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#181 ploggy

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Posted 14 May 2014 - 06:29 PM

The stuff like lamps, reels etc might be out of view.  Have you tried scrolling around the background with the mouse?  They may have been set to a part of the background that isn't in plain view.  If that fails, send me the .pac file and roms via a PM and I'll have a look at it.


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#182 Guest_Tommy c_*

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Posted 14 May 2014 - 06:49 PM

Pm sent.



#183 Guitar

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Posted 15 May 2014 - 05:14 PM

Today's update: I spent a long time putting all the debugging in yesterday only for the emu to come out the other end worse than I started. I've cocked up something memory related somewhere.

 

Once fixed I should be able to start making some headway on getting the tech running. Before I put the extra debugging in it was sat in a loop waiting for some peripheral or other to do whatever. It shouldn't be too long before I start seeing some life from the peripherals on screen. Once its at that stage, adding in the rest of MPU4 should be a doddle.

 

I may take a detour via IMPACT tech to get my head round the 68k core alone before trying to combine a 68k with a 6809 as required by the MPU4 Video or Plasma techs.

 

I've got a MOD 0 video board here, but no huge memory card like some have, is that a different card, or a different MOD?


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#184 niallquinn

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Posted 15 May 2014 - 06:42 PM

Yes, 68000 is important for mpu4 plasma thingies...........cough cough Big Chief!  :)

 

Would be good to see Impact though, and Space, Sys1, Castle etc etc.

 

Which reminds me, is there a reason why nobdoy has done any of the coinworld layouts?  Bear Streak etc.?

 

NQ.



#185 Guitar

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Posted 15 May 2014 - 07:02 PM

Yes, 68000 is important for mpu4 plasma thingies...........cough cough Big Chief!  :)

 

Would be good to see Impact though, and Space, Sys1, Castle etc etc.

 

Which reminds me, is there a reason why nobdoy has done any of the coinworld layouts?  Bear Streak etc.?

 

NQ.

 

We need artwork for big chief even when it gets emulated.

 

Proconn, Space, Impact, MPU4 video are on the way.

 

Castle is being looked at slowly, TTX on the mecca has been helping me out a bit.

 

System 1 is not being looked at presently.


As for bear streak, its a chracteriser issue, I can get the game to run, but the sound setup is being played with by the characteriser making it not work.

 

I will bne able to make them run one day, but its going to need a solid few weeks to crack it properly and I don't have that kind of time at present.


Project Amber 2 - Coming Soon


#186 fuzion

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Posted 15 May 2014 - 07:15 PM

I have six mod 0 boards, only one is different internally, it has some kind of extra piece of hardware connected to the main board inside.  They all work the same though, I've tried all mine on Monte, Reno and Miami and all work correctly.

 

J


// stumblin' in the neon groves


#187 Guitar

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Posted 19 May 2014 - 01:09 PM

Well MPU4 is finally doing things as expected. I'd cocked up a few of the opcodes in the 6809 by rewriting them for C++ in a really slick way, without thinking the logic through properly. Moved 6 lines of code down by 3 lines and hey presto, a working core.

 

I've got a reel opto error at the moment, but at least the game is now running to a degree that makes debugging easier.

 

I hope to get the game (Smash n Grab) actually playable today, then I can work on adding the extenders, sound, and other less used options.

 

One thing I am very glad to report is that speed is no longer an issue, to the extent that I am having to change the auto speed to cope with it being as fast as it is.

 

As part of the upgrade to C++ I am now running some things every instruction to improve emulation accuracy, and will be using a proper logarithmic algorithm for the lamp brightness, rather than the cheat version I was using in VB. I have also discovered a bug in the Large Lamp Extender dimming routines, so that will also be fixed for the next release.

 

I've still got a lot of housekeeping code to do, but once its all done the next techs should start going in at a much greater rate.

 

I may have a bit of news regarding IMPACT soon too.


Project Amber 2 - Coming Soon


#188 fuzion

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Posted 19 May 2014 - 01:25 PM

Great work mate, thanks for the update

 

J


// stumblin' in the neon groves


#189 niallquinn

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Posted 19 May 2014 - 01:27 PM

That's a bloke just bought a big chief at the mecca, there's a thread about it.  With a pic, I'm sure he'd do better pics if required?

 

NQ.



#190 Guitar

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Posted 19 May 2014 - 02:28 PM

That's a bloke just bought a big chief at the mecca, there's a thread about it.  With a pic, I'm sure he'd do better pics if required?

 

NQ.

 

Not required right now, but soon. Get them while you can.


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#191 vectra666

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Posted 19 May 2014 - 03:02 PM

Mmmmmm roller coaster Jpms looking forward to them. When they're onLine the fun will really begin.
The more I do today, The less I do tomorrow.
Fme is alive and screaming into the 21st century!
Enjoy FME and Happy Gaming!!!!

#192 fuzion

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Posted 19 May 2014 - 03:09 PM

Yes JPM's will be interesting online.  Lots of true players machines on this tech.  Certainly will be able to tell if a pro has hit an online JPM and left it on it's arse :)

 

J


// stumblin' in the neon groves


#193 Geddy

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Posted 19 May 2014 - 03:18 PM

Cheers for the updates Guitar! :)



#194 Daryl

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Posted 19 May 2014 - 03:24 PM

Thanks Guitar for keeping us updated with your latest progress...

 

...it'll be well worth it for the scene on the final outcome :)


All The Best

Daryl
 
My blogsite is here: click the icon --->   :computer:
 

My name is Daryl, I was born in 1965 and have been into FME since 2002!
 
On 23 June 2011, I was diagnosed with Alzheimers Disease  In November 2012, I was diagnosed with Parkinson's Disease and Parkinsonian Syndrome too.
 
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My new blog-site...
 
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speed

#195 westy20040

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Posted 19 May 2014 - 04:33 PM

Thanks for the update :)



#196 Guest_Tommy c_*

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Posted 19 May 2014 - 04:57 PM

Many thanks for the update mate,sounds like things are moving good style now :D



#197 cja272

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Posted 19 May 2014 - 05:47 PM

Thanks for the update


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#198 Guitar

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Posted 19 May 2014 - 05:54 PM

Things with MPU4 are coming along now, but its tech 1 of 7 to convert, and then there's about 5 new techs or extensions to do. But the 6809 CPU is now running as expected so that's the CPU for MPU4, Sys85, Scorp1, Scorp2, Scorp2 DMD, and M1 sorted.

 

Also it means that the 6840 timers and 6821 PIA's are working. Just the 6800 CPU core and the 6850 ACIA core should see all the tech hardware sorted for existing techs, then its just peripherals and there is a lot of crossover.

 

Then I need to get a Z80 and 68k core done. I'm tempted to write my own Z80 core, but the 68k I will probably use FAME as its written in assembler and will be fast as possible.


Project Amber 2 - Coming Soon


#199 banditboy2006

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Posted 19 May 2014 - 05:57 PM

looking good boss :cute:

 

 



#200 ploggy

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Posted 19 May 2014 - 06:46 PM

All sounds good to me! :)

 

Thanks for the update, mate.  You're doing some sterling work.


This be my stuff ----------> http://www.fruit-emu...wnloads&mid=301




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