade games (skee-ball, whack-a-mole, coin pushers, claw games), gambling/casino games (video slots, reel slots, fruit machines, pachislots/pachinko, video poker, electronic roulette). If you meant exactly 30 years old e.g. from 1992, probably not many. If you meant games that are 30-50 years old from any genre, probably well over ten thousand, if they aren't already extinct.

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I've been sent a ROM from the Psion MC400, and with just CPU, ROM, and RAM we have:
[Linked Image from i.imgur.com]
It's waiting for keyboard/touchpad input, but unfortunately it uses a couple of custom ASICs that are not documented anywhere so may struggle to get any further.


BBC Model B, ATPL Sidewise, Acorn Speech, 2xWatford Floppy Drives, AMX Mouse, Viglen case, etc.
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This looks a lot cleaner. It helps if I don't process off the end of a span list.

While there are presumably DSP issues causing portions of the tank to either not show up or draw incorrectly, I'm not sure if it's that my processing of the list and the associated framebuffers is wrong (i.e. ending early), or if it's that the DSP isn't actually issuing enough data to draw the full tank. I do see a few "pulled" triangles every so often, so there might still be DSP issues lurking.

But at this point I believe the DSP is in better shape than I'd expected, and the real problem is figuring out how the rasterizer hardware works: How does it get hidden, how does it get shown, how are the 2 layers combined, that sort of thing. If anyone is willing to take a stab at it, I'm willing to commit my changes to a branch.

[video:youtube]
[/video]

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I got a Mac II, and a SuperMac Spectrum/8 Series III video card, but I could only afford the 16" 832×624 monitor:
[Linked Image from user-images.githubusercontent.com]

Creative use of 1-bit video with 24-bit palette entries:
[Linked Image from user-images.githubusercontent.com]

Nice, but it’s looking crowded already:
[Linked Image from user-images.githubusercontent.com]

If only we could do something useful with all that expensive VRAM…
[Linked Image from user-images.githubusercontent.com]

Hey, where did my hard disk icon go?
[Linked Image from user-images.githubusercontent.com]

Oh, it’s over here:
[Linked Image from user-images.githubusercontent.com]
It’s gonna be a long trip to the trash can!

Lots more real estate, even if you can’t see it all at once:
[Linked Image from user-images.githubusercontent.com]

Maybe we want to take a closer look at Susan Kare’s artwork:
[Linked Image from user-images.githubusercontent.com]
That’s hardware zoom – no copying from an off-screen buffer.

Off-centre alerts are disconcerting:
[Linked Image from user-images.githubusercontent.com]

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Turns out that some debug code from when I was first getting the span draw-er up and running, which was only accepting spans that didn't exceed the presumed clipping range of the framebuffer viewport, was biting me in the ass. This looks a lot more like Polygonet Commanders.

Still some DSP bugs lurking - those bent triangles on the front of the first-person tank are pretty suspicious - but if I can get Thursday off in addition to Friday this week, I'd say we have a damn good chance of getting this sucker finalized for 0.245.

[video:youtube]
[/video]

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SuperMac Spectrum PDQ blitter is working now, too.

Before:
[Linked Image from user-images.githubusercontent.com]

After
[Linked Image from user-images.githubusercontent.com]

That “before” screenshot is a little unfair – it was actually usable with glitches at 1152 horizontal resolution:
[Linked Image from user-images.githubusercontent.com]

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.

[video:youtube]
[/video]

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This is pretty neat. Side-by-side comparison of the initial tank-in-a-crate scene between MAME and footage of real hardware captured by Uncle Phil. The very slightly visible inset in the top part of the door, and the way the point on the bottom part of the door aligns with the credits readout are great reference points. smile

[Linked Image from i.imgur.com]

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Since I just realized I haven't actually posted a link in this here thread, and only the shoutbox, I did an extensive write-up on the path to getting Polygonet Commanders emulated. Feel free to have a read: http://blog.polygonal-moogle.com/mame/poly-go-not/

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I started working on turning the PS/2 skeleton driver into something more fleshed out. Modified AT_MB to be a PS2_MB, turned the DMA controller into a PS/2 DMA controller device, hooked up the keyboard controller and planar VGA, got a skeleton MCA bus going, and a day and a half later it gets more than halfway through POST (checkpoint $4C of $6E) before the BIOS gives up, beeps, and throws up a timer error.

[Linked Image from i.imgur.com]

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NICE!

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Chipping away at the PS/2 hardware still. I'm targeting the Model 80 planar because that's what I have here next to me. I'm working on getting the planar devices working before I tackle MCA in full. So far I've added a generic PS/2 PIT (the chipset features a fourth timer channel that triggers an NMI if IRQ0 isn't being serviced), the extended NVRAM, and started working on the PS/2 DMA controller. They're implemented on a ps2_mb_device like the AT motherboard. It now gets into BASIC from a hard reset with no tests bypassed or anything, but throws up a ton of POST errors.

[Linked Image from cdn.discordapp.com]

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It's interesting that IBM customized the PIT for the PS/2 series. The Model 25 and Model 30 actually use a standard 8253 PIT, but those are already known to be a bit different from the rest of the line, being 8086-based systems. (Model 30 also uses a National MM58167 RTC, which also shows up in a few XT clones.)

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The PS/2-specific components are inside two giant ASICs - there’s a DMA controller with extended functionality compared to the AT and an I/O chip hooked up to just about every signal on the board. On the other hand the UART, dual PICs, and FDC are commodity parts. From my understanding the 60, 80, and 90 are similar and share most components.

I’ve got the serial ports and floppy controller hooked up enough that the POST stopped complaining but it’s not booting from disks yet. The system recognizes the drives but no data is getting through, just seek errors. I’ll break out my 386 assembler and whip up some test programs to figure out what’s going on, I guess.

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Is the floppy controller shared with any of the other PC or PC-adjunct drivers in MAME? I have a vague recollection of the floppy handling in MAME's PC driver being cursed as shit, with "randomly not booting MS-DOS install floppies" being the tip of the iceberg, so I'd like to think the efforts you're putting in to debug the PS/2's floppy controller might help other drivers as well.

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crazyc can correct me, but I don't know of any serious issues with the PC floppy handling right now. The uPD765 is among the best-exercised components in MAME at this point.

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Yeah, it’s one of the later 765s. I think the problem is with my DMA handling, not the FDC.

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Corner cases with the 765 appear frequently but the only major problem I know of currently is DD 5.25 disks in HD drives.

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Well. That sure was a whole thing.

Time to clean out all of the commented-out code, tighten up some of the functions, optimize it, pull-request it, flip it and reverse it.
[video:youtube]
[/video]

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[Linked Image from i.imgur.com]
Interestingly, if you implement more of the CRTC, it’s less likely to hang.

The vertical smearing is a feature – the so-called 1:2:1 convolution. In reality, it reduces interlace flicker. It’s only used for indexed colour modes (bandwidth between RAMDAC and VRAM is too low to support it in direct colour mode), and it’s only used when 1MB VRAM is installed (there doesn’t appear to be a technical reason for this, just to “encourage” you to buy the card with more VRAM).

Drawing in interlaced modes still isn’t quite right, most noticeably with the vertical offset. But this is all derived directly from parameters sent to the framebuffer controller, CRTC and RAMDAC – no magic numbers.

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More progress on the Psion MC400, the machine is running and has working keyboard.
[Linked Image from i.imgur.com]
The System folder is empty as I now need to emulate another ASIC that communicates with the Solid State Disks. I have an image of the System Disk containing the apps, just need to work out how it's accessed.


BBC Model B, ATPL Sidewise, Acorn Speech, 2xWatford Floppy Drives, AMX Mouse, Viglen case, etc.
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"The vertical smearing is a feature "

US patent 5097257

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PS/2 Model 80 is now happily booting DOS and the reference disk after some DMA fixes.

[Linked Image from i.imgur.com]

[Linked Image from i.imgur.com]

It doesn't do anything with the reference disk because MCA emulation is nonexistent at the moment but DOS runs fine.

Last edited by Luigi30; 07/06/22 03:17 AM.
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Originally Posted by Revenant
Further adventures in 90s Casio MIDI gear:


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And finally, 10 minutes of demos from the Celviano AP-10 piano: https://revenant1.net/casio/ap10_demos.ogg (no DSP this time either)

I'll need to make a layout for this one, since it doesn't have a screen.

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Real hardware reference here:


With the caveat that this is a microphone recording rather than direct, the DSP isn't really doing much, there's just a little reverb.

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It's the same DSP as on the CTK-601 and others, with a similar set of 3 presets. It's definitely much more noticeable with the "stage" and "hall" presets on the 601 (like in this recording for example).

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Getting further with MCA emulation. The reference disk now boots and tries to start configuring adapters, gets confused pretty quickly and crashes.

[Linked Image from i.imgur.com]

[Linked Image from i.imgur.com]

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When you have three buddies over and you just can't agree on a four player game in MAME...turn to VS. DualSystem!

[Linked Image from i.imgur.com]

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Finally making some solid progress on the Whitechapel Computer Works MG-1. This rather unusual system is based on the NS32K family, and fortunately its extensive use of many of the MMU's features has allowed me to track down and fix a number of serious bugs. Getting to this point also required supporting the Am9516 DMA controller and adding at least a high-level emulation of the μPD7261A hard disk controller, both used by a number of other similar-vintage systems.

Apart from cleaning up and merging all of the work to date, the main remaining elements for this emulation are the floppy, keyboard, mouse and cursor (the latter may be a bit tricky). Hopefully a firmware dump for the keyboard will show up soon, but I'm about to begin working on an HLE until it does.

[Linked Image from i.imgur.com]

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Still working on Game Boy cartridges, filling in missing functionality and fixing issues.

This time, we’re using the picture image device that AbBee uses with his Apple II ComputerEyes/2 gizmo to do something ArBee absolutely hates – commit a “fat Chun Li” offence! I couldn’t be bothered cropping random images to match the 128×123 resolution of the M64282FP CMOS image sensor, so I let it distort them. Like the ComputerEyes/2, I’m just doing point sampling to scale the image to the target resolution. The various processing effects of the M64282FP are not emulated yet.

[Linked Image from i.imgur.com]

[Linked Image from i.imgur.com]


[Linked Image from i.imgur.com]

I pushed my latest WIP here: https://github.com/cuavas/mame/tree/gbcart
Note that various things still don’t work, and the commit message there neglects to mention the camera cartridge.

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Continuing work on the Facit 4431 terminal:

[Linked Image from i.imgur.com]

The display is now correct, but still missing lots of features (cursor, character attributes etc.). The RS232 port is also hooked up, so various test programs can now be used to fix issues.

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Using CCIR 601 luminance formula to convert the colour image to monochrome, with edge enhancement implemented, and exposure adjustment implemented, we can actually see the clouds behind the Android 18/Cell chimera:
[Linked Image from i.imgur.com]

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Nice work doing the 4431 ! I guess that you are using the dumps I did a while back and the service manual I scanned and sent to Al. Are you interested in doing the Twist as well? I can dump the Facit 4440 (Twist on bitsavers) and the Facit 4600 terminals if it is of interest. Unfortunately I have no service manual for the 4600, but it is very similar to the 4440. Has one extra DB25 marked GID which I don't really know what it is supposed to do. Then there is an extra header inside and a three extra chips. A guess is that GID is Graphical Input Device and that the extra header is for connecting more video memory.

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Yeah I've been working from the material on Bitsavers. There is lots of work to do on the 4431, but yeah, I might take a look at the Twist. In any case, any dumps you can do can be added to MAME and are appreciated.

Maybe you can provide some reference pictures of the 4431? A picture of the setup mode for example, or how the beeper sounds.

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No problem, I can provide you with reference pictures and record the beep as well. I will be able to fix this next weekend.

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[Linked Image from i.imgur.com][Linked Image from i.imgur.com]

No passthrough slot, but it's still just as fragile and janky as I remember.

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Building MAME on macOS 10.14 or later now gives you full adaptive dark mode support in the debugger. Everything changes immediately if you change modes while MAME is open and the relevant colors respond to system customization in the macOS Control Panel.

[Linked Image from rbelmont.mameworld.info]

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Working on getting RS-232 support in some MSX drivers
[Linked Image from i.imgur.com]

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I've worked a bit on the Casio RZ-1 emulation and added support for both data tapes and audio tapes. I had issues with this previously, but I think one of hap's upd7810 improved this.

Here's a video loading a data tape with 80s drum samples:


And here's a video showcasing sampling from a .wav file:


A software list was also added that includes the official Casio RZ-1 Sound Collection with various samples announced by an English speaking Japanese smile

Fun fact: The RZ-1 uses the same tape format as the TRS-80 Model 3.

Last edited by Duke; 09/28/22 08:55 PM.
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Not yet submitted, and won't be for a while yet, but things are moving steadily forward with emulating the DPB-7001. Here it is after HLE-ing the tablet (the inductor-based system for pen proximity and location was too much for me to work out), fixing some drawing bugs, and getting further with how Store 1 and Store 2 get combined.

Top-left: Combined output
Top-right: Console output
Bottom-left: Store 1, raw (will be removed in the submitted version of the driver)
Bottom-right: Store 2, raw (ibid)

[video:youtube]
[/video]

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Atari 8-bit misc fixes:
- atari/antic.cpp: VBL status is always held no matter enable irq reg, fixes a800 anteater hangs
[Linked Image from mamedev.emulab.it]
- atari/gtia.cpp: fix player/missile width rendering, fixes jmpmanjr at very least
[Linked Image from mamedev.emulab.it]
Note: last fix may have fixed other stuff too, I'm unaware of any place where they chain double or quadruple missile widths for instance (old code wasn't setting that up properly)

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I finally found out why the Cuda ADB microcontroller program in later 68K Macs (and all pre-USB PowerMacs) wasn't reading the keyboard and mouse. I don't know how to fix it correctly yet, but a one-byte patch to the program results in correct operation, and makes the Mac Color Classic and Mac LC 520 fully working.

[Linked Image from rbelmont.mameworld.info]

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More WIP in my Quantel DPB-7001 branch: Hard disk support.

This will make it easier to move forward:
- The system no longer takes an eternity to start up.
- There's no longer a long pause when interacting with the menu or palette, as the system no longer needs to spool brushes off of the Brush Master floppy every time.
- It should now be possible to install typeface disks.

[video:youtube]
[/video]

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This also means that installing fonts works, too:

[Linked Image from i.imgur.com]

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There, that's a bit better. Fewer disk errors is always better.

[Linked Image from i.imgur.com]

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Aaaand we're getting way closer to working correctly.

Diagnostics board:
[video:youtube]
[/video]

Some actual drawing:
[video:youtube]
[/video]

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i cannot see the diagnostics video here.
actually i can but youtube says i can't watch it because reasons.
the second video shows up just fine.

Last edited by Modulus RC-28; 10/10/22 04:03 PM.

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JD accidentally disabled embedding on other sites and then embedded it on another site. If you click "Watch on YouTube" in the error message it works fine.

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The Casio RZ-1 has now gained MIDI support:


First it shows playback of a pattern using the built-in instruments. You can see the instruments played on the virtual MIDI keyboard. The volume in MAME is then muted, and the virtual keyboard is setup to playback the notes using the Microsoft GS Wavetable Synth.

MIDI input from outside to the emulated RZ-1 is then shown. Keys pressed on the virtual keyboard are played back in MAME.

Unfortunately the volume in the video is a bit low.

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Bounty Bob Strikes Back is not exactly the most exciting game that Atari 800/Atari 5200 has to offer but hey it now works smile

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I've made some forward movement on getting font stamping up and running in MAME's DPB-7001 driver.

It's still not quite correct, and I'm going to have to do a pass on the alphanumeric keyboard to get the key mapping a bit less wonky, but it's starting to come together.

Funny enough, one of the biggest issues was just that the fonts were being installed onto the hard disk incorrectly. It's apparently possible to write a track out to the disk with the Disk Data Buffer Card's address set to something other than 0, and it'll happily write out a partial track with the data being sourced from that address.

[video:youtube]
[/video]

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Doing that thing I do, again. Featuring a crappy attempt at a layout this time.

Demo recordings from MAME:
https://revenant1.net/casio/ctk530_demo0.ogg
https://revenant1.net/casio/ctk530_demo1.ogg
https://revenant1.net/casio/ctk530_demo2.ogg

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@Duke

Finally I got around recording (and upload) the beep (and keyclick) of the Facit 4431.

[video:youtube]
[/video]

Perhaps not the bast photo of the setup screen, but it is hard to get good photos of CRTs.

[Linked Image from i.imgur.com]

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WIP Atari 8-bit cart refactoring, starting off with Williams and children (Express,Turbo, Diamond et al.).
This allows almost every mega*, prisma* and turbo** game entries to actually boot instead of just going black screen or hardlock MAME.

Flak
[Linked Image from mamedev.emulab.it]

Green Beret
[Linked Image from mamedev.emulab.it]

Attack of the Mutant Camels (Europe) (*)
[Linked Image from mamedev.emulab.it]

Hardball (**)
[Linked Image from mamedev.emulab.it]

(*) not to be confused with the US release otherwise known as Matrix 2: Gridrunner
(**) only working in a800xlp, and I think all these bootleg carts are from Chile -> NTSC?

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@MattisLind

Thank you, that confirms that the current sound in MAME is correct. The keyclick seems almost inaudible?

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Added Atarimax Maxflash cartridges support to Atari 8-bit

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Added SIC! (Super Inexpensive Cartridge!) support to Atari 8-bit, which is yet another flash ROM cart with capability of accessing rd4, flash write protect and a few other DIY options.

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Added Atrax support to Atari 8-bit, which are wild collections of Polish games/software in cart ROMs.
https://en.wikipedia.org/wiki/LK_Avalon

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Added support for 5200 Super Cart, so that Bosconian 5200 - Star Destroyed can be tried in MAME:

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

An attentive viewer can see that there's no player dot on radar so while being "playable" game cannot be considered really working.

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The cmmb.cpp "Multipede" driver has been a major pain for a long time. I decided to bang my head into it again and while I still don't exactly understand the hardware, I've gotten it to boot into Millipede and run the attract mode approximately correctly.

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Soon we'll be able to play Invaders on the MK-14 with VDU.
[Linked Image from i.imgur.com]


BBC Model B, ATPL Sidewise, Acorn Speech, 2xWatford Floppy Drives, AMX Mouse, Viglen case, etc.
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