I have recently made progress hooking up various outputs in mame for use with mamehooker and any other application that takes advantage of the output system. In english this means that you can hook up games that had output devices (motors, lamps, ect..) to real output devices!
For more detailed info, see this thread:
http://forum.arcadecontrols.com/index.php?topic=100880.0Anyway, I've decided to foucs my attention to getting as many outputs as possible hooked up in mame. I'll be posting my progress below and I welcome any comments and help anyone can give.
Also I'm toying around with the idea of putting together a team just for this purpose. If you would like to help, let me know.
I'll need people to search manuals and docs to find games with outputs and give an idea of what kinds of outputs they had.
I'll also need people to help out with the mame source for hooking up outputs. You don't have to be an expert programmer or familair with the inner workings of emulation or mame. You simply need the ability to compile the mame source, install mamehooker or a similar debugging tool and understand C.
Anyway, wip is below, I'll edit this first post with any major announcements or breakthroughs.
*update* 4/28/10
Outrun Output Hookups: (File is attached below, rename to segaorun.c and compile with latest build of mame.)
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segaorun.c: Hooked up Start and Brake lights as well as upright vibration motor and deluxe bank motor for all version of outrun.
Hooked up limit switches for all versions of outrun. (Required to get past motor check).
Hooked up Start lamp and vibration motor for all versions of super hangon.
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New Outputs already in MAME (.137u2)
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Gun Output Cleanup/Hookup (Part 1) [Howard Casto]
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drivers\othunder.c: Changed Operation Thunderbolt output names to something more appropriate. (They were routed to leds.)
video\rastan.c: Hooked up output for Operation Wolf.
machine\midwunit.c: Hooked up outputs for Revolution X.
machine\midyunit.c: Hooked up outputs for Terminator 2.
drivers\seta.c: Hooked up outputs for Zombie Raid.
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New Outputs already in MAME (.137u4)
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Output Cleanup/Hookup (Part 2) [Howard Casto]
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segas32.c: Hooked up all digital outputs for all games (radm, alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk, scross, titlef)
Emulation needs to progress more on the analog output data before those outputs can be hooked up.
audio\mw8080bw.c: Changed output name for desertgn to something more descriptive (Player1_Gun_Recoil)
bbusters.c: Added new output handling functions and hooked up outputs for bbusters and mechatt
opwolf3.c: Added gun outputs for opwolf3 (man that game is terrible)
machine\willaims.c: Fixed existing outputs in tshoot (they needed inverted) and hooked up the rest, including the feather blower. :-D
gunbustr.c: Hooked up all outputs for gunbstr
namcos12.c: Hooked up outputs for all system 11 gun games. (ptblank2, ghlpanic, tenkomor)
segaybd.c: Hooked up all digital outputs (gloc, glocr360, gforce2, pdrift, rchase, strkfghtr), also hooked up motor/analog outputs for Power Drift and G-Loc/ Strike Fighter
The remaining games with motors could be hooked up as well assuming emulation can progress enough to get past the error messages.
namcos2.c: Hooked up gun recoils for golly ghost. Also noted that the outputs for the remaining gun games are also in that area. Someone who can find the offsets should be able to hook them up.
segas18.c: Hooked up gun recoils for lghost.
taito_z.c: Hooked up outputs for spacegun and made a few prototype functions to help in hooking up the remaining games. Someone familiar with the driver should take a look.
I hooked up a few, but they don't work like they should according to the comments.
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