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1   Main Forum / Solenoid control ideason Yesterday at 09:57:47 pm

Started by Bulliesrevival - Last post by Bulliesrevival

I am redoing my skeeball machine, I'm going to be removing the original controls and boards. I'm trying to see what ideas people have to control this solenoid for the ball release. I believe it runs on the full 110v's but with that part removed I'm trying to come up with
A) a way to run 110v to it and control it with a 5v system.
B) a way to release the balls using only 5v
C) some other method I'm not aware of yet

Sent from my Pixel 9 Pro XL using Tapatalk

2   Main Forum / Re: How much do you have on your plate?on Yesterday at 04:23:13 pm

Started by vwalbridge - Last post by pbj

Look at that Combatribes… back home in a dynamo cabinet…

Started by saint - Last post by pbj

Don’t buy arcade cabinets

Started by psakhis - Last post by CRTFTW


So what am I missing here, how do I create a "4:3 from 16:9" modeline correctly? Thanks in advance!

Honestly man, some of the language used in this thread is a bit nonsensical.

854x480 is a 16:9 resolution, assuming square pixels (which you should always assume square pixels unless you know the game doesn't use square pixels, as is the case with NES,SNES,Genesis, etc).

So the only way to make it display 16:9 is to physically squeeze your CRT's raster. This can be done in 2 ways: if you're lucky, your TV has a "16:9" or "widescreen" mode that does this. Or, if you're unlucky, you just have to learn how to get in and out of your service menu quickly to reduce V-size.

In this world of playing modern pixel art games on CRT, you have to be cognizant of two things: the game's native pixel resolution, and the aspect ratio.

An easy example: Celeste. It's 320x180 16:9. Well that just so happens to be exactly the 16:9 area of a 4:3 320x240 image. So you simply have your desktop at 320x240 when you launch the game.

a bit more complex example: Blazing Chrome is 427x240 16:9. To play that, you have to have your desktop at 427x240 and then trigger your CRT's 16:9 mode.

This is really the only way to have games look like they're supposed to.

In your example of Blasphemous, that game is really too-high resolution for a CRT TV. It's 640x360p 16:9. You can technically play it just by running 640x480i, and you will essentially have an integer scaled 360i in the middle of that. But that's going to look odd, because A) no scanlines and B) because of interlacing you're only seeing half of the pixels in any given frame. So that game is best played on a PC CRT monitor, which can support 480p. Some HD CRT TV's could theoretically display it well too

5   Everything Else / Re: OND's other projects on Yesterday at 07:53:30 am

Started by Ond - Last post by jmike

Incredible attention to details as always OND

Looking forward to seeing more.  :cheers:

6   GroovyMAME / MAME moving to c++20on Yesterday at 04:02:27 am

Started by Robbbert - Last post by Robbbert

If you haven't already, read this: https://www.mamedev.org/?p=563

If TL/DR, basically Windows 10 and 11 are the only versions where it will work. I tried Windows 7: there's an entry point not found so cannot start.

Also, for the Unix folk, QT5 is gone, need to use QT6.

Minimum version of GCC is now 11, although they recommend Clang. I'm staying with GCC while it works.

I haven't built 32-bit for a long time but I've heard it will no longer compile.

No April release; May is expected to be the next one.

I suspect that it might be possible to fix the windows 7 issue; I have a theory but can't be bothered to try it out.

This also means that the next "official" releases of ARCADE64 and MAMEUI will also be restricted to Win10/11 64-bit.

If you guys want to see what works, grab the latest git and try building.

Started by dex77 - Last post by mikejkelley

$1K is actually cheaper than the comps sold in this successful KS ca. 2016 https://www.kickstarter.com/projects/multigamesystem/kawaii-cade-japanese-style-bartop-arcade-cabinets. I have a BOM spreadsheet for the countercades I've created and the totals are never less than $600, not including the many hundreds spent on R&D dead-ends. Apprx. $50 reclaimed mon, $25 Sanwa Joystick, $30 Sanwa buttons, $15 power button, $15 select/start buttons, $10 screws, $15 heat-nut inserts, $10 crimp connects, $20 wires, $15 HDMI splitter, $7 x 3 HDMI cables, $10 x 3 panel mounts, $10 speakers, $25 amp, $28 paint/clear coat, $23 spot putty, $50 filament, $130 R Pi5, $80 custom CP and sideart, $21 psu, $7 fan, $8 fan button, $10 JST connectors, $9 USB panel mounts, $10 LEDs, $18 encoder... that's just raw materials off the top of my head and I'm forgetting a bunch of stuff. A prototype countercade takes over 250 hours from CAD to completion. Subsequent builds are about half as expensive in times of time and only slightly less in money but are still not cheap! This is an expensive hobby but you get a lot out of it!

Started by dex77 - Last post by dex77

One thousand dollars????

Holy ---steaming pile of meadow muffin---!
The mini Taito Egrett costs now around 350 bucks and it's a toy...
The MGS version is around 1600 dollars, it's good but it's 3D printed, no marquee, no base, just a tabletop with a mini pc,
this version is for those who want to train and at the same time buying something solid with a complete design...
production price is high cause all parts will be made with a factory mold plus the electronic components are all premium...
same thing happened with the Neo Geo AES, quality had a price in the 90's like in 2026... nothing crazy actually...
DIY is surely the way for a low budget solution.

Started by dex77 - Last post by Mike A

One thousand dollars????

Holy ---steaming pile of meadow muffin---!

Started by Typefighter01 - Last post by pbj

Apparently it costs $1,000 a year to keep his memory alive and we should all be grateful and crack open our wallets.

 :'(
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