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Joined: Mar 2002
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PDF link doesn't work here, but I can see the pinout here: http://www.cpu-world.com/info/Pinouts/S2000.htmlNo K-pins at all huh... yet Wildfire does use a K-pin related opcode. And it is used during the time when you'd expect sound(big hint!). Maybe that is for loading the digital-to-frequency converter, and the Fout pin is the freq. wildfire.xcf: Too bad about the smudge. Can you see something looking like a mask programmable 7seg decoder? *edit* could you upload it as .jpg? MS Windows isn't very xcf friendly.
Last edited by hap; 02/16/15 10:39 AM.
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Joined: Mar 2002
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Ok good, wget eventually got the pdf while i was out. Not a lot of info indeed, but what it does say is that the frequency converter is "for enhanced sound generation".
Also, it clearly says that the 7seg decoder is not user definable for the S2000/2150/2152.
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Joined: May 2010
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I uploaded the jpg: www.seanriddle.com/wildfiredie.jpgI haven't had time to try to clean the die. I could Whink it, but that would remove the top metal layer, and I'd like to get a clearer pic with it first. Maybe the 7-seg decoder isn't mask programmable but they paid to change a couple of digits?
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Joined: Mar 2002
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I think I have the F_out pin working in MESS. Maybe not at the exact frequency, but the 'mini melodies' sound good enough if I ignore the A12 problem below..
A12 is behaving badly: it enables the speaker, and then quickly disables it again. What's the connection from A12 to the speaker like on the PCB? Is there a capacitor involved causing it to stay active longer?
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It looks like the same connections as on the schematic: the 2 resistors are 10K and the cap is a 4.7uF electrolytic.
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Joined: Mar 2002
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Ok I'm done with wildfire for now. http://git.redump.net/mame/tree/src/mess/drivers/wildfire.cIt's annoying how limited the MESS/MAME artwork system is: "when the game strobes a led faster, it should appear brighter, for example when the ball hits one of the bumpers" It also happens in Parker Brothers Bankshot, where the cue ball appears to be brighter than the others.
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Joined: May 2004
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many of the fruit machines also do it to do dimmer / brighter effects.
there's one that does a 'photo finish' (can't remember which) by holding the lamps on for an excessive amount of time to make them much brighter, apparently not popular with the ops because it was both distracting, and burnt them out.
we need some generic simulation code for bulbs / leds with attack / decay / max saturation parameters etc. at that point you make the lamps in the artwork not on/off things, but ones that take a parameter. IMHO that code lives outside the actual artwork system, much like any other discrete simulation. The actual artwork just takes a value.
of course MAME is still limited, there are cases where coloured lamps close together need to mix to form new colours, another issue entirely tho, the basic lamp sim needs to live somewhere.
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Joined: Mar 2001
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I'm terrified of how slow an artwork system with a PLL to determine how fast something is strobing might be. Be *real* careful what you wish for.
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Joined: May 2004
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I'm terrified of how slow an artwork system with a PLL to determine how fast something is strobing might be. Be *real* careful what you wish for. one of the fruit machine emus manages it in Visual Basic 6 just fine ;-)
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Joined: Mar 2001
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They're hard coded for what they're doing. We wouldn't be. Oldest story in emulation 
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