02 March 2024, 10:13 | #661 |
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I am not sure if I want to include any font binaries (or even as a "rom" image). Maybe there is some existing font that looks similar enough? It does not need to be exactly identical. (WinUAE already has Windows font to bitmap converter for OSD and OSK)
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02 March 2024, 17:15 | #662 |
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https://fontmeme.com/fonts/vcr-osd-mono-font/
Is probably the closest to the setup if you need a standard TTF |
02 March 2024, 19:56 | #663 |
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RE: OSD Fonts
The uPD6465 Chip: based upon the OSD (on-screen display) chip of the same name. commonly found in laserdisc players. Source:https://pajamafrix.neocities.org/portfolio/fonts italiandoh (The person that upload the Platoon LD to youtube 8 years ago) said "Sony LDP-1450 and LDP-3600D are the only models to have on screen text display." Relating to a Time Traveler and Dexter C10000 error. This is the BMP of the LDP-1450 FONT used in Daphne Emulator Source: https://github.com/DavidGriffith/dap...dp1450font.bmp |
05 March 2024, 21:09 | #664 |
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LDP OSD font is now mostly supported with limits (will be fixed later):
- font is same as OSD font - size is hardcoded - positioning may not be correct (but should be according to LDP manual). For example "YOU'RE HIT!!" has 3 spaces before the text and it start offset is left edge. It really seems to be not centered for some reason. - special font modes or multi line is not supported. Hopefully there are some other messages than boring "YOU'RE HIT!!" (messages can be also seen in log window if serial logging is enabled: -serlog) |
06 March 2024, 10:07 | #665 |
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You shouldn't need multi line IIRC - Nova games on their own hardware used it, but in theory that's what they moved this to Amiga for - to not have to do that, and have a decent sprite system for once.
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06 March 2024, 19:41 | #666 |
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Font handling is now mostly finished (not going to make it perfect, just mostly correct).
Font can be changed using genlock_font=<name of font> config file entry if really wanted. (yes, technically wrong name but more generic). Default is same font as OSD font. Some positioning/size adjustments. Examples in LDP manual now position mostly identically. Multi-line also emulated even if it isn't used.. |
08 March 2024, 11:10 | #667 |
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Out of interest, which manual are you taking this from - all I've ever seen is a service manual
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08 March 2024, 11:34 | #668 |
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08 March 2024, 14:52 | #669 |
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Much appreciated, thanks, I know where to get hold of a copy of that, as it's the same protocol as the later series players I've used in the past, but they didn't have programmable text overlay
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13 April 2024, 19:34 | #670 |
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Los justicieros video files have just been shared. Amazing news!
Tested a little and the game itself seems to work nice, but when you press left trigger it reloads too, so it doesn't waste ammo. Right gun works as espected It happens the same in rom version 1.00 and 1.01. Maybe my fault, but revised my configuration and all seems correct. Anyway many thanks, this is a great game Last edited by phasermaniac; 13 April 2024 at 23:56. |
14 April 2024, 15:09 | #671 |
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I was looking at this, looks like it's a PAL tape based thing again, so I can probably tweak the video a bit and put it with the rest of the collection - there's already a 640x480 test video I did out there to just check things worked. Much like Marbella Vice, the distortion at the bottom of the picture is meant to be there, it's an artefact of the tape system used, and is usually lost in overscan. In places, it looks like they've tried to crop it out, badly.
I'm pretty sure there's an English dub out there, but it looks like it's a separate disc like ALG did, as opposed to dual language. Not that it affects me as A: There's not much of a plot and B: Yo hablo espanol. Last edited by mrbabbage; 14 April 2024 at 18:00. |
26 April 2024, 19:03 | #672 |
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Los Justicieros:
I can't find any IO bit that tells which gun's position game wants to read. Marbella Vice used both parallel port and IO bit at $f60000 but this game uses neither. ALG games used POTGO bits. This game only writes static $FF00. (Amiga can only read lightgun in single joystick port, external hardware is needed that selects the gun that has trigger pressed) |
26 April 2024, 19:47 | #673 |
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Shame, I wish it were my fault.
But I don't understand as two players works right, I mean, both players shoots in place. The game distinguish fine between the two guns. The only problem is player left won't waste ammo, but it shoots normaly. It's like you had holster button ever pressed. On the other hand, In showdown segments, which requires you to holster your gun, (like in Fast draw showdown) you can't holster. So I think the problem it's left player holster. |
26 April 2024, 19:58 | #674 |
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Ah, it only sets it when reading guns, not when reading buttons etc.. So that explains why it works
How does reload work in this game? Does it have "holster" feature? (Like some ALG games but not like for example Platoon) EDIT: It is holster. Left holster hooked up correctly. Last edited by Toni Wilen; 26 April 2024 at 20:44. |
26 April 2024, 21:23 | #675 |
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It works right now. Many thanks!
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14 June 2024, 11:55 | #676 |
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Hi again!
The third and last video of picmatic games has been shared: Tierras Salvajes Now I'm wondering about the rom. I downloaded the mame rom, extracted files, and tried renaming the 64kb .u2 and .u3 to .bin (just a fast test, I don't know how it works, but all winae roms are .bin, so...) But it doesn't work. What am I missing? Thanks! |
14 June 2024, 15:30 | #677 |
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I've usually looked at the Dragon's Lair Project sets rather than MAME's - I believe they came from the same machines as the discs.
I did notice the release, and will try to run the process workflow on it ASAP to test. It was sold as an upgrade/conversion kit for Marbella Vice, so I can't imagine it changes too much in terms of hardware. |
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