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Author Topic: Sega Blast City Revival - Done  (Read 41267 times)

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dgame

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Re: Sega Blast City Revival
« Reply #40 on: July 13, 2012, 11:53:39 am »
Glad you got it working.

Update:

I want a way to easily switch between the CGA and LCD configurations.

Anything other than 60Hz causes the LCD to go blank.

So I changed the mame.bat batch file so it checks for a file called lcd.txt and does not apply the refresh changes if it exists.

The LCD_toggle.bat file renames this file from lcd.txt to cga.txt and back.



REM File: mame.bat

REM Don't change refresh rate on LCD screen
IF EXIST C:\MAME\lcd.txt GOTO NormalRun

IF NOT EXIST C:\MAME\SETRES\%1.bat GOTO NormalRun

C:\MAME\SETRES\%1.bat
C:\MAME\mame.exe %1 -noswitchres -nomodeline
C:\MAME\SETRES\RestoreRes.bat

GOTO ExitRun

:NormalRun
C:\MAME\mame.exe %1

:ExitRun



REM file: LCD_toggle.bat

REM Switches filename so mame.bat will not change refresh  rate on LCD
IF EXIST C:\MAME\cga.txt GOTO LCD
IF EXIST C:\MAME\lcd.txt GOTO CGA

:CGA
REN C:\MAME\lcd.txt cga.txt
GOTO ExitRun

:LCD
REN C:\MAME\cga.txt lcd.txt

:ExitRun


EDIT: Cleaning up the thread. GroovyMAME works, no need for fancy batch files.
« Last Edit: December 18, 2016, 07:11:20 pm by dgame »

dgame

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Re: Sega Blast City Revival
« Reply #41 on: July 19, 2012, 02:44:40 pm »
Update:

I scrapped the batch file idea for now and used the triple buffer instead.

Makes things simpler for now and the triple buffer looks good to me and seems to be steady.

I am almost finished with the tedious process of generating resolution specific INI files for each game.

GroovyMAME’s  (-modeline)  sometimes picks some weird resolutions on my system so I turned that option off.

I use the MAME Resolution Tool (http://mamewah.mameworld.info/downloads.htm) to automatically and manually set the hundreds of resolutions used in MAME.

After a while you get used to what AVGA resolutions go best with certain ranges of MAME resolutions and the setup goes fairly quickly.

The Utility also does settings by specific resolution so, for example, you can set all games with the same native resolution as Street Fighter II to 292x240 in one operation.

So essentially I am using GroovyMAME the way I use CabMAME.


Though Groovy’s confirm_quit option is also a cheap way to pause.

Hopefully, I can get back to the hardware this weekend.


PS, BTW, OT, etc.:

It seems some of these other Candy Cabinet related sites are jerks to the MAME crowd.
I’ve seen some fairly innocent MAME questions get treated badly by the PCB crowd.
I mean can I understand not wanting to MAME a dedicated cab, but what could be more inviting to MAME than a generic arcade cabinet designed for running multiple games?

That’s why I like it here, I think this place has a good balance of dedicated cabs, home builds, and MAME fans. 

 :cheers:

EDIT: Cleaning up the thread. GroovyMAME works, no need for fancy batch files.
« Last Edit: December 18, 2016, 07:12:52 pm by dgame »

dgame

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Re: Sega Blast City Revival
« Reply #42 on: March 11, 2013, 05:17:23 pm »
Update:

EDIT: I now use GroovyMAME in normal (switchres/modeline) mode for this project. Other than when setting it up there are no INI's or other trickery needed.

I’ve been in the Monitor/video section getting help with the screen.
I did the cap kit and the frame swap.
The D9200 is now back mounted in the Blast City’s native frame.  :applaud:
Next is to take the rest of the cabinet apart to clean and get to the speakers and speaker grills.

While cleaning up the control panel instruction space glass I removed all the black paint including the black border.
Debating whether to paint the black border back on the instruction space glass or just leave it clear?

I’ve been working on the artwork and came up with some cool ideas.
The marquee will be a giant Sega logo in blue.
The instruction space will be the original 8 + 4 Street Fighter II characters move lists.
The Insert Coin sticker will feature the BYOAC logo as those are the tokens I have for it.
« Last Edit: March 11, 2013, 05:24:04 pm by dgame »

rCadeGaming

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Re: Sega Blast City Revival
« Reply #43 on: March 11, 2013, 08:24:32 pm »
You know what I don't like about this thread?  Not enough pictures!

Seriously though, great find!

dgame

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Re: Sega Blast City Revival
« Reply #44 on: March 12, 2013, 12:52:37 am »
Thanks, more pictures coming.  8)

Continuing the cleaning.
 
The control panel had what looks like about two cups of dried soft drinks in it.

Here are pictures of the D9200 monitor in the Blast City’s native frame. It is in the vertical orientation.




dgame

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Re: Sega Blast City Revival
« Reply #45 on: March 13, 2013, 01:38:13 am »
Finished cleaning the top half of the control panel. Mildew stain remover and Magic Eraser worked wonders on the fiberglass.

The 3 in 1 button looks weird but it is a function over fashion replacement for the big Turkey Hunting start button installed by previous owner during conversion from Bass Fishing. I did not cut this hole.

The 3 in 1 function will be: yellow to turn the PC on (power switch), red to pause/exit/no, and green to confirm exit/yes (also tied to player 1 start to launch game from front end).

Exiting from the front end shuts down the PC on a smart strip that turns off the monitor and cabinet. The yellow power button can also be held down to force the system to shutdown (normal for ATX).

dgame

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Re: Sega Blast City Revival
« Reply #46 on: March 14, 2013, 12:21:20 pm »
I mounted the controls to the control panel.
The two Ultimarc Ultrastik 360 joysticks fit perfectly.
Currently going stock with no restrictors but have two octagonal restrictors to try.

[jokes]
Looks like a knock off Simon game on the panel.
Custom Trivial Pursuit controls!
BYOAC radiation
[/jokes]

Next is to finish cleaning the rest of the cabinet and wire it all up.

yakk11

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Re: Sega Blast City Revival
« Reply #47 on: March 14, 2013, 07:28:40 pm »
What size screws did you have to get to mount your U360s on that panel?  I have the same one and am using zip ties at the moment.  Looks great!

dgame

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Re: Sega Blast City Revival
« Reply #48 on: March 14, 2013, 07:42:51 pm »
Thanks, Got them from Home Depot

Screws and Nuts:
Crown Bolt #6-32 x 3/8 in. Coarse Zinc-Plated Steel Round-Head Combination Machine Screws (8-Pack)
Model # 27511
Internet # 202706056
Store SKU # 528490
$1.18 / Bag
   
Washers:
Crown Bolt #6 Zinc-Plated Steel Flat Washers (30-Pack)
Model # 19791
Internet # 202704547
Store SKU # 638977
$1.18 / Bag

The screw is the perfect length as it does not touch the panel but can catch the nut.
« Last Edit: March 15, 2013, 11:20:05 am by dgame »

dgame

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Re: Sega Blast City Revival
« Reply #49 on: March 15, 2013, 11:35:43 am »
Scored a working Stackerless Bill Acceptor / Validator for $11 shipped. Was searching for a Bill Acceptor Blanking Plate when I took the chance on the cheaper, but untested, Bill Acceptor.

It can accept “small face” 1, 5, 10, and 20 dollar bills so the current $1 bill is still good.

The cabinet already accepts Quarters and .984 tokens.

dgame

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Re: Sega Blast City Revival
« Reply #50 on: March 22, 2013, 10:14:24 am »
I am not happy with how the 3 in 1 button looks on the panel.
So I bought a new 3 in 1 button that is for Atari’s Relief Picture arcade game.
I don’t want to put the power icon sticker on the new button.
So I made a legend for the 3 in 1 button to go into the insert coin label’s spot.
« Last Edit: March 23, 2013, 02:59:41 am by dgame »

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Re: Sega Blast City Revival
« Reply #51 on: March 22, 2013, 10:42:40 am »
I was literally making plans to pick up this blast city when you bought it before me.  You've done one hell of a job fixing it up, far beyond what i would have ever done with it. Definitely went to a good home :)

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Re: Sega Blast City Revival
« Reply #52 on: March 22, 2013, 10:43:28 am »
It may just be because I drink a lot of whiskey but doesn't that power button seem a little too close to the start button?

Sent from my Galaxy Nexus


dgame

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Re: Sega Blast City Revival
« Reply #53 on: March 22, 2013, 12:35:07 pm »
Thanks 404, I think a couple of us on here were after it. I was lucky that is was so close to me. I helped a friend buy a Ms. Pac-Man from the same seller before. He seems to “quit” the arcade business annually but pops up, especially around the holidays, with tons of stuff to sell.  Seems like a cool guy and he drives a DeLorean!

As for the Power On button, it does nothing if pressed momentarily once the computer is on. If the power button is held for more than 10 seconds the system will hard shutdown. If this becomes a problem I could use a Normally Closed 12v relay powered by the PC to “Open” the power button circuit once the computer is turned on. This will disable the power button once the PC has power.

The PC will only run MaLa and GroovyMAME so the user needs to stop/quit MAME and then stop/quit MaLa to automatically shutdown the entire cabinet.

I also have a JAMMA fingerboard on the way so I can wire it use the coin meter, coin mech, and bill acceptor with the U360 without hacking into the already hacked wiring loom.

Thanks for the feedback. I have come back to my long notes in this thread many times to figure out what I was supposed to be doing.

brad808

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Re: Sega Blast City Revival
« Reply #54 on: March 22, 2013, 12:55:19 pm »
Ok Yea I wouldn't imagine it being a problem then if it has to be held. I've always had mine start the shutdown sequence right away so that's why it seemed a bit risky.

Sent from my Galaxy Nexus


JoeB

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Re: Sega Blast City Revival
« Reply #55 on: March 23, 2013, 12:16:18 am »
Looks good! Too bad you CP surround was drilled. Since you have a JPAC you could've done what I did; use shift keys for mame special keys (eg hold player 1 start button while pressing up is exit, down is pause and start 1 + start 2 is insert coin). I also have the bios set to auto start on power restore. This way the original external power starts everything including PC. Very stealth. I use mame but also swap in Naomi pcb with net dimm for newer games.

dgame

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Re: Sega Blast City Revival
« Reply #56 on: March 23, 2013, 11:19:31 pm »
Thanks for the advice.

The J-PAC is very cool. I used it to play a lot of Magical Drop III (MAME) with the dual sticks on my Smash TV cabinet.

U360 joysticks can be wired in output mode to work with real PCBs. 

The Naomi Net DIMM stuff looks awesome.

dgame

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Re: Sega Blast City Revival
« Reply #57 on: March 25, 2013, 11:04:05 pm »
Installed the new 3 in 1 button and label.

dgame

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Re: Sega Blast City Revival
« Reply #58 on: March 28, 2013, 10:32:20 am »
Received the marquee. It is printed on this cloth like material that has a satin sheen to it. Looks good but it has to be stretched like canvas to eliminate the wrinkles. I redid it after these pictures and it is smooth now. When the backlight is on the navy blue looks lighter and the texture looks like blue canvas. Looks good for a $5 print.

I also installed the 64 GB SSD drive last night. It’s a close fit with 64 GB but it works for MAME/Mala and all the snaps, videos, artwork, etc.  Haven’t tried MAME yet but Windows boots up like a rocket.

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Re: Sega Blast City Revival
« Reply #59 on: March 28, 2013, 11:41:53 am »
Looking great!

Not a fan of dust washers?

dgame

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Re: Sega Blast City Revival
« Reply #60 on: March 28, 2013, 12:26:54 pm »
The dust washer that came with the U360s does not lay flat throughout the entire range of motion. One side tilts up and the other side scrapes down.  It clacks and gets in the way during play.  I also like the look without them. Since this is for home use only I don’t think it will be a problem.

BUT since you asked I did some research and read about hands getting pinched by U360s with metal control panels and no dust washers.  So the plan is to look at what needs to be done to the existing dust washers and either mod them or contact TEFightStands for some custom dust washers. It may be as easy as slightly widening the center of the existing dust washers to keep them lying flat. Thanks for the feedback.

dgame

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Re: Sega Blast City Revival
« Reply #61 on: March 28, 2013, 06:42:36 pm »
I used a pen wrapped in sandpaper to ream out the center of the dust washers and now they stay flat. The center ended up being about 2 millimeters larger than stock. Thanks for bringing it up.

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Re: Sega Blast City Revival
« Reply #62 on: March 28, 2013, 06:46:20 pm »
Nice.  Such an awesome CP.

dgame

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Re: Sega Blast City Revival
« Reply #63 on: March 29, 2013, 12:15:42 am »
Thanks. I enjoy learning new things while working on this as much as playing the games.


I wired the bill acceptor to the harness so it can be used with real PCB (triggers JAMMA 16).

I also received the 5 volt relay module and wired it up to the JAMMA fingerboard.

The result is that the coin switch (JAMMA 16) also triggers the 12 volt coin counter (JAMMA 8 ).

I did this because the 12 volt coin counter wired in parallel with the coin switch does not work with the 5 volt zener diode used to protect the U360. I also wanted this mod to be easily removable for PCB use.
« Last Edit: March 29, 2013, 11:21:45 am by dgame »

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Re: Sega Blast City Revival
« Reply #64 on: March 31, 2013, 02:03:18 am »
Just popping in to say this is awesome and I'm jealous.

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Re: Sega Blast City Revival
« Reply #65 on: May 24, 2013, 05:04:47 pm »
Nice setup, mate.
I for myself started messing  today on my Blast. I have found almost of my questions answered here, Thanks to dGame.
Although, there's a couples of things kept hesitated about setting up mame on my cab.
namely, The PSU. i want to know, does your PC share the PSU with cabinet? If so , how?
Or do you keep them separated?
My blast have been collecting dusts since last summer, hopping to start a mame project.
Best wishes from the noob.
Crooger

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Re: Sega Blast City Revival
« Reply #66 on: July 16, 2013, 02:17:19 pm »
Marquee looks awesome, would you mind sharing where you can get it printed for $5?

dgame

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Re: Sega Blast City Revival
« Reply #67 on: July 16, 2013, 05:48:33 pm »
I got the marquee printed here:
http://myworld.ebay.com/newstartnewgroup2010/

Email:
newstartnewgroup@gmail.com

It comes from China and you must specify if you want your art printed in the exact size you submit.

They don't have any ads up currently but try emailing them for a quote.


PROJECT UPDATE:
I have the Blast Cabinet split in half to straighten out the speaker grills and glue them back in. After that its re-assembly time.
Found $6.28 inside.

Crooger,

The PC uses its own PSU. The D9200 CRT uses it own power cable. The cabinet PSU only powers the cabinet and accessories (lights, audio amp, 12v bill acceptor, 12v coin counter, my 5v credit counter relay.)
I use a smart strip to turn off the cabinet and CRT when the PC shuts down.

dgame

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Re: Sega Blast City Revival
« Reply #68 on: September 05, 2013, 12:28:58 pm »
I am finally putting it all back together. The speaker grills were really bent out of shape so I only got them good enough to go back into place. The hardest part was removing the old glue. By no means perfect but they are now glued in securely.

This Blast City cabinet has a security box around the coin mechanism and a little metal plate attached to the back of the coin box. It also has security screws in a lot of places where there are regular screws in most pictures online. 

I found around $7.00 worth of quarters inside the cabinet and none in the coin box.



dgame

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Re: Sega Blast City Revival
« Reply #69 on: December 25, 2016, 10:21:42 pm »
I got my Blast City up and running for today.  I finished the control panel by wiring up the buttons to the u360s. It uses an unpowered hub inside the control panel for both joysticks and a USB dongle for a wireless keyboard.

The bill accepter, coin mech, and coin counter all work. All my tokens are 2004 BYOAC, it also accepts quarters.

The marquee light did not come on tough. It has a new bulb and it worked when I took it out. I am going to get one of those LED bulbs that use the simplified wiring. Thinking 990 lumens 3000k as it is in the living room.

The power circuit uses a smart circuit and a UPS with a similar controllable plug system. The PC and monitor are plugged into the smart strip. The smart strip is plugged into the UPS. The cabinet power is plugged into the UPS. The PC turns on the monitor on the smart strip. The smart strip turns on the cabinet on the UPS. The cabinet power is not battery backed.

Thanks for everyone’s help over the years. Glad I finally put it completely back together. I am really enjoying it.  :droid

Merry Christmas!

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Re: Sega Blast City Revival
« Reply #70 on: December 25, 2016, 10:56:42 pm »
Very cool dgame!

dgame

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Re: Sega Blast City Revival
« Reply #71 on: December 28, 2016, 06:21:14 pm »
Thanks!

I went with a 3000k / 700 lumens LED light for the marquee. It has two selectable brightness levels.
The LED marquee light plugs into to the smart strip. I also installed an inline switch so the marquee light can be turned off independently of the cabinet power.

I am calling it done!  :droid





R.I.P. The Princess Leia Organa, of the Royal House of Alderaan.

Malenko

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Re: Sega Blast City Revival
« Reply #72 on: December 28, 2016, 07:09:28 pm »
love that cab. send me those SF guys so I can jam them in my SFII Pinball
If you're replying to a troll you are part of the problem.
I also need to follow this advice. Ignore or report, don't reply.

dgame

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Re: Sega Blast City Revival - Done
« Reply #73 on: December 29, 2016, 11:37:40 pm »
Those figures are from the Kidrobot Street Fighter Collectible Mini Figure Series 1 Blind Boxes.
I got those in loose sets on eBay back-in-the-day. 
I limited my collection to the original 8 playable characters in 1 Player colors.
I have a 2 Player Ken (in blue Gi) that you can have, PM me an address if you want it.
« Last Edit: December 29, 2016, 11:58:45 pm by dgame »

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Re: Sega Blast City Revival - Done
« Reply #74 on: January 04, 2017, 09:14:06 am »
for seweeus? yay PM incoming.
If you're replying to a troll you are part of the problem.
I also need to follow this advice. Ignore or report, don't reply.

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Re: Sega Blast City Revival - Done
« Reply #75 on: January 04, 2017, 10:57:55 am »
for seweeus? yay PM incoming.
Charge him double for it!!!
***Build what you dig, bro. Build what you dig.***

dgame

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Re: Sega Blast City Revival - Done
« Reply #76 on: January 04, 2017, 03:04:59 pm »
Too late, I already sent out the Ken in blue. Should arrive by Saturday. Always willing to support the addiction collection.  :cheers:
« Last Edit: January 04, 2017, 03:06:49 pm by dgame »

Malenko

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Re: Sega Blast City Revival - Done
« Reply #77 on: January 04, 2017, 04:57:21 pm »
$0 x 2 = $0


Thanks mang, its nice to be on the receiving end of charity for a change  :cheers:
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Re: Sega Blast City Revival - Done
« Reply #78 on: January 04, 2017, 08:16:57 pm »
No problem.

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Re: Sega Blast City Revival - Done
« Reply #79 on: January 05, 2017, 12:47:23 am »
This is the MaLa layout I made and adapted for this project. It is 4:3 scalable. My cabinet runs MaLa at 640x480 so I used large text. Not the prettiest thing but very functional.

Along with the usual objects, the joystick, buttons, and player icons also change dynamically with the list selection by using definables. The two player icons move slightly farther apart for 2P alternate games. There are second joystick graphics that appear to the right of the buttons for double joystick games.

To test the layout remove the .txt extension from the mala_layout_file.mll.txt and copy the mala_layout_file.mll into your MaLa layout folder. Extract the defines folder  from the mala_layout_defines.zip file. Point MaLa to the extracted defines folder using Options / Configuration  --> MAME Config (Tab) --> Pictures and Videos (Tab) enter your own path to the extracted defines folder, select Controls, Buttons, and Players for Definable 1, 2, and 3 respectively See mala_layout_definables.png for configuration example.  Select mala_layout_file at Options / Configuration  --> GUI (Tab) --> Layouts (Tab) --> Available layouts (menu) --> mala_layout_file


« Last Edit: January 05, 2017, 01:03:04 am by dgame »