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pubjoe

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Νεοσύλλεκτος (2/13)

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  1. Wow! Thank you for this release John. It's incredible!! I instantly dived in without reading properly, and laughed when I finally worked out the controls are configured as QAOP ----- Regarding the screen rotation issue, until John fixes it properly we can: Make sure hidden items are visible in windows view options. Go to folder C:\Users\[your username]\AppData\Local\Arcade Simulator\Game\ArcadeSim_Data\_Emulators\libretro\libretro~\core_options\ right-click mame2003.json and open with notepad edit the final line to (change is in bold) "mame2003_tate_mode;TATE Mode - Rotating display (Restart core);enabled;disabled|enabled;" save mame2003.json relaunch Arcade Simulator
  2. I'd be quite surprised if this is the issue but leaving the side off the case isn't always a good idea, depending on fan configuration it can remove the wind tunnel effect. You can lose a lot of air that would otherwise be forced over MB components en route to the exhaust. I hope this isn't an annoying comment. It's dependant on case design, and as I say I'd still be surprised at this causing crashes. Redoing thermal paste like you said sounds more likely to help.
  3. Exciting stuff! Long shot, but not Eastbourne by any chance?
  4. Yes, I think in addition to the proximity volume, it might be nice if neighbouring machines did drop off in volume slightly when stood at a game. When you're up close in real life the cabinet does somewhat act as a sound barrier/funnel. Maybe just if the mame volume was set relatively higher than the attract video volume that would do the job.
  5. I've never let go of arcade games. My collection has recently become ...embarrassing. I love the focus and immediateness. Your progress is your improved skill (which you keep), not a save file of XP points or collectibles. I found it funny during a Clash of Clans phase a few years ago that you can pay for gems to skip some of the boredom of the slow grind progress. You literally pay to not play. As impressive as they can be I can rarely summon up the required commitment for modern big games - since around Half Life. I like gaming best when it's a short intense escape.
  6. The Doom hands are just a joke that I couldn't resist mocking up. Though I bet they could work for a laugh as a basic old school 2D layer like in Doom, with limited frames pre-drawn for each button position of most machines (instant hit with a couple of frames of recoil - including a few frames for a nice all-three-hold-button handspan of course). The coin held out in front, poised and ready while you wander around the fruits homing in on a coin slot might fit nicely with the 8-pints bloom effect though. I dread to think how hands could be implemented in a proper and modern looking way ...but trust you to have thought about how you could!
  7. (Sorry for the spam. I'd have merged but the edit window closed.)
  8. Can we get some Doomguy hands?
  9. Great work JP. The updates are always interesting and much appreciated. I assume this will work like the fruits - press enter to hop on > game initiates > hop off > game shuts down? If so, do ya reckon... An illusion of smoothness can be achieved with a frame-precise save state captured on the title screen, JUST after a coin is inserted and JUST before any credit jingle plays? IE: User browses machines, picks Pac-Man and hits enter. A coin entry sound effect is immediately heard and the attract video continues for a few seconds while mame.exe pacman -state 1 executes in the background, and takes over the screen once loaded. The coin entry sound effect might need to be quite drawn out, and the whole process might not be snappy enough to be worthwhile. Also, it would cost the option of using any hi-score save hacks if this was your intention.
  10. It's awesome that you've applied CRT curvature.
  11. It's clear from the staggering amount of work and personal cost that he's not doing this for profit. I don't want to imply otherwise.
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