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Dadou

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Hi All,

i bought a Twin Eagle game, and it's a vertical game, i was sur it will have an option to rotate the screen like we have in the STV Board.
Instead of rotate the TV, Is there a device that does this?

Thank you.
 
What is your destination monitor? What resolution?
 
Retrotink 4k pro will do it.

If you are playing on anything but a crt it is mandatory for syncing most boards too.

Otherwise you are stuck rotating your monitor.
Or a dedicated cabinet.
 
Hi All,

i bought a Twin Eagle game, and it's a vertical game, i was sur it will have an option to rotate the screen like we have in the STV Board.
Instead of rotate the TV, Is there a device that does this?

Thank you.
Hi,
See you here, when it's a vertical game you have a switch to invert the screen position, but you cannot change it in Yoko position (just invert UP and down). And not possible on every pcb. You have it on Raiden fighter for exemple and many other.
 
Retrotink 4K (now being called the "pro") has it. The Retorting 4k CE will NOT have it. The OSSC Pro (not regular version) WILL one day get it, but doesn't currently have it. It might take years for the feature to be ready though.
 
i bought a Twin Eagle game, and it's a vertical game, i was sur it will have an option to rotate the screen like we have in the STV Board.
Instead of rotate the TV, Is there a device that does this?

If you're just looking to rotate clock-wise vs counter-clockwise. Yes this game supports "flipping" the rotation and it'd done by dip-switch, bank1 switch 2

I have a document that list all known vertical jamma games and what rotations they support: https://docs.google.com/spreadsheets/d/1aBhRHRrvs_0vKefEo_UQgP2quIML1692UyNOTCltbiE/edit?usp=sharing
 
If you're just looking to rotate clock-wise vs counter-clockwise. Yes this game supports "flipping" the rotation and it'd done by dip-switch, bank1 switch 2

I have a document that list all known vertical jamma games and what rotations they support: https://docs.google.com/spreadsheets/d/1aBhRHRrvs_0vKefEo_UQgP2quIML1692UyNOTCltbiE/edit?usp=sharing
i saw in the dip switch here: https://www.arcade-museum.com/dipswitch-settings/twin-eagle

i tried with the bank1 switch 2 nothing happening

@XtraSmiley - I think i will need to buy one :)
 
Any post processor rotation solution is going to add 1 frame or more of lag and cost you hundreds of dollars.

It's possible that the documentation is identifying the wrong dip or your dip bank is bad. You can test your dips with a multimeter it's very common for them to internally corrode and fail to actually switch when you set them.

If they test good then you can try turning them all on to verify if one flips the screen.

If they test bad there are a lot of simple things you can do to fix it shot of replacement
 
If you're just looking to rotate clock-wise vs counter-clockwise. Yes this game supports "flipping" the rotation and it'd done by dip-switch, bank1 switch 2

I have a document that list all known vertical jamma games and what rotations they support: https://docs.google.com/spreadsheets/d/1aBhRHRrvs_0vKefEo_UQgP2quIML1692UyNOTCltbiE/edit?usp=sharing

Curious how to interpret CW/CCW on the spreadsheet. I get 'can be flipped' means the screen can be rotated 180 degrees. Is CW/CCW saying all these game support a 90 degree rotation?

i saw in the dip switch here: https://www.arcade-museum.com/dipswitch-settings/twin-eagle

i tried with the bank1 switch 2 nothing happening
Be sure to power cycle / power up the board after changing the dip switch. Some dip switches will only get looked at when the board is initializing at power on.
 
i saw in the dip switch here: https://www.arcade-museum.com/dipswitch-settings/twin-eagle

i tried with the bank1 switch 2 nothing happening

@XtraSmiley - I think i will need to buy one :)
That dip switch option will only flip the rotation, meaning the rotation will turn either left (counterclockwise) or right (clockwise) 180 degrees after you have rotated your screen yourself. It will not solve the problem of needing to rotate the screen 90 degrees. It's clearer on the directions you linked because they use the term "Reverse" not flip or rotate. It's just reversing the screen up/down.

If you need to rotate the screen, don't waste too much time trouble shooting your dip-switches (unless you just want to fix them) because it's not going to do what you want.

Yes, looks like you'll have to spend the money for a scaler, and while @twistedsymphony is absolutely correct about the added lag, the RT4K Pro is so minor, I haven't really noticed it, but I'm not a world-class player either.
 
the RT4K Pro is so minor, I haven't really noticed it
even the best scaler in the world can't break the laws of physics.
when rotating the screen the first line of the resulting image requires a pixel from the last line of the original image... meaning that the device has to wait for that information to come over the wire before it can draw it. As a result the absolute LOWEST lag possible when rotating an image according to the laws of physics is 1 whole frame. Of course crappier devices will take even longer, but 1 frame is the BEST you can hope for.
 
Curious how to interpret CW/CCW on the spreadsheet. I get 'can be flipped' means the screen can be rotated 180 degrees. Is CW/CCW saying all these game support a 90 degree rotation?
I mis-understood OP's first post when he said "like STV" which only really has a screen flip option, not a H/V option.

As for how to interpret the document, I have an explainer post here: http://solid-orange.com/1762

but it's based around which way the developer intened for you to rotate the monitor, not implying that any of these games support a yoko setup.
 
Dude that blog post is awesome, that's what I'm going to use now to try and explain this question, which comes up a lot!

As for the lag, yes, I don't disagree with you, I just said "I" don't notice it on the RT4K, I'm no pro though! I also play some Cave games on Nintendo Switch, which apparently has the worst lag as it's an inherently laggy system due to the controllers, and it's ports of Xbox 360 games which had lag originally, not to mention the port lag. Pretty much playing like I took a benzo before I start...
 
even the best scaler in the world can't break the laws of physics.
when rotating the screen the first line of the resulting image requires a pixel from the last line of the original image... meaning that the device has to wait for that information to come over the wire before it can draw it. As a result the absolute LOWEST lag possible when rotating an image according to the laws of physics is 1 whole frame. Of course crappier devices will take even longer, but 1 frame is the BEST you can hope for.
The lag is about a frame for me on the tink4k for rotate.
Pretty impressive and honestly I can fully recommend the thing, if you fiddle with the settings, I haven't found anything I can't sync.
Incredibly handy.
On top of that, its a useful scaler.
 
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If you're just looking to rotate clock-wise vs counter-clockwise. Yes this game supports "flipping" the rotation and it'd done by dip-switch, bank1 switch 2

I have a document that list all known vertical jamma games and what rotations they support: https://docs.google.com/spreadsheets/d/1aBhRHRrvs_0vKefEo_UQgP2quIML1692UyNOTCltbiE/edit?usp=sharing
I just got a Tecmo Gemini Wing and it was displaying upside down in my cabinet, couldn't find it in your document to see if it allows flipping (later I found it doesn't), ended up plugging the yoke into the other connector that displays the flipped image.

Here's info about the game if you'd like to add it:
  • Mfg: Tecmo
  • Platform: Tecmo Double-Z80? (Rygar/Silkworm/Gemini Wing)
  • IO: JAMMA
  • PPP: 2
  • Controls: Joystick
  • Buttons: 2
  • Genre: SHMUP
  • Year: 1987
  • Game: Gemini Wing
  • Rez: 15K
  • Default Rotation: CCW
  • Can Be Flipped: No
  • How:
  • CW Supported: No
  • CCW Supported: Yes
 
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