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Atomiswave

The Atomiswave is a arcade developed by the Sammy Corporation. It was released in 2003. It is based on Sega's Dreamcast console, and thus shares a lot of its hardware with it. Because of this, emulation of NAOMI games is usually best done with a Dreamcast emulator (modifications have already been made to allow for this in Flycast, for instance).

The Atomiswave is known for using interchangeable game cartridges for its games, allowing for easy switching between them. In this same vein, the cabinet's control panel could be swapped out as well, allowing for a variety of sticks, lightguns and steering wheel JAMMA peripherals to be used by a single system. This made it a very attractive option for arcades wanting to make the most of their purchase.

With the retirement of the Neo Geo MVS, SNK chose to use the Atomiswave as its next system to develop games for. However, after the release of Metal Slug 6, SNK moved onto other systems. Sammy itself would develop the majority of titles for its arcade system. In 2004, Sammy would end up merging with Sega.

This system scrapes metadata for the “atomiswave” and “arcade” groups and loads the atomiswave set from the currently selected theme, if available.

  • Accepted ROM formats: .lst, .bin, .dat, .zip, .7z
  • Folder: /userdata/roms/atomiswave
MD5 checksum Share file path Description
0ec5ae5b5a5c4959fa8b43fcf8687f7c bios/awbios.zip

Place your Atomiswave ROMs in /userdata/roms/atomiswave.

RetroArch (formerly SSNES), is a ubiquitous frontend that can run multiple “cores”, which are essentially the emulators themselves. The most common cores use the libretro API, so that's why cores run in RetroArch in Batocera are referred to as “libretro: (core name)”. RetroArch aims to unify the feature set of all libretro cores and offer a universal, familiar interface independent of platform.

RetroArch configuration

RetroArch offers a Quick Menu accessed by pressing [HOTKEY] + South button (B SNES) which can be used to alter various things like RetroArch and core options, and controller mapping. Most RetroArch related settings can be altered from Batocera's EmulationStation.

Standardized features available to all libretro cores: atomiswave.videomode, atomiswave.ratio, atomiswave.shaderset, atomiswave.smooth, atomiswave.integerscale, atomiswave.bezel, atomiswave.bezel_stretch, atomiswave.hud, atomiswave.bezel.tattoo, atomiswave.bezel.tattoo_corner, atomiswave.bezel.tattoo_file, atomiswave.bezel.resize_tattoo, atomiswave.ai_service_enabled, atomiswave.ai_target_lang, atomiswave.ai_service_url, atomiswave.ai_service_pause, atomiswave.integerscale, atomiswave.runahead, atomiswave.secondinstance, atomiswave.video_frame_delay_auto, atomiswave.vrr_runloop_enable, atomiswave.video_threaded

ES setting name batocera.conf_key Description ⇒ ES option key_value
Settings that apply to all cores of this emulator
GRAPHICS BACKEND atomiswave.gfxbackend Choose your graphics rendering
⇒ OpenGL opengl, Vulkan vulkan.
AUDIO LATENCY atomiswave.audio_latency Audio latency in milliseconds, turn it up if you hear crackles
⇒ 256 256, 192 192, 128 128, 64 64, 32 32, 16 16, 8 8.
ALLOW ROTATION atomiswave.video_allow_rotate Allow cores to set rotation.
⇒ On true, Off false.
CONTROLLER TO LIGHTGUN atomiswave.lightgun_map Map controller inputs to lightgun inputs
⇒ On true, Off false.

libretro: Flycast

A fork of a fork of a fork… this is an identical version of standalone Flycast but inside of a libretro core. Makes use of RetroArch's features.

libretro: Flycast configuration

Standardized features for this core: atomiswave.autosave

ES setting name batocera.conf_key Description ⇒ ES option key_value
Settings that apply to all systems this core supports
SYNCHRONOUS RENDERING global.reicast_synchronous_rendering When threaded rendering is on (on by default), waits for the GPU to finish rendering the frame before dropping the current one. This can avoid certain emulation issues (flashing screens, glitchy video). Significant performance cost. Recommended “Off” for most games as they don't experience issues (or you have a weak machine), “On” if the game has these particular issues.
⇒ Off disabled, On enabled.
RENDERING RESOLUTION global.reicast_internal_resolution Enhancement. Increases the rendering resolution. Makes 3D objects clearer. Significant performance cost. Use 640×480 for native. Absurdly high values can degrade image quality (pixels beginning to shimmer).
⇒ 640×480 640×480, 800×600 800×600, 960×720 960×720, 1024×768 1024×768, 1280×960 1280×960, 1440×1080 1440×1080, 1600×1200 1600×1200, 1920×1440 1920×1440, 2560×1920 2560×1920, 3200×2400 3200×2400, 3840×2880 3840×2880, 4480×3360 4480×3360, 5120×3840 5120×3840, 5760×4320 5760×4320, 6400×4800 6400×4800, 7040×5280 7040×5280, 7680×5760 7680×5760.
TEXTURE MIP-MAPPING (BLUR) global.reicast_mipmapping Enables mip-mapping to smooth out textures on distant 3D objects based on distance and angle. Dreamcast games natively utilized mipmapping to get extra performance out of the hardware, but the extra bluriness from doing this is more apparent on modern, higher fidelity screens. Has a minimal performance cost. enabled should be used in conjunction with anisotropic filtering to mitigate bluriness. Some users may prefer the 'sharpness' of disabled better.
⇒ Off disabled, On enabled.
ANISOTROPIC FILTERING global.reicast_anisotropic_filtering Enables anisotropic filtering to enhance perspective textures. Dramatically improves the clarity of textures on distant 3D objects when mip-mapping is turned on, especially at higher internal resolutions. Test Drive: Le Mans is the only Dreamcast game that natively utilizes this. Has a small performance cost. Generally safe to use 16x when mip-mapping is also enabled, leave on “Off” otherwise.
⇒ Off False, 2x 2, 4x 4, 8x 8, 16x 16.
TEXTURE UPSCALING (XBRZ) global.reicast_texupscale Enhancement. Applies xBRZ upscaling to textures to improve their clarity. Improvements are subjective.
⇒ Off False, 2x 2x, 4x 4x, 6x 6x.
RENDER TO TEXTURE UPSCALING global.reicast_render_to_texture_upscaling Enhancement. Some 3D games would capture the screen output and render it as a 2D texture (eg. pause menu in Crazy Taxi and Dead or Alive), being unaffected by reicast_internal_resolution. This setting multiplies the resolution of that capture. Example here. “Off” for native, “4x” for close-to 1080p rendering (only useful if also upscaling the internal resolution).
⇒ Off 1x, 2x 2x, 3x 3x, 4x 4x, 8x 8x.
FRAMESKIP global.reicast_frame_skipping Skip frames to improve performance, at the cost of choppy motion. Higher values can cause motion sickness if used for extended periods. Should only be turned up on weak hardware and if immune to motion sickness.
⇒ Off disabled, 1 1, 2 2, 3 3, 4 4, 5 5, 6 6.
FORCE WINDOWS CE MODE global.reicast_force_wince Some Dreamcast games (marked “Powered by Microsoft Windows CE” on the box, eg. Sega Rally 2) utilized the MMU Windows Compact Edition API on the Dreamcast to run. Batocera should automatically detect this but in case it doesn't you can manually override it here. Significant performance cost.
⇒ Off disabled, On enabled.
WIDESCREEN CHEAT (PRIORITY) global.reicast_widescreen_cheats Enhancement. Flycast has a database of cheats that can enable widescreen support in certain games, rendering them in anamorphic widescreen without changing the internal resolution. Some games also natively support widescreen in their in-game options. A 16/9 ratio must be used and bezels must be disabled.
⇒ Off disabled, On enabled.
WIDESCREEN HACK global.reicast_widescreen_hack Enhancement. Changes the internal resolution to a widescreen ratio (eg. 640×480 becomes 853×480). Somewhat glitchy. Some games also natively support widescreen in their in-game options. A 16/9 ratio must be used and bezels must be disabled.
⇒ Off disabled, On enabled.
CONTROLLER 1 TYPE global.controller1_dc Chooses the controller plugged into port 1.
⇒ Gamepad 1, Keyboard 3, Mouse 2, Light Gun 4.
CONTROLLER 2 TYPE global.controller2_dc Same as above for port 2.
⇒ Gamepad 1, Keyboard 3, Mouse 2, Light Gun 4.
CONTROLLER 3 TYPE global.controller3_dc Same as above for port 3.
⇒ Gamepad 1, Keyboard 3, Mouse 2, Light Gun 4.
CONTROLLER 4 TYPE global.controller4_dc Same as above for port 4.
⇒ Gamepad 1, Keyboard 3, Mouse 2, Light Gun 4.
Settings specific to atomiswave
SCREEN ORIENTATION atomiswave.screen_rotation_atomiswave Rotate screen for some arcade games
⇒ Horizontal horizontal, Vertical vertical.
Settings specific to naomi
SCREEN ORIENTATION naomi.screen_rotation_naomi Rotate screen for some arcade games
⇒ Horizontal horizontal, Vertical vertical.

All other settings can be configured from RetroArch's Quick MenuOptions ([HOTKEY] + South button (B SNES)).

Flycast is a fork of Reicast (which itself is a fork of nullDC). A highly compatible and accurate standalone Dreamcast emulator.

Flycast can also be used to run Atomiswave arcade games due to being nearly identical hardware.

Flycast configuration

Standardized features available to all cores of this emulator: atomiswave.videomode, atomiswave.videomode, atomiswave.bezel, atomiswave.bezel_stretch, atomiswave.hud, atomiswave.bezel.tattoo, atomiswave.bezel.tattoo_corner, atomiswave.bezel.tattoo_file, atomiswave.bezel.resize_tattoo

ES setting name batocera.conf_key Description ⇒ ES option key_value
Settings that apply to all cores of this emulator
SCREEN RATIO naomi.flycast_ratio Choose which screen ratio you want to use.
⇒ Default False, Widescreen True.
RENDER RESOLUTION naomi.flycast_render_resolution Choose which internal rendering resolution you want to use.
⇒ 320×240 (Half) 240, 640×480 (Native) 480, 960×720 (x1.5) 720, 1280×960 (x2) 960, 1600×1200 (x2.5) 1200, 1920×1440 (x3) 1440, 2560×1920 (x4) 1920, 2880×2160 (x4.5) 2160.
GRAPHICS API naomi.flycast_renderer Choose your graphics renderer.
⇒ OpenGL (Default) 0, Vulkan 4.
ROTATE SCREEN 90 DEGREES naomi.flycast_rotate Rotate the screen by 90 degrees.
⇒ Normal False, Rotate True.

All other configuration must be done via the flycast-config in the Applications folder ([F1] on the systems screen).

Demul has its own page. Refer to it for further information and configuration.

How does this even work?

Here are the default Atomiswave's controls shown on a Batocera Retropad:

For further troubleshooting, refer to the generic support pages.

  • systems/atomiswave.1650455495.txt.gz
  • Last modified: 4 years ago
  • by atari