Arcade Rom Patcher (V14)

GadgetFreak

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As DankComputing said a picture is worth a thousand words.
It could be that your board is actually a so called system 1 and not a system 2 as I know a few choplifters are out there which have a modified system 1 pcb.
The main difference is a high density 64 pin Dip at the back edge of the board which makes it a system 2.
 

jizzfu77

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As DankComputing said a picture is worth a thousand words.
It could be that your board is actually a so called system 1 and not a system 2 as I know a few choplifters are out there which have a modified system 1 pcb.
The main difference is a high density 64 pin Dip at the back edge of the board which makes it a system 2.
it looks pretty similar to my other system2 bootleg board (wonderboy monsterland), but no problem i will leave choplifter as it. Thanks anyway!
 

GadgetFreak

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You didn't post a picture of the whole board but that first picture looks like a bootleg board. All the bootleg boards I have seen have a gfx issue so almost certainly have differences from original boards.
Your second picture is of what appears to be a Sega board so I am confused! Whole board pictures would have been better. But my patch was made for an orignal Choplifter board and I have never tried it on a bootleg.
 

jizzfu77

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You didn't post a picture of the whole board but that first picture looks like a bootleg board. All the bootleg boards I have seen have a gfx issue so almost certainly have differences from original boards.
Your second picture is of what appears to be a Sega board so I am confused! Whole board pictures would have been better. But my patch was made for an orignal Choplifter board and I have never tried it on a bootleg.
is an original board! but youre right is not a pic of whole board... my mistake. On the bootleg board you can swap from choplifter to monsterland and viceversa because are identical hw, but my original choplifter is totally different and the eprom are from unprotected version. I can make a pic of whole board but it change something? Now the pcb is back to storage box.
 

SCUBAking

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Any chance you can do a screen flip for Operation Thunderbolt? It is mirror game not cocktail flip so not sure it is an easy patch ?
 

GadgetFreak

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Any chance you can do a screen flip for Operation Thunderbolt? It is mirror game not cocktail flip so not sure it is an easy patch ?
If it's rendered reversed in software then possible but a lot of work.
If the custom chips actually do the reversed rendering then it could be a case of a single pin controlling the mode and as the game has no selectable mirror mode then it could be that the pin is pulled low/high on the pcb. This would involve lots of cross checking schematics between mirrored and non mirrored games that use the same tile/sprite chips.
 

dankcomputing

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As DankComputing said a picture is worth a thousand words.
It could be that your board is actually a so called system 1 and not a system 2 as I know a few choplifters are out there which have a modified system 1 pcb.
The main difference is a high density 64 pin Dip at the back edge of the board which makes it a system 2.
I didn't know this, actually. I thought System 2 boards were the really late ones that had the ROM sub-board. Is there any chance of System 2 being backwards compatible with System 1, given that they're so similar?
 

GadgetFreak

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I didn't know this, actually. I thought System 2 boards were the really late ones that had the ROM sub-board. Is there any chance of System 2 being backwards compatible with System 1, given that they're so similar?
No. The fixed/scrolling tile pages are swapped around along with other memory map changes. Then you have parallax scrolling so instead of a single scroll register you have 28 of them. Having finished making my Sega System 1 multi I thought ok then perhaps I should do a System 2 multi. So I started with doing a version of Flicky on the System 2 board. After 1700+ byte changes I have it running but its not acceptable due to a major sprite issue. The sprites on System 2 are rendered 14 pixels out which actually means a sprite coordinate of 0 is already 14 pixels on the screen. So when you correct for the shift to get the games running correctly you find that the sprites disappear near the left edge of the display. Wonderboy used 2 black overlaid tiles on each side of the display to hide this fact. But for Flicky this would reduce the game area more than I find acceptable.
It may be possible to rework the GAL equations which control the cideo timing signals but so far I have not had much luck with getting this to start rendering the sprites earlier. It may be a limitation introduced with the 64 pin tile custom chip.
 

SCUBAking

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If it's rendered reversed in software then possible but a lot of work.
If the custom chips actually do the reversed rendering then it could be a case of a single pin controlling the mode and as the game has no selectable mirror mode then it could be that the pin is pulled low/high on the pcb. This would involve lots of cross checking schematics between mirrored and non mirrored games that use the same tile/sprite chips.
I spoke with @PCBjunkie and he thinks this is a great game (Op Thunderbolt) also and if we were to find a way to flip the image, he would build a jamma adapter for it so we can get some more back in play for people without a mirror cab.

Sidenote, as always @GadgetFreak I used your patcher to get a Magic Sword back online last night. What a great piece of work. Thanks again for your work on all this for those of us who have no idea how to do it, but love playing these patched / augmented games.
 

SCUBAking

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I spoke with @PCBjunkie and he thinks this is a great game (Op Thunderbolt) also and if we were to find a way to flip the image, he would build a jamma adapter for it so we can get some more back in play for people without a mirror cab.

Sidenote, as always @GadgetFreak I used your patcher to get a Magic Sword back online last night. What a great piece of work. Thanks again for your work on all this for those of us who have no idea how to do it, but love playing these patched / augmented games.
@GadgetFreak also note, I can send you a PCB to use to test if you dont have one for Op Thunderbolt.
Thanks again!
 

GadgetFreak

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Pin 30 "HINV" of IC53 (TC0320) goes to Pin 74 "L/R" of IC28 (TC0050) & IC27 (TC0050).
There is another TC0050 at IC5 but its pin 74 "L/R" is tied to ground.
As the signal goes to 2 of the TC0050's I would say this is an input on these IC's which unless there is another point it connects to an IC would mean that it is an output from the TC0320.
 

GadgetFreak

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All the above chips are for sprites. The TC0100 is the tilemap one. Have just taken a quick look at Mame source for TC0100 and it has a register bit for Flip screen and also the sprite code has flip x / y for sprites. When I get a chance I will start playing in Mame to see if I can reverse the video using patches.
 

Mc-Q

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in theory if your right we still need to lift a pin from ground and link it to the HINV line

good luck - i'v got a thunderbolt pcb in the collection too.
 

SCUBAking

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All the above chips are for sprites. The TC0100 is the tilemap one. Have just taken a quick look at Mame source for TC0100 and it has a register bit for Flip screen and also the sprite code has flip x / y for sprites. When I get a chance I will start playing in Mame to see if I can reverse the video using patches.
Just wanted to note that PCBjunkie had made the Jamma Adapter for this. Had header for pot guns.
I tested on my bench last night and brought another OT PCB back from the dead.

So if "someone" wanted to take a look at screen flipping in the code, not naming any name, ahem... @GadgetFreak ... it would be great.
Asking for a friend...
On Jamma with this header, I think it would be a perfect fit for T2 or RevX multi board Cab.


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