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May 6, 2022

Vigilante (beta)

NB: The files are available in JTBIN via update_all or in the #betafiles Discord channel

Vigilante is a game that goes with no presentation. Everyone remembers the satisfying sound that kicking and punching produced in this title. But let me talk to you about some technical curiosities:

- The game still useda Z80 as the main CPU in 1988. As this CPU was starting to be a bit slow for the increasing demands of arcade games, the engineers made a trick for the second scroll layer. Instead of going for a tile map hardware, they used a bitmap layer. This took much more memory but it meant that the CPU could drive that layer just by setting the scroll position with two memory writes. This is orders of magnitude faster than using a tile map, which is too orders of magnitude faster than the pixel-addressed memory that home computers of the time had to do

- The second Z80 on the board runs the sound and it does it really quick. It has to attend an interrupt every 142 microseconds, which for a CPU running at 3.57MHz is challenging. The sound CPU also attended interrupts from the Yamaha chip and the main CPU. All this meant that the software reacts to events very quickly. I think that’s the reason why the sound lag is so noticeable in MAME compared to the FPGA. I made a video yesterday showing this and you can try it at home too. Just insert a coin in the FPGA and then do it on MAME. You will feel the lag quite clearly. I’ve been told there are some ways to avoid this in custom MAME builts. I have only compared with the vanilla MAME

- This game has overscan, so do not expect it to fit all CRT monitors vertically. Remember you can adjust the CRT image position in the OSD.

For the next two weeks, I will be working on the NeoGeo Pocket again. The system is now quite advanced but I’m not sure whether that will be enough to finish it. I will report back about it then. This means that we will not have new betas in the next two weeks, but there may be some small bug fixes.

Esperanza resumed work on the SEGA System 18 schematics. This task is likely to take the full month. We’ll keep you posted.

Thank you for your support

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NB: Los archivos están disponibles en JTBIN a través de update_all o en el canal Discord #betafiles

Vigilante es un juego que va sin presentación. Todos recuerdan el sonido satisfactorio que producían las patadas y los puñetazos en este título. Pero déjame hablarte de algunas curiosidades técnicas:

- El juego todavía usaba un Z80 como CPU principal en 1988. Como esta CPU comenzaba a ser un poco lenta para las crecientes demandas de los juegos de arcade, los ingenieros hicieron un truco para la segunda capa de desplazamiento. En lugar de optar por un hardware de mapa de mosaicos, utilizaron una capa de mapa de bits. Esto requería mucha más memoria, pero significaba que la CPU podía controlar esa capa simplemente configurando la posición de desplazamiento con dos escrituras de memoria. Esto es órdenes de magnitud más rápido que usar un mapa de mosaicos, que es también órdenes de magnitud más rápido que la memoria direccionada píxel a píxel que los ordenadores domésticos de la época tenían que padecer.

- El segundo Z80 de la placa ejecuta el sonido y lo hace muy rápido. Tiene que atender una interrupción cada 142 microsegundos, lo que para una CPU que funciona a 3,57 MHz es un desafío. La CPU de sonido también atendió interrupciones del chip Yamaha y la CPU principal. Todo esto hace que el software reaccione a los eventos muy rápidamente. Creo que esa es la razón por la que el retraso del sonido es tan notable en MAME en comparación con FPGA. Hice un video ayer mostrando esto y también puedes probarlo en casa. Simplemente inserta una moneda en el FPGA y luego hazlo en MAME. Sentirás el retraso con bastante claridad. Me han dicho que hay algunas formas de evitar esto en las compilaciones de MAME personalizadas. Yo solo he comparado con el MAME normal.

- Este juego tiene overscan, así que no espero que se ajuste verticalmente a todos los monitores CRT. Recuerda que puedes ajustar la posición de la imagen CRT en el OSD.

Durante las próximas dos semanas, volveré a trabajar en NeoGeo Pocket. El sistema ahora está bastante avanzado, pero no estoy seguro de si eso será suficiente para terminarlo. Entonces informaré al respecto. Esto significa que no tendremos nuevas versiones beta en las próximas dos semanas, pero es posible que haya algunas correcciones de errores menores.

Esperanza reanudó el trabajo en los esquemas de SEGA System 18. Es probable que esta tarea tome todo el mes. Os mantendremos informados.

Gracias por tu apoyo.

Comments (24)

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GeorgeSpinner · May 26, 2022

You go into the options and turn on the jtbin repo download. The unlock file is from discord (I think) or here.

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GeorgeSpinner · May 21, 2022

Rastan is still running in turbo mode. The action is probably slightly too fast. The music is about 100km/hr when it should be 50km/hr. I used metric for my Euro friends. 🙂 It sounds squeaky. The bootlegs (that I've seen) don't sound this way. The originals definitely do not.

J
JOTEGO · May 23, 2022

I am on it. Thank you.

R
Rui Cunha · May 17, 2022

how can i install it?

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JOTEGO · May 20, 2022

Hi Rui . Please check the welcome message that Patreon sent you. It contains some important notes about where files are. The recommended way of installing the beta cores is by enabling the option in MiSTer's update_all scrit. You will have to manually copy jtbeta.zip to the games/mame folder in MiSTer.

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Tony Vo · May 13, 2022

System 18 .......I can't wait 😃

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Tony Vo · May 10, 2022

Great job jotega .....off topic but will we ever see Sega system 32 in future?

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JOTEGO · May 17, 2022

Yes, but not in 2022.

M
Mark Saunders · May 8, 2022

gosh i remember the pc engine conversion back in 88-89 looked arcade perfect, very cool to have it on fpga! interesting comparisons between the two versions on the 'pc engine software bible' site!

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JOTEGO · May 10, 2022

I've played a lot to the PC engine version. It is really good and you have to pay attention to call out the differences.

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ARCADEAGES · May 8, 2022

Go Jotego! Go Esperanza!

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Justin Cherriman · May 7, 2022

Thanks for fixing it now Jose and on a weekend! Wow, relax and enjoy your weekend.

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Holger Lagerfeldt · May 7, 2022

Collision detection with the first boss is off, often not working?

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JOTEGO · May 7, 2022

That's the way the game was designed. If you get the nunchaku and get real close to him, the hit rate is close to 100%. Yet, wait for the final level boss, the rate is like 10% then!

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Vlad · May 6, 2022

Vvvv....VIGILANTE!!! This is the game I've been dreaming of ever since i got Mister! The best sound fx, music, i love it! This was the 1st arcade game that got me hooked as a kid.

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Timothy Watson · May 6, 2022

Hi Jose and great work. The last 3-4 cores have vertical outside the screen. Vigilante in particular loses about 3 inches top and bottom. Fine on the LCD, but my Sony Trinitron seems to cut off quite a bit. I've played with the TV's service adjustments, and found a happy medium for most cores. Any suggestions would be appreciated. Tried CRT scaling by the way.

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JOTEGO · May 7, 2022

The games just have too many horizontal lines; they were done this way. If the CRT allows you shrink vertically the image, then you will be ok. But, I think many CRT's will miss the score area. Remember you can use the core's OSD menu to shift the image further, but it will not shrink it.

P
Phil Stevenson · May 6, 2022

I think I enjoy your technical explanations of these arcade games circuitry as much as I enjoy playing them. As always, amazing work!

A
Alexander Stieglmayr · May 6, 2022

Discovered a bug. The osd button does not react. Anyone else discovered this issue?

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JOTEGO · May 6, 2022

It should work as in other JT cores.

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Justin Cherriman · May 6, 2022

Thanks for you hard work on the Beta Vigilante Core. I was just wondering if the red and green fringing (chromatic aberration) is supposed to be displayed on this core? If you look at the edges of the character or text you can see a red to the right and a green to the left? Anyone else seeing this?

f
fierman · May 6, 2022

Yes, I see it too. On crt it is hardly noticeable btw. And since I don't have the original board I can't say if it is intended or not, but on the same crt with emulated systems I did not see the bleeding. I suppose the emulated systems have it wrong :)

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Bass Hunter · May 6, 2022

Great work

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Dan Doyle · May 6, 2022

Thanks a lot for the technical tid-bits in these posts, it’s always very interesting stuff