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Washu-Chan #27335 03/05/07 05:25 AM
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Originally Posted By Washu-Chan
Of course the games that are still broken (or partly working) include Batman, Frankenstein, and the Stern-era pins (starting with South Park), which work under the most recent PinMAME (despite the fact that it uses MAME 0.76 as its base). Of course, that'll take some time to fix, so I'll keep my mouth shut.

Are the broken games using the BSMT2000? It's possible they are using different modes of the chip. I only recently found out there were a bunch more modes that weren't implemented.

AaronGiles #27336 03/05/07 06:06 AM
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Unlikely, the games play fine in PinMAME, they're just broken in M1. Probably because it's impossible for humans to read the PinMAME source, because I don't see any difference in the driver between what they have and the Tattoo Assassins board.

R. Belmont #27337 03/05/07 06:29 AM
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Apologies if this seems off topic, but I was wondering..

Speaking of PinMame sources, I did notice they don't have a source download archive of their revisions, you need to download them off their CVS. It's my understanding, though, they still have certain source files as developer only downloads (read: later stern drivers where tables are too new)? I wanted to get a complete source CVS checkout but I was unable to. Perhaps someone can help me with that.

Some information I read a while back concerning this:
http://www.vpforums.com/forum/showthread.php?s=&threadid=33980

I read this from Steve Ellenoff:
"If someone really wants access to the full VPM source, then I suggest they "earn it" by making some big contributions to the PinMAME project and becoming elected a dev member to the project just as TomB and Okaegi did..."

Does that mean you'll never see a full source download in PinMAME like you do with MAME?

Tafoid




AaronGiles #27338 03/05/07 06:48 AM
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Originally Posted By AaronGiles
Originally Posted By Washu-Chan
Of course the games that are still broken (or partly working) include Batman, Frankenstein, and the Stern-era pins (starting with South Park), which work under the most recent PinMAME (despite the fact that it uses MAME 0.76 as its base). Of course, that'll take some time to fix, so I'll keep my mouth shut.

Are the broken games using the BSMT2000? It's possible they are using different modes of the chip. I only recently found out there were a bunch more modes that weren't implemented.


I think that you should check out Stern Pinball's website. They have schematics for the BSMT2K-based Whitestar hardware. I'm not sure if it's enough for the BSMT info, though.


"HERE CUM DA GUARDS" - Multiball start, Swords of Fury (1988)
R. Belmont #27339 03/05/07 08:03 AM
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I attempted to add the star wars trilogy sound effects to the XML file with this entry:
Code:
	<game name="swtrilgy" board="Model 3">
		<description>Star Wars Trilogy (sfx)</description>
		<year>1998</year>
		<manufacturer>Sega</manufacturer>
		<m1data default="1" stop="255" min="0" max="255"/>
		<region type="cpu1" size="524288">
			<rom name="epr-21383.21" size="524288" crc="544d1e28" sha1="8b4c99cf9ad0cf15d2d3da578bbc08705bafb829" offset="0" width="word" flip="1"/>
		</region>
		<region type="cpu2" size="524288">
		</region>
		<region type="cpu3" size="524288">
		</region>
		<region type="samp1" size="8388608">
			<rom name="mpr-21355.22" size="4194304" crc="c1b2d326" sha1="118d9e02cdb9f500bd677b1de8331b29c57ca02f" offset="0"/>
			<rom name="mpr-21357.24" size="4194304" crc="02703fab" sha1="c312f3d7967229660a7fb81b4fcd16c204d671cd" offset="400000"/>
		</region>
	</game>

But it doesn't work, all I get is silence. Can the gurus here tell me what I am doing wrong? Or is this going to require code changes in order to function?

Last edited by Jonathan Wilson; 03/05/07 08:03 AM.
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R. Belmont, congratulations for you wonderful and very nice work!
thank you very much!!! =D

sadhaka #27379 03/06/07 04:45 PM
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RF5c400 sound pitch depends on output frequency, it's correct with 44100 Hz.

I guess this'd be already known, but I received a report on my site and I send on it just in case.

Fujix #27386 03/07/07 12:07 AM
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Originally Posted By Fujix
RF5c400 sound pitch depends on output frequency, it's correct with 44100 Hz.

I guess this'd be already known, but I received a report on my site and I send on it just in case.

Arbee probably missed the part in the latest MAME where I changed the frequency computation to assume that the output rate was native, not user-controlled. He'll have to put back the scaling factor.

AaronGiles #27387 03/07/07 12:13 AM
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More correctly I picked up that part but missed the part where the stream is allocated with 44100 instead of Machine->sample_rate.

R. Belmont #27401 03/07/07 07:00 AM
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I think I may found the explanation on why the Stern-era BSMT2K games might be broken. I found this link at the VPForums:

South Park Pinball uses 8MB EPROMS for Expanded Speech and Sound Capabilities (PDF)

I don't know if it applies to Batman (the first BSMT2K game) or Frankenstein.


"HERE CUM DA GUARDS" - Multiball start, Swords of Fury (1988)
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