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MegaTech Timer Poll
Posted: Thu Aug 14, 2003 4:45 pm
by Mr. Kelly R. Flewin
Hey gang, we got another poll to be debating on.. hopefully not as painful to go about as some of the others. I took a peek at the Mega Tech games and noticed in the dip switches that we can mess around with the time per credit, changing it as low as 30 seconds a credit [MUWHAHAHA] to 7:30/Credit to Free Play.
For a game that so far works well, like Sonic The Hedgehog, it does have a scoring system... so that works.. unlike something like Golden Axe which doesn't seem to have one. [My apologies if there is one I'm missing]
The only other thing after this is we're going to have to debate on is special rules for Sonic The Hedgehog if the timer is extended to Free Play, so we can prevent endless leeching possibilities. But we'll come to that bridge when we need ot cross it.
Kelly
[This poll was created/started August 14th, 2:18pm CST and will end at 2:18 CST, August 21st]
Posted: Thu Aug 14, 2003 9:28 pm
by mfm005
free play!
Posted: Thu Aug 14, 2003 10:06 pm
by Q.T.Quazar
couldn't we wait until this is all actually working properly and people have a chance to see and examine the options before voting on it...?

Posted: Fri Aug 15, 2003 12:16 am
by LN2
I agree...
However, I think the Playchoice-10 decision pretty much sets the precedent for this one also....so it would be for the longest period of time possible to set in the dip switches.
if it has an infinite time/free play dip switch setting then that should be what's used...without even having to vote for it.
...then you play the games to completion and set high scores...versus your game being cutoff short just cuz the design of it was so you feed more quarters into it regularly.
Posted: Fri Aug 15, 2003 4:05 am
by Mr. Kelly R. Flewin
Q.T.Quazar wrote:couldn't we wait until this is all actually working properly and people have a chance to see and examine the options before voting on it...?

Well, Sonic is working 100% as far as I can tell atm and other games will bound to be working soon enough thanks to Barry's SUPERB work and others work as well... I thought it wouldn't be a bad idea to fire this one off since I submitted the first score and wanted to know what precedent should prevail for when things do begin to heat up.
Kelly
Posted: Fri Aug 15, 2003 4:49 am
by mahlemiut
Sonic has an issue with mid-screen palette changes, which I guess would surface further into the game.
Fire Shark, Golden Axe, E-Swat, and World Cup Soccer all work fine as far as I can tell.
Altered Beast should work once raster effects are fixed up.
Posted: Fri Aug 15, 2003 6:40 am
by Kale
mahlemiut wrote:Sonic has an issue with mid-screen palette changes, which I guess would surface further into the game.
Labyrinth Zone,see snap.Just a graphic flag...
Fire Shark, Golden Axe, E-Swat, and World Cup Soccer all work fine as far as I can tell.
E-Swat and World Cup Soccer sound effects doesn't work at all...
Altered Beast should work once raster effects are fixed up.
Just notice that you are currently appling raster effects on the
Master System screen.Go figure.
Golden Axe which doesn't seem to have one.
AFAIK Golden Axe have his own scoring system,like the Arcade version.
couldn't we wait until this is all actually working properly and people have
a chance to see and examine the options before voting on it...?
The "only" 3 things that are missing in Mega-Tech are:
\-missing Halt on the CPUs.
\-missing Reset on the CPUs.
\-menu screen jacks up *after* the first play.
Nothing that we can really worry of here in MARP.
Posted: Fri Aug 15, 2003 6:46 am
by mahlemiut
I know why rasters don't work right, but I've pretty much concentrated solely on the BIOS.
Posted: Fri Aug 15, 2003 6:55 am
by Kale
mahlemiut wrote:I know why rasters don't work right, but I've pretty much concentrated solely on the BIOS.
Are you saying that you are aware of that you broke them?

C'mon,add a 192 to the raster lines,it's not so difficult...
Posted: Fri Aug 15, 2003 7:29 am
by mahlemiut
Would you believe that I tried that?

Posted: Fri Aug 15, 2003 9:50 pm
by Haze
don't worry too much about the raster stuff .. I need to rip the genesis stuff apart, probably split some of it from c2, rasters with the timer system / get_scanline but 2 monitors is a bit messy .. need to convert it to rgb direct so the mid-screen palette change rasters (sonic water..) can work etc. etc.
also I probably need to convert the master system / syse bit to tilemaps, i imagine the code would be neater.
what helps me most is figuring out how the bios system works, the genesis is well documented, its just a case of interpreting those documents and converting them into a fully working driver.
the megaplay screenshot was good to see, hopefully all that really needs doing is (a) figuring out how it reads the cart data rom and (b) figuring out what the 68k code is waiting on, probably a signal from the bios, the menu z80 <-> 68k communication... good luck.
Posted: Sat Aug 16, 2003 7:48 am
by Kale
what helps me most is figuring out how the bios system works, the genesis is well documented, its just a case of interpreting those documents and converting them into a fully working driver.
I believe the register 0x6803 is used for system control.
For example,if you put the service mode on,it first disactive bits 5 & 6 then bits 4 & 7.It seems to be Halt/Reset lines for both the two CPUs.
Also bit 0 & 1 seems to be used for lamps(as they actives when the time is running out).
I think the problem of the green graphics of the bios is due to missing NMI (but need to know where

).
Posted: Sat Aug 16, 2003 10:36 am
by mahlemiut
Finding an retn (opcodes 0xED 0x45) instruction other than the one at the usual Z80 NMI address (0x0066) should be a clue.
I have no time to look for one now, it's 1am and I need sleep.

Re: MegaTech Timer Poll
Posted: Sat Aug 16, 2003 8:18 pm
by Frankie
Mr. Kelly R. Flewin wrote: For a game that so far works well, like Sonic The Hedgehog, it does have a scoring system... so that works.. unlike something like Golden Axe which doesn't seem to have one. [My apologies if there is one I'm missing]
We'll just use the scoring system that we use for the normal Golden Axe games, which is:
Total Score x 10.
Re: MegaTech Timer Poll
Posted: Sun Aug 17, 2003 4:20 am
by Mr. Kelly R. Flewin
We'll just use the scoring system that we use for the normal Golden Axe games, which is:
Total Score x 10.
There IS a score in game?! [Blinks] I need to play it out a bit then..
Kelly