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Started by buttersoft - Last post by Lingwendil

What browsers have you tested this with?

Is this across multiple devices, or with a single device?

I had a similar issue a while back with another site- I found that it was a browser settings issue issue.

Started by ThatOneSeong - Last post by ThatOneSeong

"Gee, Seong," you probably weren't asking, "you haven't been doing a lot of updates lately."

I think you'll see where it is I've been this whole time:
https://www.youtube.com/watch?v=aE9a-fsnMwU

 :)

Started by geecab - Last post by Yolo_Swaggins

Can ports be wrapped for IPT_PADDLE? I think that could fix it for the steering wheel? I'll have another try today with it on different controllers and see what happens, i have a xbox one controller and a PS5 controller too.

Started by geecab - Last post by geecab

Hm, I built the mame code straight from github with only those 2 changes I mentioned (No other hacks). Worked ok for me. Weird, I double check the code tonight.

As the physical controls we are testing with are different, I guess that's why we are seeing different results.

As we both have mouses though, perhaps see how it plays with your mouse ("mame hdrivair -mouse")? At least you should see what I tried to achieve :)

Started by flybynight - Last post by haynor666

Never heard of this project. Looks really interesing. Would it work with 2 CRTs? Assuming that I need two VideoAmps.

Is there any site where I can buy this VideoAmp ? I see people are taking straight from bandicoot.

26   GroovyMAME / Re: GroovyMAME/ARCADE32/64 custom buildon May 13, 2024, 02:36:38 am

Started by haynor666 - Last post by haynor666

I removed support in version 216 so 215 will be the last one that supports ddraw.

27   GroovyMAME / Re: GroovyMAME/ARCADE32/64 custom buildon May 12, 2024, 11:00:01 pm

Started by haynor666 - Last post by leaftail7

What is the latest version of GroovyMAME that supports DirectDraw, i.e. permit me to utilize my ArcadeVGA card with my CRT?

28   Driving & Racing Cabinets / Re: long time no speak...on May 12, 2024, 10:38:49 pm

Started by buttersoft - Last post by Zebidee

Good to hear from you! Have been wanting to ask you about PIC programming, like you do for the 15khz dongle.

Started by buttersoft - Last post by buttersoft

Hi werigo, sorry for the late reply, something has been cblocking me from accessing the forum easily for months.

Yes, it looks like the dongle should work with your setup. RGB and ground are simply passed through on the expected VGA pins (1,2,3 and 5/6/7/8/10, respectively). For sync, the dongle outputs c-sync only, on pin 13. Pin 14 is not connected (well, it's connected to the PCB for structural strength, but that pad is not wired to anything).

I've got an AdvanceMame setup with direct connection from the PC VGA to an Hantarex Polo 15KHz connector (see attachment) with all wires connected (RGB hsync vsync ground). Your dongle could be used in my setup? I see pin 13 AND 14 in the wiring, are they both pushed on or only 13 (composite sync)?

30   Project Announcements / Re: Custom Lightgun Cab *completed*on May 12, 2024, 08:38:08 pm

Started by TapeWormInYourGut - Last post by TapeWormInYourGut

Thanks I appreciate that. It's running most pre-2005 arcade and console lightgun games, some PC games, and some newer pc-based arcade games.

I use Bigbox to launch games and to handle the active Marquee. Retroarch is used for most emulated games because it supports the bezels that you see in the Area 51 screenshot. For games that support outputs or have custom outputs provided via Demulshooter, I use the standard emulators directly because Retroarch is not really supported. I.e., I use Flycast for Naomi games rather than Retroarch's flycast plugin because Demulshooter doesn't support the Retroarch plugin. I lose the bezel but I'd rather have the outputs.

There is still a long way to go before everything is fully supported and configured how I want. It's kind of a challenge to configure the emulator and games, and then have a program run and edit the lightgun mappings in their config files before a game is launched. I want everything to be as close to plug-and-play as possible. So each game+emulator needs to be coded to support their specific config file.
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