Main > Driving & Racing Cabinets
Emulator/Driving Cab info thread - Beginners start here!
BadMouth:
Please do not post in this thread to ask for help with a problem.
If you need help with an issue, please start a thread in the driving cab subforum.
(after first searching the driving cab subforum for a solution ;) )
1/6/2016 Update - rearranged and rewrote some stuff for the sake of clarity. Deleted some outdated info. Fixed some dead links.
WARNING!!!!
Setting up a driving cab is a lot of work. It's not like a joystick cab where you install an emulator,
map the controls, and can suddenly play a ton of games. Every emulator, and in the case of MAME,
every game needs to be tweaked (individually) to get them to feel and play correct. Not all
games were originally wired the same way like JAMMA cabs. Some require you to reverse one or both
pedals in MAME. All require you to adjust the analog sensitivity before the controls feel right.
When it comes to a driving cab it's one game at a time and every game added is an accomplishment!
....you have been warned.
DRIVING CAB GUIDE
Intro
Many people have built full driving cabs only to realize that only a handful of games are
playable when they are done. Set up your software first! Know the actual games you
will play, not just the type...the actual game! Know that they will actually run on your pc,
what controls will be required, and what interface you'll need for the controls.
Getting multiple emulators and pc games all to work with one set of controls (preferably no
mouse or keyboard) can become a fairly complicated puzzle. Knowing everything that is
required ahead of time can help you get the most out of your driving setup.
Controls Also see the BYOAC Wiki : http://wiki.arcadecontrols.com/index.php?title=Driving_Controls
Wheel - There are generally 2 types of arcade wheels;
Those that use an optical encoder and can spin endlessly are referred to as 360° wheels.
(Pole Position, Super Sprint, etc) The game can tell which direction the wheel is spinning and how fast, but cannot tell where center is.
Those that have stops and cannot spin endlessly are referred to as 270° wheels though they may rotate more or less than 270°.
(Outrun, Cruisn' USA, Daytona USA, etc.) These use a potentiometer and the game can detect the wheel's exact position.
In general, games that used one type of wheel don't work very well with the other type. For example, when the car in pole position
crashes, the center of the wheel is reset to whatever position the wheel was in when the crash occured. This isn't a problem for a wheel
that spins endlessly and has no specific position it is meant to be held in, but if you have limited travel your new center might be all the
way against the stops.
360° wheels can be made to play better with 270° games by being limited by mechanical means (a stop),
or bkenobi has worked out a way to do it though software:
http://forum.arcadecontrols.com/index.php?topic=92363.0
More recently geecab came up with some source changes that makes 360° wheels work better in MAME without complicated workarounds:
http://forum.arcadecontrols.com/index.php/topic,130956.msg1341609.html#msg1341609 (probably the easiest route)
270° PC wheels work well with games that originally used a potentiometer wheel.
One benefit is that most PC wheels have an automatic "return to center" spring effect
even for games or emulators without force feedback. The downside is that most 360°
wheel games play very poorly.
A list of games that can be played with 360° wheels can be found here:
http://forum.arcadecontrols.com/index.php/topic,105961.msg1122792.html#msg1122792
A list of games that can be played with 270° immediately follows it.
Shifter - In general, there are 3 types of shifter;
Earlier games used a simple 2 position Hi-Lo shifter. Often these only had one switch in them to save money.
If the switch isn't tripped, the game assumes you are in the other gear.
Popular 3D games of the 90's used an H-Gate shifter
These usually had 4 gears in an H pattern with no reverse or clutch.
This is similar to a manual shifter in a real car where the shifter is put into gear and stays there.
Shifters that have more than 4 gears and work this way are still referred to as H-Gate shifters.
You can select "Automatic Transmission" when playing these games,
but they usually reward those who select Manual Transmission with a slightly higher top speed.
PC H pattern shifters work well with these games because they hold their position.
However they might not be ideal for games that used the next type.
The last category is Up/Down or "Sequential Shifters". These could either be shift paddles or
a 3 position (up/center/down) shifter knob that returns to center when it is released. These controls
move up and down through the gears sequentially with each tap.
My personal preference is to have both a 4 speed H shifter and shift paddles.
If the game has more than 4 gears, I'd rather just use the paddles. :)
Buttons - Additional buttons; 3D games of the late 90's usually had "start" and up to 4 "view" buttons.
Popular Midway games had 3 view buttons and a "radio" button.
To make navigation of the front end and pc games more intuitive, I mapped
the keyboard arrow keys to the 4 view buttons and put an arrow label on each.
The START button is mapped to ENTER and the EXIT button to ESC.
This makes a mouse or keyboard unecessary for most pc games.
D-Pads on PC wheels may serve the same purpose on newer games.
Force Feedback - Not supported in MAME. FFB is supported in a number of other emulators (see below).
Outputs - Shaker motors and lights (view buttons, race leader, etc) are possible with Howard Casto's Mamehooker
It works with MAME and Supermodel. Also works with M2Emulator when running Howard's Troubleshooter 2 app.
Emulators
I feel I should mentions something about PC spec requirements here. Emulating 3D driving games
requires a powerful processor, especially in MAME where the main processor is emulating everything
(including the 3D rendering that other emulators would have a video card handle). Though incomplete, this chart should give you some
idea of the requirements:processor horsepower chart
Emulators other than MAME that utilize the video card for 3D rendering require a good one. Onboard graphics are not going to cut it.
See the individual emulator sites for required specs.
Looking up driving games running on the emulators on youtube can also be useful.
Often the pc specs will be stated in the description.
Arcade
MAME - Good support for older sprite/scaling based games. A few 3D games will play well if you have a
fairly fast processor (2.8Ghz+ for Cruisin' USA, Cruisin' World. San Fransisco Rush.....4Ghz+).
A spreadsheet listing the games and details about their controls can be found here:
https://docs.google.com/spreadsheet/ccc?key=0Aq37CSO6oe1fdERrVGt0emFCWnh1WDBiaFdoUmcweHc&usp=sharing
There are separate sheets for each emulation status (good, imperfect, & preliminary).
This might be handy for determining which games will work on your cab, among other things.
(Notice that there are less than 20 potentiometer wheel games on the good status sheet)
The emulation status was last updated as of v.141
!!!IMPORTANT MAME CONFIGURATION INFORMATION!!!
For 270° wheels, set the joystick deadzone to .05 in the mame.ini file;
the default .3 means that you have to turn the wheel fairly far before it does anything.
Joystick saturation narrows the operating range of your wheel, i.e. you only have to
turn it halfway before MAME sees it as being turned all the way. Set it to 1.
Controls are mapped the same way as any other input in MAME (press TAB in game)
In the MAME menu under analogue settings, adjust the sensitivity to suit each game.
Most 270° wheel games require sensitivity set to the 100-200 range.
It also may be necessary to invert one or both of the pedal axis in this menu
if MAME registers a pedal as depressed when it is all the way up and vice versa.
Digital settings adjust how key presses respond when substituted for analogue controls.
They do not affect analogue controls.
Do not map the pedals to PEDAL INC and PEDAL DEC!
Do not map the wheel to DIAL INC and DIAL DEC!
Those are reserved for key presses being substituted for analogue input.
If you map an analog control to one of those, ANY movement will be interpreted the same as a key press would.
In other words, your controls won't be interpreted as analog anymore...and you're gonna have a bad time.
There is an issue with the way shifter input is handled in MAME.
A lot of the original arcade Hi/Lo shifters had only one switch that was held closed while in high gear.
The game would just default to Lo if that swich wasn't closed. For the sake of testing and ease
of use by the majority of people, MAME developers chose to make the shifter a toggle so the
button/key wouldn't have to be held down while trying to work all the other controls.
This causes problems when using the original controls. Most people end up adding a second switch to the
shifter and mapping the single toggle button in MAME to both the Hi and Lo switches in their shifter.
This works, but the shifter easily becomes out of sync (backwards)....very confusing for guests.
Dmod made a diff patch for MAME .127 that may work on other versions.
(You'll have to compile MAME yourself to install the patch)
There are some builds in this thread with Dmod's shifter fix applied:
http://forum.arcadecontrols.com/index.php/topic,134889.0.html
ShifterMAME and RacerMAME are other options - see below.
As of MAME v.151, the shifter toggle can be disabled in the game's individual cfg file!
More info here:http://forum.arcadecontrols.com/index.php/topic,135345.msg1397466.html#msg1397466
Shiftermame - minwah did a custom MAME build specifically for driving games based on v.125.
This build addresses shifter issues related to older games with Hi/Lo shifters.
Keep in mind v.125 might not include support for some popular games of the 90's.
RacerMAME - Similar to Shiftermame. Based on v.106 and
makes games compatible with any shifter. The author's shifter utility also allows sequential
shifters to be used with Sega Model 2 emulator.
Newer version based on MAME v.160 with groovymame patches now available!!
Cannonball - not an emulator, but a complete rewrite of Outrun into C++ by someone who knows the game inside and out.
Fixes glitches present in the original game and adds enhancements like force feedback, widescreen & 60fps.
Requires MAME Outrun roms for graphics & music. Other WAV files can be substituted for music.
You can also create your own tracks with the LayOut tool.
GeeCab's Sega Monaco GP 1979-1980 remake - Supports both 360° & 270° wheels.
Nebula's Sega Model 2 Emulator - (The reason I wanted a driving cab!)
Plays many 3D Sega racing games from the mid to late 90's
(Daytona USA, Sega Rally Championship, etc).
Supports Force Feedback. As of v1.0, supports full widescreen without stretching!
Can be set to "hold gears" if you are using buttons instead of a shifter that stays in place.
Multiple setups can be linked via networking (see readme file)
Tip - Pedals MUST be set to SEPARATE in Windows
Setup Guide
Vivanonno - Namco System 22 Emulator (These games are now playable in MAME, but require a VERY fast computer)
Plays Ridge Racer, Ridge Racer 2 and Rave Racer. Supports paddle shifting.
If any part of the settings.xml file is incorrect, Vivanonno will replace it with a new copy
of the default one. Keep a backup of your modified xml file!
Vivanonno sees buttons as one lower; i.e. Button #1 on the controller is seen as Button#0
Joystick settings for my Logitech MOMO wheel are:
<joystick><axis handle="X" gas="-Z" brake="-RZ"/> (Pedals set to SEPARATE in Windows)
Keyboard controls are entered like so (thanks isamu):
<keyboard><axis gas="X" brake="C"/><button coin1="1" test="S" service="A"/></keyboard>
(I still can't get keyboard mapping to work for me. I ended up adding to the autohotkey
script to make the keys I have post as the default keys)
THIS EMULATOR CANNOT BE LAUNCHED FROM A COMMAND LINE!
I launch it from my frontend (Mala) like a PC game, with a shortcut to an AutoHotKey script.
http://forum.arcadecontrols.com/index.php?topic=105642.0
Demul - Plays Sega Naomi, Atomiswave, Gaelco 3D, & Sega Hikaru games
Windows XP users are limited to version 0.5.6 due to newer versions requiring DirectX10 or higher.
Version 0.5.6 plays Crazy Taxi and Jambo Safari.
This version can launch via command line (demul.exe -run=naomi -rom=crzytaxi),
but does not launch fullscreen. An autohotkey script can be used to post Alt+Enter
to make it switch to fullscreen after launching.
Pedals must be set to combined.
Select a USA bios instead of auto if you want the game instructions in english.
In Jambo Safari, the lasso controls are mapped under the Player 2 controls.
[Joy2 Digital Down] throws the lasso, [Joy2 Digital Up] pulls the lasso
Sega Hikaru games like NASCAR Racing are still preliminary.
Naomi 2 games like Initial D are playable, but require a very powerful computer and video card.
Control mappings as of version .5.8 can be found here
Supermodel - Plays Sega Model 3 games
(Scud Race, Daytona 2, Sega Rally 2) Has a very comprehensive input system & force feedback
Requires MAME roms 0.143u6 or newer for force feedback to work.
Read the ReadMe file and the help section on the Supermodel website.
Search the Supermodel forums for the NoFog.glsl mod and
Lemans24 shifter fix to improve Lemans24.
Instructions for changing the region of the games can be found HERE
Console Emulators w/Analogue Support - These emulators work with potentiometer based wheel and pedals,
but may require the controls to be configured in the options menu
of each game, every time the game is launched. Tweaking analogue
settings to get the controls to feel right has been a challenge.
These games were meant to be played with gamepad thumbsticks which can change direction
much more quickly than a wheel.
If your PC steering wheel allows you to limit rotation, setting it very low (150° or less) helps.
I'm yet to get them tweaked well enough for my tastes.
This is a work in progress, but here is a spreadsheet of console games with wheel support:
http://forum.arcadecontrols.com/index.php/topic,134588.0.html
This does not mean that the emulator supports wheel emulation or force feedback,
only which games supported a wheel peripheral on the original console.
It may be useful to someone planning on using an original xbox or PS2 in their cab.
ePSXe - Playstation 1
The Dual Analogue gamepad was not released until three years after the PlayStation,
therefore the majority of games do no support analogue control.
You are required to press F5 after the game starts to activate analogue control.
Project 64 - Nintendo 64 (Ridge Racer 64, SF Rush, Rush 2, Offroad Challenge)
Many good ports of games not playable in MAME.
Gas=A, Brake=B on most games. Since these aren't analogue anyway, have logitech profiler
(if using it) post keypresses instead. It makes setup on the emulator easier.
nullDC 1.0.4 r50 w/PuruPuru plugin(included) - Dreamcast (Hydro Thunder, SF Rush 2049)
Configuring the controls can be difficult due to the pedals registering while
you are trying to program the other buttons. Combine the pedals and
decrease the sensitivity during configuration, then change it back when
you are done. Gas=Rshoulder, Brake=Lshoulder on most games.
(Demul emulator might be a better choice for Dreamcast at this point in time)
Dolphin - Gamecube/Wii (XGRA, Simpsons Road Rage, Burnout)
Plays some Nintendo Gamecube driving games: Compatibility list
There is an alternate build that plays Super Mario Kart GP 2 that ran on triforce arcade hardware.
ppsspp - PSP emulator. Plays Ridge Racer and Ridge Racers 2
I have not set this up on my cab yet, but plays well on my laptop.
PCSX2 - Playstation 2 emulator. I have not tried it, but know there are those with
powerful computers that have played some of the racing games to completion with it.
Now supports wheel emulation and force feedback!
CONTINUED ON NEXT POST.............
BadMouth:
PC games - Most older PC games (and some newer ones) require that the pedals be marked "combined" in Windows.
(Model 2 emulator requires them to be marked separate)
If using a logitech wheel, the Logitech Profiler software can automatically
change this setting when a game is launched.
If when you launch a game the menu scrolls uncontrollably, it's usually because the pedals aren't marked combined.
I don't want to list every PC driving game, but here are some notes about ones I have experience with:
Outrun 2006:Coast to Coast - Contains the arcade version of Outrun 2:SP.
Doesn't support force feedback. Still lots of fun!
When mapping the controls it will prompt you to press select,
but it wants you to press a different button for select than what is
used in every other screen for select. ::)
IIRC, it was one of the paddles on my Logitech MOMO.
Howard Casto's Outrun FXT patch here: http://forum.arcadecontrols.com/index.php/topic,147131.0.html
It adds many features including force feedback.
Crazy Taxi - Lacks the great music of the arcade version, but there are hacks out there
that let you add your own soundtrack. Info on mapping the pedals correctly:
http://forum.arcadecontrols.com/index.php/topic,134826.msg1391175.html#msg1391175
San Francisco Rush the Rock Alcatraz - This is an obscure (but accurate) port that only worked with one
video card on the market at the time. For that reason, physical copies are very rare.
It can be found on the internet though, packaged with a glide wrapper and an
alternative exe that allows it to run on other video cards. You must have
the disc in or an image mounted for the background music to play. It supports
FFB, but the wheel just kind vibrates the whole time and doesn't react when you
crash. Go into the glide wrapper and tweak the filters and effects to make it look
like the original. Not front-end friendly in that you must press W while in the
racing part of the game to activate analog wheel control, otherwise the car will
twitch like keys are being pressed rather than turn smoothly.
Midway Arcade Treasures 3 Deluxe - Contains some games not playable in MAME (Offroad Thunder, Hydro Thunder,
SF Rush the Rock, etc) MAT 2&3 in one package. The ones that are part of MAT3 do
not support analogue control! You can map the wheel to left and right, but the car
responds no differently than it would to key presses. The few that are on MAT 2 do
support analogue input (Hard Drivin, APB, Super Sprint, STUN Runner). Games can be
launched by individual exes. The command line is -f to make them run fullscreen.
SimBin (Race 07, Race On, GTR Evo) - Not cab friendly; requires a mouse to navigate the menu
Electronic Arts (Need For Speed Series) - Menu can be navigated with arrow keys, enter & esc.
On the older games, you must press Q to quit the game though.
(I used an autohotkey script to make my radio button post Q)
Codemasters (Grid, Dirt series) - These work pretty good. Menu can be navigated with arrow keys, enter, esc.
Cab Design - Driving cab project examples thread: http://forum.arcadecontrols.com/index.php/topic,130665.0.html
Here are some measurements (to within a half inch) of the Virtua On cab that I converted to a driving cab.
I'm posting this because I thought it would be useful as a starting point for someone designing
their own cab from scratch. If you are looking for exact and more complete measurements for
restoration or re-creation, look elsewhere.
NOTE: The metal box that the seat attaches to is a couple inches taller on my virtual on cab
than on the driving cabs I'll try to get the measurement from an M2 driving cab
next time I see one in the wild.
Gozer has Google Sketchup models arcade cabs (including some driving cabs) Here(thanks segalee!): https://3dwarehouse.sketchup.com/user.html?id=0098879480321870168359978
Interfacing Original Arcade Controls -
Before we get into interfacing original controls, I want to mention that there is a reason
you see unmodified or lightly modified PC racing wheels put into a cab.
If you want the most compatibility with newer games, it helps to be using a wheel that the
newer games were designed to use. Going this route avoids a lot of headaches and usually
results in being able to play more games than the fewer buttons on the original cab would allow for.
Logitech Profiler software can load custom wheel configurations on the fly whenever the related exe is
launched. This is extremely helpful when trying to get a wide variety of games and emulators all
working their best on a single machine.
A 360° wheel with the original optical encoder wheel and board would
interface via a U-HID, Opti-Pac, Opti-Wiz, mouse hack, or similar device.
Most wheels are "active-low" which means the outputs are pulled to ground (0v).
A few arcade wheels, such as Badlands or Roadblasters are "active-high", which
output + voltage instead (usually 5v). Only the Opti-pac is compatible with
active-high devices (requires setting changes via software).
Potentiometer based wheels would interface via an A-Pac, U-HID, gameport,
hacked pc steering wheel, or similar device. NOTE: Most arcade controls used
5k potentiometers. They may need to be swapped out, depending on which
interface is used. A gamepad hack would most likely require 10k pots.
A joystick port hack would require 100k pots.
The A-Pac & U-HID will work with the original pots.
The U-HID can pretty much be configured to handle anything and has outputs
that can be used for LEDs or shaker motors, but not force feedback.
Make sure your interface has enough analogue inputs. Splitting controls up
between multiple interfaces may work for MAME, but most pc games limit you to
one controller and the keyboard. This may be an issue if using separate pedals
or shifter that shows up as a separate controller in Windows.
It could also be an issue if using an A-Pac since that device it is seen by windows as TWO gamepads,
each with only two analogue inputs. This would cover only a wheel and gas pedal.
A U-Hid or pc wheel hack is probably the better choice.
Be aware that newer wheels use an optical encoder for the steering instead of a
potentiometer. There is a lot of gearing involved, so it can be difficult to mate it
with original arcade hardware. Older (or cheaper) potentiometer based wheels are much easier to hack.
Here is my hack of a Logitech MOMO Racing wheel.
(Including servo amp wiring for Happ force feedback motor)
Interfacing Force Feedback Wheels
If you are looking for the quickest route to real arcade force feedback with the minimum amount of work
then buy one of the following Global VR cabs that originally used an Immersion USB board:
Need for Speed GT, Need for Speed Underground, Need for Speed Carbon,
NASCAR Racing (not to be confused with NASCAR Racing by SEGA), Twisted - Nitro Stunt Racing
There may also be newer PC based cabs that utilize the immersion board.
These cabs ran a modified version of Windows XP, so windows drivers are available for the interface board.
(see link below)
If you already have an original arcade force feedback setup and are looking to hook it up to a PC, read on....
For Sega Model 1 or Model 2 force feedback System (Virtua Racing, Daytona USA, Sega Rally) the preferred method is Aganyte's L2M2 interface,
which you'll have to build yourself. here.
Everyone who has used this interface is generally happy with the results.
These are examples of what Model 1 and Model 2 force feedback systems look like. The force feedback motor is 110v and uses a clutch mechanism.
THIS DOES NOT WORK WITH MODEL 3 OR NAOMI HARDWARE (Daytona 2, Sega Rally 2, Initial D, etc)
People are working for a microcontroller (arduino) based solution and have shown working examples online,
but at this time I'm not aware of them making everything available in an easy to use package.
If you want to interface a Happ Active Steering system (very common, Cruisn', SF Rush, etc):
The preferred method would be to acquire a USB Immersion PCB. It is a usb interface for the Happ setup.
This is pretty much plug 'n play, but these boards can be difficult to find.
Info thread here: http://forum.arcadecontrols.com/index.php/topic,135310.0.html
This is what a Happ Active Steering system looks like. The force feedback motor is always fed 24v,
although I've seen the motors being used rated from anywhere from 36v to 90v.
Other methods to interface the Happ setup:
Aganyte has also designed a PCB to interface the Happ setup to a hacked logitech wheel:
http://www.gamoover.net/Forums/index.php?topic=20417.0
The most popular method, but most inconsistent in results is the Happ/servo amp/logitech hack.
I first saw this done by Mark Shaker. http://home.comcast.net/~mshaker/marks_arcade_006.htm
Another build using this method by thesharkfactor here: http://forum.arcadecontrols.com/index.php?topic=105186.0
There is a pinout of the servo amp wiring my thread about a Logitech MOMO hack: Logitech MOMO Racing wheel.
Some have not been happy with the results of the Happ/servo amp hack. There is an issue where centering feedback
must be turned way down to avoid having the wheel shake itself back and forth past the center point.
Two of the members here who were happy with the hack (as well as Mark Shaker) used the older original driving force.
Some of those who experienced the wobble used the Driving Force EX.
I'm not sure if that plays into it, but it might be a clue. Perhaps the EX had more rotation? I think this hack can still be figured out.
Driving Force: Driving Force EX:
Links you might find useful:
- sim racing training videos
http://www.insidesimracing.tv/ - Video reviews of games & wheels
http://www.thewayiplay.com/mainforum/index.php?topic=200 - Thread of sim racing setup pics
Billkwando's H shifter software collection (allows analogue joystick to be used as shifter)
Leo Bodnar Interfaces, Shift Lights & Gear Indicators (I have never dealth with him)
History of Racing Video Games by MetalJesus:
bkenobi:
EDIT: post hijacked by BadMouth to continue info
What to play with your 360 degree wheel:
MAME
American Speedway (set 1)
APB - All Points Bulletin (rev 7)
Bad Lands
Buggy Boy/Speed Buggy (cockpit)
Buggy Challenge
Change Lanes
Chase H.Q. (World)
Championship Sprint (rev 3)
Double Axle (US)
Demolition Derby
Drag Race
Fire Truck
Grand Champion
Grudge Match (prototype)
Hot Rod (World, 3 Players, Turbo set 1, Floppy Based)
Danny Sullivan's Indy Heat
Konami GT
Monte Carlo
Night Driver
Night Stocker
Ironman Ivan Stewart's Super Off-Road
Ironman Ivan Stewart's Super Off-Road Track-Pak
Pole Position
Pole Position II
Redline Racer (2 players)
Road Blasters
S.C.I. Special Criminal Investigation
Sprint 1
Sprint 4 (set 1)
Sprint 8
Super Sprint (rev 4)
Stocker (3/19/85)
Street Heat
Subs
Super Bug
Top Secret
TX-1
Wheels Runner
Geecab's Super Monaco GP Remake
Super Monaco GP
What to play with your 270 degree wheel:
Some of these games may require a bleeding edge PC or shifter workarounds
like RacerMAME (see the driving cab info thread)
I may make some system for denoting that later, but for now want to get
all the games that are playable listed.
I'll probably also mark the motorcycle or other type games in some way.
I haven't play tested all of these (especially the console games).
If you see something that doesn't work, let me know.
If I'm missing something that does work, let me know.
MAME (there have probably been some added to working status since
I last checked, please chime in if you notice something missing)
There are a few 360 degree wheel games that are perfectly playable with a 270 degree wheel.
Those are currently missing from this list. I will add when they're tested and verified to work properly.
A.B. Cop
Ace Driver
Aqua Jet
Big Run
Blomby Car
California Speed
Chase Bombers
Cisco Heat
Continental Circus
Cruis'n USA
Cruis'n World
Cyber Cycles
Dirt Fox
Driver's Edge
Enduro Racer
F1 Exhaust Note
Grand Prix Star
F-1 Grand Prix Star II
Final Lap 2
Final Lap 3
Final Lap R
Final Lap
Four Trax
Ground Effects / Super Ground Effects
1000 Miglia: Great 1000 Miles Rally
Mille Miglia 2: Great 1000 Miles Rally
Hang-On
Hang-On Jr.
Hard Drivin'
Hyper Crash
Hot Chase
Hyperdrive
Max RPM
Midnight Run
OutRunners
Out Run
Power Drift
Pocket Racer
Race Drivin'
Racing Hero
Radikal Bikers
Rad Mobile
Rad Rally
Rave Racer
Ridge Racer
Rough Racer
Round Up 5 - Super Delta Force
Stadium Cross
San Francisco Rush
Super Hang-On
Shot Rider
Side By Side
Side By Side 2
Slip Stream
Super Monaco GP
Speed Racer
Speed Up
Spy Hunter
Spy Hunter 2
Super Chase - Criminal Termination
Suzuka 8 Hours
Suzuka 8 Hours 2
Turbo Tag
Ace Driver:Victory Lap
WEC LeMans
--- Quote from: DarthMarino on May 02, 2015, 10:45:35 am ---Here is gameplay footage of most of the MAME games that benefit from a 270 degree wheel:
--- End quote ---
MODEL 2 EMULATOR
Daytona USA
Daytona USA '93 Edition
Daytona USA (Saturn Ads)
Daytona USA Turbo
Daytona USA GTX 2004
Daytona USA To the Maxx
Indianapolis 500 (Rev A Deluxe)
Indianapolis 500 (Rev A Twin)
Manxt TT Superbike
Motor Raid
Over Rev
Sega Rally Championship
Sega Rally Championship (Rev B)
Sega Rally Pro Drivin'
Sega Rally Championship
Sega Rally Championship (Euro)
Super GT 24Hr
Wave Runner
(Also check out the Daytona++ stickied thread for Nuexzz's mods)
--- Quote from: DarthMarino on May 09, 2015, 05:34:57 pm ---Model 2 games gameplay footage:
--- End quote ---
SUPERMODEL
Daytona USA 2 Battle on the Edge
Daytona USA 2 Power Edition
Dirt Devils
Emergency Call Ambulance
Harley Davidson & L.A. Riders
Le Mans 24
Scud Race
Scud Race Plus
Sega Rally 2
--- Quote from: DarthMarino on May 13, 2015, 12:01:34 pm ---Model 3 gameplay footage:
--- End quote ---
Viva Nonno (these are playable in MAME, but require a very powerful PC to run in MAME)
Ridge Racer
Ridge Racer 2
Rave Racer
Cannonball
Outrun
Geecab's Super Monaco GP Remake
Super Monaco GP
Dolphin Triforce
Super Mario Kart GP 2
DEMUL - Atomiswave
Faster Than Speed
Maximum Speed
DEMUL - Gaelco 3D
ATV Track
Smashing Drive
DEMUL - Sega Naomi
18 Wheeler - American Pro Trucker (haven't checked to see if working in newest version)
Crazy Taxi
Ferrari F355 Challenge (may be working in next version)
Jambo Safari
Wave Runner GP
DEMUL - Sega Naomi 2 (glitchy in my experience)
Club Kart European Session
King of Route 66
Wild Rider
DEMUL - Sega Naomi 2 GD-ROM (some glitches, but playable on bleeding edge computers)
Initial D Arcade Stage
Initial D Arcade Stage version 2
Initial D Arcade Stage version 3
DEMUL - Sega Hikaru (may be playable in next version)
Star Wars Pod Racer
NASCAR Racing
PC based arcade hardware for which the games have been hacked to be playable on a regular PC
Battle Gear 4 Tuned
Chase H.Q. 2
Sega Racing Classic
Sonic Sega All-Stars Racing
The Fast and the Furious
Valve Limit R
Wacky Races
Linux/Ubuntu
Dead Heat
Console (Analog Control only):
To be honest, I've never been able to get the controls dialed in well enough for these to feel right to me.
As a result, I've played very little of the console games on my cab.
If you have the option, the main thing is limiting the amount of your steering wheel rotation. (if you have a Logitech G27 with 900 degrees of rotation, reduce it to 150 degrees or less)
A lot of these games were designed to be played with an analog thumbstick which can change direction quickly.
There's just no way to change direction on a wheel that quickly if the wheel needs to be rotated 270-900 degrees.
There are some good ports on Nintendo 64 for games that either don't work or require a lot of horsepower to run in MAME.
Nintendo 64 (Project 64)
AeroGauge
Automobili Lamborghini
Beetle Adventure Racing!
California Speed
Carmageddon 64
Choro Q 64 2: Hachamecha Grand Prix Race
Cruis'n Exotica
Cruis'n USA
Cruis'n World
Destruction Derby 64
Diddy Kong Racing
Excitebike 64
Extreme-G
Extreme-G 2
F-1 World Grand Prix
F-1 World Grand Prix 2
F-Xero X - Nintendo
F-1 Pole Position 64
F-1 Racing Chapmionship
GT 64: Championship Edition
Hot Wheels Turbo Racing
Hydro Thunder
Iggy's Reckin' Balls
Indy Racing 2000
Jeremy McGrath Supercross 2000
LEGO Racers
Mario Kart 64
Mickey's Speedway USA
Micro Machines 64 Turbo
Monaco Grand Prix
Monster Truck Madness 64
MRC: Multi-Racing Championship
NASCAR 99
NASCAR 2000
Off Road Challenge
Penny Racers - Takara
Polaris SnoCross
Rally Challenge 2000
Ridge Racer 64
Road Rash 64
Roadsters
Rush 2: Extreme Racing USA
S.C.A.R.S.
San Francisco Rush
San Francisco Rush 2049
South Park Rally
Star Wars Episode I: Racer
Stunt Racer 64
Supercross 2000
Top Gear Hyper Bike
Top Gear Overdrive
Top Gear Rally
Top Gear Rally 2
V-Rally Edition '99
Vigilante 8
Vigilante 8: 2nd Offense
Wave Race 64
Wipeout 64
World Driver Championship
Sega Saturn
Choro Q Park
Code R
Crimewave
Gran Chaser (Cyber Speedway)
Daytona USA
Daytona USA: Championship Circuit Edition
Daytona USA: CCE NetLink Edition
Daytona USA: Circuit Edition
Destruction Derby
Die Hard Trilogy
F-1 Challenge
Formula Karts Special Edition
Gale Racer (Rad Mobile)
GT 24
Hang-On GP
High Velocity: Mountain Racing Challenge
Highway 2000
Impact Racing
Manx TT Superbike
NASCAR 98
The Need for Speed
Race Drivin'
Road Rash
Saturn Power N°. 5 - WipeOut 2097
Sega Ages (Outrun)
Sega Ages Memorial Selection VOL.2 (Monaco GP)
Sega Ages Power Drift
Sega Rally Championship
Sega Rally Championship Plus
Sega Touring Car Championship
Shutokou Battle '97
TNN Motorsports Hardcore 4x4
Touge King the Spirits 2
Virtua Racing
Wangan Dead Heat + Real Arrange (Highway 2000)
Wangan Trial Love
Winter Heat
Wipeout
Wipeout XL (Wipeout 2097)
SEGA DREAMCAST (Demul or NullDC)
18 Wheeler: American Pro Trucker
4 Wheel Thunder
4x4 Evolution
bleem! Gran Turismo 2
Crazy Taxi
Crazy Taxi 2
Demolition Racer: No Exit
Daytona USA 2001
Ducati World Racing Challenge
Exhibition of Speed
F1 Racing Championship
F1 World Grand Prix
F1 World Grand Prix II
F355 Challenge
Hydro Thunder
Jeremy McGrath Supercross 2000
Looney Tunes: Space Race
Mag Force Racing
Metropolis Street Racer
Monaco Grand Prix
Pen Pen Tricelon
POD: Speedzone
Re-Volt
Roadsters
Rush Rush Rally Racing
San Francisco Rush 2049
Sega GT
Sega Rally Championship 2
Sno-Cross Championship Racing
South Park Rally
Speed Devils
Spirit of Speed 1937
Star Wars: Episode I Racer
Stunt GP
Super Runabout: San Francisco Edition
Surf Rocket Racers
Suzuki Alstare Extreme Racing
Test Drive 6
Test Drive Le Mans
Test Drive V-Rally
TNN Motorsports HardCore Heat
Tokyo Xtreme Racer
Tokyo Xtreme Racer 2
Toy Racer
Trickstyle
Vanishing Point
Vigilante 8 Second Offense
Wacky Races
Walt Disny World Quest: Magical Racing Tour
Zusar Vasar
NINTENDO GAMECUBE (Dolphin)
4x4 Evo 2
Auto Modellista
Burnout 2: Point of Impact
City Racer
Crazy Taxi
Dakar 2: The World's Ultimate Rally
Eighteen Wheeler American Pro Trucker
F-Zero GX
Hot Wheels: Velocity X
Mario Kart: Double Dash
Nascar Thunder 2003
Nascar: Dirt to Daytona
Need for Speed Hot Pursuit 2
Need For Speed Underground 2
Need for Speed: Carbon
Need for Speed: Most Wanted
Pro Rally 2002
R: Racing Evolution
Rally Championship
Street Racing Syndicate
The Simpsons Hit and Run
V-Rally 3 (Europe and Japan only)
Wave Race Blue Storm
XGIII Extreme G Racing
PLAYSTATION (ePSXe with NeGcon plugin)
See this thread for details: http://forum.arcadecontrols.com/index.php?topic=142360.0
Advan Racing
Atari Anniversary Edition Redux
Auto Destruct
Burning Road
Choro Q 2
Choro Q 3
Colin McRae Rally
Colin McRae Rally 2.0
Crash Team Racing
Cybersled
Dakar 97
Destruction Derby
Destruction Derby 2
Destruction Derby Raw
Explosive Racing
Extreme 500 aka. Suzuki Alstare Challenge
Felony 11-79/Runabout
Formula 1
Formula One 2000
Formula One 2001
Galaxian 3
Gran Turismo
Gran Turismo 2
Grand Tour Racing 98
GT All Japan Touring Car Championship
GT Max Rev
Hyper Rally
Initial D
Italian Job
Js Racin
Jupiter Strike Lack of twist support causes issues, according to reports
Kattobi Tune
Max Power Racing aka. C3 Racing
MaxRacer
Meisha Retsuden - Greatest 70s
Mille Miglia
Motorhead
Motor Toon Grand Prix
Motor Toon Grand Prix 2 aka. Motor Toon Grand Prix in US
Namco Museum 1 Twist support in Pole Position only, all games fully playable.
Namco Museum 3 Twist support in Pole Position II only, all games fully playable.
Naniwa Wangan Battle
Nascar 2000
Need For Speed
Need For Speed 2
Need For Speed 3 - Hot Pursuit
Option Tuning Car Battle 2
Race Drivin Go Go
Racingroovy
Rage Racer
Rally Cross
Rally Cross 2 Fully playable, but track editor might not be 100% usable with Negcon.
RC de Go!
Red Asphalt aka. Rock n Roll Racing 2
Ridge Racer
Ridge Racer Revolution
Ridge Racer Turbo/Hi-Spec Not compatible with Interact V3.
Ridge Racer Type 4 Not compatible with Interact V3.
Rollcage
Rollcage Stage II
Runabout 2
Rush Hour aka. BattleRound USA aka. Speedster
San Francisco Rush Save menu not fully compatible, otherwise fine
Shutokou Battle R
Side-by-Side Special 2000
Speed King
Street Scooters
Tempest X3
Test Drive 4
TNN Motor Sports Hardcore 4x4
TOCA Championship Racing aka. TOCA Touring Car Championship
TOCA 2 - Touring Car Challenge aka. TOCA 2 - Touring Cars
TOCA World Touring Cars aka. Jarrett and Labonte Stock Car Racing aka. WTC - World Touring Championship
Tokyo Highway Battle Recognized, but twist and L button not supported. Not enough buttons for all functions.
Tommi Mäkinen Rally
Touge Max
Touge Max G
Toyota Netz Racing
Twisted Metal Recognized in menus, but game cannot be properly configured for the Negcon.
V-Rally
V-Rally 2 Track editor might not be fully operable with Negcon. Not compatible with Interact V3.
Wangan Trial
Wipeout
Wipeout 2097/XL
Wipeout 3
World Stadium 2
World Stadium EX
Wreckin Crew
PSP (PPSSPP)
Ridge Racers 2
PLAYSTATION 2 (PCSX2)
...to be continued when I have a PC fast enough to run PS2 games
thesharkfactor:
excellent work!! great thread!!
i have finally finished my driving cab only yesterday (got the ps3 talking to the monitor properly) .. link to build thread in 1st post above..
here she is running outrun2sp (outrun online arcade on ps3), next to my jamma/mame cab i resto'd earlier in the year..
http://www.buchananmotors.com/tmp/cabinets/DSC01132.JPG
it drives perfectly!. lol..
for those that havent seen it before.. it started life as a SEGA Touring Car, model 2. later converted to Naomi2 initial d. i stripped it out and sold off the sega hardware. I hacked in the pcb's of a logitech ffb wheel hooked up to a happ arcade ffb wheel through an amplifer. i have a happ 4speed shifter for use with model2 games (sega rally/daytona) and shifter sequential shifter buttons i fitted in the midway steering wheel.. it runs pc games and mame and model2 emulator- with full force feedback! and- becase i used a ps2/3 logitech wheel as the donor, it is fully compatible with ps3 and ps2 also!!
the ps3 connects to the arcade monitor through HD Fury and runs at 480p.- which is spot on and looks great!
http://www.buchananmotors.com/tmp/cabinets/DSC01126.JPG
anyone can use the informaion in this thread, and the thread i created to build thier own machine. alot of work, but worth it..!another note- you can buy an old arcade driving cabinet like mine, sell off the hardware and have the machine and monitor costing zero!! no excuses!!
cheers
months of work, all good fun!
Generic Eric:
I found a new forum
Fifteen pages of pictures with links to project announcement threads:
http://www.thewayiplay.com/mainforum/index.php?topic=200
Also: A way to reverse mount pedals
step one:
step nine:
credit: http://chilicoke.com/mods/reversepedal.htm
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