Saturday, December 27, 2014

Status of Atomiswave2Naomi Project (UPDATE 6)

STATUS OF ATOMISWAVE ROMS (With MAME v0154)
--------------------------------------------------------------------------
Animal Basket --> Working on MAME.
Demolish Fist --> Working and released.
Dirty Pigskin Football --> Not working on MAME.
Dolphin Blue --> Working and released.
Extreme Hunting --> Not started working on it.
Extreme Hunting 2 --> Not started working on it.
Faster Than Speed --> Converted and boots fine. Working on analog controls.
Fist Of The North Star -->  Working and released.
Guilty Gear Isuka --> Working and released. One error reported when 2P dies.
Guilty Gear X ver. 1.5 --> Working and released.
Knights of Valour - The Seven Spirits --> Working and released.
Maximum Speed --> Converted and boots fine. Working on analog controls.
Metal Slug 6 --> Working and released.
Neo-Geo Battle Coliseum --> Conversion works on MAME but not on the real thing.
Net Select Keiba Victory Furlong --> Not started working on it.
Ranger Mission --> Converted and boots fine. Working on analog controls.
Salary Man Kintarou --> Converted and boots fine. It works on touch screen though. Released to donors.
Samurai Spirits Tenkaichi Kenkakuden --> Converted and boots. Some problems reported. Released to donors.
Sega Bass Fishing Challenge --> Conversion works on MAME but not on the real thing.
Sega Clay Challenge --> Conversion works on MAME but not on the real thing.
Sports Shooting USA --> Converted and boots fine. Working on gun controls.
The King of Fighters Neowave (Japan) --> Working and released.
The King of Fighters XI --> Converted and boots fine. Small graphic glitch in text. Released to donors.
The Rumble Fish --> Working and released.
The Rumble Fish 2 --> Working and released to donors.

* Green= Converted. May have some issues.
* Blue= Looks like can be converted.
* Red= Not working on MAME. Much harder to convert. In worst case will need to wait until MAME supports it.

Saturday, November 29, 2014

Converting any standard DIMM to version 4.02

There has been some discussion lately about possibly using a standard Naomi DIMM to load games using a CF kit.  The overall concensus of the arcade community has always been that a NetDIMM is REQUIRED to run a CF kit on the Naomi.  So we set out to find a way to use a standard DIMM for a CF kit.  As it turns out, the method had already been discovered by a man named TylerDurden67.  After doing some testing ourselves here is the result:

http://youtu.be/c7r_aDMf5P8

DIMM converted was Rev. 1.02 beforehand!!!

This is a huge discovery for the arcade community as we can now dust off those old DIMMs that have been lying around unused for years!!

He's also offering CF Kits at a very good price.

http://tinypic.com/m/ifvo82/1

http://tinypic.com/m/ifvo7q/1


Contact Mitsurugi-w here: mitsurugi_w at_ hotmail.com  if you want to convert your standard DIMM or get a CF kits. He's charging 25 USD for the update.

Monday, November 17, 2014

Releasing Guilty Gear Isuka!

Come on Naomiers go grab it....and you see that button on the right? If you like it...donate!

http://www.mediafire.com/download/c6ho7twsua3qsjh/ggisuka.7z

And if you like the ads, click on them.

Sunday, November 16, 2014

Status of Atomiswave2Naomi Project (UPDATE 5)

STATUS OF ATOMISWAVE ROMS (With MAME v0151)
--------------------------------------------------------------------------
Animal Basket --> Not working on MAME.
Demolish Fist --> Working and released.
Dirty Pigskin Football --> Not working on MAME.
Dolphin Blue --> Working and released.
Extreme Hunting --> Not started working on it.
Extreme Hunting 2 --> Not started working on it.
Faster Than Speed --> Converted and boots fine. Working on analog controls.
Fist Of The North Star -->  Working and released.
Guilty Gear Isuka --> Working and released.
Guilty Gear X ver. 1.5 --> Working and released.
Knights of Valour - The Seven Spirits --> Working and released.
Maximum Speed --> Converted and boots fine. Working on analog controls.
Metal Slug 6 --> Working and released.
Neo-Geo Battle Coliseum --> Conversion works on MAME but not on the real thing.
Net Select Keiba Victory Furlong --> Not started working on it.
Ranger Mission --> Converted and boots fine. Working on analog controls.
Salary Man Kintarou --> Not working on MAME.
Samurai Spirits Tenkaichi Kenkakuden --> Conversion works on MAME but not on the real thing.
Sega Bass Fishing Challenge --> Conversion works on MAME but not on the real thing.
Sega Clay Challenge --> Conversion works on MAME but not on the real thing.
Sports Shooting USA --> Converted and boots fine. Working on gun controls.
The King of Fighters Neowave (Japan) --> Working and released.
The King of Fighters XI --> Conversion works on MAME but not on the real thing.
The Rumble Fish --> Working and released.
The Rumble Fish 2 --> Working on it.

* Green= Converted. May have some issues.
* Blue= Looks like can be converted.
* Red= Not working on MAME. Much harder to convert. In worst case will need to wait until MAME supports it.

Saturday, November 1, 2014

CPS2 Label Design by Alex VERSION 2

My Friend Alex made a NEW DESIGN for the new CPS2 cartridge coming. It has the right size, in case you were wondering. How do you like it? I think it's much better than the previous one!


Thursday, October 23, 2014

JVS I/ Helper by Mitsurugi-w

My friend Mitsurugi has made a PCB I/O Helper that will help you to use almost any JVS I/O with any platform. Here is a small description:



Hey guys.

I just want to see if anyone is interested in these if I have them produced. I designed this to solve a problem I was having. As everyone knows the days of dedicated pcbs for games is gone and game devs are using pc based hardware systems to release games on. They use a seperate I/O pcb to handle all the the inputs to control the games. I/O pcbs have been used for a long time but the interesting thing is that I/Os that were used by Sega during the Naomi era are still being used for newer systems such as Lindbergh.

Most people that have a Naomi use a Capcom I/O because it is easy and JAMMA standard compatible. But the fact is that using a Sega JVS I/O gives you a larger variety of game selection and newer game platforms will not allow the use of a Capcom I/O.

So my problem was this. I had to make hand-made adapters to play my Lindbergh games and pretty much any racing game. The actual AMP connectors used by Sega are very hard to find let alone the proper pins. My adapters were often very ugly and would break a lot and needed to be redone. I set out to make a cleaner solution to more easily play these games. This is what I came up with:



It has a DB25 and a DB15 port for two players. The DB25 ports use what I am calling the Walsdawg standard. (lol) It is a modified version of the system MAS Systems used back in the day for their Super NOVA Superguns. I used their button mapping but added more buttons, 5V, and analog controls to the DB25 connectors. I like using this standard because it is very flexible and allows for more than enough buttons to control any arcade game from a single connector. The DB15 ports will allow you to use a PC joystick with very minor modification to play flying or gun games. Here is the pinout diagram for the DB25 connections:



If you have other controllers that you want to use you can easily make an adapter for it to work with this pcb. DB25 accessories are easy to find and cheap. The cool thing about this is that it allows you to remap any button using wire jumpers so you could mount one of these in a racing cabinet and then you would have a huge variety of arcade systems and games you could play using a single I/O pcb!



This pcb also deals with a few issues that using a SEGA I/O requires a solution to:

---Power Loopback is automatically corrected. No need to splice any wires for inputs to work.

---Resistors are onboard to emulate the coin meters. Some games will not boot or coin up without coin meters present.



This will work with Revisions 1, 2, and 3 of the Sega JVS I/O to provide digital and analog inputs.

It can also be used in conjunction with the Capcom I/O for analog controls. Now you Capcom I/O peeps can easily play those racing games!

I made two videos. I split it because it was long. Part 1 is the introduction and how it works. Part 2 is the demonstration.


Part 1:


Part 2:




Basically I want to see if there is enough interest for me to do a production run. I made protos for myself and two friends. The production run would not be purple and price totally depends on how many I could produce. Please comment and let me know if you are interested. Also, I'm sure I left some details out as I typed this from work. Ask any questions you may have contact me at mitsurugi_w *at* hotmail.com