Showing posts with label OttoProject. Show all posts
Showing posts with label OttoProject. Show all posts
Saturday, April 19, 2014
JAMMA test rig box (Part 2)
I decided to package up my JAMMA test rig so that I could demo Crazy Otto at Rochester BarCamp for today. My design was basically a box that would house the entire thing, with a nice control panel for player 1. As you can see in the above image, I have the A/V cable going to an external monitor. Broken out on the box are player 1 and 2 start, coin 1, and player 1 controls - joystick and 3 buttons. On the right side of the box are the three "coin box" controls -- Test, Tilt, and Service, for testing those functions of the board. Also on that side is a nice handle to help it be portable.
This is a continuation of part 1, where I updated the AV connections of the rig.
This is about the extent of blueprints I have for this. I knew I needed 14" depth for the monitor, and that it needed about a 2" rise from the back to the front to put it at a good angle. I wanted it to be 18" wide, and 24" deep. That would give enough room for a game board inside of it, as well as for a decent sized control panel.
I started by cutting a sheet of plywood I've had in our garage for a while. I also built the control panel using spare parts I had.
Some standard microswitch buttons, and a nice ball-top leaf-switch joystick.
The basic construction is that I glued some cleats on the inside of each side. Then the back, bottom, front and control panel will be screwed to it. After that, it looked like this:
I also cut and drilled a small metal bracket to hold the power supply in place, which you can see in the above. The coin 1 button on the front has a 12v light in it. The old P2 controller is still attached to the JAMMA rig, in case I want to test/play 2 player games. You can also see the 1 1/4" fine thread drywall screws holding it together here. From here, the only change is that I painted it, stinking up our garage in the process. heh. The top lid hooks under the control panel, and has a cleat in the back to keep it from sliding off the back. There's a single screw to hold it in place, and to let it be carried withot the contents falling out.
The great thing about this thing is that it's easy to tote this thing around to play/demo games and such. It takes two trips since the monitor is cumbersome, and the box itself is pretty heavy, but it's SIGNIFICANTLY easier than toting around a full arcade cabinet.
For reference, here's the JAMMA pinout standard: (Most games since the late 1980s use this or a variant of it -- for example, Neo Geo adds additional buttons on unused pins, Rampart uses a trackball on the joystick pins, and Mortal Kombat has additional buttons on another interface harness.)
The power and ground at the top portion are wired directly to the old PC power supply. Coin counters and lockout coils are not wired to anything. The speaker wires are broken out to a RCA plug, and the Video (RGB,Sync) are out to a DIN connector, as seen in the previous post. Service, Tilt, and Test are wired to the three switches on the side of the box. Coin switch 1, and the two start buttons are on the control panel, as are all of the 1P controls (on the right).
Thursday, January 30, 2014
The Otto Project: Notes and Planning...
Introduction
Many years ago, after hearing about "Crazy Otto", I've wanted the ROMset so that I could play it. Crazy Otto was a hack/modification that GenComp (General Computing/GCC, a group out of MIT) made. It was a board with a couple of roms that sat on a Pac-Man board, and gave the game a few updates; four maps, multicolor maps, smarter enemies, cut-scenes between some levels... If this sounds familiar, it should. After various events, Midway acquired it and it was rebadged as "Ms. Pac-Man". Mind you, it went through a few variations, namely Super Pac-Man, Pac-Woman, and Miss Pac-Man... more on those in another post.I recently decided to pick this project back up, mainly because of a bunch more info about Otto hit the internet in 2012. Some design docs, screen grabs from various incarnations of the game, the graphics set, have all been released, but in modern formats... mainly Steve Golson's presentation at PAX 2012 as well as a very recent presentation at MIT. From these, as well as his presentation materials from them (PDF, MOV, etc) I am able to get a lot of information to dive back into this project. He has also said in the MIT talk that he will release the ROMs when Namco releases ROMs for Pac-Man... which pretty much means "never", so my recreations are probably the closest we'll come to playing it in our own arcades...
My Previous Effort
I had started to work on this a few years back, going completely on the one screenshot that existed, which was from Time magazine. The photographer apparently found one of three Crazy Otto machines in the country, out of 50,000 machines. Here's my attempt at reproducing the graphics ROM based on the screenshot. You'll be able to compare this with the final version, showing how close I got it. (spoiler alert: not very.)
Pac Man scuttles about maze, eating dots.
Planning
After seeing the material that has come to light, I now have to answer a few questions to understand where I'm going to take this project.
- Should I put some sort of watermark in the ROMS/on the screen to indicate this is a recreation?
- Which version of Otto should I reproduce? The earlier or the later version.
- Earlier version had different names, and used the Pac-Man attract screens
- Later version had differenter names, and used the Ms. Pac-Man attract screens
- Graphics-rom only hack, using Ms.Pac program roms.
- How accurate do I want to get? Should I make my graphics ROM identical to Otto, requiring more code hacks, or should I make it more convenient to implement, but less binary-accurate?
- Do I want to make it require bootleg hardware, or figure out shoving it into an authentic Ms.Pac board?
- 1. Yes. The program ROMs have an indication in them that this was a recreation made by me. On top of this, the startup routine displays a message stating which recreation it is, what date it was released on (as per Steve Golson's talk), and contact information for me. It also requires that the player press a button or move the joystick to proceed into the game itself.
- Due to the way the animations frame sequences were to be stored (compared to the final MsPac -- moving North vs moving South required different sprites) It was impossible to make a graphics-only romhack. So, the versions chosen for the project are:
- "OttoP1" 10/12/1981 - Pac-Man attract sequence, Otto graphics pixel-perfect, GENCOMP
- "OttoP2" 10/20/1981 - Ms. Pac-Man attract sequence, Midway copyright.
- "OttoP3" 10/29/1981 - Same as P2, but with a slightly different Midway copyright.
- "SuperP4M" 10/29/1981 - Same as P3, but with Pac-Man instead of Otto
- "SuperP4G" 10/29/1981 - Same as P4M, but with Ghosts instead of monsters.
- "WomanP5" 11/12/1981 - Same as P3, but with "Pac Woman" graphics
- All romsets were started with the graphics ROMs, adjusting animation sequences, sprite indexing, other patches to accomodate the layout of the graphics ROMs.
- It requires bootleg hardware. In MAME, it uses "mspacmab", the one with "boot1".."boot6" rom images.
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