| Main > Software Forum |
| Sega Model 2 Emulator Full Screen Shooter fix - RamjetM2Borderless - App |
| << < (50/78) > >> |
| Howard_Casto:
Did some work with the sega vs billboard for the fighting games. I found the data at 0x559CA8, which is the standard location, but I can't figure it out, so somebody with a bit more experience is going to have to look at it. It is indeed multi-plexed and it does throw the winner lamps into the same byte that controls the 7 segment display. In the test menu, the p1 winner lamp shoots out a value of 144 and the p2 lamp a value of 152 but these are NOT the bitmask values... they can't be because they aren't powers of 2. So there is an address register in there somewhere and then the value. My guess would be the registers are a low value, like 4 or 8 and then the rest of the number is the 7 seg code. Maybe a look at some 7 segment displays in mame would help, I dunno. |
| Howard_Casto:
I thought I might add the ability to close the emulator with some optional exit keys so I went ahead and put that in. Every single pc game as well as m2 exit with the press of alt+f4, so that makes things easy. I thought about it though and I'm going to have to make a generic ini file for the rest of the model 2 games. It'd be a pain in the butt to rig up an exit key solution for only the games that don't have outputs or guns. |
| Howard_Casto:
Well I started hooking up that elusive trigger/reload code. The good news is that it works. The bad news is my bitmasking code is bad or something so I'm not sending the correct values. It's getting late, so I'll look at it tomorrow. |
| Howard_Casto:
Well there are more issues with the reload code than I expected. After working on it all last night I determined that the "down" trick doesn't work as I thought it did. I dunno why I was working before... maybe a combination of different NOPs I tried had disabled it or something, but it isn't working now. Now I did manage to use the reload info I had found previously to get vcop working, and it works just fine, but the other games don't. So to clarify: vcop 100% working gunblade 100% working rail chase 2 100% working behind enemy lines - grenade button not working vcop 2 - reload button not working hotd - reload button not working. It might be one of those deals like the axis, where there are multiple writes and I just have to find the correct one for each game. Honestly I'm tired now though, so I'll work on it tomorrow. |
| Howard_Casto:
Ok I'm starting to understand why vcop is a special case now. It seems that all the lightgun games have an extra bit for reload. For vcop it's at +18F7BC and values are ADDED to a buffer for the reload signal... in other words it's 0 when nobody is reloading, 1 for p1 reload , 2 for p2 and 3 for both. For hotd it's at +18F7DC and the values are SUBTRACTED to a buffer for reload... 3 for no reload, 2 for p1, 1 for P2 and 0 for both. So yeah I figured out HOTD at least, and maybe the others work this way as well. One thing is certain... the reload procedure is so complex for these m2 games (on top of this I have to freeze the keyboard input and simulate a trigger press to reload) that I'm going to have to hard-code some functions for them... which sucks because I wanted to keep things as generic as possible. **update** I remembered that hotd and vcop2 have more similar hardware than the original vcop, so I looked and sure enough, the addresses for hotd work for vcop2 as well! So now all that's left is the annoying Behind Enemy Lines... AGAIN I'm actually busy this week so I'm not sure how much I'll get done. I just worked on it a little tonight to make sure my original idea for reload wasn't a dead end. |
| Navigation |
| Message Index |
| Next page |
| Previous page |