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.
-
-
Vastauksena käyttäjälle @TheMogMiner
Yeah, I could've worded that better...I'd meant it as "similar to MAME" not associated with MAME.
1 vastaus 0 uudelleentwiittausta 3 tykkäystä -
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. :-)
1 vastaus 0 uudelleentwiittausta 2 tykkäystä -
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 -
1 vastaus 0 uudelleentwiittausta 2 tykkäystä -
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.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä -
Vastauksena käyttäjille @TheMogMiner ja @katewillaert
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.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä -
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.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä -
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.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä -
Vastauksena käyttäjille @TheMogMiner ja @katewillaert
So unfortunately, as high of a priority as it is to find any remaining discrete-logic boards that used PROMs or BPROMs for sprite data, and get them dumped, since they're well outside the expected lifespan already - a push to re-acquire and re-scan manuals is just as needed.
2 vastausta 0 uudelleentwiittausta 5 tykkäystä -
Vastauksena käyttäjille @TheMogMiner ja @katewillaert
I have access to an Atari Tank arcade game with PCB if something is needed from that still.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä
As terrible as my memory is, I believe @bitsavers ended up scanning his own manual last year. I'm pretty sure all of the relevant sprite BPROMs are dumped, so emulation-wise it's just a matter of speed improvements and bug fixes in the netlist transcription.
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.