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  1. MetalliC

    Devkit Dreamcast HKT-0120 no boot Dreamcast mode

    well, it is impossible to guess the cause of problem with no information about details in any case, the problem is in GD-drive. this message usually shown when drive detected disc inserted and trying to initialize it - detect disc type, read TOC and everything like that the only thing I wanted...
  2. MetalliC

    Devkit Dreamcast HKT-0120 no boot Dreamcast mode

    if it says "checking disc", obviously there is some problem with GD-drive or GD-M emulator (depending which mode was configured via host PC). it has nothing with mentioned switch
  3. MetalliC

    Dodonpachi saidaioujo Conversion sold for 2500usd

    strictly speaking, MAME have not 10+ but only "3 years rule", then game considered OK/safe to be added. however, this term might be extended by request, which is happened with CV1K games.
  4. MetalliC

    Dodonpachi saidaioujo Conversion sold for 2500usd

    not a problem. quite many of CV1K dumps in MAME are conversions, and contained some origin game data leftovers (which was removed/cleaned later, after dump analysis). these conversions was made by Cave themselves, but I'm not sure if there is real/practical difference who was doing it...
  5. MetalliC

    Dodonpachi saidaioujo Conversion sold for 2500usd

    not sure if that possible, iirc there will be needed to do "hacky wiring" directly to FPGA's BGA pad, which is barely doable at practice
  6. MetalliC

    Dodonpachi saidaioujo Conversion sold for 2500usd

    it is not possible to simply upgrade rev B boards to rev D, there is missing high address RAM traces
  7. MetalliC

    Force Feedback Translator - Sega MIDI, Sega RS422 and Namco RS232

    @winteriscoming @Aganyte is there exists a short TLDR documentation of Sega MIDI FFB protocol ? did a quick stab on it and checked few Naomi game's code a bit, and as I see it sending 4-byte packets to MIDI, in reversed byte order (bad Sega lol!). so 1st byte actually is XOR-sum byte with most...
  8. MetalliC

    Arcade games that support an optional, unique second screen

    it depends which kinds of gaming machines you think should to be in the list... like Nintendo PlayChioce-10 or Sega Mega-Tech games or from memory: - NAOMI World Club Champions Football, Derby Owners Club and Star Horse series - uses 2 displays for main screens (plus number of satellite player...
  9. MetalliC

    Planet Harriers debug mode

    no idea, try it and tell us :)
  10. MetalliC

    Planet Harriers debug mode

    ok, checked it in debugger - it was vice versa, you should hold Player1 Service from JVS IO
  11. MetalliC

    Planet Harriers debug mode

    it was ages ago, but iirc this was discovered by teammate CaH4e3. and in general, significant part of Hikaru 3D hardware was RE'd and emulated thanks to this debug mode as of why it may not wok for you - I think here "service" means button at mobo, not JVS IO switch PS: there is also country...
  12. MetalliC

    BIOS and Header fixed atomiswave converts

    @twistedsymphony AW is a DC with 2 integrated gamepads, for joystick games there is even no need to change anything inputs-related, besides arcade-specific things like coining
  13. MetalliC

    BIOS and Header fixed atomiswave converts

    this is partial true, DC conversions have zero additional lag, NAOMI conversions normally have 1 additional frame lag due to async JVS I/O polling, and may have 1 more if use some crappy JVS I/O board, which may add more lag (cant remember which models do this). in any case, AW games are 3D...
  14. MetalliC

    CV1000 JTAG

    if by networking you mean Ethernet - no, its not. there was planned to use LVDS high-speed serial interface
  15. MetalliC

    CV1000 JTAG

    all Hitachi SuperH CPUs require specific access width as said in doc to write on-chip registers. so, if docs says some register is 16bit - it should be written via 16-bit word access only, if you'll do that as 8-bit or 32-bit write - it will be ignored and have no effect. I'd guess you doing it...
  16. MetalliC

    CV1000 JTAG

    @twistedsymphony as of revisions - date shown at warning screen might be not reliable, some of games show real build date only in test mode with "special mode" enabled. as I recall Muchi Pork is one of such games, cant remember if there is others
  17. MetalliC

    CV1000 JTAG

    I'd rather say "more work" it is pretty clear how to speedup NAND access - create NAND flash programming routine in SH3 native code, which will write some data chunk from local SDRAM to NAND (obviously this should be repeated several times, since RAM size is much smaller than U2). to use SDRAM...
  18. MetalliC

    CV1000 JTAG

    some time ago: rtw - me - I dont want reset code to be public - but it's already in MAME source code - that's bad! - no, it doesn't, nobody read MAME source code it looks like I was right :D
  19. MetalliC

    CV1000 JTAG

    yes, but you may do additional routine for NAND, it shouldn't be that hard because all the games uses same sector to save nonvolatile data
  20. MetalliC

    CV1000 JTAG

    do you remember which game is that ? I was thought reset codes (which I've documented in MAME driver code) works for all games... yes, later games doesn't use EEPROM at all
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