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Sega Model 2 Emulator Full Screen Shooter fix - RamjetM2Borderless - App
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Howard_Casto:
vandale:  Most likely.  Don't compare Macs and Pcs though... Macs are wierd.  ;)

isamu:  Yes that's what we are referring to, but I do NOT have the source code.  If I did I could have added these additions in like an hour. 


Anyway, I woke up eraly this morning (bah! I need to sleep!) and thought I would implement my mice enumeration function for that little rawmouse app I posted a week or so ago.  The good news is the enumeration numbers of the mice are in the same order as model2 detects them!  With that knowledge in mind here is the revised plan of attack for the lightgun games:

1.  You setup in the troubleshooter if you'll be using mice (or lightgun's that show up as mice) or joysticks.

2.  If you are using joysticks, prior to m2 launching, the ts writes to the emulator.ini and sets rawinput to 0, if you are using mice, it sets rawinput to 1 and sets the RawDeviceP1 and P2 in the ini to the devices you have defined in the troublshooter. 

3.  Instead of ts getting launched automatically via lua scripts, we do it the other way around, ts now launches m2. 

So basically what will happen in lamens terms is if you are using a joystick device, I'll use my reload NOPs and you'll map your joystick buttons of choice in Model2.  If you are using mice, I won't use any code, instead just letting m2 read the mice buttons as normal.  In either case I'll block out the axis movement and handle it myself. 

In other words, it's merely the axis movement in m2 that's broken, so instead of pulling my hair out trying to include triggers as well, why not just let m2 handle them normally?  The only catch will be that you can't mix and match devices.  You can use either mice-based devices or joystick ones, not one of each.

This will cover every game but bel, and honestly I've accepted the fact that it will need a convoluted custom function anyway.  Also it was mentioned in another thread that Virtua ON has screwed up controls.  It will take another custom function, but if it's fixable I'll do that one as well. 
mike boss:
Keep up the awesome work guys.
I look forward to getting the completed project installed.

Howard_Casto:
I gotta go in a few minutes, but I thought I would fire up Virtua ON and look at my cheat engine file with it running to try and track down the problem. 

Seems to be a coding error... there are two banks for the inputs on the game, one for the left stick in the usual place, and another for the right one byte over.  There's an error where only one bank can be written to at a time, thus why both sticks can't be pressed together.  It might be fixed via new code so somebody more talented than me might want to check it out. 

The area in memory (on multi cpu) is 58f91e for the right stick's bank, and 58f91d for the left (which also houses stuff like the coin/start/and menu buttons).  A single NOP located at +B75CF disables both.

When I NOP the location mentioned and manually adjust the banks I CAN get both sticks to work at the same time, so regardless of the approach it is fixable. 
Howard_Casto:
Worked a little more on things tonight. 

Gunblade is my goto test game, so I tried the new theory about simply letting m2 handle the inputs.  Seems to work fine.  What I did was revert the inputs in m2 to their default,  Z for p1 button 1 and X for p1 Button 2 (which is actually p2 button 1 in the gun games) I then used the troubleshooter in joystick mode and assigned the triggers on that end to the first button of the joystick.  When running, troubleshooter just simulates pressing the Z key and that works just fine.  I then went on to try the game in mouse mode.  Now TS still sends the Z key, but it doesn't interfere with the pressing of the mouse buttons, so no need for a special case. 

Anyway, I'll keep working on it. 

Also somewhere along the line, my NOPs for rail chase 2 got screwed up....  It probably happened when I was trying to get BEL working as I kept copying and pasting back and forth in the ini files to try different addresses.  It's fixable, but that's annoying because now I'll have to go back and try them all again, which will take the better part of an afternoon. 

So hopefully if I spend this weekend getting my ducks in a row with the ini files and writing the special reload function for the lightgun games, I'll be ready at least for an alpha release, soon. 
Howard_Casto:
Thought I'd take a little break from the m2 end of things again and do some finishing touches on the pc games. 

Installed a pc version of VCop (which sucks) and played around with it to get the double reload function working. 

I honestly don't have a clue why it's setup that way. 


I want to go back to the pc stuff later on and make sure all menus are usable via the gun buttons, but for now, vcop was the last special case thing I had to deal with. 
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