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LED control from Mame--in over my head again?
1UP:
I wonder if a good substitute for "motor" would be "actuator" since it doesn't matter if it's a motor, solenoid, servo, whatever, just an actuator that moves something.
Howard_Casto:
Not sure.... standardization aside, I wanted to rename the outputs so one would get an idea of how to hook them up and more importantly so that "dangerous" outputs like solenoids were well documented. Op Wolf and it's sequels use a motor, which is either on or off.... leaving it set on for extended periods won't hurt anything. Solenoids on the other hand draw a butt-load of power when they are on.
So I dunno, maybe the taito style games need a different label from the others???
Btw I'm looking at terminator 2 right now... that one is kicking my butt. I'm not even sure if the memory space for the outputs is even being used in the driver!
Currently hooking up a generic "debug" output to each function that writes ANYTHING hoping I'll get lucky.
1UP:
--- Quote from: Howard_Casto on March 10, 2010, 10:08:06 pm ---Not sure.... standardization aside, I wanted to rename the outputs so one would get an idea of how to hook them up and more importantly so that "dangerous" outputs like solenoids were well documented.
--- End quote ---
Good point.
Howard_Casto:
Well I'm tired of messing with this, so I'm done for the night. I think I've tracked down the outputs in t2... (keyword THINK) and they are hiding amoungst the sound data.
At least I hope they are because if not I don't have a clue.
I can go into the debug menu and gets some outputs to flash and they also seem to work in-game. BUT whenever a loud explosion occurs or something similar, all of the outputs go crazy. This makes sense as a sound is being played.
RevX did something similar in that it had a watchdog bit and everytime the bit was on, all the other outputs went crazy. All you had to do was ignore the data when the bit was set and you got what you wanted. The thing is, I haven't found the "this is a sound playing" bit yet.
I'm guessing it would have to be genuine outputs I've got and not just sound data, because they flash in the debug menu and no sounds are played when the debug program is doing it's thing. Of course I could be wrong.
1UP:
Ah, right, now I remember David saying something about a link between the sound and the recoil board. I wish I still had that old email, it might be helpful.
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