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Author Topic: Marvel Vs. Capcom: Revolution version 2.0  (Read 53657 times)

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Gilrock

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #120 on: September 17, 2014, 01:08:51 pm »
Do you know about what screen angle you have now with the 51" screen?  I've started modeling a design in Sketchup and I've currently got my screen laid back about 30 degrees from vertical.  It's kinda hard to judge whether I will like it or not just looking at the 3D model.  I put a 6' person in the model and I try to roll the cabinet around to see how it will look and whether the marquee monitor will be blocking part of the view.

Maximus

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #121 on: September 17, 2014, 01:38:33 pm »
I doubt mine is more than 15 degrees from vertical

jongunz

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #122 on: September 18, 2014, 05:12:06 pm »
I think this is my favorite cabinet on this entire site.  Truly talented.  And the cabinet is a thing of beauty.  I liked the first one too.

brucelee00

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #123 on: September 18, 2014, 06:03:34 pm »
Just curious as to how you like the servostiks ? I know they are sanwa jlw and i've heard many mixed feelings about how they feel for fighters,flying, and 4 way games. I'm curious if you had some time to play around with them and how they feel considering you actually own some dedicated cabs and have something truly to compare it to. I'm not expecting these sticks to be perfection for all game types, but would like to hear your thoughts on this? I've used jlw in other builds and they seem to work pretty well all around expect for 4 way games as there is no restriction plate to switch to. I do like the idea of auto switching, but want to make sure they are worth the investment and time in setting these up in a CP. Thanks!
« Last Edit: September 18, 2014, 06:14:00 pm by brucelee00 »

Maximus

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #124 on: September 18, 2014, 06:26:29 pm »
To be honest I never expect my MAME cab to compare to my dedicated cabs, after all it's simply not the same, so to expect it to feel the same as any dedicated cab is unreasonable. My MAME cab is strictly for fun, friends to play at parties and for me to fire up a game I may have never tried before just to get a feel for it. The best a MAME cab is ever going to be is a fancy conversion cab with non-standard controls - and I'm fine with that.

brucelee00

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #125 on: September 18, 2014, 06:35:49 pm »
To be honest I never expect my MAME cab to compare to my dedicated cabs, after all it's simply not the same, so to expect it to feel the same as any dedicated cab is unreasonable. My MAME cab is strictly for fun, friends to play at parties and for me to fire up a game I may have never tried before just to get a feel for it. The best a MAME cab is ever going to be is a fancy conversion cab with non-standard controls - and I'm fine with that.

agreed. I'm still curious to know what you think of those sticks though in the contexts of mame and how well they respond to the various game types. As you said it's for fun and friends to play on to have fun... if they are terrible for many of the game types, wouldn't that reduce the fun aspect ?? Most people who build mame cabinets don't have the space for dozens of dedicated cabs and the cost alone to accumulate a good collection would be a pretty hefty amount. I don't know if you have tried other sticks people use for mame but would like to hear your overall thoughts on the servostiks

Maximus

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #126 on: September 18, 2014, 06:52:56 pm »
I really don't think I'm an advanced enough gamer to be able to give an answer on this. I fail to see how 4 micro switches placed a millimeter or two from a moving bushing can really differ that much, I think you'd have to be a highly tuned player to have those differences affect your game play enough for you to consider them bad.

I see the same conversations on KLOV about dedicated games, and it always kinda makes me smile because you can guarantee back in the day when you were playing games in the arcade, the controls you were using were beat to ---steaming pile of meadow muffin--- in the most neglected and awful way. Yet there's a mob of people there that will argue all day long over leaf vs. microswitch, restriction plate designs yadda yadda yadda.

My cabs may be elaborate in their designs and executions, but at the end of the day I'm a pretty average-to-lousy gamer.

brucelee00

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #127 on: September 18, 2014, 07:06:55 pm »
I really don't think I'm an advanced enough gamer to be able to give an answer on this. I fail to see how 4 micro switches placed a millimeter or two from a moving bushing can really differ that much, I think you'd have to be a highly tuned player to have those differences affect your game play enough for you to consider them bad.

I see the same conversations on KLOV about dedicated games, and it always kinda makes me smile because you can guarantee back in the day when you were playing games in the arcade, the controls you were using were beat to ---steaming pile of meadow muffin--- in the most neglected and awful way. Yet there's a mob of people there that will argue all day long over leaf vs. microswitch, restriction plate designs yadda yadda yadda.

My cabs may be elaborate in their designs and executions, but at the end of the day I'm a pretty average-to-lousy gamer.

Fair enough :)

TopJimmyCooks

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #128 on: September 19, 2014, 12:40:18 pm »
I had a cab with p1 and p2 servo sticks for a few weeks.  They are what they are as maxi griff says: a do-all joystick. 

I really liked them and they certainly beat the crap out of playing four way games with an eight way.  I may redo my main cab cp to get rid of the extra dedicated four way leaf stick in favor of these.  I never felt compromised by too long or too short of a throw and the centering was nice.  I'm no twitch player, fighter player or purist but I recommend servo stiks if you only want one stick per player on the game. 

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #129 on: September 19, 2014, 01:45:55 pm »
I had a cab with p1 and p2 servo sticks for a few weeks.  They are what they are as maxi griff says: a do-all joystick. 

I really liked them and they certainly beat the crap out of playing four way games with an eight way.  I may redo my main cab cp to get rid of the extra dedicated four way leaf stick in favor of these.  I never felt compromised by too long or too short of a throw and the centering was nice.  I'm no twitch player, fighter player or purist but I recommend servo stiks if you only want one stick per player on the game.

+1, there are a few options out there to do this as well, Ultimarc, GGG, and DIY. 

scubajoe

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #130 on: November 26, 2014, 11:54:31 pm »
I have been very impressed with your old and new MVC cabs. I had been wondering if anyone had a solution to the 4 vs 8 way joysticks. I was not happy with the manual ones I have seen so am just trying to figure out what else I need to order from ultramarc. I am trying to see if I can get the WOLF board to work with most of the buttons and sticks. Your new CP design is inspirational I am trying to figure out if I can add a spinner with out screwing things up.

Any chance of getting a 300 dpi layered file of your CP so I do not have to reinvent from scratch :)

Sshado

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #131 on: November 27, 2014, 01:03:24 am »
Looks awesome, but you should have sold me the first version and started this new one from scratch  ;D

DrZhark

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #132 on: December 03, 2014, 08:07:45 pm »
Hi

Any updates on  your build?? I'm working on something very similar, in fact I've 'borrowed' your design and I'm making a dual screen cabinet....
Your MvC cabinet has been an inspiration for my first ever build.

Deadpool

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #133 on: December 09, 2014, 07:26:18 pm »
That is really nice man! I some day will have a basement specifically for my man cave with all the "man" amenities, but I think I want the theme to be a Marvel theme!  Would be cool to get some of the fat head stickers but in actual size of the marvel characters, you would have to have some tall ceilings for a 8 foot+ Hulk! lol  Arcade machine make the perfect added touch!
Checkout my blog retroarcadegamer - a blog about retro gaming
Recent purchase: Bespoke Arcades Apex Elite cab

scubajoe

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #134 on: December 27, 2014, 01:39:22 pm »
Any chance you can post a an art file of the 4-player CP?

Started into the new CP layout.

Went backwards and forwards on this for a while and in the end settled on trying to keep as much of the original as possible. I was going to shave the CP down to 2-player and have it be the width of the cabinet to make it easier to put in a line of cabs, but due to it's depth the cab doesn't really sit nicely in a lineup anyway. So I decided to create a compact 4-player setup and keep the original CP size.

Also I had played around with the idea of making the CP art more generic, but as the side art is so visually strong and I have now decided to set space aside for the cab to be out on it's own and have standing room for 4 people, then I knew that I had to have the CP still match the rest of the cab.



So this is more of a 'turbo-charging' of the original design. I've tried to make the 4-player setup as compact as possible, I know it may feel cramped for some of you, but the cab will rarely see full 4-player action, and when it does hopefully everyone will already be drunk enough to not mind a bit of shoulder rubbing and elbow poking while screaming at each other playing TNMT or NBA Jam.

DeLuSioNal29

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #135 on: December 31, 2014, 11:07:16 am »
Hey Griff, did you ever update your first post with a final shot of the completed cab?

D
Stop by my Youtube channel and leave a comment:

bulbousbeard

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #136 on: December 31, 2014, 09:41:29 pm »
To be honest I never expect my MAME cab to compare to my dedicated cabs, after all it's simply not the same, so to expect it to feel the same as any dedicated cab is unreasonable. My MAME cab is strictly for fun, friends to play at parties and for me to fire up a game I may have never tried before just to get a feel for it. The best a MAME cab is ever going to be is a fancy conversion cab with non-standard controls - and I'm fine with that.

Huh? There is really nothing stopping a decent GroovyMAME setup from being indistinguishable from real hardware. I've fooled several people who've owned MVS boards for over 10 years. It would be trivial to take, say, a Neo Geo big red, do a GroovyMAME setup on it, and nobody would even know it wasn't a real MVS setup (MAME even supports multi-slot game switching now).



In any case, the problem I see with this kind of setup is not having the resolution for a good CRT shader.

For the best CRT shaders, you really need a 4k resolution screen to get the most out of them. When you use so many of your pixels on a virtual bezel, you're losing the pixels you need for the shader.
« Last Edit: December 31, 2014, 09:45:42 pm by bulbousbeard »

Maximus

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #137 on: January 13, 2015, 06:06:14 pm »
Just dropping in to say I haven't forgotten about this, just had a lot going on for a while. I'm knee deep in an Atari 720 restore and a Williams Bubbles complete rebuild so I keep getting distracted from finishing up all the final framing for the top and marquee area. As is always the case, the machine is fully functional and that stopped the build from getting completed.

I'll get there one day.  :dizzy:

Maximus

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #138 on: January 13, 2015, 06:14:33 pm »
Any chance you can post a an art file of the 4-player CP?

Sorry man, I do share a lot of my art and templates but not this one, MvC:R is mine...... ALL MINE!!!! WUHAHAHAHAHAHAHAAAAAAA  >:D

scubajoe

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #139 on: January 13, 2015, 06:51:49 pm »
Had to ask, Thanks for the reply, now I will get started doing it from scratch.

millercentral

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #140 on: March 20, 2015, 05:57:53 pm »
Incredible build.

Any chance you could detail your software configuration (you mentioned hyperspin and ledblinky, but how did you get the marquees to update in hyperspin, etc?

Thanks!

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #141 on: March 20, 2015, 09:22:27 pm »
Wow truly the best build I have ever come across. Great work.  :applaud:

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #142 on: July 13, 2016, 08:41:34 pm »
Sorry to bump this old thread but I'm considering positioning a monitor in the same fashion as Maximus has in this cab.
What do I need to think about when positioning the screen?
I'm worried about cutting off the picture on some games with the control panel or speaker area/marquee...
I'm probably over thinking this... really just looking for tips or advice I guess.

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #143 on: July 13, 2016, 09:07:46 pm »
What do I need to think about when positioning the screen?
I'm worried about cutting off the picture on some games with the control panel or speaker area/marquee...
I'm probably over thinking this... really just looking for tips or advice I guess.
This looks like a good place to start.
To control the viewable area I created a custom resolution in windows using the NVidia control panel. I made my desktop a square 1080x1080p resolution and rotated it 90 degrees. This works really well as the square image just shows centered on the full size panel and allows me to control the size of my full screen apps.


Scott

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Re: Marvel Vs. Capcom: Revolution version 2.0
« Reply #144 on: July 13, 2016, 09:20:52 pm »
What do I need to think about when positioning the screen?
I'm worried about cutting off the picture on some games with the control panel or speaker area/marquee...
I'm probably over thinking this... really just looking for tips or advice I guess.
This looks like a good place to start.
To control the viewable area I created a custom resolution in windows using the NVidia control panel. I made my desktop a square 1080x1080p resolution and rotated it 90 degrees. This works really well as the square image just shows centered on the full size panel and allows me to control the size of my full screen apps.


Scott
Yea I read the whole thread and after reading it a few more times it seems to make more sense...
Like I said, probably overthinking it, but I'm terrible at "winging it" on a project.
I have to make sure I understand everything before I move forward.
Thanks for pointing out what should have been obvious to me.