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Author Topic: Sega Monaco GP 1979/1980 - My Remake  (Read 150323 times)

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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 :)

tomtom

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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 »

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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.




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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 :)

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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!

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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.


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

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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

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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.


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 ;)

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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 :)

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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  :)

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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. 

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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.

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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  :)

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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 »

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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 »

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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...

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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 :)

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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.

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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)...



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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!! :)






tomtom

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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?