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Posts posted by -^CrossBow^-
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6 hours ago, DrVenkman said:I tested my usual A1 system with these titles yesterday and, as noted in a prior post, all have corruption too. Commando and Jinks are similar in nature, but Choplifter is much, much worse. After starting a game and just sitting on the helipad, the graphics flip between normal and this kind of corruption at least every few seconds, even with no user input, no horizontal scrolling and nothing much happening game-wise.
My AT-84 has the same issues as Trebor's with Commando and Jinks, but perhaps interestingly, plays Choplifter perfectly (I played several games - badly! - and no issues appeared). That system is RF-only, which ironically masks the obviousness of the stray dots in the score display and when you get to the first wall arch. On my S-video modded A1 daily driver, those superfluous graphical glitches are much more obvious due to the clearer, sharper image.
@DrVenkman are you able to get back inside your 7800? I'm curious is you can open it back up and see if you have what looks like a resistor attached off a pin from the CPU to ground on the bottom of the PCB? If not..let us know.
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I was having issues with reboots and complete shutdown while using an older Samsung phone charger on mine. I eventually found two issues that cause it. One was apparently the USB cable I was using it didn't like and two, I switched to an iPad charger and didn't have any more issues after that.
So I'm not sure exactly what is needed but I believe my ipad charger is a 10w model that came with iPad gen3 or something a few years back.
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So I've just recorded a long play session of this and have a few things I'd like to ask about that I've noticed in the past but only now able to record in video:
- Does your attack level never get above 2? This ended up being a very long play session taking me over an hour to get through the game and I eventually got to level 28 but my attack level remained no higher than 2? Does it ever go above that?
- This might be intentional or a bug, but if you start to buy something and then quickly move left or right while the coins count down, you essentially cancel the buy process, but your coins remain depleted? The only way to buy something and make sure you don't lose your coins and actually get the item is to keep it in place while the coins count down and the item turns grey indicating it is sold out and bought. Seems the game shouldn't allow you to do this.
- There are some places where it seems we can quickly get out of the coin and experience counting after a completed minigame. Like the horse jump game for instance. But most of the time, this isn't a skippable thing and I really feel it should be. Especially on the Music notes and Knight Guy platform mini games.
- There are many times on the Knight Guy platform mini game where the ladder will automatically be extended when starting the mini game? This happened I believe if I had activated the ladder but was unable to complete the mini game previously?
- Some of the enemy experience gained vs hits don't seem to be very balanced. An example is that the Melaworms are worth 14 xp, only take 2 hit points and you deal out two hit points. But the Stabug on the other hand deals out 3 damage to the player, while only taking 2 hits from the player and you only get 12 xp when defeating it? Seems to me that it should give more experience based on it being the most hard hitting enemy in the game to the player.
- And I've stated this before and it is very obvious in my long play video, but the music notes will start off random for about the first 5 or 6 notes, and then it quickly drops into the same repeating pattern each time. Shouldn't that starting randomness be consistent throughout all 60+ notes?
Overall I have a lot of fun with it, but I still do NOT like the sliding puzzle game as I've yet to complete it and pretty much just slide stuff at random until all my moves are spent to get past it. Eventually once you are leveled up enough, it also becomes difficult for you to actually die and lose since you can have a massive amount of hit points compared to the enemies and with the power ups, you essentially don't have to use the potions much. As such I start failing some of the mini games just get through it quickly so I can try and complete the board.
While I know it might not be possible due to space constraints, it would be cool to have some slight animation on the enemies and characters that talk to you and in the battle screens. Nothing fancy even just a 2 frame animation to show some movement perhaps?
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On 1/23/2021 at 4:50 PM, Eagle said:Original player RMT Mono plays 4 times per frame ([email protected] only) for people without Dragonfly
Two song by @samurai
Header and signature NTSC
Enjoy
ThermostatMono200mhz.a78 32.13 kB · 13 downloads GaryDenise_Mono200mhz.a78 32.13 kB · 13 downloads
These seem to work just fine on my DF but most of the other pokey demos contained from the HB folder on my SD card preloaded, do NOT work properly. Most of them just do clicking in time with what I believe would be the beat of the music that I should be hearing.
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I downloaded the rom again and tried that one and got the exact same results. I'm able to reproduce them 100% of the time on my console.
Another interesting thing, is that most of the Pokey demos that come on the DF sdcard, do NOT work on my DF cart through my 7800. All I get are clicks that seem to be in beat with the tune but no actual melody. But then other pokey demos seem to work fine. This is happening with both demos at 450 and 4000 so no idea there. Unless it is a PokeyMAX issue? Maybe I need to disable the double pokey mode or something?
I have not updating my DF as it came preloaded with 1.04 on it already. I'm also using the rom extracted from the JS7800 site and not the one on the first page. Maybe I should try that one as well to see if there is any difference or at least download it and hex compare it with the one I extracted from the JS7800 website.
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Just now, DrVenkman said:After watching Jesse's (first) video (perhaps the second was added in an edit?), I loaded the new version on my Concerto + POKEY and do *NOT* see similar glitching when cycling the options. I tried it out both pressing a controller button on the menu to cycle, as well as the console button (which also cycles the player options). None of the glitches Jesse shows were present. I then played a couple rounds and didn't notice anything amiss, though I am admittedly not great at Popeye in any form so I didn't get very far. Then I power-cycled my console and loaded it up again and still no issues.
Could be a DragonFly issue or something related to PokeyMax?Second video was added later as an edit yes. This is only place I've seen these issues. Also I would have to check but I don't recall this happening the first time I played it last night. But this morning I did use Drivesort to reorder the directories and files as I noticed the DF cart was starting to show things out of order. Likely because of file changes I've made on the SD card since I first got it. So maybe something in the drivesorting of the files did something to the rom image? I will have to redownload this again to do a hex compare between the files.
I've also been modifying the A78 headers by adding in the game titles within them so maybe that did something as well?
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Here are the issues I'm able to recreate with the current released build of Popeye 2.6
This is captured straight off my 7800 through DF cart. My DF has a PokeyMAX with YM2151 module installed. I have dual pokey enabled and the external RAM option set to forced if that helps?
Here is another example that seems to show how part of the tune resets while doing this as part of it finishes on time with the pipe blowing and then like a measure or two later the rest of it finishes. Notice however, that the credits screen still doesn't come up until the delayed portion is done playing at the end?
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Interesting...it is actually more than just the graphics glitching when choosing difficulty. If I do it quick enough I can get the pokey tune to start acting strangely, as if parts of it suddenly lag behind. I've captured this on video and in the process of editing now to length. I didn't get the stuff on EXO but I will in a bit. Although that one is much more difficult to capture because it only happens when the game first loads up and there is a quick flash of just partial corrupted graphics and then the screen with the facebook and twitter logos...
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8 minutes ago, darryl1970 said:I heard about this. I do not know why this would be, since it doesn't do it on a versa-cart.
I am hoping that my DragonFly comes this week, so I will be able to see it first hand. Maybe I'll notice something that could be different.
Well not that this will help, but even E.X.O. does this on the title screens when it first comes up before switching to the official title screen. It is like the whole screen will briefly flash for a second and you can just glimpse some blocky titles in that flash. On emulation it doesn't do this.
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One issue I noticed on actual hardware last night was when switching difficulty on the title screen, many of the graphics titles along the top will glitch out and then immediately correct. Anyone else seen this yet? This is through my DF cart.
I can capture it later but was curious to see if anyone else has experienced it first.
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On 1/18/2021 at 8:56 AM, Nezgar said:Oh yes, I've seen this listed a few times but I'm not paying nearly $200 for this. I did try to win an ebay auction not long ago for not one but 2 of these together but got outbid at the last minute at just over $100. I will keep on the look out, but yeah these don't seem to come up too often.
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12 hours ago, Tempest said:Wow, this looks amazing! Is the version on ebay the final version or the 'beta tester' version?
Also, my Model I already has a composite mod in it (the one from Turkey), would that have to be removed to add this? While the composite mod isn't the best (color issues and ghosting), it's nice to have options since my Intellivision may not always be connected to RGB.
Tempest, I had the same setup with the Turkey mod and did NOT have to remove that. However, as I only have the OSSC to use RGB in this fashion, I was unable to get my kit to produce anything at all on my setup. Even the component outputs produced nothing for me.
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3 minutes ago, cubanismo said:Might also try resetting it if cleaning doesn't work. *, Option, # on "the Wolfenstein 3D main game screen."
THIS ^^^^^^^^^^^
Similar issue happened with my Wolf3D cart sometime back. In addition to the saves being goofy on it, it was also not running the demo correctly as BJ was running into walls and shooting at nothing. Seems if the save files get corrupted it also effects the built in demo save run the game uses. Resetting the cart to wipe out the eprom took care of both game save issues and with the demo running properly again.
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One quick note for those getting the 5.5/2.1mm adapter cable. It is wired up with center + polarity as well. Had a client that contacted me that couldn't get his 7800 powered up from his DF cart even though I had installed a barrel jack on his 7800. The reason was because I had wired in the jack as Center - same as a Genesis, SMS, Jag power supplies. As a result they either have to use two separate power supplies, or will have to cut and reverse the wires on the smaller power harness wire to the console.
So yes, just be aware that both both of the power plugs on the DF cart are wired up with Center + polarity.
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Okay, in looking and thinking about this long term..
This is basically a JST 2-conductor connector setup. So it should be possible to get such connectors with the male plug side having 90 degree bent terminal leads for soldering into a PCB. Use the female ends off of common adapters that meet the voltage and current specs. It would require having to shave down the female connector so it doesn't try and LOCK into place as they usually do but that would probably work? Wouldn't look as elegant but these connectors are basically the same.
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I have a va3 JPN megadrive. Just had to go off the text around the ring and look carefully for the TM logo on the upper right of the Sega logo in the lower right of the console. That is how I got my earlier model MD to add to my collection. Really nice console although it was a bit strange to see the cart lock mech on it (Which I undid and reinstalled to not work) so that I can use all carts into it and also odd to NOT see the RF output or RF shielding in the thing.
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The issue with Hellfire is as @Steven Pendleton states. So the only model 1 that would have issue with the game is the dreaded va7. Easy to spot as the power port on the back is moved over about an inch inward from where it is on the other models. The model 1 va7 is basically a model 2 in design to fit inside the model 1 case shell. Most of the model 2 units have the embedded 3438 synth in the main ASIC. It is only the 3/4mainboard models that went back to the dedicated YM2612 on the main board and those model 2 variants are highly sought after as they give audio that is near the quality of the earlier model 1 units without all the visual issues of the earlier model 1 units in regards to RGB jailbars and blurry composite.
@Steven Pendleton the amp bypass I'm talking about is all internal and simply replaces the original preamp section in the genesis console. If you don't want to case mod the system, you just route the output from the small replacement amp to the front headphone jack. That does require cutting the original input lines to the headphone jack so that the internal amp isn't still connected but yeah. From the outside you wouldn't know anything was done. Doesn't require any trace cuts on the board either. Just requires removing most of the caps near the audio section and routing the audio signals from those cap locations to the mini mega amp board. However, if you were to go ahead with a triple bypass board, then the replacement audio amp is included in that bypass board most of the time although it is done a bit differently.
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The one you mentioned that you have replaced everything and it powers on by itself even with the flex removed would likely be a faulty U6 as that is basically a flip/flop for turning the power on and off. Might be it is stuck ON since the Lynx shouldn't power on normally without pressing the ON button, or if you bypass the power stage as I described for testing.
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I would just look into an amp replacement designed for the model 1 systems and have proper audio as Sega always intended but never gave us on the Megadrive/Genesis consoles hehe.
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8 hours ago, chicgamer said:Ah, I didn't realize that there was an audio CD for Escape 2042. I only have the ROM I purchased from itch.io, which didn't come with an ISO for the audio CD.
The audio CD is or at least was freely available from Orion's website. It was actually the Dreamcast version of the game ISO disc. All the audio is redbook so it works for both the DC and the SegaCD.
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On 1/20/2021 at 2:12 AM, Just Jeff said:Thanks I completed the mod and its got a clear picture but... Its too dark. And I think the sound is a little weird sometimes.
Apparently that's very common. I've seen many variations on how to correct it. Yours is the first I've seen that shows that specific combination of resistors.
Not sure which to do.
Are you using your AV upgraded system on a modern LCD display or CRT? If you are using it on a modern display, then you likely need to remove the 75R resistor that is attached from the video out to ground. On a CRT it was needed to bring the brightness down, but for some reason on most modern displays, it causes the picture to be a little too dark.
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On 1/17/2021 at 2:02 PM, Trebor said:@-^CrossBow^- try these for the Cybernoid II Music Demo.
They have valid NTSC signatures:
Cybernoid II (Music Demo) (POKEY 450) (20210116).a78 32.13 kB · 9 downloads Cybernoid II (Music Demo) (POKEY 4000) (20210116).a78 32.13 kB · 6 downloads
Nope, these only make rhythmic clicking when played through my DF cart. The others have worked though so far.
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1 hour ago, chicgamer said:What is the issue with Escape 2042? I played through most of that game, and then it crashed on me, and I've never gone back. I just assumed the game was buggy. I didn't think it might be my setup that caused it.
By the way, did you see that St1ka referenced this thread in his Paprium review?
The issue I had with Escape 2042 was that the audio CD for it didn't work on my model 1 SegaCD. It was confirmed later on by Orion that they only had model 2 SegaCDs to test it with and it did work on that just fine. I never had an issue with the game locking up as I recall. Pier Solar didn't work right on the audio cd through my model 1 SegaCD either so I got a model 2 just so I wouldn't have to worry about it going forward with games.
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3 minutes ago, DrVenkman said:Right. On the other hand, in the modern day and age, what purpose does it serve to parse the file name from the header bytes at all rather than just displaying that actual FAT filename in the list?
All I was saying is that currently this information is pulled from the A78 header information. If RJ decides to change what is displayed to use the actual long file name then great!

Popeye 7800
in Atari 7800
Posted
Seems to be something with my specific 7800 then. I just tried the popeye rom I have loaded on my DF cart on a test bed 7800 that is still essentially a stock unit and has RF only. The glitching does NOT occur with this unit. Both are A1 series but there must be some difference obviously between them aside from my daily driver having the UAV installed vs this RF output only unit. I need to install a UAV into this test unit at some point just to have more options with video output from it.