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41   Project Announcements / Re: Blip2 (working title)on August 26, 2025, 12:08:23 pm

Started by markc74 - Last post by javeryh

This is much better, IMO.

Of course I have notes take it or leave it... the "Blip2.0" on the front is too big.

I would either:

1. get rid of it entirely and extend the circuitry down the front; or

2. extend the circuitry down the front and shrink "Blip2.0" by a lot - maybe mimic Spin/Move/Action/Roll and put Blip2.0 in front of a white rectangular box - and offset it all the way to the right.

Right now your eye is drawn to the gigantic font when the star of the show is the elegant CP you created.

LOVE the Data70 font!!  :cheers:

42   Project Announcements / Re: Blip2 (working title)on August 26, 2025, 09:47:49 am

Started by markc74 - Last post by markc74

I'm kinda torn on the name. The last image I posted was mocked together using a layout template and some AI shenanigans mostly for ideas.

I've gone back and redrawn it (manually), tweaking the colours, going back to Blip2 (still undecided) and manually drawing every bloody circuit line (painfully!).

It's getting there...



Logo not finalised (obviously) and needs some labels for START/PAUSE/etc but I'm starting to really like it

Started by saint - Last post by markc74

back to blip

44   Software Forum / Re: Introducing arcadeEIPon August 26, 2025, 08:00:02 am

Started by gildahl - Last post by gildahl

I wouldn't be able to say for sure, but if you try it let me know how it works out. In theory, as long as the graphic drivers are taking care of the rotation it should work.  For example, on my arcade machine I use the graphics drivers to force the aspect ratio to 4:3 since I have a 4:3 bezel covering my 16:10 LCD monitor, and arcadeEIP works fine at the adjusted aspect ratio, so I imagine it would work rotated as well.  There are also some settings in the arcadeEIP.ini file that you can use to adjust font size and a few other things to fine tune.

45   Main Forum / Re: All-around rotary solution?on August 25, 2025, 08:45:43 pm

Started by placroix74 - Last post by negative1

Got the joystick for $40, came to $70 with shipping and tax.

getting ready to set it up.

the only game i play that uses a rotary stick is xybots.

it had a twisting stick, so will try it with MAME.

later
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ne gative 1

46   Main Forum / Re: Do you guys play console games on your cabs?on August 25, 2025, 07:26:51 pm

Started by javeryh - Last post by jeremymtc

Punch Out is originally an arcade game too!

Lol, good point! On that one I found the single-screen presentation worked a lot better for me with a horizontal monitor.

47   Main Forum / Re: Do you guys play console games on your cabs?on August 25, 2025, 07:03:00 pm

Started by javeryh - Last post by Zebidee

In general I think console games are not a great fit for arcade controls or cabinet play, and the only emulator I install is MAME. That said, I do have a few NES games on my modern-retro machine, which is most often played seated (Punch Out, SMB for my niece, etc.).

Games from the NES/GB seem to map over well though, as would Atari stuff were there not original arcade versions of most of their best games.


Punch Out is originally an arcade game too!

Dunno about consoles, but a mate of mine had an Amiga. In the late 80's we were students, often poor and jobless, so played it a lot. In particular I loved playing Paradroid, which translates well to a sturdy arcade joystick (the Amiga ones we had back then were always crap). Anyway, I worked out how to get WinUAE going just to play Paradroid on my arcade, and it was definitely worth the effort.

Controls are obviously a big issue. Older consoles with pad-type controllers work more intuitively with arcade, but later consoles with fancier stuff like hats are more difficult to translate to an 8-way.

Having said all that, there is nothing to stop you using a modern compatible wireless controller with your arcade cab. They are available.

For various reasons I get sore feet from prolonged standing, so have a few stools to use with my upright cabs. Also good for kids that can't reach the controls.

Sometime I'll go through the rest of my Amiga library. There definitely are some more original gems in there.

48   Main Forum / Re: Do you guys play console games on your cabs?on August 25, 2025, 04:41:36 pm

Started by javeryh - Last post by jeremymtc

In general I think console games are not a great fit for arcade controls or cabinet play, and the only emulator I install is MAME. That said, I do have a few NES games on my modern-retro machine, which is most often played seated (Punch Out, SMB for my niece, etc.).

Games from the NES/GB seem to map over well though, as would Atari stuff were there not original arcade versions of most of their best games.

49   Main Forum / Do you guys play console games on your cabs?on August 25, 2025, 11:35:33 am

Started by javeryh - Last post by javeryh

If so, what games do you think are fun/playable with arcade controls (assuming 8-way stick and buttons)? I am trying to decide how to set up my next single player cabinet and I have been having a lot of fun recently with Game Boy games on my bartop so I think some of those would translate well. So it has me thinking about what else could be playable in short bursts while standing up.

I don't have any "modern" retro set-ups with a widescreen monitor, bezels, a crapload of emulators, etc. All of my cabs are arcade only. Might be time if for nothing else to have some new games to play...

Started by geecab - Last post by Yolo_Swaggins

Hi Geecab i hope you are doing good. I managed to figure out how to get "hdrivairp" to load the game properly so it's fully playable now, the code i submitted to github was edited by one of the MAME guys called "happppp" so that it was in the appropriate place and i think it has been added to mamedev/master build now. I think they may have renamed the rom to be "hdrivair0" now in mame.

I figured out if you ran the "DS IV GRAPHICS PROGRAM AND DATA RAM TESTED BY 68010" in the games test menu and then exited it that the game would play fine without the "BAD POLY BUFF ERROR" happening. I was curious why this was happening and wanted to reverse engineer the behaviour into a code patch for MAME so that the game could be played by everyone without having to enter the test menu. I made a logger that would write what the game was doing to a log file when the test was running and i figured out that the 68010 seeds the ADSP DM 0x0000–0x1FFE with "0x5555" before writing the sync address. I made a code that done the same thing on boot and it worked but it included a couple of extra things that didn't need to be there and it was in the wrong place so happppp sorted it out for me and added it into the mamedev/master branch.

I also found a bug in MAME last year where the "mainpcb:user4" ROM's were being loaded as "ROM_LOAD16_BYTE" instead of "ROM_LOAD32_BYTE" so that is what was causing the problem i described earlier in this thread where the car would just drive through the roads and act as if it was "off road" all the time. When they are loaded in the correct format the game works fine. I had made a commit on MAME last year with that fix but it was forgotten about but that has now been added into mamedev/master too so the game is now playable.

I would adivse that you turn off the microphone in the test menu i think it's called "champ voice" or something like that. If you leave it on when the game tries to record your voice it will cause the sound to glitch with a horrible noise.

My cat died last year around the time i was messing with this game and i guess i was depressed and stopped experimenting with MAME so thats why i was not around for ages i just started messing around about a week ago. I tried making a account on the bannister forum but the admin never approves it, i seen the commits you made to your branch of MAME last year on there and was wondering if you will push it to the mamedev /master? It's the one that fixes the steering for the compact versions of the machines so the car doesn't loose track of the centre point.
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