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So whats next on the list of multis?

DS, what are the next releases/projects you are working on?

Projects that are basically done or in the works:
MVS/AES
Deco
Taito F3

So what's next?
Cave Multi
Naomi
CPS1
Atomiswave
PGM
Irem M92
Sega System 16/18/32
Namco System 1/2/2X6
You can cross CPS1, Irem M92, Sega Systems 16 & 18, and Namco System 1 from the list already!

Sega System 32 is in the work (several protos assembled, a couple minor issues to be fixed now).
 
I've done A LOT of work on F2 stuff, given what I know I don't know how an F2 multi would be possible without it being a kind of Frankenstein half FPGA thing... the "Mother board" is really more of a CPU board and every other game has a unique set of customs that are specific to the Game board.
Have any of the customs been reverse engineered?
I too think it is likely to be part Fpga.
 
You can cross CPS1, Irem M92, Sega Systems 16 & 18, and Namco System 1 from the list already!

Sega System 32 is in the work (several protos assembled, a couple minor issues to be fixed now).
Is the idea it will work with any 32 donor or are the later upgraded boards the target?
 
A long with the System 32 multi someone need to make a repo module for the timing custom if that likes to go bad.

Speaking with Ken these are failing rapidly due to bit rot. And it's what kills the sound of system 32 pcbs
 
I've done A LOT of work on F2 stuff, given what I know I don't know how an F2 multi would be possible without it being a kind of Frankenstein half FPGA thing... the "Mother board" is really more of a CPU board and every other game has a unique set of customs that are specific to the Game board.
An FPGA solution sounds totally fine to me.
Considering that mister core work on the F2 is in alpha atm, I can see this multi not being far behind with an FPGA-based solution. Bring it on.
 
An FPGA solution sounds totally fine to me.
Considering that mister core work on the F2 is in alpha atm, I can see this multi not being far behind with an FPGA-based solution. Bring it on.
I mean the question I have is what's the point? If you're FPGA recreating everything but the CPU board then you're only not emulating the 68K and the RAM. Why bother if you you're 90% of the way to a mister setup?

EDIT: for those interested here is a spread sheet I put together that tracks all of the differences in the GAME board...
https://docs.google.com/spreadsheets/d/1g3lGGy5MtYiWXgtfKIFpE0B6OKLt59A7mrDXrY4NgQc/edit?usp=sharing

As you can see there's A LOT of differences.
some games that have the same customs has completely different setup in how it uses them. For instance Drift Out and PuLiRuLa have all the same customs but PuLiRuLa has some weird dual-channel Sprite RAM configuration that's completely incompatible with DrifOut.
 
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Dedicated hardware that uses the exact timings of the original CPU. Some folks don't want to run the Mister, or deal with interfacing with it in their cabs. Sometimes a dedicated solution is just cleaner and simpler. Also keep in mind that full FPGA implementation is not always a guarantee of accuracy. We're at the mercy of the core dev.

But using FPGA as a loader? or handling the different graphics processing? I'm fine with that running on an original CPU board.
 
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There's no disagreeing unless some of the customs are reverse engineered part will be Fpga for f2.
I feel like there's 1 custom per board so if these were reverse engineered and put on the multi board most any game could be a donor.
If some of the chips were determined on later boards to be improved versions of the earlier, the earlier could be patched to use the later reducing the amount of customs repro needed.
Or if there's extra logic needed, route that to the multi instead of donor.
 
100% System 12. More people need aqua rush in their lives. Among the other great titles, and the rom board detaches...
 
Namco System 12 would be great, but outside of the challenges with working around the security the biggest problem i see is the SMD ROMs for the main program and sound soldered directly to the mobo:
nams12_mobo_highlight.jpg


this will make for a very much not fun, nor pretty installation.
 
Namco System 12 would be great, but outside of the challenges with working around the security the biggest problem i see is the SMD ROMs for the main program and sound soldered directly to the mobo:
nams12_mobo_highlight.jpg


this will make for a very much not fun, nor pretty installation.
Would it be possible to do a bodge pcb each soldered to the sound and main program footprint with a ribbon going to the plug in board?
That might clean up things so it all stays with the plug in board.
No matter what its looking like one would have to dedicate a mainboard to the multi...
 
Would it be possible to do a bodge pcb each soldered to the sound and main program footprint with a ribbon going to the plug in board?
lots of things are possible, but as you said you'll have to essentially sacrifice a mainboard to the multi.
even beyond that, the pins the program ROMs are extremely fine pitched... I'd say beyond the skills of most which also complicates things.
 
Namco System 12 would be great, but outside of the challenges with working around the security the biggest problem i see is the SMD ROMs for the main program and sound soldered directly to the mobo:

this will make for a very much not fun, nor pretty installation.
The same approach than System 11 must be possible: programming the flashes from the CPU board (or rather, a multi sitting in between).
 
The same approach than System 11 must be possible: programming the flashes from the CPU board (or rather, a multi sitting in between).
yes I think a PCB in between the the flash ROMs removed is likely the way to go, but that doesn't fix the sound ROM sadly.
I think Sys 11 also has the keycus on the main board too.
 
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