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My official MAME output wip thread.

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Howard_Casto:
UGH... i feel like and iditot....

The common io function has a "which" variable because it's a 16 bit function and some of the values are 32 bit.
That means that some of the missing values are simply on the second half of the data which is sent seperately. 
I couldn't see them because they use the same address and offset as their "brother" outputs, so they kept overwriting each other.

I should be able to figure out this mess soon and then hopefully I can make a proper function.

Howard_Casto:
Well I think I've figure most of it out.  

==================================
*edit*
Notes removed to save space!
======================================================================

As you can see, the data is now fairly complete.   I can't figure out hard dunk's player 3 and 6 lamps, but I think that has something to do with the specialized 3 player adaptor each side of the cab uses.  There are extended output functions I haven't explored yet and they probably are hidden in there somewhere.  

Also R. Belmont clued me in on what was happening on Out Runners.  Apparently it had some sort of display that showed the current song playing.  That explains why 0c is polluted with fast changing data.

In other words, except for the motors and pistons (which I am pretty sure arean't fully emulated yet) segas32 is in the bag!...

I'll start writing up a proper function later on.  

Howard_Casto:
Well, I think I've got the segas32.c driver licked!!!!

I wrote two very lengthy output switches, added a few variables and bam!  All the segas32 games have working, properly labeled outputs. 

Now there is some bad news....  From what I've read in the driver notes jurassic park, and possibly radmobile and rad rally have had their extended driver boards (for motors and pistons) cludged in to get the driver working.  That means unless someone completes the emulation, I can't hook up the motor/piston outputs for those games.   :'(

Also the outputs for player 3 and player 6 start on hard dunk still elude me. I think they are hidden in an extended io function somewhere so I'll keep looking, but they might not even be routed to a write function.  Afaik harddunk is the ONLY game on the board that uses a custom i/o adaptor, so that is definatley the cause. 

Anyway, I had to do farily extensive modifications to the segas32 driver, so my usual practice of simply posting the code you need to change isn't going to work here.  Also a diff seems redundant since I've changed so much.  I'll post the entire C file once I have finished my comments and buttoned a few more things up.

Howard_Casto:
Segas32.c is done.... see the first post for the new .c file.

Howard_Casto:
I fixed/ hooked up the outputs for turkey shoot! 

Apparently they were already half-way there with someone hooking them up to the ancient keyboard led system and the remaining outputs just sent to the debug string.  They were broken though as the data wasn't inverted like it should have been. 

This game has a very unique output in that turkey feathers would blow around the screen between rounds!

Again see the first post for info on how to add the outputs for turkey shoot.

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