Author Topic: What I've been working on (iq_132's work in progress)  (Read 386460 times)

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #1395 on: August 18, 2018, 02:03:32 AM »
Also added Gaelco's Target Hits


Offline Arcadez

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Re: What I've been working on (iq_132's work in progress)
« Reply #1396 on: August 18, 2018, 08:39:04 AM »
Busy Busy Busy, nice work chaps!!

Offline dink

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Re: What I've been working on (iq_132's work in progress)
« Reply #1397 on: August 21, 2018, 11:29:42 PM »
Star Wars and The Empire Strikes back, an iq_132 and dink endeavor.


Offline Gab75

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Re: What I've been working on (iq_132's work in progress)
« Reply #1398 on: August 22, 2018, 12:35:58 AM »
... and finally, the Force is with us!  :biggrin:
Excellent work!  :smilie:

Offline Bad Dude

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Re: What I've been working on (iq_132's work in progress)
« Reply #1399 on: August 22, 2018, 04:02:26 PM »
Nice work. Keep doing!  :wink:

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #1400 on: August 24, 2018, 12:03:28 AM »
Added a few Misc. drivers
Mirage - one of the few remaining Deco16ic games not in FBA.
Atari's Nite Driver
Tank Busters

Dink is hard at work bug-fixing these


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #1401 on: August 24, 2018, 12:04:22 AM »
Also added support for Sega's Z80-3D system (Buck Rogers, Turbo, and Subroc-3D).


Offline Gab75

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Re: What I've been working on (iq_132's work in progress)
« Reply #1402 on: August 24, 2018, 01:29:29 AM »
Great additions! :)
The SEGA's Z80-3D system (VCO Object) is one of the first hardware with a sprites/objects scaling technique...
it uses a specific analog scaling technique, various Voltage Controlled Oscillators (VCOs) produce clock signals that control the data fetched from the sprites/objects ROM(s): slower clock signals produce larger sprites on the screen, instead higher clock signals produce smaller sprites on the screen.

Offline dink

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Re: What I've been working on (iq_132's work in progress)
« Reply #1403 on: August 31, 2018, 08:25:56 AM »
Omega Race, another iq_132 / dink endeavour!
It might look kinda simple, but it packs a lot of fun.

Offline Arcadez

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Re: What I've been working on (iq_132's work in progress)
« Reply #1404 on: September 30, 2018, 07:39:59 PM »
Completing the set of 80's Starwars arcade games here's the last in the trilogy, brought to you by iq_132 and dink the force is strong in these guys :)


The Return Of The Jedi
« Last Edit: September 30, 2018, 07:41:07 PM by gamez fan »

Offline Gab75

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Re: What I've been working on (iq_132's work in progress)
« Reply #1405 on: October 01, 2018, 02:49:02 PM »
A big thanks to the "amazing duo"!  :wink:
Driver (argus.c) by iq_132 with help from dink...
Argus
Butasan - Pig's & Bomber's (Japan, English)
Butasan (Japan, Japanese)
Valtric

Offline Gab75

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Re: What I've been working on (iq_132's work in progress)
« Reply #1406 on: October 06, 2018, 04:11:24 AM »
Other two Atari's games are emulated by FBA... a big thanks to iq_132 and dink! :)
Cloud 9 (prototype)
Firebeast (prototype)

Offline dink

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Re: What I've been working on (iq_132's work in progress)
« Reply #1407 on: October 06, 2018, 09:07:34 AM »
When I first saw it, I wasn't expecting much.. but, it surprized me: there's a lot of fun to be had in Cloud9, despite it being a prototype and looking quite simple :)

best regards,
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Offline syncmaster

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Re: What I've been working on (iq_132's work in progress)
« Reply #1408 on: October 08, 2018, 04:19:30 PM »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you

Offline dink

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Re: What I've been working on (iq_132's work in progress)
« Reply #1409 on: October 08, 2018, 06:25:19 PM »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you

Thanks :)
Regarding Argus and sprite:bg lag:
The sprite:bg lag which happens when the screen scrolls sideways isn't an emulation bug, its actually how the game works.  The PCB does exactly the same thing I'm afraid. :(
Here's a recording from PCB: https://www.youtube.com/watch?v=aSgRfAgd7yU for proof.

best regards,
- dink