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Author Topic: Sega Monaco GP 1979/1980 - My Remake  (Read 36595 times)

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geecab

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Sega Monaco GP 1979/1980 - My Remake
« on: September 08, 2013, 09:03:33 am »
Hi! Monaco GP has never been emulated properly so I decided to try and make my own version as I am a massive fan of the game. Monaco GP Remake is free, complete, highly configurable, and can be played with keyboard, mouse, joystick or a steering wheel. It runs under windows (Tested on XP/Vista and Windows7 although it may work on other versions) and Linux (Tested on Ubuntu (v14.04.4 and v15.10) and Mint (v17.3) although it may work on other versions. Note. The Linux package contains builds for both 32bit and 64bit Linux). It plays well on my mame driving cabinet, for which I modified an old ps2 mouse to use as a steering wheel. Each time I make a new version, I will update this post so that it contains a link to the latest version of the game :)


-=Latest Version=-

Monaco GP Remake v1.4.6 for Windows
Monaco GP Remake v1.4.6 for Linux

Please be a little prepared as you visit the mediafire site, you might get adverts for other software appear, encoraging you to download something else. Just make sure you only click on the big green 'Download' button near to top right of the page, and the file that you download to your computer is called "mgpr_v1_4_6.zip" (Its about 16MB in size).

Once its downloaded, unzip it, then double click on 'mgpr_launcher.exe', then select a screen resolution and one of the following game modes:

Monaco GP Classic - 100% faithful to the 1979 "Monaco GP" arcade version.
Monaco GP Pro - 100% faithful to the 1980 "Pro Monaco GP" arcade version.
Monaco GP Pursuit - Enhancement of the original arcade version. Includes police cars, new roads, a high score table, racing stats, 3 check points and a goal line finish.
Monaco GP Stunt - Enhancement of the original arcade version.  It a single track, looped. Its starts off easy and gets increasingly more difficult as less time gets awarded with each lap and opponents get faster. Features jumps, new tracks, pit lane (Drive over spanner for extra time), boats and new opponents.

Note that you can also run a specific configuration from command line (like in previous versions), running mpgr.exe using the -cfg switch. For example, if you wanted to run the pro_arcade_1360x768.cfg configuration from command line, you would specify
 mgpr -cfg pro_arcade_1360x768.cfg
 
All the default configurations are set up for fullscreen and keyboard control (keys are Z=left, X=right, N=Accelerate, M=Gear, 5 or 6 = Coin, 1=Switch between HiScores and AttractMode).
Press the TAB key during any game's attract mode (When "Deposit coin" is flashing at you) to edit the configuration (Change Controls to Mouse, joystick, choose different artwork etc..). Some options (such as display filter, fullscreen and various audio samples and volumes) will require you to restart the game before your new settings will take effect.


-=Obsolete Versions=-

Monaco GP Remake v1.4.5
Monaco GP Remake v1.4.1
Monaco GP Remake v1.3.2
Monaco GP Remake v1.3
Monaco GP Remake v1.2
Monaco GP Remake v1.0 (Also known as 'Monaco GP 2013')



-=Disclaimer=-

'Monaco GP Remake is NOT a SEGA product. 'Monaco GP Remake' is a fan made simulation of SEGA's 'Monaco GP' (1979) arcade game. Making money from 'Monaco GP Remake' in any way is strictly prohibited. The author of 'Monaco GP Remake' has observed due diligence in creating and testing the game, but cannot accept responsibility for any loss or damage caused by it.
« Last Edit: April 03, 2016, 04:52:31 pm by geecab »

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #1 on: September 08, 2013, 09:25:59 am »
Monaco GP Remake (v1.4.5) "Classic" game mode:

Monaco GP Remake (version 1.4.5) - "Classic" game mode


Monaco GP Remake (v1.4.5) "Pro" game mode:

Monaco GP Remake (version 1.4.5) - "Pro" game mode


Monaco GP Remake (v1.4.5) "Pursuit" game mode:

Monaco GP Remake (version 1.4.5) - "Pursuit" game mode


Monaco GP Remake (v1.4.5) "Stunt Park" game mode:

Monaco GP Remake (version 1.4.5) - "Stunt Park" game mode



Attract mode comparison between the Monaco GP Remake and the arcade:

Monaco GP Remake (v1.3) Attract mode - Remake VS Arcade



Arduino testing - I modified the "scoreboard_reader" source code (Provided in the download package v1.4.5 and newer) to, instead of printing the score information to screen, send the scoreboard information to the Arduino's serial port.

Monaco GP Remake (version 1.4.5) - Arduino Testing


« Last Edit: March 20, 2015, 06:06:12 am by geecab »

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #2 on: September 08, 2013, 10:13:44 am »
I've tested it on WinXP, Vista and Windows 7. The slowest PC I've run it successfully on is a Intel Core2Duo 2.2GHz, I haven't tested it on anything slower. Also, similar to mame, you will need to have the original Monaco GP roms (which I can not provide you with) in order to run the game. If you fancy giving it a try you can download v1.0 here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

Click on the orange 'Download Now' button to the right of the page and download "monaco_gp_2013_v1_0.zip".

Then-

1. Extract the zip file.

2. Copy the original 1979 or 1980 Monaco GP ROMs into the 'roms' directory.

3. Run mgp2013.exe

You might want to have a read of the release_notes.txt in the zip file to find out the keys and other interesting stuff.

 Enjoy!

-=Disclaimer=-
'Monaco GP 2013' is NOT a SEGA product. 'Monaco GP 2013' is a simulation of SEGA's 'Monaco GP' (1979) arcade game. 'Monaco GP 2013' is available to those who legally own a copy of the original arcade game. Making money from 'Monaco GP 2013' in any way is strictly prohibited. 'Monaco GP 2013' has been tested on WinXP, Vista and Windows 7. The author of 'Monaco GP 2013' has observed due diligence in creating and testing the game, but cannot accept responsibility for any loss or damage caused by it.
« Last Edit: March 26, 2016, 05:49:08 am by geecab »

Robbbert

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #3 on: September 17, 2013, 04:05:37 pm »
Thanks for doing this, I will give it a try.

I presume the roms from HBMAME will work.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #4 on: September 17, 2013, 06:23:52 pm »
Cool, just been reading about HBMAME, I didn't know that existed, I shall try it out more when I have a bit of spare time :) About a year ago I tried MisfitMame and was sad to hear no more development was happening on it. I tried Monaco GP at the time and it wasn't really playable, that's what spurred me on to make my simulator.

Anyways, I've just downloaded HBMAME, yep the roms that work with my remake work with HBMAME. One thing to remember, my remake looks for the individual ".bin" files in its 'roms' directory. For HBMAME, you probably had all the Monaco GP roms zipped up into one "monaco.zip" file. If this is the case, you'll need to extract the rom files out of your zip, copy them into the 'roms' directory of my remake, and maybe rename their filenames slightly. Hope that makes sense!

These are the Monaco GP rom filenames that my remake will look for in its 'roms' directory:

"pra125.bin" (or "prb-01.bin")
"pra126.bin" (or "prb-02.bin")
"pra127.bin" (or "prb-13.bin")
"pra128.bin" (or "prb-03.bin")
"pra129.bin"
"pra130.bin" (or "prb-14.bin")
"pra132.bin" (or "prb-15.bin")
"pra140.bin"
"pra141.bin" (or "prb-16.bin")
"pra138.bin" (or "prb-10.bin")
"pra139.bin" (or "prb-11.bin")
"pra133.bin" (or "prb-05.bin")
"pra136.bin" (or "prb-08.bin")
"pra135.bin" (or "prb-07.bin")
"pra134.bin" (or "prb-06.bin")
"pra137.bin" (or "prb-09.bin")

If you run the mgp2013.exe at the command like, its pretty helpful and it will tell you what roms are missing (if any).

Hope this helps!
« Last Edit: September 18, 2013, 03:06:20 am by geecab »

Robbbert

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #5 on: September 18, 2013, 07:50:39 am »
Ok, tried this on my windows 7, with mixed results.

Got the roms, renamed them as required.

Started the game, found that M changed gears but no other controls worked. So, read the instructions, find that the mouse is needed. Try this, car crashes at the start then disappears off the screen, never to return. Hmm.

Next thing to try was setting the controls for the keyboard. This seemed to work much better, and the car stays around. Noticed a few things that were not on the original machine (such as the ending score display).

For a first release this seems pretty good. Not sure if you can fix (or replicate) the mouse problem.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #6 on: September 18, 2013, 03:27:35 pm »
Hi! So it sounds like you got it working fine with keys :) but not with mouse :(

Quote
Started the game, found that M changed gears but no other controls worked. So, read the instructions, find that the mouse is needed
Yup, like it says in the release notes its mouse control by default. Mouse 'x' axis to steer, LMB accelerate, RMB change gear, Key '5' or '6' to insert coin.

Quote
Try this, car crashes at the start then disappears off the screen, never to return. Hmm
I've tried this, but I can't recreate this on my win7 64bit laptop. No matter how erratic my mouse or even touch pad movements are, the player's car always returns to the correct position.

What happens if you start the game without touching the mouse at all. Does the player "disappears off the screen, never to return", or do you have to move the mouse to make that happen?

You could try slowing down your mouse speed (via the windows control panel) and see if it makes any difference. Maybe try a different mouse if you have one?

Quote
Noticed a few things that were not on the original machine (such as the ending score display)
Yup, you can disable the hi-score table in the config.txt file if you rather not see it. It is not possible to disable the ending score / racing stats yet but adding an option for that won't be difficult (You can always skip past it by holding down the '1' key anyways).

Hope this helps!

bosco

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #7 on: September 18, 2013, 09:21:47 pm »
Very nice & thank you.  It gives me the "feel" of the original.  A nice bezel and LED simulation would be nice  ;)

One question, is there a way to remove the filtered effect?  I changed the bi-linear filtering  to '0' in the config file but it still looks the same.  I guess I'm in the minority, but I would like it nice and sharp.

Please keep improving it.  It brings back memories for me. :cheers:

Thanks again.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #8 on: September 19, 2013, 10:39:01 am »
Quote
Very nice & thank you.  It gives me the "feel" of the original.  A nice bezel and LED simulation would be nice

Thanks bosco! Hearing you say that makes all my efforts seem worthwhile. I'll probably do something about the bezel / LED simulation for the next release as it seems quite an important feature for a few people.

Quote
One question, is there a way to remove the filtered effect?  I changed the bi-linear filtering  to '0' in the config file but it still looks the same.  I guess I'm in the minority, but I would like it nice and sharp.
Whoops, yes this is a bug. I'll fix this in the next release.

Quote
Please keep improving it.  It brings back memories for me.
Will do. Please keep the ideas how to improve coming in :) I'm thinking for the next release I shall include an configuration option for 'standard' or 'enhanced' gameplay. 'Enhanced' will be what the current version is like (I.e. Pretty much like the original arcade version, but with a high score table, racing stats when your game ends, some extra vehicles, some new tracks, and a 'goal' making the game possible to complete). The 'Standard' version be as close to the arcade version as I can make it (shouldn't be too difficult to remove the extras I added). Might even add a 'Grand Theft Auto' mode where you can shoot and steal other cars and drive the fire engine... Just kidding.. but thinking about it that would be quite cool actually ;)

bosco

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #9 on: September 22, 2013, 10:24:43 pm »
Just in case you didn't know.  Zorg has some nice vectors Monaco stuff.    ;)


http://vectorlib.free.fr/MonacoGP/




geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #10 on: October 09, 2013, 06:08:19 pm »
Background + LED stuff is getting there. I've added a menu (you can see it in the second pic, its a bit rough around the edges at the moment) that lets you move stretch/shrink the position of all the bitmaps around while the game is running. You'll be able to display whatever you want as a background, you'll also be able you change the bitmaps I created for each LED digit if you don't like the ones I made.

BadMouth

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #11 on: October 10, 2013, 09:14:46 am »
That is cool!

Any plans to support analog 270° PC wheels?

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #12 on: October 10, 2013, 03:21:19 pm »
Any plans to support analog 270° PC wheels?

Yes I'd like to add something for that. I don't have a 270 degree wheel though so it might not be right the first time. I guess if I added support for an analogue joystick (and also an option to alter its sensitivity) then you'd be able to get it working with a 270 degree wheel?


baritonomarchetto

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #13 on: October 10, 2013, 03:40:57 pm »
It would work, yes: a 270° wheel sends it's input via a single turn, linear potentiometer like a joypad axis  ;)

bosco

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #14 on: October 14, 2013, 08:05:34 pm »
Looking sweet Geecab.  Keep up the good work.  I look forward to the next release. :applaud:

siastbill1

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #15 on: October 27, 2013, 10:59:40 pm »
Wow, this is super cool!!!

Noticed this was done in Allegro 5, which means no Dos support (but does support Linux). Ever thought of doing a Linux build?

Keep up the awesome work!!

-Bill

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #16 on: October 29, 2013, 06:15:08 pm »
Wow, this is super cool!!!

Noticed this was done in Allegro 5, which means no Dos support (but does support Linux). Ever thought of doing a Linux build?

Keep up the awesome work!!

-Bill

Thanks!

At some point I might try and port to Linux. I must admit, I almost bought a Raspberry pi the other day as I quite fancy getting MonacoGP running on that. I think for now, I'm just going to get the game totally finished on windows before I start thinking about Linux :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #17 on: October 29, 2013, 06:49:19 pm »
Hi! Just a quick update on my progress and a few questions:

- I've cleaned up the in-game menu, categorized the options (Display, Sound, Gameplay, Control, LEDs). Everything is now pretty much configurable in the game (you shouldn't need to edit the configuration file by hand but you still can if you like). Similar to mame, you'll be able to load a configuration file at the command line, if no configuration file is found one will be created with default settings, and if you change any options using the in-game menu it will be automatically saved when you exit the game.

- I've added 270 degree wheel (joystick) support. It works so that when your wheel is centered, the car will move straight forward, turn the wheel slightly to the left and the car will move continuously slowly to the left, turn the wheel hard right and the car will move continuously quickly to the right, etc.. Playing about with the joystick sensitivity, its quite difficult/challenging to play like this. To feel more 'direct' like the arcade (and more like the way the game plays with mouse), I would like to somehow make the player car move to a fixed to a position on the screen depending on where you are pointing the steering wheel (Thus your wheel centered will always mean the car will be in the center of the road). I can add an option to make it work in this way, but the problem is what to do about the player car starting position after you crash. In the arcade you always start off on right grass verge. I'm not sure what to do about this, maybe I should just add an option for the car to start in the center of the road at the beginning of the game and after you crash.. Any thoughts??

- I was thinking about analogue accelerator pedals the other day. There is no support for them at the moment. You can use only keys, mouse buttons or joystick buttons to accelerate. Just wondered if that was going to cause anyone any problems??

- Last but by no means least, I sent an email to Zorg of http://vectorlib.free.fr/MonacoGP/ and he's happy for me to include his MonacoGP bezel artwork into my next release which is cool and a massive thanks to him for that!! :) I must admit, playing the game with his artwork there really makes such a big difference :)  So I will be putting together a few default configurations in the next release that will have the Bezel+Game+FlashingLEDs all correctly positioned. In-game options will still be present allowing to reposition/resize/change everything that is displayed. I did notice that having the artwork displayed at high screen resolutions does have an impact on performance (my rubbish graphics card might be the reason for this though!). In any case, I shall also include a basic configuration file which will setup up everything very low res with no artwork (same as the current version) if your system can not handle the artwork changes.

 :)


bosco

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #18 on: November 01, 2013, 08:48:50 pm »
Nice to see progress.  Will the filter effect be fixed with the next release?  It would be nice to be able to turn it off.

Thanks for all your hard work.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #19 on: November 04, 2013, 05:32:46 pm »
Yes will definitely make that filter effect work (or rather not work) in the next release. I reckon in a couple of weeks I'll have the new version ready :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #20 on: November 17, 2013, 07:02:04 am »
OK! The new version of the Monaco GP Remake (v1.2) is ready and it can be downloaded here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

Click on the orange 'Download Now' button to the right of the page and download "mgpr_v1_2.zip".

Please read the release notes after downloading as it describes using the on screen menu and how to load/save configuration files. I've included some example configurations I made so I'd recommend trying a few of these initially as they should give you an idea how artworks can be positioned correctly. For instance, from the command line in the directory where the 'mgpr.exe' resides, try running this "mgpr.exe -cfg example_1024x768.cfg" (Note, you do not need supply a path to the configuration file, my remake expects the location of configuration files to be in its 'cfg' directory). A window should appear with playfield, Bezel & LEDs all correctly positioned and the game should be running in the attract (Deposit coin) mode. You can then hit TAB to view the menu, and use the arrow keys to change various settings. You do not need to 'apply' the changes you make, as soon as you make a change it will take immediate effect and will be saved that way. Having said that, some of the configuration settings (I.e. Window/Fullscreen mode, screen resolution and Filter) will require you to restart my remake before they take effect.


New in v1.2:

- On Screen Menu (Can only be viewed during the attract mode, not during actual gameplay)

- Ability to load/save different configuration files.

- Ability to add Bezel & LED artwork (Everything can be repositioned/resized using the on screen menu)

- New Attract mode sequence
If you wait 10 seconds the road will start scrolling, showing you a sequence of tracks (day, night, wet etc..). I tried to copy the same sequence I observed on a  youtube clip I found. In a addition to this, if you have LED artwork enabled, the LEDs should flash in a nice sequence.

- Joystick support.
I've only tested this with PPJoyMouse program as I don't have a joystick. Seems to work though the game is difficult to play.

- Opponent cars now rebound off the Firetruck in the event of a collision
In another YouTube clip I observed opponent cars rebound off the Firetruck, so I thought my remake had better do the same.

- Bridge section improvements to make it more like the arcade:
   1. The bridge is thinner (it was too easy to overtake on the outside previously).
   2. Opponent cars X position alternate from being fixed in one position (for about 2 seconds), to weaving left&right (for 1 second).
   3. After the player car crashes it is placed floating above the water to the right of the bridge. They are then given 5 seconds grace period to get back on the track.

- Fixed the Filter


I think that is pretty much everything. There is still lots I plan to do which I'll enjoy looking into over Xmas!

Hope you enjoy it!
« Last Edit: March 26, 2016, 05:49:48 am by geecab »

baritonomarchetto

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #21 on: November 23, 2013, 04:09:10 am »
Thanks for sharing   :woot

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #22 on: November 25, 2013, 07:10:45 pm »
Thanks for sharing   :woot

No worries, glad you're liking it  :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #23 on: November 25, 2013, 07:38:22 pm »
Hopefully quite soon I'll be adding a ProMonacoGP option that will allow for slightly different scoring and a few more LEDs. Thought I'd have a go and making the Bezel artwork. I took Zorg's original MonacoGP bezel as a starting point.  Unfortunately, I haven't got a hi-res scan of the ProMonacoGP bezel, but I did find an pretty good photo of it on ebay that I've tried to copy. I couldn't find perfect font matches and I'm not sure exactly what that trophy&wreath symbol should look like so was forced to use a bit of imagination here and there. If any knows of better matches, it would great if you could let me know :) Anyways, thought I'd post a low-res copy of how it looks so far:

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #24 on: December 01, 2013, 12:37:56 pm »
WOW!  You did an outstanding job on this program.  Thank you very much.  I have a Monaco GP cabaret that kind of works (only displays a few screens).  I was looking to convert it to a Monaco GP simulator using the the Sega Saturn version.  However, your version is much better (especially how the competitor cars move on the track).  My plan is to "gut" the cabaret and install a computer with your Monaco GP. 

Once again, I can't thank you enough for your efforts.  Job well done!!!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #25 on: December 02, 2013, 05:30:48 pm »
WOW!  You did an outstanding job on this program.  Thank you very much.  I have a Monaco GP cabaret that kind of works (only displays a few screens).  I was looking to convert it to a Monaco GP simulator using the the Sega Saturn version.  However, your version is much better (especially how the competitor cars move on the track).  My plan is to "gut" the cabaret and install a computer with your Monaco GP. 

Once again, I can't thank you enough for your efforts.  Job well done!!!

Thanks xfassa!

Its really great that you're planning on putting the remake in your Cab! I am honored  :) Please please post loads of pictures of your progress as I would be absolutely fascinated to see them! I have to say though, I'd strongly recommend keeping hold of everything you strip from the cab as it doesn't sound like there is too much wrong with it, you'd probably be able to resurrect it all at some point in the future!

Just been thinking about those LED displays on your cab. I have no idea how to do it, but I wonder if there is a simple way to hook up the LEDs to my remake somehow... I'll have a think about it some more if that's something that appeals to you??

Its very reassuring to know a MonacoGP cab owner such as yourself likes the competitor cars movement  :)  Together with what I remember from playing it countless times in the arcade, I think I've watched every youtube clip running MonacoGP to try and get the distribution/movement about right. I'm still not 100% happy with it, but that is just the way I am  ;)

Once again, thanks for posting!

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #26 on: December 02, 2013, 10:08:48 pm »
I've got a couple pinball restorations going on but I plan to squeeze in some Monaco GP work along the way.  I will provide some pics to document the progress.

I'm not quite sure how to display the hi-scores, timer, etc on the upper marquee.  I was thinking about using another monitor (extended display) to replace the entire marquee .  That way it could display an image of the marquee and allow the scores, timer, etc to be displayed too.  Just an idea....

As for the controller, I plan to connect a SlikStik Tornado spinner (http://na.suzohapp.com/amusement_products/arcade_game_parts/95-2657-00) to the steering wheel.  I have one of these spinners on my MAME cabinet.  I tested your Monaco GP with the spinner and it works GREAT!.

I'm not sure my "guts" are worth saving.  The game went from working to just a few screens working.  The board repairs are too complex for me to troubleshoot.  Even if I get it working, Monaco GP is notorious for breaking down.  I am very thankful for your simulator.  Honestly, it may be more fun than the original.  I really like your idea of an original and enhanced version too.  If you port to Linux, even better.  Anyway, keep up the excellent work.  You have brought back some excellent childhood memories.  Thank you.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #27 on: December 04, 2013, 03:47:06 pm »
I was thinking about your dual monitor idea too. Either replacing the entire marquee, or if it was correct size maybe you could place it behind the marquee to use it as both a backlight and to display the scores. I'll find about a bit more about dual monitor support and Allegro (The graphics library I use) as I'm interested in this now.

Trust me, your MonacoGP guts are worth saving! Please don't throw them away, but if you must then please feel free to throw them in my direction as I would happily spend ages trying to get them back into life  :)

Thanks again for the kind words about the remake, I'll be working on it some more over Xmas so any modifications/enhancements you'd like to see in the next version just let me know!

Good luck with your pinball and MonacoGP restorations!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #28 on: December 04, 2013, 04:01:36 pm »
geecab, did you ever hear back from the guy who owned the Pro Monaco GP?

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #29 on: December 04, 2013, 04:37:18 pm »
Nothing yet.  I couldn't find a direct email address on "davesgameroom.com", but found a link to his company website (digitalherogames.com), still no direct email but found a "contact us" section that allows you to fill out a form and send a message. So I filled that form out and sent it. That was a couple of weeks ago..

Just had another look at digitalherogames.com, went to their facebook page and found Dave is on facebook, so I'm going to request the guy as a friend and send him a message (Just done this).

BTW. Anyone else who can help unravel the mystery of the ProMonacoGP bezel (see this topic -> http://forum.arcadecontrols.com/index.php?topic=135783.0 ) it would be most appreciated  :)



« Last Edit: December 04, 2013, 05:09:54 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #30 on: January 18, 2014, 09:38:49 pm »
Thanks for the improvements.  Can you make it where you can just play full screen without having to manually adjust the playfield position? 

I never really understood the whole x y thing.  What  would my full screen settings be if my monitor is 1600 x 900?  Is it different if I want to add the bezel overlay in  full screen ?

Please keep up the good work  :applaud:

Thanks Geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #31 on: January 20, 2014, 05:16:19 pm »
Hi bosco!


>>Can you make it where you can just play full screen without having to manually adjust the playfield position?

Can you try the "example_1360x768_nofilter.cfg" configuration by running this at the command line:

mgpr.exe -cfg example_1360x768_nofilter.cfg

Then, while its running, go into the Display Options, then set Window to NO. Then exit the program, and restart). Can you let me know if that looks ok?



>>Is it different if I want to add the bezel overlay in  full screen ?

Can you try the "example_1360x768.cfg" configuration by running this at the command line:

mgpr.exe -cfg example_1360x768.cfg

Then, while its running, go into the Display Options, then set Window to NO. Then exit the program, and restart). Can you let me know if that looks ok?



>>I never really understood the whole x y thing.

While the game is running, go into the menu and try changing the playfield_x and playfield_y values (with the arrow keys) and see how that effects the position of the playfield.



>>What  would my full screen settings be if my monitor is 1600 x 900?

As 1600 x 900 is a 16:9 ratio, and the 1360 x 768 is also a 16:9 ratio, I think the example configurations for 1360x768 should look ok (those configurations look pretty good on my 1920 x 1080 screen (incidentally also 16:9 ratio)).


Hope this helps  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #32 on: January 22, 2014, 04:52:21 pm »
My apologies Geecab.  I never realized that there was an internal adjustments with the tab button.  I thought you had to manually alter the cfg file.  I got it working perfect.  Thanks for responding and thanks for you hard work :applaud:

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #33 on: March 30, 2014, 08:16:18 pm »
I was thinking about your dual monitor idea too. Either replacing the entire marquee, or if it was correct size maybe you could place it behind the marquee to use it as both a backlight and to display the scores. I'll find about a bit more about dual monitor support and Allegro (The graphics library I use) as I'm interested in this now.

Trust me, your MonacoGP guts are worth saving! Please don't throw them away, but if you must then please feel free to throw them in my direction as I would happily spend ages trying to get them back into life  :)

Thanks again for the kind words about the remake, I'll be working on it some more over Xmas so any modifications/enhancements you'd like to see in the next version just let me know!

Good luck with your pinball and MonacoGP restorations!

Geecab - Well the journey has finally begun.  I have my Monaco GP cabaret torn down.  I am currently converting the wheel, shifter, and foot pedal over to modern electronics.  Specifically, I am using a Suzo-Happ usb spinner board (Part # 95-2780-00) to read the original encoder for the car movement.  Also, I am using the Ultimarc usb I-PAC for the shifter, foot pedal, coin slots, and start game play.  Ideally, the foot pedal should be a potentiometer but my I-PAC only handles digital (would need to get an A-PAC for analog).  My foot is typically full on the pedal anyway.  ;-)

As for the monitor......still figuring that part out.  For now, I plan to get it working with the single display using the original tube monitor.  It would be nice to have the LED scores, timer, etc working but not a mandatory requirement right now.

As for the software, it is really p*ssing me off (in a good way).  It is waaaaay more challenging than the original.  Your simulator continues to get me to play "just one more game".  Well done!  With that said, I was wondering if you could add a few features.  Would it be possible to minimize the time the car is "paralyzed" after hitting water puddles on the road?  or at least minimize the number of water puddles that appear on the road?  Honestly, it would be great if these were all user adjustable options.

Also, the original didn't encounter the bridge until after the extended session started.  Again, you have done an outstanding job creating this simulator.  Very well done.  ;-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #34 on: March 30, 2014, 11:15:01 pm »
Finally found the needed files (wasnt easy) to play this.   After a few name issues resolved (good thing I know dos a bit).. I finally got it started.   After a brief play, AVG went bonkers and deleted it.  (This was the 1st link version)

 I loaded v2 and it plays without AVG going ape.  However, I cant figure out the Config settings, because the instructions are missing the command properties.  I tried to put Mouse as the steering device, but to no avail.  Tried mouse1.  Nothing.

 Defaults to a window?  Why?

 I also agree that the puddle seems to effect the car way too long.

 Also, was analog pedal support added?   And can you select a full axis travel, rather than half axis?
As I cant see playing this game without analog pedal support.  Thats almost as bad as playing the game with keyboard steering...

 And finally, if its hooked up to a geared optical sensor, can mouse resolution be adjusted?   As it stands, it seems the mouse is one to one.  As far as I remember, In the arcade, you had to spin the wheel quite a few rotations to get the car to move from one side of the road to the other.


 Appreciate the efforts,
 Thanks

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #35 on: March 31, 2014, 09:45:09 pm »
As far as I remember, In the arcade, you had to spin the wheel quite a few rotations to get the car to move from one side of the road to the other.

On my original Monaco GP, I can move the car side to side without having to spin the wheel.  If the car is located in the center of the screen, a quarter turn in each direction is enough to move the car side to side.

As for the foot pedal, analog is ideal.  However, once you get used to the on/off acceleration/deceleration, you will find it is works pretty well.  Other than the bridge, there aren't many times you need to hold the accelerator at a slower speed.  At least, that is my experience.  :-)

Again, pretty amazing simulator that keeps bringing me back to play.  Geecab - How about a Monaco GP construction kit that allows users to program the track? 


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #36 on: April 01, 2014, 06:53:29 am »
I think the problem is that you shouldnt rely on a computer formula to reduce speed or gain it.  That should be down to the game programming, and the persons control.

 There are many times when reducing speed is a good idea, such as when on Ice (Which I believe is more dangerous on the original),  as well as when there are a number of cars on the screen.. that you are unsure of their behavior... and or are about to cross your path.   Sometimes, you just need to slow down a hair, rather than a full on brake.  Sometimes a harsh speed drop is needed.  It again, should be up to the user..   and also, I dont see why you would make a reamake of a game without its proper analog controls.   All the remakes with Spy Hunter, are completely unplayable... and they are by the original company.  Its a sad joke.

 I especially cant see replacing an original, without at very least, having all the controls be proper.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #37 on: April 02, 2014, 01:41:44 pm »
Geecab - Well the journey has finally begun.  I have my Monaco GP cabaret torn down.  I am currently converting the wheel, shifter, and foot pedal over to modern electronics.  Specifically, I am using a Suzo-Happ usb spinner board (Part # 95-2780-00) to read the original encoder for the car movement.  Also, I am using the Ultimarc usb I-PAC for the shifter, foot pedal, coin slots, and start game play.  Ideally, the foot pedal should be a potentiometer but my I-PAC only handles digital (would need to get an A-PAC for analog).  My foot is typically full on the pedal anyway.  ;-)

As for the monitor......still figuring that part out.  For now, I plan to get it working with the single display using the original tube monitor.  It would be nice to have the LED scores, timer, etc working but not a mandatory requirement right now.

As for the software, it is really p*ssing me off (in a good way).  It is waaaaay more challenging than the original.  Your simulator continues to get me to play "just one more game".  Well done!  With that said, I was wondering if you could add a few features.  Would it be possible to minimize the time the car is "paralyzed" after hitting water puddles on the road?  or at least minimize the number of water puddles that appear on the road?  Honestly, it would be great if these were all user adjustable options.

Cool, sounds like its all going well xfassa! I must confess, I never bothered with analog pedal support because my driving cab only has microswitched pedals. I'm pretty sure I'll be adding analog pedal support in the next version anyways.

Totally agree with you regarding the puddle paralyze time. I'll put some options for that in the next version. Just been watching a youtube clip to see if I can work out just what actually happened when you hit a puddle. This clip in particular, the car hits a puddle at time 0:11 and again at 0:41, but apart from the tire squeak noise, the player seems in total control of the car and the speed of the car doesn't change (sounds as if it keeps accelerating)...
Monaco GP (1979 SEGA)

So I'm just wondering what the actual disadvantage was regarding hitting a puddle on the arcade version? Since you own an original machine, I was hoping you might be able to remember?

Also, the original didn't encounter the bridge until after the extended session started.
Geecab - How about a Monaco GP construction kit that allows users to program the track? 

Agreed, the bridge should only appear during extended play, I must sort that in the next version. And yes I think it would be cool to add a construction kit / track editor. In my source code, the track type, length, number of cars etc.. are all stored in a big table. Probably the easiest solution for me is if I read that table from a txt file when you start the game, and you could edit that txt file however you choose  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #38 on: April 02, 2014, 02:09:22 pm »
After a brief play, AVG went bonkers and deleted it.  (This was the 1st link version) I loaded v2 and it plays without AVG going ape.

Hi Xiauo2! That's a shame, did AVG give you a reason why it delete it? I can personally vow that Norton, Avira and ESET NOD32 are all fine with both links.

However, I cant figure out the Config settings, because the instructions are missing the command properties.  I tried to put Mouse as the steering device, but to no avail.  Tried mouse1.  Nothing.
"Mouse" and "mouse1", won't work. It needs to be something like "mouse axis x". Its best you use the in-game menu to set up your controls (so that you can see what is available). Pressing 'TAB' whilst the game is running in attract mode, then using the arrow keys navigate to the CONTROL sub menu, and change STEERING_DEVICE to a mouse axis of your choice.


Defaults to a window?  Why?
I experienced a strange display problem when running the game on an really old PC in full screen mode that didn't happen when running the game in windowed mode. I fixed the problem, but figured to give the game the most chance of success of running first time on every ones video hardware the default should probably be best left as windowed.

Also, was analog pedal support added?
Not yet, I'll add it in the next version.

Thanks for giving it a try  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #39 on: April 04, 2014, 07:49:49 am »
So I'm just wondering what the actual disadvantage was regarding hitting a puddle on the arcade version? Since you own an original machine, I was hoping you might be able to remember?

I remember just a momentary delay when hitting a puddle.  I will hook my machine back up this weekend to check it out.

The game is quite fun now that I have the wheel, pedal, and shifter.  I look forward to your updates.  Thanks so much for taking the time to make this simulator.  ;-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #40 on: April 04, 2014, 01:02:40 pm »
I have to say... I never noticed before...   But   Spy Hunter   looks and reacts very similar to   Monaco GP.

 Same view, same acceleration effect of putting you deeper into the screen, same awesome top speed.. 
and Id be willing to bet the puddle effect is nearly identical.   SH also has the Ice sliding too.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #41 on: April 14, 2014, 07:26:48 pm »
Geecab - Signed up for the forum just to drop you a note on how outstanding your Monaco GP sim is.  Awesome job all around. 

Years ago (2002 maybe?) I used my GP boards to recreate a Monaco GP resource page:

http://www.arcademagnetz.com/monaco/monaco.htm

I assisted Phil Stroffolino in his simulator (somewhere I have a trail of dozens of emails on the play mechanics of the original game - timing, when the roads change, etc.).  However, I never got to try the final version of his sim because I could never get it to compile correctly.

I really like your version of the game better than the orginal, with the police car and all!

Here are a few thoughts I had while playing it as compared to the original TTL game:

1.  I believe there is one complete section of road missing (see attached pics).   The car makes the screetch sound during this section, and the car "wobbles" (like going on the road shoulder) UNLESS the car is in the solid light blue road strip section (toward the left), then no wobble.   I did not see this section in your remake on your Youtube video or when I played it - sorry if I missed it and it is in there.

2.  The car "wobble" on the road shoulder is too slow (should wobble a bit faster).

3.  As mentioned by others in this thread, the puddle should animate and be gone quicker.

4.  The "extended time" blinking/sound should be more rapid.

5.  In all of the original games I have played, the firetruck ALWAYS comes from the just right of center position (the right 2/3 of the road).

Other than that, at first play it felt spot-on.

I'll try to get a chance to reopen my archived emails and see if there is any good stuff in there.

Again, all I can say is WOW on the remake and it is MUST APPRECIATED by all of us Moncaco GP fans!  I know a lot of hard work went into it.

Best Regards

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #42 on: April 15, 2014, 01:01:48 pm »
Hey camilty67!

I can not tell you how many times I have visited your excellent resource page in the past. Its been really helpful site to me and probably one of the reasons why I set out to make my remake in the first place :)  Thank you so much for posting. You have raised a lot of great points, and yes absolutely any details you find in old emails regarding you and Phil's remake please please post them too!

I've always thought the road section you mentioned looked more like faulty hardware (board fault) rather than being an actual road. Now that I understand it is an actual road type I can not wait to add it! I've been making quite a few changes recently, and am hoping to upload a new version either this weekend or next. I am definitely going to put the new road into the new version as well as additional configuration options for other points you mentioned!!

Thanks again for posting!

:)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #43 on: April 15, 2014, 01:58:51 pm »
Thought I'd mention the status of the next version.  I'll edit this list as I make progress. Hope to upload the new version either this weekend or next :)

  • Analog Accelerator Support options (Complete)
Analog pedal support for the accelerator. You can choose any axis, any ranges ("0 to +1", "-1 to 0" or "-1 to +1"), and you may also invert the axis.
 
  • Steering sensitivity option (Complete)
Lowering the steering sensitivity, means you'll have to turn the wheel/spinner more to move the car, but you'll get more precise (less jumpy) steering.

  • Steering weight option (Complete)
After having played Arkanoid on my driving cab, I really liked how the 'bat' moved when I rapidly moved my steering wheel from side to side.  When you move the wheel very fast, the bat takes a short while to catch up, and when you stop spinning the wheel suddenly, the bat doesn't stop dead straight away. This setting allows you to configure that same effect when moving the player car from left to right. With just a tiny amount of weight set, the game feels more like the arcade to me when running on my driving cab. You can configure the weight to be zero in which case the steering will be immediate like previous versions of the remake
 
  • Puddle effect time option (Complete)
How long the effects of the puddle last.

  • Steering weight after hitting a puddle option (Complete)
Momentarily making the car's steering heavier than normal after hitting a puddle thus giving the impression of a slippery surface.

 
  • Pro-Monaco GP mode option (Complete)
‘Top score over 10000 points’ LED section and ‘16 Successively cars overtaken’ LED section added. Trying to work out how these LED sections should work (see http://forum.arcadecontrols.com/index.php?topic=135783.0 for more information) I managed to get in contact with Dave (http://davesgameroom.com/GameDetail.aspx?GID=5), a member of this forum kindly sent me his email address. Unfortunately, Dave's ProMonacoGP is currently not working, and he can’t remember how the extra LEDs operate or what they used to show. So I had to guess how things might have looked/worked. In my remake, you’ll get 200 points for each 16 cars you pass successively, the points are awarded to your score immediately. The spot LED bitmap I used to indicate a single overtake is configurable. Scores over ‘10000’ do not get ranked (and they will never appear in the 1st 2nd 3rd 4th 5th ‘Today Best’ LED sections as they can only cater for a 4 digit score).

  • Enable/disable sounds during attract mode (Complete)
There were no car or firetruck passing sounds during the arcade version’s attract mode, but I thought I’d add an option to allow them.
 
  • Arcade or linear car speed positioning option (Complete)
Closer inspection of the arcade being played I noticed how the player car's position would move up the screen more rapidly at certain speed ranges than others. I've tried to recreate this. Thus...

    Liner car speed positioning:
        0mph to 200mph : player's car is positioned between the bottom and 1/2 of the way up the screen. This was the only option in previous versions of my remake.

    Arcade car speed positioning:
        0mph to 50mph : player's car is positioned between the bottom and 1/5 of the way up the screen.
        50 to 100mph : player's car is positioned at 1/5 of the way up the screen.
        100mph to 150mph : player's car is positioned between 1/5 to 1/2 of the way up the screen.
        150mph to 200mph : player's car is positioned at 1/2 of the way up the screen.

 
  • Scoring options (Complete)
How many points are award for when the player's car travels a full length of the screen. How many points are awarded for passing a car. How many points are award for passing a car on the bridge.
 
  • Editable track (Complete)
The attract mode track layout, and game track layouts are read from a text file which maybe edited.

  • Player car 'wobble’ rate option (Complete)
The rate at which the car twists from side to side when driving on sides of the road and through a marsh

  • 'extended time' blink time option (Complete)
The rate at which the ‘extended time’ notification flashes on and off

  • Configurable Firetruck positions (Complete)
Configurable in the track layout file. You can choose "RANDOM" or provide a specific position

  • Added new 'Marsh' road (Complete)
Road that is sectioned into dark (marsh) areas and light  (normal) areas. Driving on marsh causes the car to wobble (Looks the same as driving too fast on the side of the road). You can configure the speed at which driving on 'the marsh' starts to effecting the car. You can also configure how the car is effected when driving over marsh (the rate of slow down and the amount of steering weight).

  • Give the track editor the ability to 'loop' at track rather than always have to add a 'goal' finish line (Complete)
So that tracks can be designed that theoretically could go on for ever.

  • Give the track editor the ability to set road width and road position to random (Complete)
In the track text file, I want to be able to set the road width/position changes to be random for an indeterminate amount of miles. Currently, you have to explicitly state the road width should be <some value> at a certain mileage, then at x miles later the road width shall merge to <some value>, then a x miles later the road width shall merge to <some value>, and so on. Which is quite a hassle. It shouldn't take me too long to add something that you can state you want random road width changes within a minimum and maximum width range for x amount of miles.


Just doing some final testing, will upload the new version shortly   :)
« Last Edit: April 27, 2014, 12:13:18 pm by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #44 on: April 15, 2014, 07:37:09 pm »
Geecab - you just made my weekend (or next weekend). I really look forward to the update.  Thanks again for this awesome remake.  It really is more addictive than the original.  Believe it or not, I have not yet reached the end.  My best game is 95% complete.  The night bridge is tough!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #45 on: April 16, 2014, 05:34:23 pm »
95% is good going xfassa! Once again, really good to hear you are liking the remake!!

By the way, I haven't forgotten about the possibility of dual monitors for a future release. I was checking out virtual pinball machines the other day (I really think I might build one at some point), and I thought would it be cool if I could make Monaco GP run on it too, using the pinball back screen to display something similar to the bezel & LEDs artwork :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #46 on: April 16, 2014, 08:43:45 pm »
Very Cool Geecab.  Looking forward to trying your updated versions!  I will look for those old emails soon and let you now what I come up with.   I've have to update that page soon also!

Best Regards

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #47 on: April 17, 2014, 10:10:53 pm »
The good news:  My Monaco GP project is underway.
The bad news:  I removed most of the internals

I hated to do it but the game just never worked properly and all the internal components are garbage (and unsafe).  I look forward to rebuilding the cabaret with modern electronics running Geecab's awesome Monaco GP remake.  Note: the cab will still use all the original hardware (wheel, shifter, foot pedal, etc.).  I have a lot to figure out but it will be a fun project. 


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #48 on: April 19, 2014, 11:11:31 am »
Looking good so far, new 'Marsh' track running in ProMonacoGP mode  :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #49 on: April 19, 2014, 02:52:48 pm »
Geecab - The new version looks great!!!  Can't wait to install on my upgraded cabaret.  ;-)

After a day and a half of all work on this project, some significant progress has been made.  See crappy phone pics below.  Once I get this thing fully restored, I will provide much better images and video.


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #50 on: April 20, 2014, 06:28:02 am »
Wow xfassa, thanks for posting the pics, it is looking great!!!

I've just been thinking, with your current screen set up (and the fact I've not really worked out how I'm going to do the dual monitor thing), its a shame that you can't get the benefit of the LED/bezel artwork stuff thats been added. If you did want to add the artwork stuff, as a sort of 'quick fix', what if at random intervals during the attract mode, the game screen could fade into a screen showing the LED/bezel artwork (with and maybe a miniaturized version of the game still visible), then after a moment it returns back to the normal view. You could also force it to switch between views by, say, stepping on the accelerator peddle during the attract mode? Do you think that would be a good idea?? I'm probably over thinking things  ;)
« Last Edit: April 20, 2014, 06:56:52 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #51 on: April 20, 2014, 08:08:30 am »
Geecab - I came to the same conclusion about the artwork.  I decided to remove the original bezel and use the full LCD display.  This allows me to include the artwork and led displays.  It looks fantastic!!!  I will try to make a new bezel to cover up the edges of my LCD display.  Thanks so much for your help.

Lots of family/friends will be over today for the holiday.  Monaco GP will be getting lots of play!  :-)


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #52 on: April 21, 2014, 03:16:52 am »
Looking good xfassa  :) One thing I'd probably suggest is to slightly tweak your configuration a little using the on-screen menu (Marginally changing the size & positions of the bezel, leds & playfield), just to make the most use of your screen?

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #53 on: April 24, 2014, 10:57:50 pm »
Geecab - Thanks for the screen tip.  The adjusted screen size looks much better.  ;-)

My Monaco GP cabaret got lots of play over the holiday break.  Everyone was amazed how well your simulator played.  Honestly, your simulator is preferred over the original.  Thanks again.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #54 on: April 25, 2014, 08:38:37 am »
Great Stuff again xfassa  :) Glad everyone enjoyed it!

Thought I'd write a quick update. Everything I wanted to add to the new version has been added. There is just one last thing:

In the track text file, I want to be able to set the road width/position changes to be random for an indeterminate amount of miles. Currently, you have to explicitly state the road width should be <some value> at a certain mileage, then at x miles later the road width shall merge to <some value>, then a x miles later the road width shall merge to <some value>, and so on. Which is quite a hassle. It shouldn't take me too long to add something that you can state you want random road width changes within a minimum and maximum width range for x amount of miles.

Was really hoping to get the new version uploaded before the weekend but I've been a bit busy so unfortunately that hasn't happened. I've got a bit of spare time this weekend though so really expect on Sunday I will have the new the version uploaded  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #55 on: April 27, 2014, 03:48:42 pm »
OK! The new version of the Monaco GP Remake (v1.3) is ready and it can be downloaded here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

Please be a little prepared as you visit the zippyshare site, you might get adverts for other software appear, trying to fool you to download something else. Just make sure you only click on the orange 'Download Now' button to the right of the zippyshare page, and the file that you download to your computer is called "mgpr_v1_3.zip". I apologize for using such a poor filesharing host, but it is free!

Once you've unzipped the file, you'll see I have created separate MonacoGP and ProMonacoGP example configurations (found in the 'cfg' directory), all with the Bezels and LED artwork correctly positioned. So first off I'd suggest giving these a try. Say, if you wanted to run the game using the 'pro_monaco_gp_1360x768.cfg' configuration, you would specify "mgpr -cfg pro_monaco_gp_1360x768.cfg" at the command line. Please note, all the example configurations are configured to run the game fullscreen, if you want them to be windowed, you will have to use the on screen menu to change the 'Window' Display setting to "Yes", then restart MGPr.

There is now a 'track' directory that contains the track data for the attract mode ('attract_mode.trk') and the actual game ('remake.trk'). I also made a start trying to create a track that is more faithful to the arcade ('arcade.trk') but its not finished. These .trk files are just text files, you should be able to get the basic idea how they work by viewing them in notepad. I'll post exactly what everything means in the .trk files later.


New in v1.3:

- Analog Accelerator Support options
- Steering sensitivity option
- Steering weight option
- Puddle effect time option
- Steering weight after hitting a puddle option
- Pro-Monaco GP mode option
- Enable/disable sounds during attract mode
- Arcade or linear car speed positioning option
- Scoring options
- Editable tracks
- Player car 'wobble’ rate option
- 'extended time' and 'game over' blink time option
- Configurable Firetruck positions (edit .trk for this)
- Added new 'Marsh' road
- At the beginning of the race, your timer starts counting down as soon as the accelerator is pressed, or after 10 seconds you'll hear a beep and the timer will start anyway.
- Handle consecutive games better (when you have multiple credits), so that you will always see the game over screen for a few seconds before a new game starts.

Hope you enjoy it!
« Last Edit: March 26, 2016, 05:50:25 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #56 on: April 27, 2014, 04:05:09 pm »
Perfect timing!  I just got done adding a potentiometer to my foot pedal.  I will get the new software installed and it give it a go.  Thanks!!!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #57 on: May 01, 2014, 04:30:13 pm »
Hi! I had a bit of spare time so thought I'd make a start, try and document what is going on in those *.trk files located in the ‘track’ directory. I plan to copy this into the readme.txt located in the 'track' directory for the next release.



Quick Overview

You should read track files from the bottom upwards.  If you open ‘remake.trk’ with notepad you’ll see the last line of text in the file is “ROAD_DESERT,GREY,45,1,4,20,-60,60,SNAP”. That is where the track begins. This line of text is known as a RoadChange. Associated with each RoadChange are RoadEvents.  RoadEvents are set to occur at specific distances after a RoadChange has occurred. Although it has no function other than to make my track files more readable, I’ve Tab indented the RoadEvents in my track files so that its easy to spot which RoadEvents are associated with which RoadChange.

The track ends when the last RoadChange (at the top of the track file) has run its distance. After that, the track will loop back to the very first RoadChange, or to the RoadChange that has been prefixed with the '*' character. For example:
*ROAD_FOREST,GREY,45,1,4,20,-60,60,MERGE

If you don't want the track to loop back to an old RoadChange, you can the trigger the completion of the game by adding an EVENT_GOAL RoadEvent.

If you switch the TRACK_DEBUG gameplay configuration option on, this will switch off car collisions and also output useful information to the console window the about the RoadChanges and RoadEvents that are as the occur. It also outputs the Cars current distance. Helps if you are designing a track, working out the best distances for particular events to occur.
 



More about RoadChanges

A RoadChange comprises of 9 comma separated values.
Name, Colour, Distance, MinCars, MaxCars, Difficulty, LBarrier, RBarrier, InitBarrierState

Where,
Name  - The name of the road which can be one of the following:
   ROAD_DESERT
   ROAD_FOREST_ICE
   ROAD_TUNNEL
   ROAD_TUNNEL_ICE
   ROAD_HARBOUR
   ROAD_BRIDGE
   ROAD_BRIDGE_NIGHT
   ROAD_BEACH
   ROAD_SNOW
   ROAD_MARSH
   ROAD_MARSH_ICE
   ROAD_GOAL

Colour - The base/tarmac colour of the track. This is not applicable to ROAD_***_ICE type tracks, but you still have to provide a value. Possible colour values are:
   GREY
   NAVY

Disatance - How many miles the road continues for.

MinCars -  When the game decides to feed cars randomly onto the screen, this is the minimum amount that will appear.

MaxCars - When the game decides to feed cars randomly onto the screen, this is the maximum amount that will appear.

Difficulty - This is a bit of a magic value, it reflects how fast the opponent cars travel towards you. I usually choose values between 20 (easy) to 40(hard)

LBarrier -  Given the center of the screen on the X axis is 0, this value indicates where the Left barrier should be positioned when the road first appears.

RBarrier - Given the center of the screen on the X axis is 0, this value indicates where the Right barrier should be positioned when the road first appears.

InitBarrierState -  When the new road appears, should the barrier position snap immediately to that new position (for instance, when approaching a bridge) , or to merge new position over the nest few miles. Possible InitBarrierState values are:
   MERGE
   SNAP

 


More about RoadEvents

 
EVENT_BARRIER_CHANGE – To change barrier to a specific width.

A barrier change comprises of 5 comma separated values:

EVENT_BARRIER_CHANGE,Distance, LBarrier, RBarrier, InitBarrierState

Where,

Distance - The event will activate after this amount of miles.

LBarrier  - Given the centre of the screen on the X axis is 0, this value indicates the proposed Left barrier  position

RBarrier - Given the centre of the screen on the X axis is 0, this value indicates the proposed Right barrier  position

InitBarrierState  - Should the barrier position snap immediately to the proposed position, or gradually merge to it. Possible InitBarrierState values are:
   MERGE
   SNAP
 


EVENT_BARRIER_RANDOM - To randomly and continuously change the width and position of the barriers. Once set, the barriers will continue to change until the next RoadChange, or an EVENT_BARRIER_CHANGE.

A barrier random event  comprises of 4 comma separated values:
 
EVENT_BARRIER_RANDOM,Distance,MinBarrier,MaxBarrier

Where,

Distance - The event will activate after this amount of miles.

MinBarrierWidth -  The minimum amount of width random roads may have

MaxBarrierWidth -  The maximum amount of width random roads may have



EVENT_BRIDGE_SIGN - Enables the flashing bridge sign until the next RoadChange. Comprises of 2 comma separated values:

EVENT_BRIDGE_SIGN,Distance

Where,

Distance - The event will activate after this amount of miles.




EVENT_SNOW_DRIFT - A snow drift will appear at a random place in the road.  Comprises of 2 comma separated values:

EVENT_SNOW_DRIFT,Distance

Where,

Distance - The event will activate after this amount of miles.



EVENT_PUDDLE - A puddle will appear at a random place in the road.  Comprises of 2 comma separated values:

EVENT_PUDDLE,Distance

Where,

Distance - The event will activate after this amount of miles.


EVENT_POLICE_ON - The police will be after you if you go too slow and this event occurs. Once enabled, they will remain enabled until the end of the race.  Comprises of 2 comma separated values:

EVENT_POLICE_ON,Distance

Where,

Distance - The event will activate after this amount of miles.


EVENT_PRINT - Print something out to the console window.  Comprises of 3 comma separated values:

EVENT_PRINT,Distance,<YourMessage>

Where,

Distance - The event will activate after this amount of miles.

<YourMessage> - Can be any text you want, but it must be just one word.



EVENT_EXTENDED_PLAY - Trigger the Extended Play sig and award the player with extra time. Note. If you design a track that continuously loops, and the Extended Play event is in that loop, extra time will be keep being awarded. The amount of time awarded each time maybe lessoned each lap by a certain amount. This amount can be set by the TIME_EXTENDED_SEQUENT Gameplay option. Comprises of 2 comma separated values:

EVENT_EXTENDED_PLAY,Distance

Where,

Distance - The event will activate after this amount of miles.



EVENT_AMBULANCE - Trigger the Ambulance.  Comprises of 3 comma separated values:

EVENT_AMBULANCE, Distance, Positon

Where,

Distance - The event will activate after this amount of miles.

Position - Can either be set to 'RANDOM' or a specific value from 0 to 240 (where 120 will be the center of the road).



EVENT_FIRETRUCK - Trigger the Firetruck. Comprises of 3 comma separated values:

EVENT_FIRETRUCK, Distance, Position

Where,

Distance - The event will activate after this amount of miles.

Position - Can either be set to 'RANDOM' or a specific value from 0 to 240 (where 120 will be the center of the road).



EVENT_CAMERA_SPEED - This event is only applicable when viewing the track in attract mode. It speed or slows the camera down. Comprises of 3 comma separated values:

EVENT_CAMERA_SPEED, Distance, Speed

Where,

Distance - The event will activate after this amount of miles.

Speed - Speed of the Camara. If set to zero and the EX_SHOW_HISCORE Gameplay option is enabled, the car will come to a standstill at the hiscores will be shown, after which the

attract mode track will repeat again. If the speed of the camera is set to zero and the EX_SHOW_HISCORE Gameplay option is disabled, this event is ignored.



EVENT_GOAL - Completes the game. Comprises of 2 comma separated values:

EVENT_GOAL, Distance

Where,

Distance - The event will activate after this amount of miles.


 

I think that is about everything for now, hope it was an interesting read!  :)
« Last Edit: May 01, 2014, 04:37:26 pm by geecab »

camilty67

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #58 on: May 10, 2014, 03:52:02 pm »
Hi Geecab -

The simulator is awesome!  :applaud: I love how configurable it is!

I updated my resource page with some video I had of a Monaco GP cockpit, and I added some pics of your sim if that is okay.

A couple of things I noticed while using the latest versiom (1.3):

1.  The original Monaco GP gives you extended play at 2000 points, but the extended play does not start until the original time runs out (you could have 30 seconds still remaining when the Extended Play flashes and get to play unlimited lives still until the time runs out).  On the sim, it automatically goes into Extended Play mode/time with the fixed number of cars once you hit EP.  Also, on the original Monaco GP, the 2000 points/extended play usually happened around just after the second tunnel (your stage 8-9).   

2.  The marsh/gravel road does not come up until your stage 19.  On the orginal, it was much earlier than that, a couple of stages into extended play.  I have not checked it against my notes on my resource page that lists out the stage sequences.  It looks like you can create your own track seq with the sim, but I haven't had time to try it yet!

3.  I believe the firetruck sound should occur a bit sooner that it does, giving you some milliseconds heads up it is coming.  (maybe this can be configurable).

Thanks! again for the freakn'n awesome sim and all the work and time you have put into it!

camilty67

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #59 on: May 11, 2014, 05:51:54 am »
Registered just to thank you for this remake. An excellent effort! Thank you!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #60 on: May 11, 2014, 11:07:09 am »
Hey camilty67!

Just checked your updated resource page, it looks excellent! Honored see my remake on your site!  :)

Really glad you are liking the new version! Thanks for the points you've mentioned, funny enough, I've actually already been working on these things for the last week or two. Here is what I have been, or will be, working on for the next release:-

The original Monaco GP gives you extended play at 2000 points, but the extended play does not start until the original time runs out (you could have 30 seconds still remaining when the Extended Play flashes and get to play unlimited lives still until the time runs out).  On the sim, it automatically goes into Extended Play mode/time with the fixed number of cars once you hit EP.  Also, on the original Monaco GP, the 2000 points/extended play usually happened around just after the second tunnel (your stage 8-9).   

Agreed. I've improved the track file editor and have modified my 'arcade.trk' file, I can now specify two different courses, the first 'easy' course will loop until the initial 90 seconds runs out. When the time runs out, if you have been awarded 2000 points or more, then the second 'hard' course will begin. You'll be able to play the hard course without a time limit. The 'extended play' sign with flash when you have earned 2000, 4000, 6000 and 8000 points.

2.  The marsh/gravel road does not come up until your stage 19.  On the orginal, it was much earlier than that, a couple of stages into extended play.  I have not checked it against my notes on my resource page that lists out the stage sequences.  It looks like you can create your own track seq with the sim, but I haven't had time to try it yet!

I totally agree with you, the current tracks (arcade.trk and remake.trk) are not very failthfull to the arcade. Even though the remake.trk is way off what the arcade version is like, its quite fun to play so am inclined to leave that 'as is' and just concentrate making the arcade.trk play as close to the arcade version as possible. I shall probably setup all the pro_monaco_gp_*.cfg configuration files to play the remake.trk, and all the monaco_gp_*.cfg configuration files to play the arcade.trk.

3.  I believe the firetruck sound should occur a bit sooner that it does, giving you some milliseconds heads up it is coming.  (maybe this can be configurable).

Good point! I will be sure to make the "firetruck sample start to firetruck appearing" time configurable

Thanks again for your comments! :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #61 on: May 11, 2014, 11:10:49 am »
Registered just to thank you for this remake. An excellent effort! Thank you!

Thanks beylie! Glad you are enjoying the remake!  :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #62 on: May 11, 2014, 10:32:18 pm »
Geecab - great stuff! 

FYI.  I gave your simulator a shout out over at Pinside.  http://pinside.com/pinball/forum/topic/1978-sega-monaco-gp-remake-worth-checking-out

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #63 on: May 12, 2014, 10:30:04 am »
Cheers xfassa!! Very cool website too!  :)
« Last Edit: May 12, 2014, 10:33:46 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #64 on: May 15, 2014, 03:37:45 pm »
EDIT: I've placed the questions that were in this post, together with the others in the post below :)
« Last Edit: May 28, 2014, 04:16:08 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #65 on: May 26, 2014, 05:16:47 pm »
Hi! I'm trying to get the next release of the Monaco GP remake as close to the arcade version as possible. I am trying desperately to find out the answers to few questions regarding the play mechanics of the original game. If you think you can answer any of the following in anyway, please do so as it would really help me out  :) Here we go:-



Question1. On the Sega Saturn version of Monaco GP, at the start of the race, the red car is placed onto the 'scenery' (I.e. onto the trees and houses). It is possible to drive along the scenery until the time runs out. The road type never changes from the desert road. The player's score never increases whilst driving over the scenery. Is the arcade version the same?
Answer1. Thank you to Monaco GP owner 'guddler' of ukvac forum for answering "Yes" to this.
[youtube]
Monaco GP Saturn - Normal Play, Inactive scenery
[/youtube]



Question2. On the Sega Saturn version of Monaco GP, during Extended Play, after a crash, the red car is placed onto the roadside verge, immediately after which it is possible to move onto the 'scenery' (I.e. onto the trees and houses). Red car may move along the scenery for a certain amount of time, after which the red car will 'wobble' for a certain amount of time, after which the red car will explode. Is the arcade version the same?
Answer2. TBC
[youtube]
Monaco GP Saturn - Extended Play, Inactive scenery
[/youtube]



Question3. On the Sega Saturn version, during Extended Play, after a crash, the red car is placed onto the roadside verge. If left at a standstill for a certain amount of time, the red car will 'wobble' for a certain amount of time, after which the red car will explode. Is the arcade version the same?
Answer3: Thank you to Monaco GP owner "c0inoppl" (clip of his working machine (https://www.youtube.com/watch?v=jw6PqbVp3Uc) for their answer:-
"I checked what happens in extend play if the player car is at a standstill on the roadside verge.
When you start from roadside after crash you have ~ 7 sec. to leave this place and be on the road. If not your car crashes automatically.
I tested it in the situation when I crashed on the bridge too. You start in the water and you have again 7 sec to come to the bridge. If not - car crashes.
I think it can help you."

[youtube]
Monaco GP Saturn - Extended Play, Standstill on verge
[/youtube]



Question4. On the Sega Saturn version, after touching the accelerator, it is not possible to bring the red car to a complete halt. Is the arcade version the same?
Answer4.  Thank you to comilty67 for his video clip https://www.youtube.com/watch?v=bC59GTaMhrc that shows this answer to this is "Yes" (demonstrated at time 2:20)
[youtube]
Monaco GP Saturn - Can not stop after accelerator has been touched
[/youtube]



Question5. On the Sega Saturn version, in normal play, at the beginning of the race or after a spin, the 'scenery' (I.e. the trees and houses) is inactive (can not be crashed into) until after the red car and moved onto the road. Is the arcade version the same?
Answer5.  Yes, arcade version is thought to be the same by MonacoGP owner.
[youtube]
Monaco GP Saturn - Scenery active once car moves on road
[/youtube]



Question6. Finally, on the arcade version, is it possible to perfectly match the player car speed with the opponent cars for the entire length of the bridge? Do the opponent cars fluctuate in speed at all when driving over the bridges??
Answer6. TBC


Many thanks for reading! Hope you can help!  :)
« Last Edit: July 31, 2014, 04:28:47 pm by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #66 on: May 27, 2014, 10:53:02 pm »
Geecab - keep up the awesome work.  I'm doing my best to try and find answers to your questions.  It's hard to find people with a fully functional Monaco GP.  :-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #67 on: May 28, 2014, 04:56:40 pm »
Thanks for trying xfassa! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #68 on: June 04, 2014, 05:59:29 am »
First, I want to thank you for excellent Monaco GP simulator. I'm an "old school man", and there are not many games that I like to play... and your simulator is among the top three! I was looking for something like that from '90s, but you make it just last year.

1.2 is not easy to finish, but v1.3 (think) is 20% harder, default settings, only steering_sensitivity changed. I have to play 30-40 games for one completed. Few notes:

- in Pro mode, cannot remove "bonus" sign, down/left corner.

- sometimes, car explode once again just after crash; I'm not sure, but there is no move.

- I would like set the bridges always in the middle of the road, and path of the rescue cars to be more random.

- according to screenshot, there is something wrong with time bonus calculating.

- what settings is best for 1680x1050 resolution, window/full screen? I can't get the right value in cfg.

- several times crashed on the last section, finish appear, just 1-2cm road left, and no more lives... I was very angry with you! ;)


Sorry for language mistakes, it's Google Translate.


Best regards,

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #69 on: June 05, 2014, 06:34:10 pm »
Hi tomtom! Thanks for the kind words and congratulations for completing the game!

I agree that v1.3 is much more difficult than the last version. I guess I wanted to make the game nearly impossible to finish as it was impossible to finish the arcade version. If it takes you about 30-40 attempts to complete a game then I would say the level of difficultly is set about right  :)

In response to your other questions:

in Pro mode, cannot remove "bonus" sign, down/left corner.
Go into the in-game menu (press TAB), go to GAMEPLAY_OPTIONS, set  EX_SHOW_OVERTAKES to NO. In hindsight, I wish I'd have named this option EX_SHOW_BONUS  :P

sometimes, car explode once again just after crash; I'm not sure, but there is no move.
I think this may have happened to me a few times as well. I think you have found a bug, I shall investigate.

I would like set the bridges always in the middle of the road,
I currently position the bridges to appear in the middle of the screen, under the flashing bridge sign. Just want to be clear what you are asking, you want the bridge to always appear in the middle of where the last road ends?

and path of the rescue cars to be more random.
Have a look at the remake.trk file in the track directory. View it with notepad and search for EVENT_FIRETRUCK. These events cause the rescue car to appear at certain distances during the game. Setting the last parameter to RANDOM will make the rescue appear at a random position on the screen. Thus try changing the line that reads EVENT_FIRETRUCK,3,130 to EVENT_FIRETRUCK,3,RANDOM and see if that helps?

according to screenshot, there is something wrong with time bonus calculating.
Agreed. Looks like a bug, I shall investigate.

what settings is best for 1680x1050 resolution, window/full screen? I can't get the right value in cfg.
Unfortunately, I have not created a default configuration suitable for 1680x1050 (which is a 16:10 resolution) yet. I will make a note to add one for the next release. For now, what I suggesting is running the game using the "pro_monaco_gp_1360x768.cfg", setting its resolution to 1280x800 (which is also a 16:10 resolution) using the in-game menu, then restarting the program. Once it restarts, you could use the in-game menu to tweak the bezel, led & playfield options to make everything fit your screen correctly. Let me know how you get on, if you have problems I could send you a configuration that should look nice fullscreen.

Hope this helps!  :)

tomtom

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #70 on: June 06, 2014, 05:21:53 pm »
in Pro mode, cannot remove "bonus" sign, down/left corner.
Go into the in-game menu (press TAB), go to GAMEPLAY_OPTIONS, set  EX_SHOW_OVERTAKES to NO. In hindsight, I wish I'd have named this option EX_SHOW_BONUS  :P

Works, tnx. I would never have discovered...

sometimes, car explode once again just after crash; I'm not sure, but there is no move.
I think this may have happened to me a few times as well. I think you have found a bug, I shall investigate.

Looks like buffering trouble...

I would like set the bridges always in the middle of the road,
I currently position the bridges to appear in the middle of the screen, under the flashing bridge sign. Just want to be clear what you are asking, you want the bridge to always appear in the middle of where the last road ends?

Yes. I think (original version) the bridge always appear in the middle of where the last road ends. Your version is better, more dynamic, need to follow the signs... but I beleive is good idea to keep the choices.

and path of the rescue cars to be more random.
the last parameter to RANDOM will make the rescue appear at a random position on the screen. Thus try changing the line that reads EVENT_FIRETRUCK,3,130 to EVENT_FIRETRUCK,3,RANDOM and see if that helps?

Probably. I noticed that firetruck after the first bridge (extended play) always appear in the right side, so I learn how to avoid him.

what settings is best for 1680x1050 resolution, window/full screen? I can't get the right value in cfg.
Unfortunately, I have not created a default configuration suitable for 1680x1050 (which is a 16:10 resolution) yet. I will make a note to add one for the next release. For now, what I suggesting is running the game using the

Nothing important, I am satisfied with the existing resolutions

What do you think about a way to save the game (replay), so we don't need video capture programs, etc. Is it already possible with .trk files?

PS: Oh, NOOOOO! It happened again! :)


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #71 on: June 08, 2014, 11:30:13 am »
HI tomtom!

sometimes, car explode once again just after crash; I'm not sure, but there is no move.
I think this may have happened to me a few times as well. I think you have found a bug, I shall investigate.
Looks like buffering trouble...

I worked out how to make this happen consistently, at one particular point on the track. During extended play, when the ice road joins to the bridge road for the first time, if you crash into the bridge entrance, then move the steering wheel right before your next car appears, then your next car will explode immediately. If you don't touch the steering wheel, it works fine. Now that I can recreate the problem, shouldn't be too hard to fix  :)

I would like set the bridges always in the middle of the road,
I currently position the bridges to appear in the middle of the screen, under the flashing bridge sign. Just want to be clear what you are asking, you want the bridge to always appear in the middle of where the last road ends?
Yes. I think (original version) the bridge always appear in the middle of where the last road ends. Your version is better, more dynamic, need to follow the signs... but I beleive is good idea to keep the choices.

Not sure if placing the bridge in the middle of the road is correct thing to do though, difficult to say  :P I've just been watching this clip:-
Monaco GP arcade game world record performance

In this clip there is fortunately a spot reflection at the top/middle of the screen surround that always lines up with the bridge & bridge sign. Looks like the bridge and bridge sign always appear in the middle of the screen to me. You could, if you really wanted to, edit the trk file so that you fix the road preceding the bridge to a fixed position/width and also edit the position of the bridge so that it appears in the middle of the road preceding it?

what settings is best for 1680x1050 resolution, window/full screen? I can't get the right value in cfg.
Unfortunately, I have not created a default configuration suitable for 1680x1050 (which is a 16:10 resolution) yet. I will make a note to add one for the next release. For now, what I suggesting is running the game using the
Nothing important, I am satisfied with the existing resolutions
Ok cool! I'll be sure to place a 16:10 configuration in the next release anyway  :)

What do you think about a way to save the game (replay), so we don't need video capture programs, etc. Is it already possible with .trk files?
Unfortunately, this is not already possible. Might be a bit tricky to do/add.  Have always used bandicam for video capture, which is seem pretty good for a freebie (as long as you don't want to capture more than 10mins, and you don't mind the watermark). Hm, you've got me thinking now, an action replay after you crash my be a cool addition at some point in the future...

Hope this helps!  :)

tomtom

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #72 on: June 10, 2014, 09:23:57 am »
> Not sure if placing the bridge in the middle of the road is correct thing to do though, difficult to say  :P I've just been watching this clip:-

I watched video and must say: the bridge IS NOT in the middle of where the last road ends, but slightly shifted to the right. In my memories, he was always in the same place - middle. Maybe in the original versions that could be adjusted somehow... Well, keep up your idea, this is good advance.

> Have always used bandicam for video capture, which is seem pretty good for a freebie

Uploaded one completed gameplay video, 25fps 340MB... who wants, can look at it:
https://mega.co.nz/#!ZsFT1aoA!N4YvfHzfIAL1i96774zOYQGnCe73tl6BxoZKqAPC-zs

> Hm, you've got me thinking now, an action replay after you crash my be a cool addition at some point in the future...

Looking crash again?! It is the last thing I want to see! :)
« Last Edit: June 12, 2014, 11:14:31 am by tomtom »

Dr. Morbis

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #73 on: July 31, 2014, 01:18:48 am »
> Not sure if placing the bridge in the middle of the road is correct thing to do though, difficult to say  :P I've just been watching this clip:-

I watched video and must say: the bridge IS NOT in the middle of where the last road ends, but slightly shifted to the right. In my memories, he was always in the same place - middle. Maybe in the original versions that could be adjusted somehow... Well, keep up your idea, this is good advance.


I own a Pro Monaco GP, and the bridge is always in the exact middle of the SCREEN, regardless of where the road is when the bridge starts.  Also, I just posted in the other thread regarding the bonus points mystery...

beylie

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #74 on: October 19, 2014, 04:47:01 am »
geecab, are you still working on this? I'm enjoying so much!  ;D

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #75 on: October 21, 2014, 05:00:37 pm »
geecab, are you still working on this? I'm enjoying so much!  ;D

Hi beylie!

Yup I haven't forgotten this. Just been working on a big project at work that kind of needs all my brain power at the moment (and I don't have that much to be honest  ;))

I have made some progress though:-

I've fixed the crashing bug and the end of game scoring issue that tomtom found.

I've added some more commands into the track files, allowing you to 'loop' them at certain places. This has allowed me to make a track file much more like the arcade, that loops "Desert->ForestIce->Desert->Tunnel" roads until a 90 timer expires, then loops "Harbor->MarshIce->Harbor->Bridge->Harbor->Tunnel->Harbor->MarshGravel" roads forever (until you loose all your lives).

For the next release there will be a choice of 3 tracks:

 - The Monaco GP Arcade Track (mgp.trk)
    As close as the original Monaco GP as possible (For example, Looped 90 second Normal Play, Infinite time in extended play, no police cars, no overtake bonuses)

 - The Pro-Monaco GP Arcade Track (promgp.trk)
    As close as the original Pro-Monaco GP as possible (For example, Looped 90 second Normal Play, Infinite time in extended play, no police cars, with overtake bonuses). This will have all the correct overtake bonus and scoring behavior that Dr. Morbis kindly helped me get my head around (See this thread http://forum.arcadecontrols.com/index.php?topic=135783.0).

- The Remake Track (remake.trk)
    Should play much the same as my remake currently does (90 seconds NonLoopedNormalPlay, 90 seconds NonLoopedExtendedPlay, Goal Finish, with police cars, with end of game race statistics).


I'm just currently working on a way for the track files to 'carry' some of the gameplay options that are currently in the configuration menu. So that it will be possible to switch easily between "mgp.trk", "promgp.trk" and "remake.trk" without have to change too much in the configuration editor, hope that makes sense.

Hopefully should be able to get back onto this very soon, talking about it again has inspired me I have to say. I'll probably be able to get back on it this weekend  :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #76 on: November 06, 2014, 02:52:01 pm »
I own a Pro Monaco GP, and the bridge is always in the exact middle of the SCREEN, regardless of where the road is when the bridge starts.  Also, I just posted in the other thread regarding the bonus points mystery...

Hi Dr Morbis! I've added those ProMonacoGP LEDs, sounds and alerts you helped clarify in the in the other post. The video clip of your ProMonacoGP really helped me work out the timing and sounds of everything. I've attached a picture of my progress.  Now that its added I just have a couple more questions I was hoping you could answer:
1 -  Say 13 LEDs of the top bonus strip are illuminated (like in the picture) and you overtake "cleanly" an opponent on the bridge. I understand that another LED on the bottom bonus strip will illuminate, but I'm not sure what happens to LEDs on the top bonus strip? Do they remain the same or are they cleared??
2 -  Does the top bonus strip only ever clear (or count back back down) when an opponent overtakes you?

Hope you can help, many thanks!  :)

EDIT: Just found the answer to '1'. This new clip of Pro Monaco GP on youtube, near the end of the clip the player does a few clean bridge overtakes and the LEDs on the top bonus strip remain the same. Still not sure about '2'.
[youtube]
www.youtube.com/watch?v=CW5zWXmPVuA
[/youtube]

« Last Edit: December 01, 2014, 06:29:04 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #77 on: December 01, 2014, 07:10:44 pm »
Thought I post a quick status update. For the next release, in addition to 3 tracks that I mentioned a few posts ago, there will be another track (not sure what to name it yet). This track has some new roads & some new obstacles. There is a twin bridge section where I thought it would be cool to have one of the bridges end and the player must use a ramp to get to the other side (or traverse to the adjacent bridge if they hit the ramp at the correct angle). Its almost impossible to land successfully, but that's what makes it feel like such an achievement when you get it right! Here are a few screens caps of the new track in action:-

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #78 on: December 01, 2014, 07:24:51 pm »
My daughter got a chance to play a real stand up Monaco at a local arcade convention this past year and fell in love with it.  I'm definitely going to try to get this on a cab for her.

Duglis

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #79 on: December 08, 2014, 01:34:38 am »
This is an amazing thing I  just discovered. Thanks from the bottom of my retrogame loving heart for your time and effort in doing this. I'm amazed it all went on under my radar!

THANK YOU SO VERY MUCH!!!!!!!!!!!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #80 on: December 08, 2014, 02:03:29 am »
Is there a way i can make this configurable for a mouse. If so how do i edit the cfg file?
also how do i edit the cfg file to make use of left control, left shift, spacebar, enter key, the up/down/left/right arrows?

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #81 on: December 08, 2014, 02:07:41 pm »
Is this considered done, and now you're just providing updates? Because if you are done, I want to make sure this gets nominated for a BYOAC award.  :cheers:
***Build what you dig, bro. Build what you dig.***

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #82 on: December 09, 2014, 02:50:06 pm »
My daughter got a chance to play a real stand up Monaco at a local arcade convention this past year and fell in love with it.  I'm definitely going to try to get this on a cab for her.

Thanks for posting Slippyblade! Glad you're enjoying the remake :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #83 on: December 09, 2014, 03:23:52 pm »
Is there a way i can make this configurable for a mouse. If so how do i edit the cfg file?
also how do i edit the cfg file to make use of left control, left shift, spacebar, enter key, the up/down/left/right arrows?

Hi Duglis! Hopefully you are running the latest version (v1.3)? If so then its best not to edit the config file by hand, but instead use the in-game configuration editor to do it for you. Pressing the 'Tab' key during the attract mode (When 'Deposit Coin' is flashing) will invoke the configuration editor. Pressing 'Tab' again will return you back to the game. Exiting the game (pressing 'ESC') will save any changes you made using the configuration editor, into the configuration file that you loaded. Navigate around the options using only the arrow keys. Highlight 'CONTROL OPTIONS' and press the right arrow key to expand them. To use mouse to steer, highlight the  'STEERING_DEVICE' option and press the left or right arrow keys to iterate though all the possible steering devices available in your system (mouse axis x, mouse axis y, keys, joystick etc..). To choose a different key to accelerate, highlight the 'KEY_ACCEL' option, and press the left or right arrow key to iterate though all the possible keys you can choose. Hopefully you get the idea  :) Unfortunately, its not possible to select Left Control or Left Shift in this version (but pretty much every other key is there).

Hope this helps!  :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #84 on: December 09, 2014, 04:16:51 pm »
Is this considered done, and now you're just providing updates? Because if you are done, I want to make sure this gets nominated for a BYOAC award.  :cheers:

Very kind of you yotsuya! Really great to hear that you think it should get a nomination! Its a bit tricky to say whether I consider it 'done' or not yet. The last version I released (v1.3) was complete, so that could be nominated I guess, but its still a few versions away from being where I want it to be. The new version I'm preparing  (v1.4, that should be ready for download sometime during the Xmas period) is quite a big update, with many changes/improvements and is closer to what I would consider 'done'. So I guess we should hold off on the nomination until I've released that :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #85 on: December 13, 2014, 03:28:29 pm »
Oh yeah! Can't wait for 1.4! :D

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #86 on: December 28, 2014, 11:49:11 am »
How do you remove the time display from on the screen output (so it only appears on the emulated LEDs)? I can't find it in the settings.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #87 on: January 05, 2015, 03:56:36 am »
How do you remove the time display from on the screen output (so it only appears on the emulated LEDs)? I can't find it in the settings.

Hi zxthehedgehog! Set the EX_SHOW_TIME option to 'no'. When using the in game menu, you'll find this in GAMEPLAY_OPTIONS :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #88 on: January 06, 2015, 08:56:16 pm »
Thank you very very much for this great remake geecab. I tried for the last 2 hours to beat my own score  :)
Just a question: Could you please add a pre-made configuration file for the 800x600 resolution ? I would like to play it on my cab and the max resolution for my W&G D9400 monitor is 800x600. Thanks again.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #89 on: January 07, 2015, 04:46:45 pm »
Thank you very very much for this great remake geecab. I tried for the last 2 hours to beat my own score  :)
Just a question: Could you please add a pre-made configuration file for the 800x600 resolution ? I would like to play it on my cab and the max resolution for my W&G D9400 monitor is 800x600. Thanks again.

Thanks for posting Sky25es! No problem, I'll try and upload a config this weekend that will look decent on your monitor but please be aware the resolution of your monitor will mean the bezel & LED artwork will look rather blurred after being resized (a bit similar, though not quite as severe, as the 640x480 configurations which you might want to try out in the mean time) :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #90 on: January 07, 2015, 11:51:29 pm »
Thanks for posting Sky25es! No problem, I'll try and upload a config this weekend that will look decent on your monitor but please be aware the resolution of your monitor will mean the bezel & LED artwork will look rather blurred after being resized (a bit similar, though not quite as severe, as the 640x480 configurations which you might want to try out in the mean time) :)

Many thanks  again :cheers:
Yeah, I already tried the 640x480 config and as you said: It looks blurry as hell. So 800x600 at least will give me a Little bit clearer image.
Hmm... High resolution Artwork is one of the few weak points of an arcade monitor in comparison to a LCD one... Well, we can't have everything, I guess   ;)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #91 on: January 08, 2015, 05:58:04 pm »
Hi Sky25es! I've done a few 800x600 configurations for you, hopefully they'll look a bit better than the 640x480 ones on your monitor. I've been working on the next version (v1.4) of the remake for quite some time, which has a lot of major changes & improvements, unfortunately it is still a few weeks away from being completed, but when its eventually finished I'll be sure to include some 800x600 configurations.

In the mean time, I'm going to upload version v1.3.2 which is pretty much the same as v1.3, but with a few bug fixes, and includes your 800x600 configurations :)










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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #92 on: January 08, 2015, 06:18:51 pm »
Monaco GP Remake (v1.3.2) is ready and it can be downloaded here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

This version is identical to v1.3, but with a few minor bug fixes, and a few extra configurations made specifically for 800x600 & 1650x1050 resolutions.

Please be a little prepared as you visit the zippyshare site, you might get adverts for other software appear, trying to fool you to download something else. Just make sure you only click on the orange 'Download Now' button to the right of the zippyshare page, and the file that you download to your computer is called "mgpr_v1_3_2.zip". I apologize for using such a poor filesharing host, but it is free!

Once you've unzipped the file, you'll see I have created separate MonacoGP and ProMonacoGP example configurations (found in the 'cfg' directory), all with the Bezels and LED artwork correctly positioned. So first off I'd suggest giving these a try. Say, if you wanted to run the game using the 'pro_monaco_gp_1360x768.cfg' configuration, you would specify "mgpr -cfg pro_monaco_gp_1360x768.cfg" at the command line. Please note, all the example configurations are configured to run the game fullscreen, if you want them to be windowed, you will have to use the on screen menu to change the 'Window' Display setting to "Yes", then restart MGPr.

New in v1.3.2:
 - Fixed infinite time bonus bug if you finish the game (goal) with time to spare.
 - Fixed player car would occasionally explode twice if crashed into bridge entrance.
 - Fixed problem after achieving a 'Best score over 10000' and the LEDs remaining off after they have been flashing.
 - Added configurations; monaco_gp_800x600.cfg, pro_monaco_gp_800x600.cfg, monaco_gp_1650x1050.cfg & pro_monaco_gp_1650x1050.cfg.

 :)
« Last Edit: March 26, 2016, 05:51:11 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #93 on: January 08, 2015, 06:39:03 pm »
mediafire is a good free place to upload files and has an easy 'less likely to be tricked' page view.

example:
http://www.mediafire.com/download/pq9bftzy7x8okp8/mameuifx32_0157.exe
typed using my...

Sky25es

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #94 on: January 09, 2015, 01:58:12 am »
Hey, thanks Geecab ! The new resolution works flawlessly. That's what I was looking for.
Wow! you're doing a really good job  :applaud: Can't wait to see version 1.4... Keep it up!  :cheers:

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #95 on: January 09, 2015, 01:55:38 pm »
That's great to hear Sky25es!

I was actually thinking about your screen & setup today, at some point I think I'll have a go at designing a few low-res configurations where the playfield (I.e. the scrolling road) stretches the full height of the screen and simplified Artwork&LEDs would be kept to one side. The result would look more like the Sega Saturn Version (See pic below). For low-res monitors this would mean you'd see more of the actual game, and the Artwork&LEDs wouldn't be blurry (as I'd draw them in the low resolution so that there is no resizing going on). Would be quite nice to have the option of either using a configuration that either looks faithful to the arcade (I.e what we have now, with the possible downside of blurry artwork), or a look where more of the game is visible (With the downside of the artwork being tailored by me :P).

Just a thought :)


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #96 on: January 09, 2015, 01:57:18 pm »
mediafire is a good free place to upload files and has an easy 'less likely to be tricked' page view.
Thanks for the tip jadder!  :)

Sky25es

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #97 on: January 09, 2015, 03:38:59 pm »
That's great to hear Sky25es!

I was actually thinking about your screen & setup today, at some point I think I'll have a go at designing a few low-res configurations where the playfield (I.e. the scrolling road) stretches the full height of the screen and simplified Artwork&LEDs would be kept to one side. The result would look more like the Sega Saturn Version (See pic below). For low-res monitors this would mean you'd see more of the actual game, and the Artwork&LEDs wouldn't be blurry (as I'd draw them in the low resolution so that there is no resizing going on). Would be quite nice to have the option of either using a configuration that either looks faithful to the arcade (I.e what we have now, with the possible downside of blurry artwork), or a look where more of the game is visible (With the downside of the artwork being tailored by me :P).

Just a thought :)

Very, very 8)
That would really be outstanding. ``Cream of the crop´´

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #98 on: January 13, 2015, 07:56:22 am »
Geecab

Keep up the great work!  It's quite exciting to watch this project evolve.  You have brought great happiness to me and my guests.  Again, thanks soooo much.  I look forward to your next release.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #99 on: January 14, 2015, 07:39:42 pm »
That's great to hear Sky25es!

I was actually thinking about your screen & setup today, at some point I think I'll have a go at designing a few low-res configurations where the playfield (I.e. the scrolling road) stretches the full height of the screen and simplified Artwork&LEDs would be kept to one side. The result would look more like the Sega Saturn Version (See pic below). For low-res monitors this would mean you'd see more of the actual game, and the Artwork&LEDs wouldn't be blurry (as I'd draw them in the low resolution so that there is no resizing going on). Would be quite nice to have the option of either using a configuration that either looks faithful to the arcade (I.e what we have now, with the possible downside of blurry artwork), or a look where more of the game is visible (With the downside of the artwork being tailored by me :P).

Just a thought :)

Very, very 8)
That would really be outstanding. ``Cream of the crop´´

Cool! I'll see to it the new version has some configurations where the artwork is tailored for low res monitors (Will make them look similar to the Sega Saturn Port)  :)
« Last Edit: January 14, 2015, 07:48:40 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #100 on: January 14, 2015, 07:48:20 pm »
Geecab

Keep up the great work!  It's quite exciting to watch this project evolve.  You have brought great happiness to me and my guests.  Again, thanks soooo much.  I look forward to your next release.

Thanks xfassa! The new version is close, it seems to be taking me ages to finish, mainly because I can not help keep changing stuff I'm not 100% happy with. Whatever state that it is in, I have decided to upload something by the end of January, though it might be a beta if I'm still not happy with it by then  ;) !


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #101 on: January 25, 2015, 02:12:02 pm »
v1.4.0 is almost there!

Here are a few screen caps from the latest version using the low rez bezel/leds artworks I've put together. I seem to have gone for an 8-bit home computer theme! There are 4 'games' in the next release; Classic Track, Pro Track, Pursuit Track (Pretty much the track in the v1.3 release but with a few additions) and Stunt Track. I just need to fix a couple of silly bugs, then create a bunch of configuration files that gives everyone plenty of choice over every artwork, resolution and game combination (I'm going to auto generate these this time) :)




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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #102 on: January 29, 2015, 05:52:31 pm »
Mr. Geecab,

Thank you for the 16:10 resolution, looks great in full screen and windowed. After a few dozen games and a few completed, there are no significant bugs. You gave us an unforgettable retro experience.

Regards,

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #103 on: January 30, 2015, 04:16:41 pm »
Mr. Geecab,

Thank you for the 16:10 resolution, looks great in full screen and windowed. After a few dozen games and a few completed, there are no significant bugs. You gave us an unforgettable retro experience.

Regards,

Cheers tomtom! Glad those bugs are fixed, sorry it took me ages to upload the update for v1.3!!

A quick update regarding v1.4. All the main improvements I wanted to add have now been added, and I think I've sorted all the bugs. So I just have to put all the configurations together, test them out, and it can be uploaded! Got a bit of time tonight and tomorrow to get this done. Hoping to upload the new version Sunday but don't hold me to that!  ;)

EDIT: Taking a bit longer than expected, it took me ages getting my auto generation of configurations code working. Its working now though. I've also added a new command line option that allows you to easily choose and run a configuration from the ones found in the cfg directory. I'm a bit concerned my new version is a bit too easy to complete, going to spend a bit of time during the week testing everything and getting the difficulty right.
« Last Edit: February 02, 2015, 04:27:45 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #104 on: February 04, 2015, 02:55:38 am »
Ahh, too easy? I must be gettting old. I can't finish it at all!  ;D

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #105 on: February 05, 2015, 07:05:54 pm »
Ahh, too easy? I must be gettting old. I can't finish it at all!  ;D

Oh well I think I may have set the difficulty level way too high now (Sorry beylie!!) :P Good news is everything is finished & tested, I shall upload tomorrow!  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #106 on: February 06, 2015, 05:18:18 pm »
Monaco GP Remake (v1.4.1) is ready and it can be downloaded here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****


Please be a little prepared as you visit the mediafire site, you might get adverts for other software appear, trying to fool you to download something else. Just make sure you only click on the big green 'Download' button near to top right of the page, and the file that you download to your computer is called "mgpr_v1_4_1.zip" (Its about 16MB in size).

Once its downloaded, unzip it, copy the original 1979 or 1980 Monaco GP ROMs into the 'roms' directory, then double click on 'mgpr_launcher.exe', choose a configuration and off you go!

Note that you can also run a specific configuration from command line (like in previous versions), running mpgr.exe using the -cfg switch. For example, if you wanted to run the pro_arcade_1360x768.cfg configuration from command line, you would specify
 mgpr -cfg pro_arcade_1360x768.cfg
 
All the default configurations are set up for fullscreen and keyboard control (keys are Z=left, X=right, N=Accelerate, M=Gear, 5 or 6 = Coin, 1=Switch between HiScores and AttractMode).
Press the TAB key during any game's attract mode (When "Deposit coin" is flashing at you) to edit the configuration (Change Controls to Mouse, joystick, choose different artwork etc..). Some options (such as display filter, fullscreen and various audio samples and volumes) will require you to restart the game before your new settings will take effect.

My main intention for this release was to create 4 distinct games:
Monaco GP Classic - Should hopefully be very faithful to the 1979 "Monaco GP" version.
Monaco GP Pro - Should hopefully be very faithful to the 1980 "Pro Monaco GP version.
Monaco GP Pursuit - Not quite as complete as I'd like it to be. Should feel like the original Monaco GP, but include police cars, new roads, and an extra stage (There are 3 stages and a Goal at the end).
Monaco GP Stunt - Not quite as complete as I'd like it to be. Its one track, looped. Its starts off easy and gets increasingly more difficult as less time gets awarded with each lap and opponents get faster. You need to memorize where the jumps are to do more than 3 laps.

As far as difficulty goes, if you play the game with keys as is, you should be able (after a good number of goes) to get a top score, possibly get to the 3rd stage of the pursuit track, or do about 4 laps of the stunt track. So that's the sort of difficultly to aim for if you reconfigure the controls for mouse/joystick/wheel. Also, I recommended trying the different games with the '8bit' configurations I made as it does seem to give (in my option) a sort of ZX spectrum port feeling to Monaco GP (I tried to imagine if Sega had done a Monaco GP port to the spectrum, what would I have hoped it would look like). Right, I'm waffling on now, good luck and hope you enjoy it!  :)

New in v1.4.1:
- Addition of 4 'Games'; Classic, Pro, Pursuit and Stunt. Artworks created to suit various screen resolutions (The 'Arcade' bezels for the Pursuit and Stunt track are not really complete, only the title is different at the moment).
- Classic and Pro games now loop 'easy' set of roads for 90 seconds. If you have scored 2000 or more you will then reach 'extended' play looped roads without time limit (as in arcade)
- Improve opponent car distribution and make it difficult for the player to speed match with the opponents during later stages of the game (when the opponents move faster).
- Impossible to make car come to a complete standstill after you've stepped on the accelerator (as in arcade). Thanks camilty67 for video clip.
- Car start position always on scenery (as in arcade)
- Player car can drive along verge scenery after crashing, but will not progress to the next road until the player car actually moves and stays on the actually road (as in arcade).
- In extended play on Classic and Pro tracks, after crashing player has 7 seconds to get of the scenery otherwise the car will explode (as in arcade)
- Addition of a windows launcher program, it does the job but looks a bit rubbish at the moment (I'll work on that).
- Road stops moving completely as soon as player car crashes or goes into a spin (as in arcade)
- Delay immediate return to GAME OVER if no time left and player crashes.
- Pro Monaco GP bonus operation closer to the arcade leds (2 layers, 15 leds on each)
- Extra lives, miles, overtake scoring set via track file
- Extended play off road scenery and verge grace times configurable.      
- New mpgr_launcher.exe to help quickly run a configuration.
- Greater choice of LED tilemaps.
- More accurate Pro-Monaco GP (Trophy & Wreath symbol, star symbol and orange boarder). Thanks to Dr. Morbis for the screen capture.
- Addition of boat (Stunt Track)
- New police cars with radio chat sounds (Can be switches off in the configuration).
- New Lola T70 opponents (Will only appear during Stunt Track. Currently behave the same as police cars), with radio chat sounds (Can be switches off in the configuration).
- Roads with Twin Lanes.
- Ramps
- When a Firetrunk is encountered during a Tunnel/Night section, it can only be viewed if within the player's head light beam, otherwise only its flashing red siren can be seen (As in arcade). Thanks to Dr. Morbis for video clip.
- Track downward scrolling at high speed now the same as the arcade (Previous versions had been much to fast).
« Last Edit: March 26, 2016, 05:51:32 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #107 on: February 06, 2015, 09:50:03 pm »
This is ridiculous good.  You have done an amazing job.  Thanks so much for your hard work.

Thank You!!!!!!! 

RetroNutz

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #108 on: February 07, 2015, 05:38:45 am »
First off Geecab, can I congratulate you on an amazing job on recreating one of my childhood favourite arcades. I remember commenting one a YouTube vid you posted along time ago now on how good this was.  The attention to detail is incredible. Great to see the project is ongoing. I have two of these original cabs, one of which no longer turns on and the other has coining up and some minor graphical issues. So to have a modern software replica is great as I don't have the technical expertise to repair them.

Now I haven't read all the thread so forgive me if these questions have been asked to before:

I was thinking of hacking up one of my cabinets and placing a PC running your emulator inside using the original CRT monitor (think MAME & Soft15khz GFX card driver). I would want to display just the playfield without any bezels or score display. Is this possible? And if so, can the emulator output the original resolution?

Have you already, or do you have plans to have the software output some form of digital code that could be read by the original or equivalent external scoring display?

It would be nice to enjoy the original experience using a reliable modern(ish!) pc doing the donkey work instead of 30-odd years PCBs!!

« Last Edit: February 07, 2015, 08:50:36 am by RetroNutz »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #109 on: February 07, 2015, 09:29:17 am »
Great job, impressive!
I just installed it into my multigame arcade cabinet and it looks nice on a 28" CRT arcade monitor @ 640x480.
Keep up the good work!

Matteo

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #110 on: February 07, 2015, 09:54:40 am »
great work geecab!!
just wondering, are you still working on this as in, you wouldnt class it as 'finished' yet so to speak?
any chance you could do a new youtube vid showing off all the different modes of play and some commentary perhaps (of course if you dont have time for that please dont go out of your way to do that!) :)
« Last Edit: February 07, 2015, 12:30:32 pm by jadder »
typed using my...

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #111 on: February 08, 2015, 02:04:35 am »
Just one word: E X C E L L E N T ! ! !  :applaud:

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #112 on: February 08, 2015, 07:52:14 am »
First off Geecab, can I congratulate you on an amazing job on recreating one of my childhood favourite arcades. I remember commenting one a YouTube vid you posted along time ago now on how good this was.  The attention to detail is incredible. Great to see the project is ongoing. I have two of these original cabs, one of which no longer turns on and the other has coining up and some minor graphical issues. So to have a modern software replica is great as I don't have the technical expertise to repair them.

Now I haven't read all the thread so forgive me if these questions have been asked to before:

I was thinking of hacking up one of my cabinets and placing a PC running your emulator inside using the original CRT monitor (think MAME & Soft15khz GFX card driver). I would want to display just the playfield without any bezels or score display. Is this possible? And if so, can the emulator output the original resolution?

Have you already, or do you have plans to have the software output some form of digital code that could be read by the original or equivalent external scoring display?

It would be nice to enjoy the original experience using a reliable modern(ish!) pc doing the donkey work instead of 30-odd years PCBs!!

Thanks RetroNutz! Glad you are liking the remake and nice to hear you are thinking of putting it in one of your cabs! Yes it is still possible to play the game in its basic / non-artwork form. If you run mpgr specifying a configuration filename of your choice, that configuration filename will be created and it will be contain the default configuration settings. For example:
   mgpr.exe -cfg -my_config.cfg

The default settings are:
  - 640x480 horizontal
  - no artwork (Score & Time etc. will be shown on the playfield which you can turn of if you wish in the DISPLAY settings)
  - arcade game track and arcade attract mode track (You can change tracks in the GAMEPLAY settings)
  - Po-Monaco GP mode will be off (Switching it on in the GAMEPLAY settings just means you will get overtake bonuses).

>>And if so, can the emulator output the original resolution?
Its a tricky one to answer this as I'm not sure what the resolution of the arcade screen is (do you know by any chance?). Not sure if this helps, but based on the number of pixels the car is, and taking a number of screen captures of the arcade game running, I calculated the game's playfield has a height=384 and a width=240. The display settings allow you to mirror/flip/stretch the playfield to fit any screen however you wish to suit any GFX card resolution so hopefully you should be ok.

>>Have you already, or do you have plans to have the software output some form of digital code that could be read by the original or equivalent external scoring display?
Yes its something I'd like to add. Not sure the best way to go about it though. Unfortunately I do not have a cab myself so I can't really come up with a solution that will hook up the hardware LED displays with my remake. The simplest thing I can think of is to have a dual monitor setup, placing the second monitor behind the score board. You can run multiple instances of the remake (But only one can be fullscreen and must use the primary display). I don't think it would be too much work for me to add configurations options so that 2 instances of the game share the Scoring/Time information, and also have an option to disable the game completely on the instance that you will be placing the score board. You could then use the artwork settings to position/resize the LEDs graphics so that they shine through the score board. Is this the sort of thing you were thinking of? I guess the big question is would a second monitor fit behind in the score board (I assume you have a midi upright cab?)?
 :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #113 on: February 08, 2015, 07:57:54 am »
This is ridiculous good.  You have done an amazing job.  Thanks so much for your hard work.

Thank You!!!!!!!

Cheers xfassa!! Glad you are still enjoying the remake :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #114 on: February 08, 2015, 08:00:36 am »
Great job, impressive!
I just installed it into my multigame arcade cabinet and it looks nice on a 28" CRT arcade monitor @ 640x480.
Keep up the good work!

Matteo

Thanks for posting Matteo, great to hear you've added it to your cab!  :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #115 on: February 08, 2015, 08:20:00 am »
great work geecab!!
just wondering, are you still working on this as in, you wouldnt class it as 'finished' yet so to speak?
any chance you could do a new youtube vid showing off all the different modes of play and some commentary perhaps (of course if you dont have time for that please dont go out of your way to do that!) :)

Thanks jadder! I think you could say its finished so to speak. I'll probably release new versions at some point with some tweaks & extra options (I really want the different 'chase' cars to have their own characters (Currently, they make different sounds, but they just try and ram you), I would also really like to be able to change car (Be awarded it somehow, and perhaps driving through the pits to collect it. Not sure quite how to do this yet but it would it be cool)), but as a whole, its pretty much there.

>>any chance you could do a new youtube vid showing off all the different modes
Yes indeed this is already very high on my todo list, the one that is currently on youtube is so old isn't it! Hopefully I'll have put something together by next week, not sure about commentary though, we'll see  :P

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #116 on: February 08, 2015, 08:24:09 am »
Just one word: E X C E L L E N T ! ! !  :applaud:

Cheers Sky25es!!  :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #117 on: February 08, 2015, 10:33:58 am »
Here's a video of V.1.3.2 in my cabinet:

https://www.youtube.com/watch?v=sVnklBYsg98

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #118 on: February 09, 2015, 09:21:07 am »
OMG!
Now I know why I spent so much coins 35 years ago: Yes, it's very
close to the original difficulty. Traffic is denser, safety car is
slower, bridge is narrower, race is faster...

1)  v1.4.1 is actually has no end, right? In this case, a skor about
9000 is my max.

2)  Is there an option to increase the braking effect? Neither low
gearchange nor accelerator/off does not help, like v1.3.2.

3)  I'm not sure, it is subjective or my dual core 3Ghz is no more
enough, but it seemed to me that there are minor "glitches", like
frame skiping/interrupts only a few times in the game. As I said,
maybe this is subjective due to higher race speed; nothing important.

Tnx, geecab!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #119 on: February 09, 2015, 04:56:57 pm »
Here's a video of V.1.3.2 in my cabinet:

https://www.youtube.com/watch?v=sVnklBYsg98

Cool!! Cheers for uploading :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #120 on: February 09, 2015, 05:41:23 pm »
OMG!
Now I know why I spent so much coins 35 years ago: Yes, it's very
close to the original difficulty. Traffic is denser, safety car is
slower, bridge is narrower, race is faster...

Cheers tomtom! That's good to hear!!

Quote
1)  v1.4.1 is actually has no end, right? In this case, a skor about
9000 is my max.

The 'classic' and 'pro' games have no end, opponents should just get faster and more difficult to match your speed with the longer your game goes on for. My top score running the 'classic' game  is 7500, so if your getting 9000 thats impressive! In my opinion, no one should really be able to reach a score of 9999 running the 'classic' game, because the scoreboard can not display anymore than that. The 'Pursuit' game does have an end/goal. I'd be interested in your opinion regarding the difficultly of the Pursuit game actually, as it seems too easy to me the more I play it.

Quote
2)  Is there an option to increase the braking effect? Neither low
gearchange nor accelerator/off does not help, like v1.3.2.

I did notice that in v1.3.2 the player did slow down too rapidly when compared to the arcade, so I have changed it (Probably a bit too much :P). You could have a go at changing a few of the values in the cfg that effect braking, currently these are:

 GAMEPLAY break_low_gear 1.3
 GAMEPLAY break_high_gear 1.3
 GAMEPLAY break_wrong_gear 1.5

I just altered them to 2.3 2.3 & 2.5, things seemed a bit better. Any more than that and things played a little weird. See how you get on and let me know what you think. I'll probably need to make a few code changes if you'd like the braking to be as it was in v1.3.2, but nothing too major so that won't be a problem :)

Quote
3)  I'm not sure, it is subjective or my dual core 3Ghz is no more
enough, but it seemed to me that there are minor "glitches", like
frame skiping/interrupts only a few times in the game. As I said,
maybe this is subjective due to higher race speed; nothing important.

Its nothing to do with your PC, 3Ghz is plenty fast enough. Actually, since running it on my cab I think I see the same 'glitches' as you, its only very slight and it doesn't really effect the game. The opponents move on a kind of virtual belt, does it appear this belt sometimes jumps a pixel every now and then? Just want to confirm if we are seeing the same thing.

Thanks again for the feedback :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #121 on: February 10, 2015, 05:07:08 pm »
>My top score running the 'classic' game is 7500, so if your getting
>9000 thats impressive! In my opinion, no one should really be able to
>reach a score of 9999 running the 'classic' game, because the
>scoreboard can not display anymore than that.

In fact, 9480 yesterday, with mouse and steering_sensitivity 100. I don't
believe that this will ever happen again, the cars are simply
pouring... and safety car in tunnel... what else is there?! :)

>I'd be interested in your opinion regarding the difficultly of the
>Pursuit game actually, as it seems too easy to me the more I play it.

I played a few rounds, very long race, I do not remember this kind of
arcade, reached 75%. Although not too many opponent cars, it does not
seem too easy.

>GAMEPLAY break_low_gear 1.3
>GAMEPLAY break_high_gear 1.3
>GAMEPLAY break_wrong_gear 1.5
>I just altered them to 2.3 2.3 & 2.5, things seemed a bit better. Any
>more than that and things played a little weird. See how you get on
>and let me know what you think. I'll probably need to make a few code
>changes if you'd like the braking to be as it was in v1.3.2, but
>nothing too major so that won't be a problem :)

No, you should always strive original MonacoGP behavior, classic
version at least, possibly an option to increase/decrease in the cfg.
2.3,2.3,2.5 is better, tnx, will make less crashes from behind.

>The opponents move on a kind of virtual belt, does it appear this
>belt sometimes jumps a pixel every now and then? Just want to confirm
>if we are seeing the same thing.

Looks like a video buffering, sometimes getting stuck; it's
millisecond, may be an optical illusion due to the higher speed of the
race.

I noticed again about a car crash... After collision, sometimes
crashed again if the car moving off the track, but after 2-3 cm. It is
clear that should be crashed, but not so fast. Several times I have
not had time to react.

Regards,

RetroNutz

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #122 on: February 10, 2015, 05:23:25 pm »
>>Have you already, or do you have plans to have the software output some form of digital code that could be read by the original or equivalent external scoring display?
Yes its something I'd like to add. Not sure the best way to go about it though. Unfortunately I do not have a cab myself so I can't really come up with a solution that will hook up the hardware LED displays with my remake. The simplest thing I can think of is to have a dual monitor setup, placing the second monitor behind the score board. You can run multiple instances of the remake (But only one can be fullscreen and must use the primary display). I don't think it would be too much work for me to add configurations options so that 2 instances of the game share the Scoring/Time information, and also have an option to disable the game completely on the instance that you will be placing the score board. You could then use the artwork settings to position/resize the LEDs graphics so that they shine through the score board. Is this the sort of thing you were thinking of? I guess the big question is would a second monitor fit behind in the score board (I assume you have a midi upright cab?)?
 :)

Thanks for the reply and setup info for my query. I'll give it a go.

2nd display for scores/timing:
It certainly is an excellent idea which may work. Im just wondering if I could find an LCD screen small enough to fit inside the top of the cab, especially as I'd keep the CRT monitor in there. The top section of the cabaret that displays the scores is shallower than a 16:10 screen so I think I'd struggle to get one in there. I do know you can get specialised LCD panels (some guys use then for digital marquees on generic MAME arcade machines) but I think these are expensive.

Still, this is more my issue than yours. If I can think of any other ideas, I'll let you know. I'm certainly not an arcade purist and understand the need for emulation and new technology to keep alive these games of the past. However, I try to keep machines as original as possible. I don't use LCD screen in my arcade machines. It ruins the nostalgic look. Hence the reason for keeping the CRT in the Monaco GP, but I'd be happy to use an LCD for a scores display.

I understand where you got next with your software is your call, but it appears you're certainly open to suggestions. I'd be happy to assist with measurements of the cab, if it helps what you do next.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #123 on: February 11, 2015, 03:48:45 pm »
In fact, 9480 yesterday, with mouse and steering_sensitivity 100. I don't
believe that this will ever happen again, the cars are simply
pouring... and safety car in tunnel... what else is there?! :)
9480 that is surely unbeatable! I am going to have to try and beat it though!!

Quote
I played a few rounds, very long race, I do not remember this kind of
arcade, reached 75%. Although not too many opponent cars, it does not
seem too easy.
Good to know. Maybe its not all that easy after all.
BTW. Neither the Pursuit or the Stunt track where ever in the arcade, I made them up. I just tried to imagine that if Sega had released a few more variants of Monaco GP after 1980 what they might have come up with. I've tried to remain faithful to the graphics of that time (I.e. the 'new cars ramps boat etc are all draw in the same resolution and color palette that the original game used).

Quote
No, you should always strive original MonacoGP behavior, classic
version at least, possibly an option to increase/decrease in the cfg.
2.3,2.3,2.5 is better, tnx, will make less crashes from behind.
Cool, I'll make a note to add some options regarding braking for the next release.


Quote
Looks like a video buffering, sometimes getting stuck; it's
millisecond, may be an optical illusion due to the higher speed of the
race.
If the glitch you are seeing is the same glitch I am seeing, then I think I've just fixed it. The virtual belt that all the opponent cars are on has a 'join' in it, the glitch happens when the belt spins fast in any direction, and the join leaves one end of the screen to be placed at the other. Will be fixed in the next release.

Quote
I noticed again about a car crash... After collision, sometimes
crashed again if the car moving off the track, but after 2-3 cm. It is
clear that should be crashed, but not so fast. Several times I have
not had time to react.
I think I understand what you mean. I believe this has happened because the game has decided the player car has moved enough pixels to the left of the scenery to end its "After collision, allow player car to drive over scenery" grace time. Then you've moved 1 or more pixels to the right (or the scenery has moved 1 or more pixels to the left) to trigger an apparently unfair spin/crash. I shall add a timer for this in the next release that will make you invulnerable to scenery collisions when first attempting to get on the track.

 :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #124 on: February 11, 2015, 05:06:39 pm »
Thanks for the reply and setup info for my query. I'll give it a go.

2nd display for scores/timing:
It certainly is an excellent idea which may work. Im just wondering if I could find an LCD screen small enough to fit inside the top of the cab, especially as I'd keep the CRT monitor in there. The top section of the cabaret that displays the scores is shallower than a 16:10 screen so I think I'd struggle to get one in there. I do know you can get specialised LCD panels (some guys use then for digital marquees on generic MAME arcade machines) but I think these are expensive.

Still, this is more my issue than yours. If I can think of any other ideas, I'll let you know. I'm certainly not an arcade purist and understand the need for emulation and new technology to keep alive these games of the past. However, I try to keep machines as original as possible. I don't use LCD screen in my arcade machines. It ruins the nostalgic look. Hence the reason for keeping the CRT in the Monaco GP, but I'd be happy to use an LCD for a scores display.

I understand where you got next with your software is your call, but it appears you're certainly open to suggestions. I'd be happy to assist with measurements of the cab, if it helps what you do next

I see what you mean about fitting an LCD behind the CRT. I would be interested to know what space you have behind the scoreboard, whether an LCD screen (similar to the one xfassa used in this post http://forum.arcadecontrols.com/index.php/topic,134445.msg1434732.html#msg1434732 ) would fit flush behind it with the CRT in place? You would only be using the top half of the screen to display the scores, the bottom half would be hidden behind the CRT. Any chance of a few 'behind the scoreboard' pics?

I've seen those specialist marquee panels, they look nice, I have have no idea of cost, would be good if there is a cheap alternative. I've had a quick search for other displays that could be used (Google-ing things like "USB LED display adapter") but I can't find anything that seems ideal for the job. I was hoping to find a sort of generic USB LED array display found in the back of pinball cabs, that could be put behind the scoreboard but sadly no luck, I probably didn't search hard enough.

I think for the next release, I will be adding options for the dual monitor idea (ability to run a 'client' instance of the game, that will just show Bezel & LED artwork relating to the actual game instance running). Just in case yourself or anyone else feels like going down that path. Also, I was thinking that for the next release that if people really didn't want to go down the dual monitor path, I could include source code to a really simple C program, and that all it does is connect to a running instance of my game, and prints out the scoreboard info at a certain rate to the command window. Then theoretically anyone could edit my code, and instead of printing the scoreboard values to screen, could write the values to the addresses specified by the vendor of whatever "USB LED display adapter" thingy they had. Just need to source the all important "USB LED display adapter thingy" that will sort all our problems out  ;) I'll keep searching, got be be something out there!

« Last Edit: February 11, 2015, 05:15:21 pm by geecab »

tomtom

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #125 on: February 11, 2015, 06:32:57 pm »
> 9480 that is surely unbeatable! I am going to have to try and beat it though!!

Well, you're programmer, a very good programmer, I'm sure you'll
find a way to win your own program. Geecab, what do you think about
writing a robot module? It would be interesting to see the perfect ride
with maximum speed, since the machine always knows where the opponents
are and how to avoid them. Of course, you do not have to put in a
public issue, but only send video with perfect game. Something like
that I saw at Tetris.

> Good to know. Maybe its not all that easy after all.
> BTW. Neither the Pursuit or the Stunt track where ever in the
> arcade, I made them up. I just tried to imagine that if Sega had
> released a few more variants of Monaco GP after 1980 what they might
> have come up with. I've tried to remain faithful to the graphics of
> that time (I.e. the 'new cars ramps boat etc are all draw in the
> same resolution and color palette that the original game used).

Pursuit is a good game, with interesting obstacles, eg. two bridges,
correct/incorrect bridge, flying car. Finally, I finish it (just once)
and meet the strange car with a strange siren in the last stage. :)
Nearly 300 overtakes!

> Cool, I'll make a note to add some options regarding braking for the next release.

Just try to be as close to the original braking (no_gas and
gear_change) and we will adjust the brake itself.

> If the glitch you are seeing is the same glitch I am seeing, then I
> think I've just fixed it. The virtual belt that all the opponent
> cars are on has a 'join' in it, the glitch happens when the belt
> spins fast in any direction, and the join leaves one end of the
> screen to be placed at the other. Will be fixed in the next release.

I hope you're right. For me it's trivial glitch and don't mind.

> I think I understand what you mean. I believe this has happened
> because the game has decided the player car has moved enough pixels
> to the left of the scenery to end its "After collision, allow player
> car to drive over scenery" grace time. Then you've moved 1 or more
> pixels to the right (or the scenery has moved 1 or more pixels to
> the left) to trigger an apparently unfair spin/crash. I shall add a
> timer for this in the next release that will make you invulnerable
> to scenery collisions when first attempting to get on the track.

You're absolutely right. I even simulated crash according to your
instructions. Now, I have to be careful not to drive ONE pixel to the
right. :D

Cheers!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #126 on: February 14, 2015, 10:16:43 am »
Geecab, what do you think about
writing a robot module? It would be interesting to see the perfect ride
with maximum speed, since the machine always knows where the opponents
are and how to avoid them. Of course, you do not have to put in a
public issue, but only send video with perfect game. Something like
that I saw at Tetris.
I'm not quite sure what you mean. You could always put the game into "debug mode" (In the GAMEPLAY options). You'll be invincible for the whole game. Not much fun, but helpful when designing the tracks.



Pursuit is a good game, with interesting obstacles, eg. two bridges,
correct/incorrect bridge, flying car. Finally, I finish it (just once)
and meet the strange car with a strange siren in the last stage. :)
Nearly 300 overtakes!

Just try to be as close to the original braking (no_gas and
gear_change) and we will adjust the brake itself.

You're absolutely right. I even simulated crash according to your
instructions. Now, I have to be careful not to drive ONE pixel to the
right. :D

I've changed the braking, much better now I think, more like the arcade. The brakes can never be that great otherwise it makes the game too simple (Especially with an analogue pedal). The player has to feel encouraged to go faster rather than slower.

I've put in a timer for the unfair scenery crash. Car shakes rapidly for a few seconds before its about to crash/spin.

I've made the pursuit game more difficult. More cars, and a few more sections.

Going to try these new changes out on my cab this week, I'll shall upload something for you to try next week (that also has the opponent belt graphics glitch thing fixed) as it would be good to know your opinion before I put together a full release.

Once again, thanks for the feedback tomtom!  :)

RetroNutz

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #127 on: February 14, 2015, 12:24:04 pm »
I see what you mean about fitting an LCD behind the CRT. I would be interested to know what space you have behind the scoreboard, whether an LCD screen (similar to the one xfassa used in this post http://forum.arcadecontrols.com/index.php/topic,134445.msg1434732.html#msg1434732 ) would fit flush behind it with the CRT in place? You would only be using the top half of the screen to display the scores, the bottom half would be hidden behind the CRT. Any chance of a few 'behind the scoreboard' pics?

I've seen those specialist marquee panels, they look nice, I have have no idea of cost, would be good if there is a cheap alternative. I've had a quick search for other displays that could be used (Google-ing things like "USB LED display adapter") but I can't find anything that seems ideal for the job. I was hoping to find a sort of generic USB LED array display found in the back of pinball cabs, that could be put behind the scoreboard but sadly no luck, I probably didn't search hard enough.

I got the best photos I could without hacking up the cab.

https://www.dropbox.com/sh/xdn63tiox0msrpe/AACQWBahLZvp8b6v57rlfIega?dl=0

I saw these:
http://uk.farnell.com/lumex/ldq-m516ri/display-seven-segment-14-22mm/dp/1789269

If I learned how to program a micro controller I may have chance of having the original CRT + new 7 segment display connected to a PC running your emulator!
That way I don't ruin the original aesthetic of the machine.

Any thoughts?

tomtom

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #128 on: February 14, 2015, 05:02:42 pm »
>> Geecab, what do you think about
>> writing a robot module?
> I'm not quite sure what you mean.

I mean: Computer is driver. How well he can do it?

> I've changed the braking, much better now I think, more like the
> arcade. The brakes can never be that great otherwise it makes the
> game too simple (Especially with an analogue pedal). The player has
> to feel encouraged to go faster rather than slower.

The question is: Can we slow down to avoid a collision? E.g: Two or
three opponent cars on the bridge, connected side by side, overtaking
is not possible... regularly crash into them from behind. Should see
how this is done at the arcade and can you slow down enough to avoid
crash.

> I've put in a timer for the unfair scenery crash. Car shakes
> rapidly for a few seconds before its about to crash/spin.

Maybe a random decimal number between min and max time interval,
because of the dynamics and factors of uncertainty? Just saying. :)

> Going to try these new changes out on my cab this week, I'll shall
> upload something for you to try next week (that also has the
> opponent belt graphics glitch thing fixed) as it would be good to
> know your opinion before I put together a full release.

Don't hurry. It's good enough for maximum enjoyment. I also play your
remake 1.3, because it has a goal, and 1.4 because it is closer to the
original.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #129 on: February 15, 2015, 07:06:46 am »
I got the best photos I could without hacking up the cab.

https://www.dropbox.com/sh/xdn63tiox0msrpe/AACQWBahLZvp8b6v57rlfIega?dl=0

I saw these:
http://uk.farnell.com/lumex/ldq-m516ri/display-seven-segment-14-22mm/dp/1789269

If I learned how to program a micro controller I may have chance of having the original CRT + new 7 segment display connected to a PC running your emulator!
That way I don't ruin the original aesthetic of the machine.

Any thoughts?

Cheers for the pictures. So yes, there really isn't much spare space at all behind the score board is there. The piece of wood at the back of the score board looks glued? Might be tricky just trying to get to the back of the score board  :P

I must admit, it would be cool getting proper segmented displays running. The thing that is going to make it tricky is there are so many segmented displays on the score board. You need something that is going to be capable illuminating a lot of segments...
 6x4x7 = 168  (for 1stPlace, 2ndPlace, 3rdPlace, 4thPlace, 5thPlace, YourScore - all have 4 digits)
 2x3x7 = 42  (Ranking & PlayersToDate - both have 3 digits)
 1x2x7 = 14 (time - 2 digits)
So that's 224  individual segments that you need to be able to control.

I had an idea (Just a suggestion), what if you could get a cheap 8x8x8 cube kit  (512 leds so that's plenty), modify it so instead of illuminating spot leds, you'd illuminate segments of your scoreboard.
I've just been reading about these cube kits that are powered by Arduino boards. I've never heard of Arduino boards before, but they plug into you PC via USB, you can write simple programs to control what they do in C. Have a bit of a read about them here, these 8x8x8 kits seem a bit pricey though...
http://www.jameco.com/webapp/wcs/stores/servlet/ProductDisplay?langId=-1&storeId=10001&productId=2168940&catalogId=10001&avad=31303_a80efc3f&source=Avantlink
and this is a 8 page tutorial of a guy who built one of those kits, quite interesting:
http://www.pyroelectro.com/projects/8x8x8_led_cube/index.html

The basic 'starter' kit is pretty cheap, I might get one of these to mess about with, uses the same Arduino UNO R3 board that powers the 8x8x8 cube...
http://www.ebay.co.uk/itm/Sintron-UNO-R3-Upgrade-Kit-with-Motor-LCD-Servo-Module-for-Arduino-AVR-Starter-/161099897306?pt=LH_DefaultDomain_3&hash=item25824d59da

Like I said, its just a suggestion, just exploring all the options, see what you think  :)

EDIT: That basic 'starter' kit I mentioned above does not come with a genuine Ardiuno board, its a cheap copy. If I was gong to get one, I think I'd want a genuine Arduino, not sure how good/safe the copies are.
« Last Edit: February 19, 2015, 02:45:19 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #130 on: February 15, 2015, 02:03:16 pm »
Geecab

I finally got some time to devote to this project.  It is coming along nicely.  I just re-engineered the accelerator to use a modern linear potentiometer that is controlled by an Ultimarc A-PAC.  I now have a smooth accelerator.  Also, with some minor modifications, I was able to connect the steering mechanism to a SpinTrak.  So, all the hardware is working quite nicely.  Just need to work on the cosmetics now.

With that said, any chance you can support a secondary monitor to act as the marquee?  After reading some of your previous posts, I'm thinking a secondary display would work great on the Cabaret version to get the timer, hi-scores, game score.  Of course, I have no idea what it would take to pull that off.   Anyway, great job!  Thanks again.




geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #131 on: February 16, 2015, 03:43:49 am »
Geecab

I finally got some time to devote to this project.  It is coming along nicely.  I just re-engineered the accelerator to use a modern linear potentiometer that is controlled by an Ultimarc A-PAC.  I now have a smooth accelerator.  Also, with some minor modifications, I was able to connect the steering mechanism to a SpinTrak.  So, all the hardware is working quite nicely.  Just need to work on the cosmetics now.

With that said, any chance you can support a secondary monitor to act as the marquee?  After reading some of your previous posts, I'm thinking a secondary display would work great on the Cabaret version to get the timer, hi-scores, game score.  Of course, I have no idea what it would take to pull that off.   Anyway, great job!  Thanks again.

No problem xfassa, it is going to be in the next release. There is surprisingly not a lot of work to do to pull this off actually. You'll start 2 instances of the mgpr.exe, but they'll both have different configurations. One will be configured as the game_only instance, the other will be configured as the scoreboard_only. You'll have the game_only instance displayed fullscreen on your primary display, the scoreboard_only instance will be a window (That will be the same size as you secondary display, so that is completely fills it) and with some new configuration settings (window_pos_x and window_pos_y) I've added, it will move/slide itself over to the position of your choice on the secondary display at startup. Should have this working soon :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #132 on: February 16, 2015, 12:29:43 pm »
Fantastic!  I look forward to your next release. 

Have you thought about taking donations?  I am sure there are many of us willing to support all your hard work on this project.  Thanks!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #133 on: February 16, 2015, 05:19:01 pm »
Fantastic!  I look forward to your next release. 

Have you thought about taking donations?  I am sure there are many of us willing to support all your hard work on this project.  Thanks!

Cheers xfassa, real nice of you to suggest that but honestly no donations necessary! I really enjoy working on it and it brings back some great memories for me, so if yourself and others are getting enjoyment out if it too then that's really great! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #134 on: February 18, 2015, 10:06:00 am »
In my opinion, no one should really be able to reach a score of 9999 running the 'classic' game, because the scoreboard can not display anymore than that.

Richie Knucklez has the world record on the Monaco GP arcade machine with a score of 9999.
https://www.youtube.com/watch?v=Y5WPuLL0b4I

Great job on this simulator geecab, it really plays great  :applaud:

space invader

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #135 on: February 18, 2015, 10:24:51 pm »
First of all, great job, it's fantastic!

I am wondering if you have planned to develop a Linux versión.

I am building a cabinet with a raspberry pi inside it, and I'd like to have Monaco GP in it.

Anyway, once again, it's fantastic!

PD. sorry for my bad English

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #136 on: February 19, 2015, 03:05:24 am »
Richie Knucklez has the world record on the Monaco GP arcade machine with a score of 9999.
https://www.youtube.com/watch?v=Y5WPuLL0b4I

Great job on this simulator geecab, it really plays great  :applaud:

Cool! Thanks for posting Sp3c7r3!! and yes I've seen this clip of Richie breaking the world record, he makes it look to easy! His arcade machine must have a board fault I reckon ;)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #137 on: February 19, 2015, 03:29:45 am »
First of all, great job, it's fantastic!

I am wondering if you have planned to develop a Linux versión.

I am building a cabinet with a raspberry pi inside it, and I'd like to have Monaco GP in it.

Anyway, once again, it's fantastic!

PD. sorry for my bad English

Cheers for posting space invader!!  There is a version of Allegro (the Graphics and sound library I made the game with) that runs on the Raspberry Pi, but the problem is I've used quite a lot of the windows API  to create the game so it won't be a trivial copy over and re-compile job. I'm also concerned that the Raspberry won't be fast enough to run it (even the new one). Some day I do plan getting a Raspberry Pi, then seeing just how much work would be involved to do a port. But this really is quite a long time away, probably/hopefully when I get around to doing it there will be a more attractive windows OS based equivalent board that will be a better option for everybody :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #138 on: February 19, 2015, 03:53:50 am »
The dual screen support stuff is working well! Here are two instances of the game running. The 1st instance (on the left) it setup to export the scoreboard information, the 2nd instance is setup to import the scoreboard information. I've chosen to turn all the Bezel & LED artwork off in the 1st instance configuration, but you can still enable it if you so wish (So that the scoreboard information is duplicated). I shall include some example 'import' and 'export' configurations in the next release so it be easy for others to give this a try  :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #139 on: February 19, 2015, 06:29:24 pm »
Very nice.  This looks like it will work perfectly with the cabaret.  I can't wait for the next release.  Thanks so much for the extra effort. 

space invader

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #140 on: February 20, 2015, 04:32:39 am »
First of all, great job, it's fantastic!

I am wondering if you have planned to develop a Linux versión.

I am building a cabinet with a raspberry pi inside it, and I'd like to have Monaco GP in it.

Anyway, once again, it's fantastic!

PD. sorry for my bad English

Cheers for posting space invader!!  There is a version of Allegro (the Graphics and sound library I made the game with) that runs on the Raspberry Pi, but the problem is I've used quite a lot of the windows API  to create the game so it won't be a trivial copy over and re-compile job. I'm also concerned that the Raspberry won't be fast enough to run it (even the new one). Some day I do plan getting a Raspberry Pi, then seeing just how much work would be involved to do a port. But this really is quite a long time away, probably/hopefully when I get around to doing it there will be a more attractive windows OS based equivalent board that will be a better option for everybody :)

It's a pity I can not wait to have a version of monaco gp in my raspberry .

Any version for consoles ? I think only for PS2 and Saturn , but these do not have emulators on the raspberry, I think.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #141 on: February 21, 2015, 12:34:44 pm »
It's a pity I can not wait to have a version of monaco gp in my raspberry .

Any version for consoles ? I think only for PS2 and Saturn , but these do not have emulators on the raspberry, I think.

Sorry space invader, but I'm really not sure if Raspberry Pi is fast enough to emulate these consoles. Ever thought about putting a windows PC in your cab instead, might save you a bit of a headache  :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #142 on: February 21, 2015, 01:58:59 pm »
Monaco GP Remake (v1.4.5) is ready and it can be downloaded here:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****


My main intention for this release was to fix a few bugs that were in 1.4.1, and add support for a secondary display.
If you would like to run 2 instances of mgpr.exe, one instance running the game on one screen (the primary screen), and another instance running scoreboard artwork on the other screen (the secondary screen), then this is what I suggest you try first:
 1. Run mgpr_launcher.exe and start the configuration named "classic_scoreboard_export_1024x768.cfg". This game configuration exports (shares) its scoreboard information. Note. On some windows variants, mpgr.exe will not start at this point, you'll probably see a message I wrote complaining about problems creating shared memory. If this is the case (You'll be likely to encounter this problem if you are running anything other than XP), then you'll need to give administrator privileges to mgpr.exe, mgpr_launcher.exe, and scoreboard_reader.exe.
 2. With the classic_scoreboard_export_1024x768.cfg running, run the mgpr_launcher.exe again and start the configuration named "classic_scoreboard_import_1024x768.cfg"
 3. You should now be able to play the game in the first instance you started, and see the scoring for it in the second instance :) So now it is just a case of positioning these instances on your 2 screens. Only one instance can be set to fullscreen mode, the other has to be a window. The instance that is set to use fullscreen will use the primary display (I should imagine you will set your game instance to fullscreen). For the other (scoreboard) instance, set the DISPLAY set_window_pos setting to "yes", and experiment with the window_pos_x and window_pos_y settings (Leave game instance running, but keep restarting the scoreboard instance each time you change the settings as these effect the start position of the window). Hopefully, after  a bit of trial and error you'll be able to get the scoreboard positioned exactly where you want it.

Please be a little prepared as you visit the mediafire site, you might get adverts for other software appear, trying to fool you to download something else. Just make sure you only click on the big green 'Download' button near to top right of the page, and the file that you download to your computer is called "mgpr_v1_4_5.zip" (Its about 16MB in size).

Once its downloaded, unzip it, copy the original 1979 or 1980 Monaco GP ROMs into the 'roms' directory, then double click on 'mgpr_launcher.exe', choose a configuration and off you go!

Note that you can also run a specific configuration from command line (like in previous versions), running mpgr.exe using the -cfg switch. For example, if you wanted to run the pro_arcade_1360x768.cfg configuration from command line, you would specify
 mgpr -cfg pro_arcade_1360x768.cfg
 
All the default configurations are set up for fullscreen and keyboard control (keys are Z=left, X=right, N=Accelerate, M=Gear, 5 or 6 = Coin, 1=Switch between HiScores and AttractMode).
Press the TAB key during any game's attract mode (When "Deposit coin" is flashing at you) to edit the configuration (Change Controls to Mouse, joystick, choose different artwork etc..). Some options (such as display filter, fullscreen and various audio samples and volumes) will require you to restart the game before your new settings will take effect.

New in v1.4.5:
 - Fix opponent join belt glitch
 - Sound Master Volume defaults to 70% (was defaulting 100%, which made certain sounds distort).
 - More distinct ramp jump/land noise
 - Timer added to avoid unfair "only just got off the scenery and then crashed again" problem.
 - Braking improved, new GAMEPLAY "brake_immediate" configuration setting added. This setting controls start strength of the brakes immediately after stepping off the accelerator.
 - Added new GAMEPLAY configurations settings "vertical_climb" and "vertical_fall" to limit how quickly the player's car is able to move along the y axis of the screen.
 - Infinite lives symbol now shows during the first section of the Pursuit track.
 - The Start button (defaults to the '1' key) can now be pressed repeatedly to hurry up the end of race statistics screen (Pursuit track only).
 - New GAMEPLAY configuration settings for running multiple instances of mpgr.exe, when the game and the scoreboard information are to be displayed on separate screens:
         scoreboard_mode - Can be set to "export" [This running instance mgpr.exe will share its scoreboard information for other instances to import], "import" [This running instance of mgpr.exe will display scoreboard information based on what another instance is exporting] or "private" [Default, do not attempt to import/export the scoreboard information].
         window_frame - Start the window with or without a frame (Might not work with all variants of windows)
         set_window_pos - "No" [Startup position of window will be center of screen] or "Yes" [window_pos_x and window_pos_y are used]
         window_pos_x - Startup position of window, X position
         window_pos_y - Startup position of window, Y position
 - "Scoreboard_reader" executable and source code (Visual Studio 2008 Solution/Project) added for possible integration with arcade scoreboard. When executed, this program prints out any scoreboard information that is being exported by an instance of mgpr.exe. Try running it whilst running the "classic_scoreboard_export_1024x768.cfg" configuration. The idea is that the source provided can (someday) be modified so that rather than printing this information to screen, it can be used to control 7 Segment LEDs displays attached to the actual arcade scoreboard.
 - Improved Pursuit track difficulty
« Last Edit: March 26, 2016, 05:52:26 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #143 on: February 21, 2015, 03:57:06 pm »
Perfect timing, i just picked up my secondary display to replace the marquee (AOC-15-6-widescreen-flat-panel-usb-powered-portable-led-monitor-piano-black).  I will post some pics tomorrow detailing my progress.

Thanks again geecab!  😄

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #144 on: February 21, 2015, 04:20:14 pm »
geecab, will you consider making a gui for the settings/launcher? I have no idea how to remap the controls, but got my xbox 360 controller to work by using xpadder and mapping the keyboard inputs to the controller. I would like to try my Logitech G27 for the analog throttle and steering but can't figure out how?

In the .cfg it says "keys" but what do I write for analog? And how do I figure out what the written term is for wheel axis, throttle axis etc?

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #145 on: February 21, 2015, 04:48:35 pm »
Perfect timing, i just picked up my secondary display to replace the marquee (AOC-15-6-widescreen-flat-panel-usb-powered-portable-led-monitor-piano-black).  I will post some pics tomorrow detailing my progress.

Thanks again geecab!  😄

Cool! That's a great screen! Are you going to completely replace the rear marquee, or are you placing the new display behind it? Either way, I really can't wait to see the pics! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #146 on: February 21, 2015, 05:09:14 pm »
geecab, will you consider making a gui for the settings/launcher? I have no idea how to remap the controls, but got my xbox 360 controller to work by using xpadder and mapping the keyboard inputs to the controller. I would like to try my Logitech G27 for the analog throttle and steering but can't figure out how?

In the .cfg it says "keys" but what do I write for analog? And how do I figure out what the written term is for wheel axis, throttle axis etc?

Hey Sp3c7r3! There is actually an in-game editor that I think is what you are looking for. Run mgpr_launcher.exe, and start the game configuration that you wish to change.  When that configuration starts, press the "TAB" key, this will invoke the in-game editor. Use the arrow keys to navigate around the options. In the CONTROLS section, navigate to the steering_device option, it will be configured for keys. Then using the left or right arrow keys, you can iterate through all game controllers that the program detects. When you've found the one you want, press TAB again to leave the editor and try the new settings out. When you exit the game completely, the .cfg you launched will automatically be updated with your changes.

Hope this helps :)
« Last Edit: February 22, 2015, 02:43:47 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #147 on: February 22, 2015, 12:02:11 am »
Geecab - I got lat start this evening but did manage to accomplish a few tasks.

1)  I successfully extracted the LED screen from the bezel/case (without destroying anything).  Overall the display fits really well into the marquee opening.  Despite the display width being significantly shorter.  Although, the length is just enough to cover all the numeric fields (phew!).

2)  I successfully installed the latest version of your Monaco GP simulator.  I was even able to get the game playfield and scoring marquee to appear on their respective displays.  However, I was unable to get the scoring marquee to fill the screen.  The native display resolutions are 1280 x 1024 (primary display) and 1366 x 1024 (secondary display).  Note, I can't change the native resolution on the secondary display.  Even if I succeeded to properly display the scoring marquee, the numeric fields would not have aligned.  Mainly due to the narrow width of the secondary display (see images).  Is there a way to remove the Monaco GP graphic and only display the score/ranking/timer/best5 numeric fields?  As you can see from my images, the "score" and "ranking" numeric fields will have to start at the very far left of the secondary display while the "Todays Best 5" numeric fields will have to fill all the way to the far right of the secondary display.  Hopefully, that all makes sense.

Anyway, going to bed now, will attack it in the morning.  Please let me know your thoughts.  THANKS!!!!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #148 on: February 22, 2015, 03:28:12 am »
Geecab - I got lat start this evening but did manage to accomplish a few tasks.

1)  I successfully extracted the LED screen from the bezel/case (without destroying anything).  Overall the display fits really well into the marquee opening.  Despite the display width being significantly shorter.  Although, the length is just enough to cover all the numeric fields (phew!).

Nice! Just enough == ideal fit!!


2)  I successfully installed the latest version of your Monaco GP simulator.  I was even able to get the game playfield and scoring marquee to appear on their respective displays.  However, I was unable to get the scoring marquee to fill the screen.  The native display resolutions are 1280 x 1024 (primary display) and 1366 x 1024 (secondary display).  Note, I can't change the native resolution on the secondary display.  Even if I succeeded to properly display the scoring marquee, the numeric fields would not have aligned.  Mainly due to the narrow width of the secondary display (see images).  Is there a way to remove the Monaco GP graphic and only display the score/ranking/timer/best5 numeric fields?  As you can see from my images, the "score" and "ranking" numeric fields will have to start at the very far left of the secondary display while the "Todays Best 5" numeric fields will have to fill all the way to the far right of the secondary display.  Hopefully, that all makes sense.
Anyway, going to bed now, will attack it in the morning.  Please let me know your thoughts.  THANKS!!!!

With the scoreboard instance of mgpr.exe as your active window, press TAB to invoke its editor. Iterate through the DISPLAY_OPTIONS resolutions, is the 1366x1024 resolution in there?? If it is, leave it set to that, press ESC to close the scoreboard instance so that new resolution is saved into the .cfg file. Note that when running the scoreboard instance in windowed mode (fullscreen=no) like we are, the resolution setting controls the size of of window created when the instance starts. When you run the scoreboard instance again the window should match the size of your second display, it should then just be a case of using the ARTWORK settings (In scoreboard instance's editor again), to reposition/resize the LEDs and Bezel graphics as you wish.

>>Is there a way to remove the Monaco GP graphic and only display the score/ranking/timer/best5 numeric fields?
Yes, set ARTWORK enable_bezel_artwork to no and it should go away.

If the scorebaord instance does not allow you to set the 1366x1024 resolution then there are a few other (less elegant) things we could try:
 1. You could set the window size of the scoreboard instance to a size greater than the resolution of the screen itself.  Any over hang shouldn't interfere with the other game instance if the game instance is running in fullscreen mode. It should then just be a case of using the ARTWORK settings (In scoreboard instance's editor again), to reposition/resize the LEDs and Bezel graphics as you wish.

Or 2. You could make your new screen the primary display, have the scoreboard in fullscreen mode, and the game in window mode.

Or 3. I could post on the Allegro forum and find out why their game library isn't showing 1366x1024 in their list of valid resolutions. Then ask them really nicely if they would support it in future releases. FYI. 1366x1024 resolution doesn't show up on my XP system, but I think what appears in the resolution list depends on what graphics card & display drivers you have installed.

Good luck! I'm keeping my fingers crossed, hopefully the 1366x1024 resolution will show up in your scoreboard instance editor and we will be home and dry  :)
« Last Edit: February 22, 2015, 03:35:07 am by geecab »

Sp3c7r3

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #149 on: February 22, 2015, 09:13:40 am »
Hey Sp3c7r3! There is actually an in-game editor that I think is what you are looking for. Run mgpr_launcher.exe, and start the game configuration that you wish to change.  When that configuration starts, press the "TAB" key, this will invoke the in-game editor. Use the arrow keys to navigate around the options. In the CONTROLS section, navigate to the steering_device option, it will be configured for keys. Then using the left or right arrow keys, you can iterate through all game controllers that the program detects. When you've found the one you want, press TAB again to leave the editor and try the new settings out. When you exit the game completely, the .cfg you launched will automatically be updated with your changes.

Hope this helps :)

Works like a charm, thanks. Instantly got better. With the pad I could barely break the 2,000pts, regularly, to get extended play and now I get it almost every time. My best so far is just shy of 3,700pts. Those tunnels are killing me...

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #150 on: February 22, 2015, 11:12:07 am »
geecab - Sorry, I incorrectly said the secondary display was 1366 x 1024.  It is actually 1366 x 768.

I tried your recommendations.  Unfortunately, I have not had success (but closer!).  The maximum allowable resolution in the display options (after pressing TAB) is 1280 x 1024.  So, I am left with unused space on the secondary display (1366 - 1280 = 46).  I need the full 1366 so it reaches the numeric fields on the marquee. 

I tried adjusting the secondary display resolution but it is locked at 1366 x 768.  For reference, the driver software is special for the DisplayLink® USB graphics network device that is incorporated in the monitor.

Sooooooooo close.  I will continue to mess with it.  :-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #151 on: February 22, 2015, 01:01:21 pm »
I guess your graphics card has a max resolution of 1280x1024 ? If so then I think that's the problem. I don't suppose you have a newer graphics card knocking about that you could try?

Just thought of something, a bit of a workaround! You could run 2 scoreboard instances of "classic_scoreboard_import_1024x768.cfg", one for the left of the screen, and one for the right. They would both display the same scoreboard information (You can actually run this configuration as many times in as many windows as you like, as long as your processor can handle it).

What you could do is copy and rename the "classic_scoreboard_import_1024x768.cfg" to say:
 classic_scoreboard_import_1024x768_left.cfg
 classic_scoreboard_import_1024x768_right.cfg
Launch them both, then use their editors to set their position, move the LEDs around etc... I think that might work?

By the way, what OS are you running? Certain variants of windows (for example XP) allows you to disable the frame of a window (I've added an setting for this in the editor, see DISPLAY window_frame). Basically you could set window_frame to off for both scoreboard instances so that you wouldn't see where they join?

There still might be something I can do to force the single window size to 1366x768, I shall look into it :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #152 on: February 22, 2015, 01:14:23 pm »
I am running Win XP SP3 with an Nvidia GTS450.

I think the problem is that I am running a generic Win XP Nvidia graphics driver.  Hence, the maximum resolution of 1280 x 1024.  Updating driver now, keep your fingers crossed.

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #153 on: February 22, 2015, 02:23:04 pm »
Very tricky.  The left and right score windows worked.  I turned the window frames off so it looks seamless.  Just need to align all the numeric fields.  Getting REALLY close now.  THANKS!


BTW....the updated video driver did nothing.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #154 on: February 22, 2015, 02:48:57 pm »
Very tricky.  The left and right score windows worked.  I turned the window frames off so it looks seamless.  Just need to align all the numeric fields.  Getting REALLY close now.  THANKS!
BTW....the updated video driver did nothing.

OK that's cool about the left and right windows :)

Just had a look here, http://www.geforce.co.uk/hardware/desktop-gpus/geforce-gts-450/specifications the specs on your graphics card should be more than enough. After you updated the video driver, were you able to see any new (larger) resolutions to choose from in the windows display properties settings? I'm just wondering, my game might limit the window you can create based on the resolution you have chosen for your desktop display...

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #155 on: February 22, 2015, 03:19:07 pm »
Works like a charm, thanks. Instantly got better. With the pad I could barely break the 2,000pts, regularly, to get extended play and now I get it almost every time. My best so far is just shy of 3,700pts. Those tunnels are killing me...

Great stuff Sp3c7r3! It's actually really difficult to play with a wheel that has a fixed center point I think, so your score of 3700 is really good :) The game is really intended to be played with a free spinning wheel of some sort (like it was in the arcade). You'll find things a lot easier if you used, say, a spinner or your mouse.

That said, I'm thinking of adding some new settings for people who use fixed center point wheels like yours. So instead of having to always return the wheel to its center point to make the car go straight forward, your wheel will function more like a mouse. When the wheel is in the center position, the car will always be in the center of the road, then you'll sort of point with the steering wheel where you want the player car to move to (hope that makes sense). I think it could work, I might try and get this working when I have some spare time, the tricky thing is to figure out what to do about the player car's starting position (Its always on the far right of the scenery, which means the wheel needs to be locked right each time you start. Not sure what to do about this yet)...



xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #156 on: February 22, 2015, 03:23:25 pm »
geecab - Nope, no additional resolutions after upgrading the driver.  No worries, the left and right score windows are looking great.  Just need to position the "Todays Best 5" numeric fields and I will be done.  I will post some pics soon!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #157 on: February 22, 2015, 03:57:36 pm »
Wow........that worked great!  It took some time to align everything but it looks very cool.  I can't thank you enough for all your terrific work.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #158 on: February 22, 2015, 04:14:33 pm »
Excellent work xfassa! That looks spot on, can't wait to see the complete cab now!! :)






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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #159 on: February 22, 2015, 05:38:18 pm »
Very good Geecab,

No more glitches, methinks. Glad to have accepted some of my
observations. Pursuit is harder, but I ended again... sorry. :)

Apropo Raspberry Pi and machines that can not run MGPR, several times
I put the flash in 2-3 15.6" Win7 laptops and it was all ok, just like
on desktop. But one day I tried Acer Aspire One AOD257, 10.1” WSVGA
(1024x600) netbook Win7-32, 2GB RAM and 320 GB HDD... It was so slow,
like slow motion movie, that I could not reach to the second tunnel -
without crash - time expired. Everything is slow: moving, car,
opponents, track, except sound and time. This laptop runs just fine MS
Office, internet and some games, but MGPR (640x480) very slow,
although it has 2 cores/4 threads 1.66 GHz speed. I think because
integrated Intel® Graphics Media Accelerator 3150 and low dedicated
memory. Which API-tools you use for video rendering?


xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #160 on: February 22, 2015, 06:32:37 pm »
Here is a quick look at it assembled.  Lots of work to do yet.  :-)


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #161 on: February 22, 2015, 06:48:33 pm »
Here is a quick look at it assembled.  Lots of work to do yet.  :-)

Absolutely awesome xfassa! This is the sort of thing I want to with my cab. Didnt think you could get an LED screen behind the marquee. Those AOC screens? What's the model number? Are they expensive? Is it 16/10 ratio? I thought the marquee/score display was too short in height to fit a screen in there.

Sorry for all the questions but it seems you've come up with a solution I can use. Do you think I could get a screen behind the marquee while keeping the original CRT in place?

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #162 on: February 22, 2015, 07:00:54 pm »
Monaco GP Remake (v1.4.5) is ready and it can be downloaded here:
http://www.mediafire.com/download/8b5sog8ld5b8hry/mgpr_v1_4_5.zip

I've just caught up with the thread and I'm really impressed with what you've done with the second display. Seems xfassa has run with it and managed to squeeze in a second display in the marquee.

Looks like this is the way to go! Once again, great job on the improvements you've made.

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #163 on: February 22, 2015, 11:31:40 pm »
RetroNutz - I will try and take some more pictures this week.  As for the monitor, its an  AOC 16" - E1649FWU.  Once you remove the bezel/housing, it fits nicely into the marquee opening.  However, the marquee holder brackets need to be adjusted to accommodate the marquee and the added thickness of the monitor.

Sp3c7r3

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #164 on: February 23, 2015, 02:14:42 pm »
Here is a quick look at it assembled.  Lots of work to do yet.  :-)

That looks fantastic. Great job!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #165 on: February 23, 2015, 02:43:48 pm »
Here is a quick look at it assembled.  Lots of work to do yet.  :-)

It really looks excellent xfassa! Just a thought, you could create a really simple bitmap that has bright yellow bars across it, that you could load with the editor and have it as your bezel, so it would kind of back light 'Monaco GP' and 'Sega' writing?

Oh and just another thought, not sure if you already know this, but you've got a choice of LED fonts to choose from, you can iterate through them by changing the ARTWORK led_filename setting. Nothing wrong with the one you have chosen (Its the best one to be honest), but just in case you ever fancy a change!

 :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #166 on: February 23, 2015, 02:55:49 pm »
Geecab - great idea on the back lighting.  Unfortunately, the display does not span the entire width of the marquee.  :-(

Wow, i didn't know i could change the LED font.  I kind of like the default.  Although, my wife asked if it could be changed to a brighter red.  :-)

Honestly, i am just thrilled how good it all looks.  I would really like to do a video of the entire project.  Work really gets in the way of all my hobbies.  Of course, work pays for all my hobbies too!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #167 on: February 23, 2015, 03:14:53 pm »
Very good Geecab,

No more glitches, methinks. Glad to have accepted some of my
observations. Pursuit is harder, but I ended again... sorry. :)

Apropo Raspberry Pi and machines that can not run MGPR, several times
I put the flash in 2-3 15.6" Win7 laptops and it was all ok, just like
on desktop. But one day I tried Acer Aspire One AOD257, 10.1” WSVGA
(1024x600) netbook Win7-32, 2GB RAM and 320 GB HDD... It was so slow,
like slow motion movie, that I could not reach to the second tunnel -
without crash - time expired. Everything is slow: moving, car,
opponents, track, except sound and time. This laptop runs just fine MS
Office, internet and some games, but MGPR (640x480) very slow,
although it has 2 cores/4 threads 1.66 GHz speed. I think because
integrated Intel® Graphics Media Accelerator 3150 and low dedicated
memory. Which API-tools you use for video rendering?

Good stuff tomtom! I rely on your observations / bug finding etc.., you've helped identify some stuff that really did need fixing and the game is much better for it!

>>> Pursuit is harder, but I ended again... sorry. :)
NOOO!! 21 seconds left & 3 lives remaining - That is such a walk in park!! ;)  I can complete pursuit but only once in, say, every 15 goes! I only ever have about 1 second left, and hardly any lives left??

Its got to be down to the following:-
1. I'm rubbish at my own game (I hope its not that!)
2. It must be how we've set up our controls. I use a 360 wheel that I connect up to a hacked mouse. I've have set steering_sensitivity 50, and steering_weight 68, because for me that gives me the feeling from what I remember of the arcade. Everything else I left at the default values. What control settings are you using?

>>Which API-tools you use for video rendering?
Cheers for those processor/PC stats. I use a graphics and sound library called Allegro 5 to make (render) the game. So basically, its all down to what ever Allegro 5 runs ok on. If Allegro 5 runs ok on it, so will Monaco GP Remake.

:)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #168 on: February 23, 2015, 04:07:08 pm »
Geecab - great idea on the back lighting.  Unfortunately, the display does not span the entire width of the marquee.  :-(

oh yes, I see what you mean. You could just light up the Sega for now I suppose. Lets think about this another time as there is probably a solution to this... You could get yourself a custom marquee made up with a slightly narrower Monaco GP lettering ;)

>>Wow, i didn't know i could change the LED font.  I kind of like the default.  Although, my wife asked if it could be changed to a brighter red.  :-)
Cool! Yep, I like the default one also, but yes I do kind of know where your wife is coming from, probably needs to be a little more red (or maybe you have color/gamma settings for your second monitor you can try changing)? BTW, just so you know you can make your own led graphics yourself, or edit one that already exists quite easily. They are all in the 'led' directory. Any bitmaps you save in the 'led' directory the editor will assume its a new led font and you'll be able to see it when iterating through the list of filenames. Have a look at 7segment_scanned.bmp with any paint package and you'll see how they are made up (As long as the bitmap can be divided equally width ways by 11 (to accommodate all the digit combinations), and you save it as a .bmp file, then it should look & work OK.

>>Honestly, i am just thrilled how good it all looks.  I would really like to do a video of the entire project.  Work really gets in the way of all my hobbies.  Of course, work pays for all my hobbies too!
Great stuff, I'm really happy seeing it all coming together too, it does look like the real deal now and really pleased the second monitor you found does the job nicely! :)

tomtom

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #169 on: February 24, 2015, 04:25:43 pm »
> NOOO!! 21 seconds left & 3 lives remaining - That is such a walk in
> park!! ;)  I can complete pursuit but only once in, say, every 15
> goes! I only ever have about 1 second left, and hardly any lives left??

Not always so ideal. Before that I had failed 15-20 runs. The first
time I had finished, it was similar to you. Cab playing is
difficult; one hand should drive, another gearchange and foot
accelerate; more synchronization.

There's a guy on YT, who likes to breaking records in the old
arcades. I'm sure he would have done better if hi knew for MGPR
remake. /rdrunner0077/
PS: It is a coincidence, I'm not that Tom. :)

> It must be how we've set up our controls. I use a 360 wheel that
> I connect up to a hacked mouse. I've have set steering_sensitivity
> 50, and steering_weight 68, because for me that gives me the feeling
> from what I remember of the arcade. Everything else I left at the
> default values. What control settings are you using?

I said earlier, only mouse and steering_sensitivity 100 or more.
Because of high sensitivity, the hand must be calm and stable.
Many times crash happens, when a little more drag the mouse.

> So basically, its all down to what ever Allegro 5 runs ok on. If
> Allegro 5 runs ok on it, so will Monaco GP Remake.

I do not know if there is some tests or system requirements for
Allegro 5. Obviously, the best test is your program.


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #170 on: February 26, 2015, 06:47:54 pm »
Not always so ideal. Before that I had failed 15-20 runs. The first
time I had finished, it was similar to you. Cab playing is
difficult; one hand should drive, another gearchange and foot
accelerate; more synchronization.

Ok, cool, the difficulty may be 'about right' then :) I was thinking, it might be a good idea to have a simple/quick way of changing the difficulty each time the game is loaded (and this difficulty would be remembered for the next time you load the game). Say, when the Disclaimer screen appears, you would see a 5 second timer count down, and a flashing message would indicate "stop on gas and spin wheel to set difficulty" sort of thing, you'd be able to choose easy, medium, hard and impossible?

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #171 on: February 26, 2015, 07:08:31 pm »
I've made a start putting some videos together of the latest version running .  I've decided to make 4 different videos, one for each of the game modes; Classic, Pro, Pursuit and Stunt. This is the first, showing the Classic game mode running on my cabinet. The quality isn't the best (Rubbish camera!), but hopefully it gives decent enough impression of the game :)

Monaco GP Remake (v1.4.5) "Classic" game mode:
Monaco GP Remake (version 1.4.5) - "Classic" game mode
« Last Edit: February 28, 2015, 10:26:31 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #172 on: February 28, 2015, 10:15:41 am »
Monaco GP Remake (v1.4.5) "Stunt Park" game mode:
Monaco GP Remake (version 1.4.5) - "Stunt Park" game mode
« Last Edit: February 28, 2015, 10:26:45 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #173 on: March 01, 2015, 04:36:51 pm »
RetroNutz & xfassa - I've decided to get an arduino board starter kit. I got interested in them whilst browsing for a hardware scoreboard display solution for RetroNuts, and these arduino boards just look like they'd be cool to mess about with and maybe I'll learn a few things along the way. I'm not sure how far I'll get and it will probably take me ages to get something going (and I'll probably blow something up in the process (I've made backups of my Monaco GP source, don't worry :P))  but just wanted to say don't ebay away your arcade display circuit board quite yet because who knows someday there might have a way of getting them going again (though you'll probably have a tricky soldering / wiring job on your hands ;)).

Got some BCD to 7 segment decoders and some shift registers on order so no turning back now!! Also, thinking I could use my display to show highscores of other mame games ((http://highscore.mameworld.info) buts that's a little too far down the line to think about right now, just want to get a few LEDs illuminated first!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #174 on: March 01, 2015, 04:42:30 pm »
Nice one. Keep us posted. I'd have a go myself but the last time I programmed it was at school. COBOL and Pascal if I remember! I'm showing my age now. Really wish I'd stuck at it. I'm actually quite jealous you've made the Monaco GP remake. You've certainly got some skills!


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #175 on: March 01, 2015, 05:59:46 pm »
Geecab -  Good luck with the starter kit!  It is always good to keep challenging yourself.  ;-)

Now that everything is setup, I dedicated some time to play the game.  Unfortunately, I ran into a few issues.

Setup:
Intel Core2 Quad Q8400 (2.66Ghz)
8GB ram (WinXP only recognizes 4GB)
Nvidia GTS450 (1GB) Video Card

Issue #1:  When opening the three sessions (game, left side score, right side score), the game runs noticeably slower.  It's playable but definitely slower.  It even sounds different.  My guess is the three sessions really eat up a lot of resources.  My plan is to upgrade to Windows 7 (although Linux would be ideal).  Anyway, I will give it a go.

Issue #2:  I would like to use my Ultimarc APAC to control the foot pedal, shifter, and coin up button.  However, the coin up menu setting will only let me select keyboard keys.  There is no APAC options for selecting button 1.  The shifter menu setting allows the APAC to be used.  Any ideas?

Thanks for any/all help!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #176 on: March 01, 2015, 06:03:28 pm »
Nice.

 You may want to add sprite scaling if you are doing jumps.  As thing rise up, they should scale larger... then scale back down as they fall. I didnt realize the car was jumping, until I saw the shadow shift.  An animation of the cars tilt would also help.

 Jumping is highly unrealistic in such a car due partially to the shocks.. and partially the landing angles.  Which would make for some interesting gameplay.. however, might be too difficult.   The height and distance would equate to your speed... and possibly different ramp heights / angles  (use diff colors on ramp types .. if using multiples).   In order to successfully land a ramp flight... one would need to hit the landing ramp (at the beginning or middle section).   

 To make this realistic, one shouldnt be able to steer, nor effect the screens scrolling (throttle),  when you are airborne. Speed will drop a little naturally, as you have no ground to maintain it.

  An easy mode, could allow steering and or speed changes... but I think the realist mode would be more rewarding. Higher risk to try a jump... and greater points awarded for landing one given.  A greater adrenaline rush, and greater feeling when one lands a jump successfully.

  Another option, would be to change.the car type... to a dirt-bike sytle buggy or an actual dirkbike period.   That might need different steering (leaning animations) , and possible Arial tilting control. Again, use of scaling would help convey the jump.  That and or scaling the background instead.(with some camera focus applied for extra pop... and or a combination of car  scaling+bg scaling)

As for the use of an lcd on a real cabinet. .. it maks me cringe.  =(
Maybe some filters and simulated crt curve would help some... but even then, the refresh is probably too slow.

Looking at the.vid, it.appeared that ice barely effected the steering speed.and traction.   Theres no way one could drive like that on real ice.   Same effect fix.also need be applied to other racers.

  Environmental effects like rain, snow, and high winds would be cool..   as well as a sunset and night mode.
A section like Turbo's lit up city scape would be cool.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #177 on: March 01, 2015, 06:22:40 pm »

Looking at the.vid, it.appeared that ice barely effected the steering speed.and traction.   Theres no way one could drive like that on real ice.   Same effect fix.also need be applied to other racers.

You have to remember the driving "physics" in this game are based on the original 1979 game. I like the fact Geecab has made his own tracks with new obstacles, but for me at least, you can't change how the car handles as this detracts from why I liked the original in the first place.

It's only my personal opinion of course, but I love this emulation as it replicates the original so well. If it didn't handle the way it did I probably wouldn't play it so much.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #178 on: March 02, 2015, 05:51:12 am »
From looking at the vid.. it didnt look like what I remembered.  Maybe im mixing it up with Turbo.  Ill check it out later to see.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #179 on: March 02, 2015, 03:19:58 pm »
Geecab -  Good luck with the starter kit!  It is always good to keep challenging yourself.  ;-)

Now that everything is setup, I dedicated some time to play the game.  Unfortunately, I ran into a few issues.

Setup:
Intel Core2 Quad Q8400 (2.66Ghz)
8GB ram (WinXP only recognizes 4GB)
Nvidia GTS450 (1GB) Video Card

Issue #1:  When opening the three sessions (game, left side score, right side score), the game runs noticeably slower.  It's playable but definitely slower.  It even sounds different.  My guess is the three sessions really eat up a lot of resources.  My plan is to upgrade to Windows 7 (although Linux would be ideal).  Anyway, I will give it a go.

Issue #2:  I would like to use my Ultimarc APAC to control the foot pedal, shifter, and coin up button.  However, the coin up menu setting will only let me select keyboard keys.  There is no APAC options for selecting button 1.  The shifter menu setting allows the APAC to be used.  Any ideas?

Thanks for any/all help!

Oh no it was all going so well ;)

Regarding Issue 1 - The scoreboard instances will require about the same processing power as the game instance itself. There are probably a few things I can do to make the scoreboard instances less processor hungry, but before we go down that route, I'm wondering if its the large resolutions that you are running the instances at that is causing resources to max out.
- Can you let me know what resolution you are running the game instance at?
- Can you try running the game and scoreboard instances at say 640x480 (or whatever the lowest resolution you can choose is). It won't look correct I know, but its a good test to see whether its my programming eating up the processor, or the resolution of the instances. Might be an idea to open the Windows Task Manager and let me know the Performance of your processors as you start each instance up?
- I really wouldn't upgrade to windows 7 just yet. I'm my experience, upgrading to a newer windows OS will only make things run slower. Linux is a no go at the moment I'm afraid.

Regarding Issue 2 - Whoops, yes the coin button thing is definitely a bug, should be easy enough to fix :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #180 on: March 02, 2015, 03:42:46 pm »

Looking at the.vid, it.appeared that ice barely effected the steering speed.and traction.   Theres no way one could drive like that on real ice.   Same effect fix.also need be applied to other racers.

You have to remember the driving "physics" in this game are based on the original 1979 game. I like the fact Geecab has made his own tracks with new obstacles, but for me at least, you can't change how the car handles as this detracts from why I liked the original in the first place.

It's only my personal opinion of course, but I love this emulation as it replicates the original so well. If it didn't handle the way it did I probably wouldn't play it so much.

Cheers RetroNuts, glad you are liking the new obstacles! I wasn't sure that everyone would like my new additions to begin with, which is why I provided distinct game modes. Classic & Pro is there for the purists, and the other games are there if you fancy a new/different challenge. I quite enjoy all the modes to be honest. I hopefully haven't gone over the top with new stuff, I've tried to be loyal to the original and my new sprites are drawn in the pixel resolution and palette as all the other sprites. I tried to imagine that if Sega had kept going another few years with there 2D Monaco GP TTL hardware, what we might have seen in the arcades :)

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #181 on: March 02, 2015, 09:47:38 pm »

Oh no it was all going so well ;)

Regarding Issue 1 - The scoreboard instances will require about the same processing power as the game instance itself. There are probably a few things I can do to make the scoreboard instances less processor hungry, but before we go down that route, I'm wondering if its the large resolutions that you are running the instances at that is causing resources to max out.
- Can you let me know what resolution you are running the game instance at?
- Can you try running the game and scoreboard instances at say 640x480 (or whatever the lowest resolution you can choose is). It won't look correct I know, but its a good test to see whether its my programming eating up the processor, or the resolution of the instances. Might be an idea to open the Windows Task Manager and let me know the Performance of your processors as you start each instance up?
- I really wouldn't upgrade to windows 7 just yet. I'm my experience, upgrading to a newer windows OS will only make things run slower. Linux is a no go at the moment I'm afraid.

Regarding Issue 2 - Whoops, yes the coin button thing is definitely a bug, should be easy enough to fix :)

Here are my resolutions/CPU usages.

LCD Display Settings in Windows XP
Primary Display:  1024x768
Secondary Display:  1366x768

Display Settings in Monaco GP
Primary Game Session: 1024x768
Secondary Game Session (Left Side of Scoreboard): 1024x768
Tertiary Game Session (Right Side of Scoreboard): 1024x768

All sessions set to 1024x768
CPU Usage (%), Page File Usage (MB)
Baseline:  1%, 257MB
Primary Session:  9%, 314MB
Secondary Session: 40%, 368MB
Tertiary Session: 56%, 421MB

All sessions set to 640x480
CPU Usage (%), Page File Usage (MB)
Baseline:  1%, 257MB
Primary Session:  6%, 306MB
Secondary Session: 19%, 353MB
Tertiary Session: 25%, 400MB

Unrelated.  My "Gear_Method" is set to Lo when Held.  Unfortunately, the game always starts in High gear forcing me to shift into High and the back into Low to get it to change into Low gear.  Once that is done at the start of the game, the shifting works perfectly.  Any ideas?

Thanks again for all your help!

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #182 on: March 03, 2015, 03:40:09 am »
Seems like the change in resolution is having quite an effect...

Sorry, just want to confirm something (I'm easily confused :P). Take the case when you've got all resolutions set to 1024x768, are you giving me the individual CPU usage per instance, or the total CPU usage as you run the instances?

So basically do you mean this:
Primary Session:  9%, 314MB   - (Implies this instance takes 9% CPU)
Secondary Session: 40%, 368MB (Implies this instance takes 40% CPU. Total CPU is thus usage is 9% + 40% = 49%)
Tertiary Session: 56%, 421MB (Implies this instance takes 56% CPU. Total CPU is thus usage is 9% + 40% + 56% = 100% (can't be anymore))

Or do you mean this:
Primary Session:  9%, 314MB   - (Implies total CPU usage with 1 instance running is 9%. 91% of CPU must therefore be idle)
Secondary Session: 40%, 368MB (Implies total CPU usage with 2 instances running is 40%.  60% of CPU must therefore be idle)
Tertiary Session: 56%, 421MB (Implies total CPU usage with 3 instances running 56%. 44% of CPU must therefore be idle)


Does the game run at the correct speed with all windows at 640x480 ? If so, you might as well stick with that resolution. The only real benefit of running your game instance at 1024x768 would be if you were going to display hi-res artwork, which you are not.

I've just done a crude calculation (pic attached), I think you'd still be able to display all the LED information you want with two 640x480 scoreboard windows? You could also set the wallpaper of the 1366x768 screen to something that could light up the big Monaco GP title??


>>My "Gear_Method" is set to Lo when Held.

Whoops! Sounds like I'm not initializing this properly. Hopefully won't be too tricky to fix :)


xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #183 on: March 03, 2015, 07:02:19 am »
Sorry for the confusion.  This is what i meant.

Or do you mean this:
Primary Session:  9%, 314MB   - (Implies total CPU usage with 1 instance running is 9%. 91% of CPU must therefore be idle)
Secondary Session: 40%, 368MB (Implies total CPU usage with 2 instances running is 40%.  60% of CPU must therefore be idle)
Tertiary Session: 56%, 421MB (Implies total CPU usage with 3 instances running 56%. 44% of CPU must therefore be idle)

I will try changing the resolutions to 640x480 and adjust them to fit the screen properly.  I will report back later tonight. Thanks!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #184 on: March 03, 2015, 10:34:34 pm »
Thank you so very very much for this very awesome remake of this very awesome game!  Your remake runs perfectly using Wine(https://www.winehq.org) on my iMac.  I was just wondering something.  Does your remake have a pause button?  If so, what is it?

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #185 on: March 04, 2015, 03:28:50 am »
Thank you so very very much for this very awesome remake of this very awesome game!  Your remake runs perfectly using Wine(https://www.winehq.org) on my iMac.  I was just wondering something.  Does your remake have a pause button?  If so, what is it?

Wow! Just clicked on your Wine link and reading about it. I've never heard of Wine before but it sounds excellent, a few people have asked for a Linux port of my remake in the past so this could be the answer! I'm interested to know, what OS are you running and what processor does your iMac have?

It doesn't have a pause button at the moment, but it shouldn't be too difficult to implement one for the next release.

Thanks for posting :)


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #186 on: March 04, 2015, 04:34:43 am »
Quote
I'm interested to know, what OS are you running and what processor does your iMac have?
I have an iMac running Mac OSX with a 3.4 GHz Intel Core i7 processor.
Quote
It doesn't have a pause button at the moment, but it shouldn't be too difficult to implement one for the next release.
Well, I'll definitely be on the lookout for any future releases of your game.  Thanks again.

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #187 on: March 04, 2015, 04:26:58 pm »
I have an iMac running Mac OSX with a 3.4 GHz Intel Core i7 processor.
Well, I'll definitely be on the lookout for any future releases of your game.  Thanks again.

Cheers for this kcidkcus, that's a nice high end machine you have!

I've been reading quite a bit about Wine today, not sure how its gone under my radar! I will have to give it a try sometime soon, quite interested to see how it performs when using a less powerful processor :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #188 on: March 04, 2015, 04:32:25 pm »

I have an iMac running Mac OSX with a 3.4 GHz Intel Core i7 processor.
Well, I'll definitely be on the lookout for any future releases of your game.  Thanks again.

Cheers for this kcidkcus, that's a nice high end machine you have!

I've been reading quite a bit about Wine today, not sure how its gone under my radar! I will have to give it a try sometime soon, quite interested to see how it performs when using a less powerful processor :)

I have the same speed mac and after reading the above post, before trying WINE, I ran monaco GP in an instance of Win XP in VirtualBox at the highest game resolution, and there was some significant slow down. It ran fine at 640x480. I've yet to try it in wine...

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #189 on: March 08, 2015, 11:35:20 am »
I've been getting on really well with my Arduino board! If you ever fancied getting a basic understand of electronics I really must encourage you to try one of these out for yourself! :)

After looking closely at the arcade machine's schematics (I think I understand how the scoreboard multiplexing works now), I decided to buy a few components that were similar/identical to the ones on the arcade machine's scoreboard circuit board (Shift registers, BCD to 7-Seg decoders and 7-Seg displays).

Only 2 displays working at the moment (I've run out of breadboard for anymore), but I'm kind of feel that it wouldn't be too tricky to add the rest if I wanted to. I'm kind of thinking I'd like now to scratch build a Monaco GP upright and use the Arduino circuit for the scoreboard :P

I'll go into more detail about how I got things to work when I have a bit more time. For now, here's some pics and video of things working...
Monaco GP Remake (version 1.4.5) - Arduino Testing

« Last Edit: March 08, 2015, 11:40:14 am by geecab »

RetroNutz

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #190 on: March 08, 2015, 02:09:19 pm »

I've been getting on really well with my Arduino board!
I'll go into more detail about how I got things to work when I have a bit more time. For now, here's some pics and video of things working...
Monaco GP Remake (version 1.4.5) - Arduino Testing


Frickin awesome! Nuff said!


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #191 on: March 13, 2015, 09:15:48 pm »
This simulator is really awesome. I loved this game as a kid, and am ecstatic that I can play it again.

Just a question: Is there a way to play with a mouse? I went through the config files and found CONTROL references to "keys"
What are the valid inputs here?

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #192 on: March 14, 2015, 05:57:07 am »
This simulator is really awesome. I loved this game as a kid, and am ecstatic that I can play it again.

Just a question: Is there a way to play with a mouse? I went through the config files and found CONTROL references to "keys"
What are the valid inputs here?

Hi Neo-Rio! Thanks for posting! Hopefully you are running the latest version (v1.4.5)? If so then its best not to edit the config file by hand, but instead use the in-game configuration editor to do it for you. Pressing the 'Tab' key during the attract mode (When 'Deposit Coin' is flashing) will invoke the configuration editor. Pressing 'Tab' again will return you back to the game. Exiting the game (pressing 'ESC') will save any changes you made using the configuration editor, into the configuration file that you loaded. When you've invoked the configuration editor, lots of options should appear on the screen which you can navigate around using the arrow keys. Highlight 'CONTROL OPTIONS' and press the right arrow key to expand them. To use mouse to steer, highlight the  'STEERING_DEVICE' option and press the left or right arrow keys to iterate though all the possible steering devices available in your system (mouse axis x, mouse axis y, keys, joystick etc..). Hopefully you get the idea :)

Neo-Rio

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #193 on: March 15, 2015, 01:55:12 am »
Yep, that works! Freakin' awesome! You're a genius.

I also love how you've modded the original out with a whole pile of new features, and have things like two-lane highways and including some jumping sections - which reminds me of the SEGA mark III version which was somewhat original in that regard.
Just curious: Is it possible to add twisty sections of road into the game, or can't the code be pushed that far? I recall playing "Lemans" on my Commodore 64 (a blatant clone of Pro Monaco GP), and it had a section (amongst the ice and tunnel sections), called the "esses". The track would start snaking left and right for a while and was pretty darn hard.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #194 on: March 16, 2015, 01:47:43 pm »
Great stuff Neo-Rio! Glad you are liking the new features/additions! Just been looking at Lemans for the c64 on youtube, nice! I see what you mean about the twisty sections of road, I like the effect too. I'll see what I can do :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #195 on: March 20, 2015, 06:25:43 am »
Finally got around to finishing the last couple of game mode videos ("Pro" and "Pursuit"). Once again, the quality it a bit rubbish but hopefully its gets the idea across. I've modified my very first few posts on page 1 of this thread, to include all the videos I've been making :)

Monaco GP Remake (v1.4.5) "Pro" game mode:

Monaco GP Remake (version 1.4.5) - "Pro" game mode


Monaco GP Remake (v1.4.5) "Pursuit" game mode:

Monaco GP Remake (version 1.4.5) - "Pursuit" game mode

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #196 on: March 20, 2015, 08:28:00 am »
RetroNuts & xfassa - I think I've finally come to the end of my "messing around with the Arduino" stage. Its been an enjoyable (though a bit of a nerdy) experience, and my final thoughts are that if you wanted to pursue a hardware solution to light up your scoreboard, you most definitely could (though it would take a bit of time to sort out, I think you could even make use of your existing hardware (Depending on how much you mind making "modifications" to it!)).

So for completeness, lets say sometime in the future you fancy trying to get your old display hardware working again. Then my advise would be to get a basic Arduino starter kit and some 74HC595 shift registers, and trying this tutorial out:-
http://arduino.cc/en/tutorial/ShiftOut

Once you've got 2 shift registers illuminating any sequence of 16 different LEDs, you'll start to discover that it wouldn't too much effort to add a couple more shift registers to illuminate any sequence of 32 LEDs.

Now, I reckon by using 5 shift registers you could illuminate the actual arcade display as seen in the diagram attached (I've combined the original arcade circuit diagram, with some of the symbols from the Arduino ShiftOut tutorial to help me describe). The Arduino runs very fast and can perform the shift register tasks very quickly. So looking at the diagram, the shift register at the top cycles around giving power to 1 row of digits at a time, whilst the 4 shift registers at the right illuminate the necessary segments that form the digits along that row. Hope this makes some sense!

The scoreboard_reader source code example I added in the last release could then be modified to send the scoreboard information off the Arduino device. I'd be happy to write the scoreboard_reader to Arduino interface code to suit whatever hardware design you come up with.

OK, that's everything! I'm putting my Arduino aside now, time to start working on v1.4.6 :)

« Last Edit: March 20, 2015, 08:29:43 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #197 on: March 20, 2015, 08:44:53 am »
I can only thank you for the amazing effort you've put into this. Not only for the emulator in the first place but also in working out how to output to an external score board.

It's certainly information I can return to after I've finished my current project (which seems never ending!). Life in general has a habit of getting in the way! In the mean time I'm certainly having fun playing your emulator.

Keep up the good work Geecab. I look forward to seeing your future posts and updates.



Sent from my iPhone using Tapatalk

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #198 on: March 20, 2015, 09:34:08 am »
No worries at all RetroNutz, thanks for all the kind words! Like I said I've really enjoyed getting into the electronic side of things, something I've always wanted to get a better understanding of, I've learned loads in the process, and now we have a rough plan action for yourself or anyone else who feels like giving some real hardware a go in future :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #199 on: March 22, 2015, 05:43:47 am »
Monaco GP Remake (v1.4.6) is ready and it can be downloaded here:
http://www.mediafire.com/download/9sdj2nfee7bwuus/mgpr_v1_4_6.zip

Main purpose of this release was to fix the game controller button gear shift bug, and add controller button support for Coin input (xfassa).
(kcidkcus - Apologies, I did make a start on adding a pause control but its more tricky than I had first anticipated. I will get this working eventually, but unfortunately its not in this release)

Please be a little prepared as you visit the mediafire site, you might get adverts for other software appear, trying to fool you to download something else. Just make sure you only click on the big green 'Download' button near to top right of the page, and the file that you download to your computer is called "mgpr_v1_4_6.zip" (Its about 16MB in size).

Once its downloaded, unzip it, then double click on 'mgpr_launcher.exe', choose a configuration and off you go!

Note that you can also run a specific configuration from command line (like in previous versions), running mpgr.exe using the -cfg switch. For example, if you wanted to run the pro_arcade_1360x768.cfg configuration from command line, you would specify
 mgpr -cfg pro_arcade_1360x768.cfg
 
All the default configurations are set up for fullscreen and keyboard control (keys are Z=left, X=right, N=Accelerate, M=Gear, 5 or 6 = Coin, 1=Switch between HiScores and AttractMode).
Press the TAB key during any game's attract mode (When "Deposit coin" is flashing at you) to edit the configuration (Change Controls to Mouse, joystick, choose different artwork etc..). Some options (such as display filter, fullscreen and various audio samples and volumes) will require you to restart the game before your new settings will take effect.

Fixed in v1.4.6:
 - Gear Shift HI-When-Held/LO-When-Held variables now correctly initialized when device is set to a game controller button (Mouse button, Joystick button etc..).
 - "Coin A", "Coin B" and "Start" can now be configured to use game controller buttons (Previously, it was only possible to use keys).
 - Pursuit track difficultly tweaked yet again.
 - ROM check removed (Graphics are embedded into game executable).

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #200 on: March 22, 2015, 05:54:34 pm »
Woohoo!!!  Thanks geecab.  I will be installing this tonight.  :-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #201 on: April 26, 2015, 08:20:38 pm »
Geecab - Sorry for the loooooong delay.  I recently picked up a Robotron and it has consumed all my spare time over the last few weeks.  My plan is to get back to the Monaco GP this week.  I am excited to give your latest software a try. I will provide update, pics, and maybe some video this week.  Thanks again for all your help! 

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #202 on: April 28, 2015, 03:29:13 pm »
Nice one afassa! Robotron is a very cool game! Good luck with the new Monaco software, pics etc would be great to see if you have time! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #203 on: May 02, 2015, 12:38:14 pm »
Geecab - I installed the new software.  All the controls work perfectly now!  Thank you.

Unfortunately, running three sessions of the software just kills the performance.  I have to find a way to run just two sessions (main game screen and scoreboard screen).  I tried setting the second screen to 1360x768 but the software wont allow it.  The max resolution I can run is 1280x1024.  Monitor 1 is setup for 1024x768, Monitor is setup for 1366x768.  If I could just figure out how to get the second monitor (scoring screen) to run 1360x1024, I would be home free.

If you have any ideas, please let me know.  Thanks!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #204 on: May 02, 2015, 12:55:12 pm »
Geecab - My bad.  I failed to read your suggestion about changing the two scoreboard screens to 640x480.  I will give that a try and see if it helps performance.

Also, is there a way to write a batch file that will start all three sessions?  I am trying to make this thing boot straight to the game without needing the keyboard/mouse.  ;-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #205 on: May 02, 2015, 03:38:45 pm »
Everything is now working great.  Here are some pics.  Note, I made the replica control panel at Kinko's and added a red start button.  I think it came out pretty nice.  Just need to do some body work on the cabinet and make some replica side art.  Getting very close to complete.  :-)


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #206 on: May 03, 2015, 04:49:18 am »
It looks really excellent! Great job xfassa!! Nice clean job of the inside too, I like how you've connected your spinner up!

So I guess the lower scoreboard resolutions sorted the performance issues. Phew, I'm not sure what other options could be pursued otherwise. I'd still recommend holding on to your scoreboard circuits/display, it would make the ideal electronics project if you ever fancied getting into that.

The start button is a good idea, especially if you are going to add more games to it (I've been playing quite a bit of super-hang-on on my driving cab recently, the start button comes in handy for the turbo). Are you going to add a front end / other games to it?

Regarding a batch file to start the 3 sessions, try something similar to the following and see how you get on (hopefully my comments/REMs explain what's going on).


REM First 'start' (don't wait for sessions to terminate) the left and right scoreboards
start mgpr -cfg classic_scoreboard_import_left.cfg
start mgpr -cfg classic_scoreboard_import_right.cfg

REM wait 4 seconds before starting the game session to ensure game gets focus
ping 127.0.0.1

REM Now 'call' (wait for session to terminate) the game session.
call mgpr -cfg classic_scoreboard_export.cfg

REM kill the scoreboard session when the game terminates (They terminate themselves anyway after a few seconds timeout once the game session stops).
taskkill /im mgpr.exe
taskkill /im mgpr.exe


Hope this helps! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #207 on: May 11, 2015, 09:02:24 pm »
Geecab - The batch file worked great!  It autoboots perfectly.  Again, you have done an amazing job.  My Monaco GP looks/plays fantastic and the hardware/software is bulletproof.  The dream has become a reality.  I cant thank you enough for your efforts.  Well done my friend!  :-)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #208 on: May 21, 2015, 04:03:45 pm »
That's really excellent to hear xfassa! Really pleased you've managed get it all going in your cabinet! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #209 on: June 14, 2015, 11:21:47 pm »
Not trying to take anything away from this remake at all, I nevertheless feel compelled to inform everyone reading this thread that there is a MAME version of this game that can be played via Misfit MAME.    :cheers:

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #210 on: June 17, 2015, 04:03:41 pm »
Did this game have roms or was it all discrete logic?  I'll have to see if this exists in the latest mame (162) as I see the driver (monacogp), but no idea if playable.

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #211 on: June 20, 2015, 02:55:58 pm »
Not trying to take anything away from this remake at all, I nevertheless feel compelled to inform everyone reading this thread that there is a MAME version of this game that can be played via Misfit MAME.    :cheers:

Have you played the Misfit Mame version?  Not good..... 

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #212 on: June 20, 2015, 08:37:20 pm »
Could not get this to work in Mame .162 (monacocp), game does not work and I cant get it to run, so I guess the mame devs dont have this working yet.