What's new
Has anyone been able to connect a spinner to Namco System 1 multi to play Quester ?
I tried the jamma adpater I made for all Arkanoid PCBs and Brick Zone to test and no moves of course. Without the sub board, I guess it's not possible.

Is a Namco adapter available somewhere to connect spinner ?
 
Has anyone been able to connect a spinner to Namco System 1 multi to play Quester ?
I tried the jamma adpater I made for all Arkanoid PCBs and Brick Zone to test and no moves of course. Without the sub board, I guess it's not possible.

Is a Namco adapter available somewhere to connect spinner ?
Did a quick Google search in japanese for ナムコ クエスター

Looks like this guy managed to reverse engineer the spinner sub board:

https://pomkot.wordpress.com/2020/02/20/200220_quester/

Pictures are not loading so I've attached the google cached pics. Maybe someone message this guy for more details.
 

Attachments

  • quester04.png
    quester04.png
    468.3 KB · Views: 83
  • quester05.png
    quester05.png
    465.5 KB · Views: 82
Here is a Google traduction of the page :

Introduction

Ever since I made the control box for the paddle, I wanted to challenge myself to make a sub-board so that I could play Namco's Block Breaker "Quester".

This time, I created a harness with a function equivalent to a sub-board, so I will introduce it.

sub-board survey

Quester is a game for Namco SYSTEM1, and it is a block breaker that you play by operating a paddle. Unlike other companies' block breakers, the paddle controller does not connect directly to the board's JAMMA connector, but connects via a sub-board.

Although I don't own a sub-board, I can mostly know how it works from the MAME source code. If you look at quester_paddle_r in MAME's src/mame/machine/namcos1.cpp you can see what information it gets from the subboard.

This method uses the SYSTEM1 I/O controller custom IC 64 (its true identity is Hitachi's 6800-series single-chip microcomputer 63701 with built-in ROM) to read the state of the joysticks and buttons of players 1 and 2 on the JAMMA connector. process to replace with the signal of

offset == 0 is player 1's button and joystick, offset == 1 is player 2. Button and joystick states are represented by bits, where 0 is ON and 1 is OFF. A total of 8 bits (1 byte), 4 bits for the 4 directions of the joystick and 4 bits for the start button and 3 operation buttons, are read at once. The meaning of the bit is as follows (common to each player).

x--- ---- START
-x-- ---- BUTTON3
--x- ---- BUTTON2
---x ---- BUTTON1
---- x--- UP
---- -x-- DOWN
---- --x- LEFT
---- ---x RIGHT

The paddle state is represented by a 1-byte integer value that is added or subtracted depending on the direction the paddle is turned. There are two paddles for two players, and the sub-board is designed to send the state of each paddle to the JAMMA connector in time division. The meaning of each pin of JAMMA on the sub board is shown below.

PLAYER1 PLAYER2
x--- ---- ---- ---- 1P START
-x-- ---- ---- ---- 1: Enabled / 0: Disabled *
--x- ---- ---- ---- Always 0 (ON)
---x ---- ---- ---- 1P BUTTON1
---- xxxx ---- ---- PADDLE & 0x0f

---- ---- x--- ---- 2P START
---- ---- -x-- ---- Always 0 (ON)
---- ---- --x- ---- 1P:0 / 2P:1
---- ---- ---x ---- 2P BUTTON1
---- ---- ---- xxxx PADDLE >> 4

* As a result of the experiment, it was found that the value when the paddle state is 1: Enabled is used.
0: It is good to set each bit in the disabled state and confirm everything, then switch to 1: enabled.

Sub-board production

Summarizing the results of the survey, it can be said that the functions required for the sub-board are as follows.

Hold paddle state
Monitor paddle movement and update state accordingly
Reflect the paddle state to JAMMA at appropriate timing

A PIC microcomputer was used for this realization. The firmware is also simple, just repeating the above.

It shows the board and the harness I made. Store in this state.

quester04

Enlargement of the sub-board. A single PIC microcomputer (PIC18F13K22) handles paddle processing, and three 74LS244s are installed to switch between paddles and joysticks.

quester05

The target this time is a paddle compatible control box, and since it is compatible with ham elephants and the paddle signal is digitized, no additional parts are required. Additional pull-down resistors may be required.
play

screen during play. You can see that the paddle is off center (moving).

quester02

SPECIAL EDITION can also be operated by ROM exchange.

quester03

Furthermore, it supports other games with the paddle/joystick switch. I tried running Splatterhouse on the same board.

quester06
remarks

In addition to Quester, Namco SYSTEM1 sub-board games include Bella Bowman, Face Off, and Overseas Tank Force (4-player simultaneous play version). Each requires its own sub-board.

I think it's possible to make these because I can understand the movement from the MAME source, but I have Bella Bowman and I don't want to play the others that much, so I don't have any plans to make them at the moment. I might make it if my desire to challenge production becomes bigger than playfulness.
 
Last edited:
that's really simple, you could probably make it work without even the need for a micro controller.
 
Some of the games seem to be behaving strangely.
I wonder if Merchen maze, splatter house, etc. are problems with getting random values. There may be others.
Is it doing something with keycus?
I can see that Splatterhouse has strange enemy movement in stage 6. Hell Chaos also seems to have strange attack patterns.
Pacmania does not show shadows when jumping.

I'll check it when I'm over with cps1.

I had someone reach out and ask me about the issues that @TMF68k posted here, so I did some investigation with my System 1 Multi setup.

I can confirm that Pac-Man's shadow is missing completely in all three revisions of Pacmaina on the Multi:
1.jpg

I cross-checked Pacmania in Mame, and Pac-Man's shadow is supposed to disappear when he jumps - he only has a shadow when he's on the ground.

IMG_5244.jpgIMG_5245.jpg

As for strange enemy behavior in Splatterhouse Stage 6, I played through the entire game just now and the enemy behavior seems correct to me. I compared against MAME playthroughs posted on YouTube and the Multi behavior for the entire game looked right to me. I recorded a gameplay video from my Multi of dying a few times on Stage 6 - I'm holding the camera with one hand so it's difficult to play properly.
https://photos.app.goo.gl/m1bgxmhYgY2pma8x5

Here's a YouTube of someone playing through the game in MAME - skip to 16:12 for Stage 6:
View: https://www.youtube.com/watch?v=1SYT7YnkUmE&t=1279s


Can we get the Pacmania shadows patched @Darksoft ? Are there any other specific gameplay differences on Namco System 1 games that people have noticed that I should cross-check?

EDIT: Fixed the incorrect link to my Stage 6 recording.
 
Last edited:
Can confirm that I don't have a shadow under Pac-Man in Pacmania either! I prob would have spotted this if my Monitor had been rotated.

Are the memory modules easy to overwrite/erase? No biggie if they are and a new patched file comes out.
 
Can confirm that I don't have a shadow under Pac-Man in Pacmania either! I prob would have spotted this if my Monitor had been rotated.

Are the memory modules easy to overwrite/erase? No biggie if they are and a new patched file comes out.
The memory modules are easy to overwrite, if you have the proper tool.
 
Gadgetfreak aka Aaron has reworked the protection to add shadows already if you want to contact him. Hes the mastermind behind the great S.L.I.C.E project if you didn't know. Maybe you can ask him to do a OSD game select for you on it too?
 
Also never heard of slice and Google didn't help. What is it?
 
Back
Top