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1   GroovyMAME / Re: GroovyMAME setup for Dummies?on Yesterday at 07:00:27 pm

Started by Siris - Last post by Siris

Again thank you guys!

I am literally following the steps in the guide one by one and getting the expected results.
I have an AMD Radeon R7 350X that has a Display port output  and a DVI output.
I am doing the whole process using just the DVI output.
Everything seems to go fine even after installing the emudriver and switching to the CRT monitor the display settings only show the one monitor.
When I enable EDID-emulation I am doing it on the only Analog port there is which is the DVI one I am using throughout the whole process.
It isn't until after I install the super resolutions that the second monitor shows in display properties.
I already ordered an ATI Radeon HD 5450 so at this point I am tired of going through the process over and over with the same result so I'll just try with the new card if it works in my system, after that if I still have the same issue I guess I'll try under Win 7.
I don't want to install Win 10, the system is for the cab and nothing else and I know the USB2GUN works with 7 and 8 but not sure about 10.

So I guess I'll update when I get the 5450.
Thanks again!

Started by ami-man - Last post by ahorner123

My dad has an AMI Rowe Record Jukebox, it keeps throwing up error codes 1, 8 and 12.. We replaced the battery and got a different coin thingy but the error for the coin thingy came back after i messed around a little bit and turned the coin connector around so it was going the right way ando now it flags the error... My dad and myself are getting very irritated trying to figure the issue out the last 3 months can someone help?

Started by RandyT - Last post by Fusselkroete

It seems that Dolphin 5 has problems to work together with Lichtknarre. Both tools try to get the handle from the wiiremote. Someone would have to tell Dolphin as an issue on github that they should turn off the BT functionality completely when all functionalities to record real Wiiremote are turned off. Otherwise this leads to incompatibilities.
Another idea I would have is to write a tool with C# that hooks into the target program and blocks blutooth.

Or maybe someone can recommend a tool for this job? To block BT for certain tools?

But Dolphin 4 works very well.

Started by harri - Last post by PL1

They are direct linksi because I'm blind and couldn't find instruction on how to upload them here to picture thread and link from there.
G'day whines, I'm posting a 'How to post images in your project' so that your images will look perfect every time.  Direct posting images in any thread is easy yes, but the more pro way to do it is in the instructions.  They will load faster and saint won't have to invest in even more Terabytes of storage too soon.  :) The 10 steps may look involved but once you get used to it it's really quick.  I open two tabs in my browser to make it even quicker.

Steps to post pictures in your project thread:
1.   Store your original images in a folder on your pc C:\users\user\pictures\MyProject\cab_01.jpg
2.   Resize your images in MSPaint to around 1000 x 562 px
3.   Save the resized image into a folder in your MyProject folder e.g. C:\users\user\pictures\MyProject\low_res\cab_01.jpg
4.   Open the thread for storing images on the forum,164992.40.html
5.   Start a new post by clicking the Reply button, you will need to type something in the post for it to work, even just a character will do.
6.   Click ‘Attachments and other options’ at the bottom of the post and browse to the folder on your PC with your re-sized images in it.  You can add up to eight attachments in one post.
7.   When you have added all the images you want click the Post button.
8.   In your new post, right click any image and choose ‘Copy image link’
9.   Go to your project thread on the forum and in your latest post, click the ‘Insert Image’ icon just above the text window.
10.   Paste the link you copied in the middle of the code to look like this:

You could add sizing edits as Gilrock suggests but just re-sizing and saving in MSPaint will remove any weird formatting in the image and fix distortion issues.


Started by javeryh - Last post by javeryh

Holy crap this is amazing!!  Thank you 10yard!!   :notworthy:

Our own zeorangr also took a crack at it yesterday and sent me THIS.  I threw it into my cab and it looks great.

One thing I noticed upon close inspection is if you look at the red background in the front of the "J"s it DOES NOT appear to be perfectly round in the MAME Extras Pack marquee image.  10yard's version looks identical to this: 

BUT, BowloRamaGuy (the Jumping Jack WR holder on Twin Galaxies) sent me a picture of an actual Jumping Jack marquee that he owns and it has the rounded background:

So this leads me to believe that the reference image is not accurate even though 10yard's version is spot on to the example I provided.  I think zeorangr's is also a little off upon closer inspection because the "J" in "Jack" is much closer to the top of the marquee based on the real world image. This is minor stuff.

10yard and zeorangr - can't thank you guys enough for the images.  I have been playing this game for 10+ years and now having accurate artworks makes it that much more enjoyable for me.  Also, after talking to BowloRamaGuy, I looked up his WR run and there are so many ways to score points and earn free guys that I had no idea about.  This game is seriously fun and more than it initially seems - give it a shot and see if you can top my 51,925 high score!


EDIT: 57,565!!

EDIT2: 68,990 Let's gooooo!!!!!

Started by harri - Last post by leapinlew

What do you think of the GRS Yoke? I like it.

Did you adjust the thickness of your lines for vector games?

Started by geecab - Last post by neilsnonsense

Hi Neil!
Hey Ben! Welcome back, it's great to see you here again!

This is incredible, I used to have Demon Driver growing up and loved it! Can you imagine if back in the day it played/looked as good as you have made this, it would be every kid's dream! You have done an amazing job getting this working.
Thanks so much. That's why I do these projects. I like to imagine what the toy & game designers could have achieved back then if they had access to the kind of technology we have today. And yeah, to create the toys I wanted to see back then too!

I've been reading your previous posts and I'm sorry about all the hoops you've had to jump through to get to where you are.
No appologies necessary. You don't owe me or anyone else on here anything. We're all lucky to be able to play this game at all without an expensive original cab or FPGA remake! (OK, there are the Sega Ages versions but they have their own issues!) I went into this with eyes open knowing full well that a native version could likely become available at any time and invalidate all that work, and I still hope that happens!

I'm thinking of doing a build using the latest version of Raspbian desktop, would that run on all issues of Pi ? I guess people wanting to run it would have to update their Pi OS...
That would be amazing! Yeah, you'd probably want to target the latest Pi OS 'Bullseye' They've just moved over to the open MESA drivers for Linux native DRM/KMS GL rendering instead of the legacy proprietary VideoCore stuff they had since day one. I needed to build box86/box64 to have its wrapped GL libs use DRM/KMS to get any decent performance from the game.

You'll also probably want to make both 32-bit and 64-bit versions. Only Pis made since the 3B have 64-bit SOCs but as my video shows it can run quite reasonably on a Pi 2B even under x86 user space emulation! Unfortunately - unlike Windows - a 32-bit executable will not run directly on a 64-bit OS. There is Debian multi-arch of course, but that's going to be a pain for users so better to just build both versions!

At the time when I did my last Unix builds, I wasn't sure what to do about the shared memory stuff (Allowing you to read score board / time information as you play the game). I'm sure I could do something about that now for unix and also have it also output speedo information.
I'm guessing you used the native Win32 APIs (e.g. MapViewOfFile etc) for the Arduino work on the Windows version? Linux has similar capabilities, e.g. POSIX shared memory mapping If you're looking for a cross platform approach, then maybe boost::interprocess could help (assuming you're working in C++ with Allegro?)

Anyways, going off on a bit of a tangent now, just wanted to say absolutely superb work!

PS. I've seen your other youtube projects too, your Tomy Turbo Dashboard playing OutRun with all its dash console display, excellent stuff!
Thanks again for your kind comments and also for making this amazing remake in the first place. I'd be happy to help/contribute in any way I can to a native Pi version. If you don't want to open source the game (and I can understand why you might not want to) I would respect any NDA you wanted to apply to source sharing if you wanted to collaborate. Feel free to reach out. There's an email address on the 'About' page on my Youtube channel, or DM me on Instagram if you use that?

8   GroovyMAME / Re: Groovymame 0.253 - Switchres 2.002ron Yesterday at 07:21:22 am

Started by Calamity - Last post by b4nd1t0


Inviato dal mio EML-L09 utilizzando Tapatalk

9   GroovyMAME / Re: Groovymame 0.253 - Switchres 2.002ron Yesterday at 07:20:30 am

Started by Calamity - Last post by pakoman


10   GroovyMAME / Re: Groovymame 0.253 - Switchres 2.002ron Yesterday at 07:13:17 am

Started by Calamity - Last post by Calamity

GroovyMAME 0.253 is out!

What's new in Switchres 2.002r (March 2023)

- Improve rendering of UI frames and lines in low resolutions. [Oomek]

- Correctly apply rotation after modeline adjustment (using the geometry sliders with rotated games now works).

- Correctly apply syncrefresh (it wasn't applied automatically since v_scale was changed from int to float).
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