Capcom I/O in Astro City

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Retro_Boy_G
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Capcom I/O in Astro City

Post by Retro_Boy_G »

Hey guys,

Just wondering if anyone has any pictures of the correct way to set this up?. I finally gave mine a test today after finally getting a VGA cable for it.. The Naomi mobo is getting power through it but the picture is just lines and i get a buzzing noise.. no game sound either. I'm pretty sure you can only wire it up one way.. but its just in case im being a dill.. Thanks! :)

P.S. I've tried flicking the dips on the Naomi mobo also.
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Re: Capcom I/O in Astro City

Post by markedkiller78 »

I’ve got mine ready to hook up. You can have a look when you come over.

Even if the dip for the picture settings was wrong you should still get sound. Bring it over if you want & I’ll test it for you.
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Re: Capcom I/O in Astro City

Post by Mayhem »

markedkiller78 wrote:Even if the dip for the picture settings was wrong you should still get sound.
Not if the volume pot is down at the bottom, or the RCA cables are connected to the output rather than the input. :P
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John James Pacinelli
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Re: Capcom I/O in Astro City

Post by John James Pacinelli »

You have probably already seen this

http://www.solvalou.com/arcade_naomicapcom.php
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Re: Capcom I/O in Astro City

Post by Retro_Boy_G »

Thanks for that John. I hadn't seen it.

One thing i would say is though i didn't connect the RCA cables up (hence no sound hehe).. but i wouldn't think this would have made a difference to wither the game showed up on the screen or not?
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Re: Capcom I/O in Astro City

Post by Mayhem »

Retro_Boy_G wrote:One thing i would say is though i didn't connect the RCA cables up (hence no sound hehe).. but i wouldn't think this would have made a difference to wither the game showed up on the screen or not?
Nope, shouldn't make a difference. Make sure the motherboard is set to 15 KHz (dip-switch 1 set to OFF as I recall), that the Capcom I/O is set to correct sync (I believe it should be set to manually combine H+V, look into the hole by the JAMMA edge and you'll see the switch) and that an adequate 5.1 VDC is provided under load by your power supply (the Capcom I/O is very hungry on the +5 VDC since it also have to step it down in order to provide the 3.3 VDC line).
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Re: Capcom I/O in Astro City

Post by Retro_Boy_G »

I didn't even notice those little switches to be honest! haha.. i will take it back to the shop tomorrow and have another go at it..
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Re: Capcom I/O in Astro City

Post by John James Pacinelli »

Let me know if it works, as I'm kinda in the same boat: I have an astro and the capcom I/O. Will buy the naomi mobo in the next future. BTW where I can find a list with all the naomi games compatible with 15khz monitors?
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grantspain
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Re: Capcom I/O in Astro City

Post by grantspain »

all naomi games work on 15khz by using dil switch 1 on the main board filter panel :P
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Re: Capcom I/O in Astro City

Post by John James Pacinelli »

That's terrific news!

How do naomi games look at 15khz ? Horrible?
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Re: Capcom I/O in Astro City

Post by Mayhem »

John James Pacinelli wrote:How do naomi games look at 15khz ? Horrible?
Difference is exactly like comparing an old-school TV to a (low resolution) computer monitor, everything is rendered to the same resolution but you loose every other line of each frame due to the interlacing. Personally I find interlacing quite noticeable (and ugly) when close to a TV, and with a sit-down arcade cabinet the monitor is pretty much in your face so...
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Re: Capcom I/O in Astro City

Post by John James Pacinelli »

Cheers m,

Do you guys have link to a video or pictures of a naomi game at low and high rez? Just go get an idea and make a comparison.
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Re: Capcom I/O in Astro City

Post by TheChugnut »

The NAOMI low-res Vs high-res is a tricky one. A few of the games look arguably better in 15Hz due to the rough sprites, MvC2 being a good example.

A nice rule of thumb would be - if it's sprites, low-res - if it's polygons, high res. I've yet to play enough NAOMI games on both outputs to truly comment, so I'm sure that's complete ****! :lol: ...and it's all about personal preference at the end of the day.
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Re: Capcom I/O in Astro City

Post by John James Pacinelli »

TheChugnut wrote: if it's sprites, low-res - if it's polygons, high res.
I was thinking the same actually... lets just say that 2d games are better in low rez and 3d games are better in high rez...si?
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Re: Capcom I/O in Astro City

Post by Mayhem »

TheChugnut wrote:The NAOMI low-res Vs high-res is a tricky one. A few of the games look arguably better in 15Hz due to the rough sprites, MvC2 being a good example.

A nice rule of thumb would be - if it's sprites, low-res - if it's polygons, high res.
I really don't get why anyone would willingly choose low res on the Naomi just because the game is made up of (arguably pixelated) sprites. Sure, had it been a proper progressive low resolution mode (~240p) I could've understood it, but I would never ever choose a high res image which has been interlaced down to low res (480i).
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Re: Capcom I/O in Astro City

Post by BDT »

I have a New Astro City and NAOMI + Capcom I/O

It works, but for me the NAOMI freezes all the time. My PSU in the New Astro City provides max 5,5V (without anything attached). When I connect the Capcom I/O and NAOMI, the voltage is only at 4,8 with some peaks to 5V. Definately not 5,1V. The result is: game will boot most of the time, but when voltage is needed(3D graphics for instance) the game will freeze.

The solution is to buy a separate PSU to power NAOMI. I'm looking into that right now, because I thought everything would work fine...

Trying to make a NAOMI PSU now myself with some JST connectors I need to order from Japan.
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Re: Capcom I/O in Astro City

Post by Mayhem »

BDT wrote:Trying to make a NAOMI PSU now myself with some JST connectors I need to order from Japan.
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