TMNT Core Beta Release Finally Available!

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Alkadian
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TMNT Core Beta Release Finally Available!

Unread post by Alkadian »

Super exciting news!!! :mrgreen:

M.I.A. Missing In Action is also included in the TMNT core!

@furrtek, Thanks so much!!!

https://github.com/furrtek/Arcade-TMNT_MiSTer

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Re: TMNT Core Beta Release Finally Available!

Unread post by bankshot »

Awesome!!! Really looking forward to this prod release. Got to be the best 4P beat-em-up of all time with The Simpsons a respectable runner-up.

Fantastic job Furrtek, you are amazing!

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Re: TMNT Core Beta Release Finally Available!

Unread post by MrMister1985 »

Wow! Awesome new! Thank you Furrtek!

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Re: TMNT Core Beta Release Finally Available!

Unread post by MostroW »

got the core with the update_all script though it's refusing to accept input, i'm going to assume it's a beta core for patreons first at this point?

still great work though, minor glitches in sound, but all this from decapping silicon is pretty impressive i'd say!

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

It is in beta for everyone.
No problem with inputs. I manually downloaded everything. Now I am running update all to get it via the script and see if there is any difference.

Edit:
Still working after the update.

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Re: TMNT Core Beta Release Finally Available!

Unread post by MostroW »

i assumed because it was in beta input was restricted until public release like jotego does with his cores, which is more than fair i'd say.

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Re: TMNT Core Beta Release Finally Available!

Unread post by Captain FPGA »

Been a while since I messed with MiSTer.

I've been waiting for such a core to surface. I noticed part of it installed due to update_all. When I started it up I got an error message. I realize this is a beta, is there anything I need to do to get the core operational?

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

If you previously downloaded manually and ran the update script you will notice that the mras have been updated but in the alternatives you will be left with an extra mra in alternatives:
Delete Teenage Mutant Ninja Turtles (bootleg, US 4 Players, version H).mra which in any case did not work as it needed an unobtainable rom.
I think it has been replaced by Teenage Mutant Ninja Turtles (US 4 Players, version H).mra.
Note also that some mras have an unprintable character as Version number.

Edit:
The bootleg mra was just removed, the other mra I mentioned was already there.

Edit 2:
The main mra for MIA has also been renamed:
Delete M.I.A. - Missing in Action (rev T).mra.
It has been renamed M.I.A. - Missing in Action (version T).mra.
This is not that important as it is just a renaming, if you don't delete it you will have 2 of the same thing.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

I love it when someone cries "Help! I've got an error." but they are the only one knowing what the error is.

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Re: TMNT Core Beta Release Finally Available!

Unread post by MostroW »

welp still doesn't work for me, game boots fine and runs, but removing config file and running the core and reconfiguring, no dice.
removed the roms, ran update_all again, same deal.

only thing left would be to download it manually, but i'm under the presumption it won't matter a lot.
other cores accept input from my controller just fine, tested it to make sure it wasn't my controller that was being difficult.

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Re: TMNT Core Beta Release Finally Available!

Unread post by Captain FPGA »

jca wrote: Sat Apr 29, 2023 11:16 pm

I love it when someone cries "Help! I've got an error." but they are the only one knowing what the error is.

You know what? Your right. I should have screen shotted the error before posting.

Looks like it's missing a file in the rom? My damned crt has the text cut off.

At the time I'm making this post I just discovered the core is missing the music. Perfectly chill since it is beta! The sound is half the experience for me though, think I'll wait to see if the full core is complete. Regardless my hats off to Furrtek and others for making it possible! Sorry to trouble you jca I know you're busy individual.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

I made another test:
I renamed the input mappings that I made before running the update script, started MIA and Teenage Mutant Hero Turtles to redo the mapping.
Indeed for Teenage Mutant Hero Turtles the inputs do not work. No problem with MIA.
The only difference between what I had and what update all got are the mras for Teenage Mutant Hero Turtles.
Another thing I noticed is that the input mapping pre-update all was tmntu_input and now it is tmnt_input.
During the mapping there is also this strange Attack-. Something is messed up in the mras.
When I did my previous test I did not remap the buttons but as the input mapping name changed I was using the default mapping.
If you want to use Teenage Mutant Hero Turtles delete the input mapping file and use the default mapping. Not the best option but hey it is beta.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

@Captain FPGA: Time for heavy surgery to revive the patient.
Delete the rbf.
Delete the 2 main mras and the alternatives corresponding to these 2 mras.
Delete mia.zip and tmnt.zip from games/mame.
Run the update all script.

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Re: TMNT Core Beta Release Finally Available!

Unread post by Captain FPGA »

jca wrote: Sat Apr 29, 2023 11:44 pm

@Captain FPGA: Time for heavy surgery to revive the patient.
Delete the rbf.
Delete the 2 main mras and the alternatives corresponding to these 2 mras.
Delete mia.zip and tmnt.zip from games/mame.
Run the update all script.

On it!

EDIT: Just to let you know the surgery was successful!

Great stuff the music is even there!

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

Did you manage to map inputs for Teenage Mutant Ninja Turtles or are you using the default mapping?

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

I have been trying to understand the input mapping but I must admit that I don't understand anything.
In any case I made a Frankenstein mra which should allow you to somewhat enjoy Teenage Mutant Ninja Turtles.
The mapping for Jump allows you to jump.
The mapping for Attack allows you to attack.
The mapping for C: I have no idea what it is for, it does not seem to do anything.
The mapping for Start does not do anything.
The mapping for Coin allows you to spend all your hard earned cash. I hear the wife screaming in the background.
The mapping for Service does not seem to do anything.

To start the game press the Jump button which still allows you to jump during the game.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

Updated mra:
The only difference is that it will not ask to map the "C" button which is unused for this game.
This button is used in MIA as Weapon Select.

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MostroW
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Re: TMNT Core Beta Release Finally Available!

Unread post by MostroW »

i've tried the MRA you've supplied as download, no dice, still no input is being accepted.
also tried to manually edit the MRA, but that also yields the same result.

i guess i just have to wait a bit, it'll probably get fixed soon enough

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Re: TMNT Core Beta Release Finally Available!

Unread post by Brettster »

On the actual arcade cab, Start is only used on 2 player TMNT, the 4 Player version uses a common coin chute and you press attack to start for the player of your choice, at least that's how it was set up in for the cabs we had here in the UK.

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Re: TMNT Core Beta Release Finally Available!

Unread post by Moopy »

After a little messing with Inputs, I found that on the Alternatives, Jump and Attack are opposite and that Service, Coin and Start can be in the wrong order.
From memory, the 2P Japan Rev1 was as follows:-
Service in Input config was Start
Start in Input Config was Coin
Coin in Input was unused.
All other controls for this version were correct.
I've played through the Japan Rev1 and all was well. I also found adding an Audio Filter from the Arcade options was easier on the ears!

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

All of this is very confusing.
First the core is unofficial, shouldn't the mras go into _Unofficial?
@ MostroW I do not understand why it is not working for you. May be you should delete the rbf, the mras including alternatives and the 2 zips. After that run the update script, replace the mra with mine and see what it gives.
On Github and for the issue that was recently corrected there is confusion between Jump and Attack.
In one of my posts I stated that there was a strange ting regarding the mapping of Attack as it displayed "Attack-".
Here is the mra part for buttons, the first one comes from the mra I manually downloaded a few days ago and the second from the current mra:
<buttons names="Attack,Jump,-,Start,Coin,Service" default="A,B,X,Start,Select,L"/>
<buttons names="Jump,Attack-,Start,Coin,Service" default="A,B,X,Start,Select,L"/>
Jump and Attack have been switched and the coma preceding - is missing. the - allows to prevent the mapping of the button I called "C" and which is unused for this game. With the current mapping as shown above this is what happens:
Attack- is displayed.
Start becomes button "C" which does not do anything.
Coin becomes Start which does not do anything.
Service becomes Coin.
The last mra I posted just adds a coma between Attack and -.
Thanks for the info regarding the Start button.
In any case it is still in beta.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

Final mra:
Does not ask the mapping of Start and Service as they are useless.
Changed the mapping of "Jump" to "Start/Jump".

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Re: TMNT Core Beta Release Finally Available!

Unread post by Moopy »

@jca You are 100% correct. I added the ',' after attack and that has cured the button config. Thanks for the tip. I must have missed the post related to that. I imagine a few people are having the same issues.
I simply used the downloaded MRA files from update_all. I assume they will all be fixed in a later release since this is an initial beta release.

I also didn't understand why the 4 player was added to the Arcade section since you cannot choose your player. The 2 player version would be preferred as the main as you can select your player without remapping controls.

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

Glad it helped. I took me a while to figure out how this thing works.
I did not try the alternatives, I may have a look to see how they behave.
For the 4 players may be when the core is finished?

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Re: TMNT Core Beta Release Finally Available!

Unread post by MostroW »

i've deleted everything, then ran update_all again, still the 4 player one not working, but the alternative japanese 2 player works like it should now!

i can't remember this game being this crowded and hard, got my ass handed to me, or is the japanese version harder?

@jca thanks for the helping hand, this works for now!

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Re: TMNT Core Beta Release Finally Available!

Unread post by jca »

I just tried the main mra and you are correct this game is darn difficult. 2 steps and I am out.
I will have to check the DIP settings to see if I can reduce the number of ninjas. 1 or 2 would be more than enough for me.

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Re: TMNT Core Beta Release Finally Available!

Unread post by Captain FPGA »

I'm getting some very noticeable blanking interference when running this core. Very curious since I don't get that when running other beat-em-up cores like Alien vs Predator. This is the only core I could find that does this.

I can't really tell if it's my PVM or the core itself! I realize the core is in beta so if the blanking is a known issue I have zero problems with waiting to see if it gets fixed. Again, not even sure if it is the cores fault! Anybody else playing this on a crt? What's your experience blanking or no blanking?

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Re: TMNT Core Beta Release Finally Available!

Unread post by Armakuni »

If you enable unofficial cores in Update all it will grab everything for you

Tried yesterday morning and it worked fine including inputs

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Re: TMNT Core Beta Release Finally Available!

Unread post by Captain FPGA »

Armakuni wrote: Sun Apr 30, 2023 9:04 pm

If you enable unofficial cores in Update all it will grab everything for you

Tried yesterday morning and it worked fine including inputs

Pretty sure I did enable unofficial cores...

Unless update all resetted back to default at some point? I'll have a look.

Edit: Turns out one of the Arcade options was disabled. I turned it on. By now I got tmnt working before I did this

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Re: TMNT Core Beta Release Finally Available!

Unread post by Moopy »

jca wrote: Sun Apr 30, 2023 4:46 pm

I just tried the main mra and you are correct this game is darn difficult. 2 steps and I am out.
I will have to check the DIP settings to see if I can reduce the number of ninjas. 1 or 2 would be more than enough for me.

I noticed this too. 'easy' seems to be super hard. I set to 'normal' which was better but it also enables Free Play. I do think the Japanese version is much harder anyway. I'm sure all this will be resolved in time.

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