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Sega Model 2 Emulator Full Screen Shooter fix - RamjetM2Borderless - App
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helltraum:
Well I've just got my AimTraks (with recoil) and I think they're brilliant, they're really easy to setup and calibrate and they see pretty accurate in games, much more than my experience with using Wii motes or Playstation Move.
Howard_Casto:
Well the problem about the aimtrack recoil method is it's fake.  I talked to andy a couple of years ago about making the recoil bit writeable, so mamehooker can send the game-controlled signals, but I don't think anything ever came of it.  Seriously MH can do raw HID writes.... all I need is an address and some data to send. 
Howard_Casto:
Sorry, didn't finish my thought (gold rush is on) right now I'm looking for a good shell.  There are these generic wiimotes (cheap chineese knock-offs) you can get, with nunchuck for around 4 dollars.  I've tried them and the only snag is they don't work right with glovepie unless a nunchuck is installed.  That's actually ok for me because I wanted to be able to plug in a foot padel anyway for soem of those oddball sega shooters. 

So the plan is to hack one of these up a little.  I wanted to use the triggers from the nunchuck and put them inside a shell, hack the rumble and make it to where I could change out shells (maybe a machine gun shell with a fiercer ff for the analog gun games, and a small pistol version for the others). 

I wouldn't nearly be as seamless as an aimtrack, we still have bluetooth issues, but 4 dollars+shell as opposed to 50 dollars +shell.  ;)
Howard_Casto:
Ok I got the Virtual On Hack in place and it appears to work.  I can jump now at least.  ;)  It still needs some finishing work.  Right now only keyboard inputs are hooked up, I want to optionally allow for joysticks.  Since it's possible that the user could use a single, two axis joystick, or two seperate joysticks, it will require a bit of special code. 

Anyway, while working on that, I stumbled upon an idea to fix Behind Enemy Lines.  You see each m2 game has three banks for the inputs, one for the start/coin/ect, one for p1's controls and another for p2.  If I NOP any part of the mice input, it crashes m2, so that flat out won't work.  It's one of the reasons getting reload to work was so tiring... reload is a mouse only input.  But I started thinking... the gun games only use the player one bank for the triggers... player 2 just sits there.  So I took the assembly code that reads bank1 and modified the pointer to read bank 2 instead.  BAM!  Truely redefinable trigger/reload inputs! 

Now they show up a little wonky in M2:
M2 Description:     Actual Input:
P2 Button 1          P1 Trigger
P2 Button 2          P2 Trigger
P2 Down              P1 Reload/trigger 2
P2 Up                  P2 Reload/trigger 2

The import thing though is that they work.  That essentially fixes BEL!

I'll have to write a special function though... as of now only NOPs are supported, I'll have the add the option in the NOP section to change each byte into a specific value.

I had thought about re-directing the memory space when ramjet suggested it, but sharing a space across two apps is potentially dangerous.  If one of them screws up it could lead to a BSOD... or at least it could in Xp systems.  But since I'm using an existing memory space within M2, it is much safer and I feel, doable. 

Not only that but this trick should work for all the other lightgun/gun games as well.  So no more fighting m2's mouse code or jerry-rigging the triggers, I can handle the whole she-bang on my end. 


So yeah, I'm going to have to implement this function and change things a bit, it's going to take a few more days... but it should be well worth the wait.
Howard_Casto:
*Update*

Implemented a very simple "replace" option in the NOP section of the INI files.  Added this little bit of code to bels ini file and it indeed fixed the triggers!  I'll try it on the other gun games tomorrow. 

I'm not sure how I feel about this.... I had intentially made the memory editing portion of the ini files NOP only.  The reason being if you give people the ability to not only disable code, but also alter it, you've essentially built a cheat engine.  I'm not against cheat engines or cheat codes.. so long as everyone is in on it.  Online cheating is a pita though and I don't endorse it.  Hopefully people will use this "feature" responsibly. 
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