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My official MAME output wip thread.

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Howard_Casto:
Ok.... you were correct in finding the right function for hard drivin BUT I'll tell you straight out.  This is easily the most complicated thing I've ever seen in terms of outputs.  This looks like a drier we should save till last to me.  I could easily spend months on it.

Honestly this one is so complex I don't think we'd be able to figure it out without a harddrivin cabinet and a multi-meter.

Sorry :(

Howard_Casto:
Well moving on I've went to the next analog gun game on my list and it led to (suprise suprise) yet another sega driver. 

This time segas18, which driver-wise looks almost identical to segas32.  Hopefully this means it won't take long.  :)

Howard_Casto:
Well that was quick!  segas18  is done!  Unfortunately laser ghost is the only game in there with any outputs, but hey... that's one more game!!!

bdam:
Thanks for looking Howard, I appreciate the effort.   Out of interest, what makes it complex?  Is it finding the right memory address, deciphering the data being sent, or some other such thing?

Howard_Casto:

--- Quote from: bdam on April 14, 2010, 07:19:50 pm ---Thanks for looking Howard, I appreciate the effort.   Out of interest, what makes it complex?  Is it finding the right memory address, deciphering the data being sent, or some other such thing?

--- End quote ---

Yes.   :)

Generally you are only dealing with a byte of data or less (0-255) or at the very least a single, static piece of data.  You have several bytes stobing/multiplexing up to 8 different values.    They aren't stable either... they seem to change without warning.  Also you don't have easily tracked actions.  On/off or even positional change data is fairly easy to understand, but harddrivin seems to be the pre-cursor to directx force-feedback, what with ramps and sin waves and what not. 

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