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Arcade pc loader 1.4 is a frontend for Arcade-PC based games like Taito Type X/X+/X2 and other platf



Mods are highly encouraged to declare the minimum Fabric Loader dependency to reflect the minimum version they were tested against. If they need the latest Mixin behavior and fixes, they also need to depend on the latest fabricloader version explicitly.




Arcade pc loader 1.4 159




After developing a series of successful arcade games in the early 1980s, Nintendo planned to create a home video game console. Rejecting more complex proposals, the Nintendo president Hiroshi Yamauchi called for a simple, cheap console that ran games stored on cartridges. The controller design was reused from Nintendo's portable Game & Watch games. Nintendo released several add-ons, such as a light gun for shooting games.


Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Family Computer, or Famicom. Masayuki Uemura designed the system.[15][16] The console's hardware was largely based on arcade video games, particularly the hardware for Namco's Galaxian (1979) and Nintendo's Radar Scope (1980) and Donkey Kong (1981), with the goal of matching their powerful sprite and scrolling capabilities in a home system.[17] Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he believed that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.[18]


The Famicom was also influenced by the ColecoVision, Coleco's competition against the Atari 2600 in the United States;[20] the ColecoVision's top-seller was a port of Nintendo's Donkey Kong.[21] The project's chief manager Takao Sawano brought a ColecoVision home to his family, impressed by its smooth graphics,[22] which contrasts with the flicker and slowdown commonly seen on Atari 2600 games. Uemura said the ColecoVision set the bar for the Famicom. They wanted to surpass it and match the more powerful Donkey Kong arcade hardware; they took a Donkey Kong arcade cabinet to chip manufacturer Ricoh for analysis, which led to Ricoh producing the Picture Processing Unit (PPU) chip for the NES.[20]


Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors because loose and faulty connections often plagued arcade machines. As it necessitated 60 connection lines for the memory and expansion, Nintendo decided to produce its own connectors.[18]


The controllers are hard-wired to the console with no connectors for cost reasons. The controller designs were reused from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even dismantling some from American game consoles to see how they worked. There were concerns regarding the durability of the joystick design and that children might step on joysticks on the floor. Katsuya Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and caused no discomfort. Ultimately though, they installed a 15-pin expansion port on the front of the console so that an optional arcade-style joystick could be used.[18]


The Famicom hardware first made its North American debut in the arcades, in the form of the Nintendo VS. System in 1984; the system's success in arcades paved the way for the official release of the NES console.[27][28] With US retailers refusing to stock game consoles, Yamauchi realized there was still a market for video games in the arcades, so he decided to introduce the Famicom to North America through the arcade industry.[27] The VS. System became a major success in North American arcades,[27] becoming the highest-grossing arcade machine of 1985 in the United States.[29] By the time the NES launched, nearly 100,000 VS. Systems had been sold to American arcades.[30] The success of the VS. System gave Nintendo the confidence to release the Famicom in North America as a video game console, for which there was growing interest due to Nintendo's positive reputation in the arcades. It also gave Nintendo the opportunity to test new games as VS. Paks in the arcades, to determine which games to release for the NES launch.[27]


At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom, with a new case redesigned by Lance Barr and featuring a "zero insertion force" cartridge slot.[31] The change from a top-loader in the Famicom to a front-loader was to make the new console more like a video cassette recorder, which had grown in popularity by 1985, and differentiate the unit from past video game consoles.[32] Additionally, Uemura explained that Nintendo developers had feared that the console's electronics might face electrostatic hazards in dry American states such as Arizona and Texas, and a front-loading design would be safer if children handled the console carelessly.[33]


Outside of Japan, regions in greater Asia received an "Asian Version" of the front-loader NES despite the prevalence of imported Famicom systems.[52] Due to import restrictions, NES consoles in India and South Korea were rebranded and distributed by local licensees.[2][53] The Indian version is called the Samurai Electronic TV Game System[54] and the Korean version is called the Hyundai Comboy.[h][52] The console sold very poorly in India.[53]


The design problems were exacerbated by Nintendo's choice of materials. The console slot nickel connector springs wear due to design and the game cartridge's brass plated nickel connectors are also prone to tarnishing and oxidation. Nintendo sought to fix these problems by redesigning the next generation Super Nintendo Entertainment System (SNES) as a top loader similar to the Famicom.[79] Many players try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually speeds up the tarnishing due to moisture. One way to slow down the tarnishing process and extend the life of the cartridges is to use isopropyl alcohol and swabs, as well as non-conductive metal polish such as Brasso or Sheila Shine.[80][81]


Two official advanced controllers were produced for the NES: the NES Advantage, an arcade controller produced by Asciiware and licensed by Nintendo of America;[110] and the NES Max, a controller with grip handles that featured a "cycloid" sliding-disc D-pad in place of the traditional one.[111][112] Both controllers have a "Turbo" feature, which simulates multiple rapid button presses, for the A and B buttons; the NES Max has manually pressed Turbo buttons, while the NES Advantage offers toggle buttons for Turbo functionality along with knobs that adjust the firing rate of each button.[113][114] The latter also includes a "Slow" button that rapidly pauses games, though this function is not intended for games that invoke a pause menu or screen.[111][114]


Nintendo found success with Japanese arcade manufacturers such as Konami, Capcom, Taito and Namco, which signed on as third-party developers. However, they found resistance with US game developers including Atari Games, Activision, Electronic Arts and Epyx refusing Nintendo's one-sided terms. Acclaim Entertainment, a fledgling game publisher founded by former Activision employees, was the first major third-party licensee in the United States to sign on with Nintendo in late 1987. Atari Games (through Tengen) and Activision signed on soon after.


Added info by a different user Aug 2012: All games show up in usb gx but I can only ever get 4 games to work, in Wii flow I can only ever see 4 games, even if there are supposed to be 10 games on it, same thing in cfg Usb loader.....any more than 4 games and it will just keep resetting back to wii menu after you select any game transferred to it after the first 4, I have tried many things, fat32, ntfs, wbfs drive, reformatting several times and still it will just not read more than 4 games, I know the games work fine as I just finished loading them, about 15 game onto a western digital my book essentials and they work perfectly, Don't buy this, works fine for pc/windows, but for the wii it has some serious issues, if anyone knows how to fix them please post.


EDIT AGAIN: Does not work with the suggested setup. Completely non-working on all loaders and with all cIOS revisions. EDIT: Confirmed doesn't work. EDIT: Works when using Hermes' cIOS 222/223, but not with Waninkoko's cIOS 249.


EDIT: Works with cIOS 249, created 2 partitions, both FAT 32. Formatted the first one twice in a row with ncWBFSTool and then I stopped having the "this is not a wii disc" error when loading games. ---- Had constant compatibility issues. Would not work at all with several loaders, attempted with several CIOS inc Hermes. Began working with USB Loader GX then ceased working with that too despite not making any changes. Tried non-partitioned/partitioned, recommended ideas etc. Gave up, bought Iomega 1TB Prestige Desktop Hard Drive USB 2.0 which works without any issues at all with all loaders. Wouldn't recommend this Lacie drive at all for use with Wii.


Only way I have managed to get this drive to work is using old r883.. Wont work with Uloader or CFG loader.Comment: No love either with FAT formatted drive and CFG Loader on Hermes cIOS 222 5.1, however FAT formatted drive and CFG Loader on Waninkoko cIOS 249 r20 does work. FAT formatted drive and WiiMC on IOS58 also works. 2ff7e9595c


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