Coin-Op Collection Update: T.M.N.T - Turtles In Time (Konami TMNT2)
Here's an update on where we are with T.M.N.T: Turtles In Time, all known and reported issues are now resolved and one issue is pending for a future update. Currently, outside of original hardware this is the best version available to play T.M.N.T: Turtles In Time.
The remaining issue is the ring in attract mode that zooms and scales. While we have a fix for the jitter, it's tied to the logo being drawn shortly after. It'll take some time to integrate the proper fix and find a happy medium.
Pramod's technical stream explains some of the rulesets for the scalar. If you're interested check it out here. In the future, we'll be pushing code to MAME/FBNeo that resolves the graphical issues in both. This will be after our PCB has been repaired, it's currently on the workbench.
Issues Corrected:
Hurry Sprite: The largest sprite for Splinter no longer has a double nose and the "HURRY !" text scales appropriately. This is wrong in all known emulators in some form or fashion.
End Sequence: April O'Neil is now presented properly. The zoom and scale offsets correctly line up.
Stage 4 Boss: Rahzar’s “puppy” sprite had a misplaced tail in the animation. This has been corrected with the proper zoom technique. Currently, no emulation has this correct.
Over the weekend I received a few reports of audio crashing. Currently, none of the emulators have sound modeled after hardware and have hacks for NMI generation. We had to make some assumptions after our PCB stopped working due to the faulty component.
I had fixed it over the weekend but there was a typo in the way I was handling edge detection for rising/failing edge. That's been resolved. Here's an example of how edge detection works and keeps track the NMI.
I've also included a unique feature in today's update that corresponds to swappable player mapping; synced mapping. Below is how it works.
Synced Mapping: In addition to P1 Mapping, I've created a toggle for synced mapping. Functional when P1 Mapping is assigned Player 1 this gives you the ability to sync controls to additional players.
This week I'm focused on maintenance and wrapping up the Technos16 core for public release and distribution via update_all. The source code will be published on our Github, along with the release of the K3 framework for MiSTer. Pramod is currently working on the tutorial core while I finalize Technos16.
Next month, we’ll shift focus to the Analogue Pocket, updating and releasing additional cores that haven’t yet made it to the platform, now with K3 support making its way to OpenFPGA.
There’s still plenty more in the works that we haven’t mentioned. Have an awesome week, thank you for your continued support!
Disclaimer:
All product names, trademarks, and registered trademarks mentioned are the property of their respective owners. "Analogue", "Analogue Pocket", "FBNeo", "MAME", "MiSTer", "MiSTerFPGA", "Konami", "OpenFPGA", "Technos" and all derivative works are trademarks, registered trademarks, or copyrighted materials of their respective holders. Use of these names does not imply endorsement or association with this post. All rights reserved to their respective owners. This post is for educational and research purposes only.
Comments (10)
Just curious, How are the Analogue Pocket cores coming along?
Framework is done. Setup for T-Unit and beyond. Pocket releases coming soon.
Is this still coming for the Analogue Pocket this month?
Finishing up now. Took a few extra weeks to set everything up for T-Unit.
When are you guys bringing this one to Analogue Pocket??
August.
Amazing work!
Thanks as always for your work, keep it up!!! I can't wait to try your new fantastic cores on mister!!
Great work!
Thanks guys, looking forward to what you bring to the pocket!
