This includes Death Race, which is not just the most important game in Exidy's catalog, but one of the most important games of the '70s. Every day that I think about how we're missing games like Death Race, I get upset.https://www.youtube.com/watch?v=ZY9hQQkV1zs …
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So you're next question is inevitably: how the hell did *I* get all that footage? I swear, I've been waiting for someone to accuse me of hoarding undumped ROMs, lol. But I guess no one really noticed? Which is why its so important to raise awareness. Anyways, I'll fill you in.pic.twitter.com/UBbEM5sQIJ
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Let's start with Death Race and work backwards. Although it doesn't exist on MAME, you can play a reasonable simulation of it at the link below. I don't think it's 100% accurate, but it looks close.https://fabslab.itch.io/death-race
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Death Race was a sprite swap of Destruction Derby (aka Demolition Derby), so for the magical transition between them I just manually recreated the computer-car sprites from existing screenshots and then manually animated them in After Effects.https://www.youtube.com/watch?v=5kRQ2OEJkNY&t=75s …
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Atari's Shark JAWS is emulated on DICE, an old integrated-circuit version of MAME that is no longer supported. EXCEPT it doesn't include the graphics ROMs, so you end up with nonsense unless you can find those. Thankfully, a friend sent me them. https://emulation.gametechwiki.com/index.php/DICE
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Vastauksena käyttäjälle @katewillaert
Just to clarify (I'll be doing a bit of that in this thread, apologies in advance), DICE was never a version of MAME. It was its own separate project that tackled the issue with combined analog/digital netlist simulation prior to MAME doing so in recent years.
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Vastauksena käyttäjälle @TheMogMiner
Yeah, I could've worded that better...I'd meant it as "similar to MAME" not associated with MAME.
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Vastauksena käyttäjälle @katewillaert
No worries, just a minor point! About the only other clarification is that other than a small handful of Pong-like derivatives, most CPU-less games in the 70's *did* have ROMs, just not as we think of them today. You did allude to this later, though. :-)
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Vastauksena käyttäjille @TheMogMiner ja @katewillaert
At this point, MAME's netlist simulation tech is pretty bulletproof when dealing with circuits that are primarily digital logic, so theoretically, it would be trivial (but grind-y) to bring up any of these discrete games for which ROMs are dumped, given schematics. BUT -
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Vastauksena käyttäjille @TheMogMiner ja @katewillaert
- the main issue I found when going ham on some audio netlists, as well as Atari's "Tank", during my month-long summer vacation last year, is that the quality of most schematics in circulation tends toward the unreadable end of things.
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Most of the scans that exist date back to the mid to late 90's, when disk space (and bandwidth) was at a premium, so they tend to be PDF'd versions of 1-bit scans, and they tended to be scanned with little (if any) quality control on the schematics themselves.
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Vastauksena käyttäjille @TheMogMiner ja @katewillaert
While things like the BOM (for manuals that included one), and the service-related text tends to come through just fine, schematics suffer from everything from "lost" traces, to unreadable part values, even to unreadable part types.
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Vastauksena käyttäjille @TheMogMiner ja @katewillaert
Anyway, regarding the sprite-related ROMs themselves, they tended to be 4-bit PROMs, limited to around 128 to 256 words of data, and given the pinout, were easy to mistake for a typical quad logic gate chip of the time.
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