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Started by stpcore - Last post by Captainspaulding

That is game version 4.1.0.4 when you need 4.0.0.8

Also, please provide a link to the card reader you purchased so I can confirm it is a compatible reader.
Is this cabinet in your home? The surroundings in the photos youíve provided look like itís in a business setting.

The original photos were from I don't even know where.  They are from the original owner.  The photo of the cabinet working with the old version shows my carpeting and this photo is in the same room (my living room).  Until I can move it downstairs to the basement, it's staying up here.  My wife is surprisingly okay with it as she is having fun with it as well.

https://www.amazon.com/gp/aw/d/B096VG1KZW?ref=ppx_pt2_mob_b_prod_image

Started by stpcore - Last post by drummer_god

That is game version 4.1.0.4 when you need 4.0.0.8

Also, please provide a link to the card reader you purchased so I can confirm it is a compatible reader.
Is this cabinet in your home? The surroundings in the photos youíve provided look like itís in a business setting.

Started by stpcore - Last post by Captainspaulding

The picture you posted of your machine is not gameplay from Team Challenge.

Please post a picture of your operators menu screen.

https://ibb.co/jTWmGkp

Posting with an image service as it said my image didn't meet requirements for this forum.

Started by stpcore - Last post by drummer_god

The picture you posted of your machine is not gameplay from Team Challenge.

Please post a picture of your operators menu screen.

Started by RetroACTIVE - Last post by jimj

On the outside chance it can help anyone else I share my experience getting my Betson-Kortek KT-2914 monitor working well enough for my needs.

Note, the longer I spent doing this, the more I realized I had to settle for "good enough" to have all of my games easily playable.  For example, my crosshatch squares are rarely perfect squares.  So while my games may not display perfectly, every game I've played since doing this calibration looks good to me.

I documented the OSD (On Screen Display) groups I found in this spreadsheet:
https://docs.google.com/spreadsheets/d/1eDrYEH2XjL1E2rASdNrrT1TtmmmoE_ZJpsVLVLlGl8c/edit?usp=sharing

Probably the biggest surprise/potentially new contribution I can make is that I think the Betson can only save settings for 12 different groups.  I believe there are 13 or 14 different groups, but after entered settings for my 13th group on 03APR2022 I noticed some of my other games' OSD settings had gone weird:
   -Some settings were reset back to defaults
   -Some games changed which OSD group they were a member of
I think I resolved my issue by resetting my last two OSD groups (Y and Z) to defaults and then never changing a setting in these groups again.  I'm fairly confident I could add one more group (a 12th group) without issue, but I haven't tested this yet.  Morale of the story, I won't add a new OSD group unless I'm sure I'm going to use games in that group, otherwise it's just not worth the risk.  Note: I originally planned on entering settings for every resolution in this spreadsheet, but since I'm scared of finding new groups I've quit entering new resolutions (which is why there are so many blank resolutions).



[My Beston calibration process]
-Open a game from each OSD group
-For a game in each OSD group:
-Run the game in GroovyMAME from the command line (for example run '.\mame donpachi')
-Go into the game's crosshatch test screen (if it has one)
-Adjust the screen using the Betson's OSD controls to make the screen look correct and maximize its size
   -Try to avoid using the right 1-3 cm of the screen, especially for side scrollers
      -This is to avoid the "squeezing on the right side of my Betson monitor (horizontal linearity) problem"
      -The easiest/best "fix" is to use the Betson's OSD controls to zoom out and shift the game screen to the left so you're not using the right 2-3 cm of the screen
         -This isn't perfect since right cms 4-5 still have some squeezing as do the first couple cms on the left side, but it's playable
         -To optimize this I usually need to shift the screen back to the right a bit to make the two leftmost columns match the width of the two rightmost columns
            -I.e. make the two left and rightmost columns equally squeezed
            -For example if left column 1 and column 2 are 1.2 and 1.7 cm wide, then I want the two rightmost columns to be 1.7 (inner) and 1.2 (outer) cm wide
         -After making this adjustment I probably wouldn't even notice the issue if I wasn't already aware of it
         -After I got in the groove I actually started checking the outer 3 columns on each side
   -Things to check (in order of importance, from most to least important):
      -The crosshatch pattern squares are true squares (equal width and height)
         -I like to hold a ruler with cm marks up to the screen
         -I measure from the inside of one edge of the square to the inside edge of the opposite side of the square
      -The game looks good while you play it   
      -The game's title screen looks good
      -The long vertical edges of the screen look straight (I just eyeball it)
      -The game's initial "Machine Information" screen looks good
   -Don't let perfection get in the way of getting it done!
      -For example in Don Pachi the game itself will look fine but:
         -Its service menu sub-menus (like "Input Check" and "Configuration") have very wavey text
         -Its initial "Machine Information" screen has very wavey text
         -Arcade OSD has wavey/slithering/shaking
         -Ultimately I decided all that mattered was that Don Pachi itself looked good while it was being played
      -Even on a CRT with no issues a flat picture will never look perfect due to the curvature of the screen
         -I.e. even without a horizontal linearity issues, the left and right edges of the screen fall away from you which somewhat distorts the image
         -Another side effect of this is that when the image is scooted over to the left (to avoid the "squeezing on the right side" problem) the  bottom left corner of the image may flare out a but due to the screen's curve.  If you use the Betson's OSD controls to fix this you'll likely muck up the display of other games that don't display their image so far to the left.  I.e. just live with this little imperfection.
-Go into the game's regular game play screen
-After your done with the in-game test then copy the game's modeline into Arcade OSD
   -Mainly do this to get the modeline info to copy into my spreadsheet
   -Note Arcade OSD will often show wavey/slithering/shaking while the game itself is fine
      -I.e. don't worry about or try to fix slithering in Arcade OSD
-If you run into slithering/shaking problem slightly moving/resizing the image will probably help
-Run the game in GroovyMAME again
   -To ensure it still looks good and to allow you go through and record each of the Betson OSD settings
-Update my "Betson OSD groups" Google Sheet with the final Betson OSD settings (see [Update "Betson OSD groups" Google Sheet] below)


I won't ever use these groups again (since I think the Betson can only save settings for 12 different groups):
   crusnusa   Z
   thegrid   Z
   topland   Y


Below are two quotes of info that helped me fix/improve games with the shaking/slithering/wavey problem:

After much tweaking I went back to using 8bit's old presets. Both the D9800 setting and the minor tweak by 8bit cause lots of what I call "slithering" with vertical games. Its when a portion of the screen sort of twitches. I find using 8bits older presets that this problem is almost completely gone with most vertical games. If I knew more about tweaking the presets I would probably have to customize my own. Seems these monitors are finicky. No two are the same. I will say that going into the defaults and adjusting at 800x600 has helped with the overall geometry.

Hey AMD,
I experienced this on my monitor as well, not sure what causes it, it's almost a rippling effect through a portion of the screen. It's not as noticeable when playing but very noticeable on the title screen and especially if it goes through lettering. I found that I could eliminate it for most games by playing with the geometry, ie. slightly moving the screen left or right or slightly reducing the vertical or horizontal sizing.


A higher level description of the Betson OSD problem  is here:
http://forum.arcadecontrols.com/index.php?topic=28954.msg242630#msg242630

And as of GroovyMAME 0.246 it has built-in controls for geometry adjustment!  This is an additional tweaking rabbit hole you could fall down.  I haven't (updated my GroovyMAME) and tried this yet, but it sounds interesting.  For more details see:
http://forum.arcadecontrols.com/index.php/topic,164449.msg1757710.html#msg1757710

Started by stpcore - Last post by Captainspaulding

Team Challenge latest version had been installed and I have ordered the card reader and a stack of cards.  Can anyone point me int the right direction to join the private server.

Started by stpcore - Last post by Captainspaulding

Never mind, found what I was looking for.

18   Main Forum / Re: Welcome to the MiSTer FPGA LOVE Fest ;)on Yesterday at 08:37:37 pm

Started by dmckean - Last post by gamepimp

Is there a good reference on compiling MiSTer cores from source code? It would be neat to give this one a try. I usually just wait until there are unofficial beta builds, but if compiling isn't too challenging it might be cool to give it a go.
It's stupid easy.

I'm using windows 7, steps may vary with other os.

1. Download and install "Quartus Prime Lite 17.1" (close to 6gb file).
2. Pick a repository i.e. NeoGeo_Mister, click green button that says "code" and click "download as zip"
3. Extract zip to know location.
4. Open Quartus, hit "Open Project" and navigate to your "NeoGeo_Mister_Master" folder you extracted and select "NeoGeo.QPF" and click compile (little play button).
5. Once it finishes in your NeoGeo_Mister_Master folder you will now find an "output_files" folder and in there you will find your new RBF.

The saturn core is a tad different, for that you need the "Saturn_Mister" "Saturn" and "SH" repositories. After extracting the zips you need to take the "_Master" part off the "Saturn" and "SH" folders. If you don't quartus will error out because the script in looking for folders with out the "_Master" added.



good day.

Awesome. Thanks for the info! I usually use a Win 10 machine, but have one with Win 7 I can use if things go pear shaped when I try it on the newer rig.  :cheers:

Started by 10yard - Last post by 10yard

Version 0.36 of my arcade frontend is now available at https://github.com/10yard/dkafe#get-dkafe-for-your-system

Highlights as follows.

New Plugins:
- Extreme Galakong - It's a stupidly difficult GalaKong variant.  You only get wild barrels and must shoot your way to survival.  See video below.
- A level 5 start option was added to the game launch menu of selected games.
- A stage practice option (Barrels, Pies, Springs and Rivets) was added.



VectorKong improvements:
- Fireballs now turn blue when Jumpman has the hammer.  See pic below.
- The smash animation was simplified
- Top line is now coloured red



Crazy Kong support:
- Crazy Kong rom support was added (cclimber driver added).  You need to put ckongpt2.zip into your ROMS folder for it to appear in the frontend.

Emulation:
- The bundled DKWolf emulator was updated to WolfMAME v0.241
- Fixes to recording and playback when using a MAME emulator that is not default (dkwolf).
- Automatic plugin installation when using a MAME emulator that is not default (dkwolf).

Simplify the MAME/LUA/frontend interface:
- Score tracking now takes your best score from your session (you could play many games before exiting back to the frontend) and is no longer tied to the high score table. You don't even have to register your name in the high score table. Just exit game after achieving your target score if you want and coins will be awarded.
- The "Push coin to end game" logic is now redundant and has been removed. The player can simply exit game anytime after achieving their desired score.
- Remove custom high score table (player, scores) logic and RAM/ROM updating.
- Retain the original authors intended default high score tables entries.

Intro animation:
- The DKAFE intro animation was tidied up. There is better transition from intro into the frontend startup.

Pi 4/400:
- Raspberry Pi4/400 config optimisations.
- Pi4 now uses accelerated video mode.

Windows XP:
- XP build was brought up-to-date.  You can install DKAFE v0.36 to XP if you really want to.


Jon

Started by psakhis - Last post by CRTFTW

HD CRT TVs do generally process the picture digitally -- not advised.

Unless you use 540p, in which case many of them will bypass the processing. Though with Sony sets you typically have to enable "HDPT" in the service menu. Then you can do a basic scanline filter and get a convincing 270p image.

540p+scanlines would also look OK on a PC CRT. Or a much higher multiple like 1440p plus a more complex scanline shader in Reshade.

When trying 426x240@60 for games like Cuphead

480i makes more sense for Cuphead, since 480i is the resolution those 1940's cartoons were broadcast at originally. Or after the NTSC spec was finalized, anyway.

I played it this way and it looked quite good.
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