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Ridge Racer Multiplayer Link - Coming......

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BadMouth:
That unknown board in the ebay auction is the ffb board.  If you search "Namco motor", there are more.
This is a better top down shot if anyone wants to look up the chips to figure out how much this thing is doing onboard.

MartinJames:
Great news on Rave racer, but as Howard has said, it really doesn't seem worth hooking it up for one game.

Thanks for the comments re Arcade. Its gogin to get loads bigger soon. Im going to MAME Ridge racer next week in wait for the link up code.

Martin

Howard_Casto:

--- Quote from: BadMouth on March 26, 2013, 02:11:12 pm ---
--- Quote from: Howard_Casto on March 26, 2013, 01:14:06 pm ---This has been years so my memory may be a little fuzzy, but I remember looking at the feedback bytes for the sys 22 games and going "well I'm not doing that" 

I mean it's possible to hook up, don't get me wrong, but while your typical sega will have a single byte for ff, maybe two more for tilt if it's a really fancy cab, sys 22 had like a 4 or 8 byte bank that had all the data mushed together, strobing at different time intervals... it was really complex.

--- End quote ---

If the ffb board is missing from the emulation, is it possible that the complicated info is sent to the ffb board which translates it into simpler motor pulses?
In other words, if ffb board emulation were added (assuming it's missing), would the final outputs be simpler?

I'll dig into the rom history and rom labels when I get a chance, or maybe just be lazy and ask hap.  :P

--- End quote ---

It's entirely possible, but I don't know if there would be much to dump.  You (and by "you" I mean somebody else, I'm not one of those hardware guys) might be able to look at the board and tell how it's parting out the data, but that doesn't mean that there's a pic/avr on the thing with code in it.  For the output I've done thus far in mame, I've written software functions to parse and part out the raw code.  There hasn't been any hardware level emulation to speak of.  There really isn't any point either... why make a driver for a 555 timer or a multiplexer?  If you want to see a mess, take a look at the recoil code for some of the midway games.  Operation Wolf 3 is also especially horrid.  ;)

BadMouth:
hap responded that there aren't any roms or CPUs on that board and the I/O section of the current driver is too much of a mess to even think about the function of an external board. 

I'm still curious about what purpose all those logic chips serve. 
It's over my head, but if I come across one cheap enough I may get it to experiment with.

Howard_Casto:
Just a guess but it's probably got multiple (de)multiplexers some timers, maybe some DAC converters ect....

Whatever that board is doing, it takes seemingly random garbage and does something with it. 

Something that arcade game developers don't seem to get is that your output test menu needs to be REALLY extensive to troubleshoot the hardware, which I would think would be beneficial to real cabinet owners as well.  If the few outputs I've hooked up in mame (and now model 2) the ones that I managed to hook up properly had really good test modes that told you what is going on.  Rave Racer's test screen just has a "force feedback test on/off" setting with no visual indicators as to what is supposed to be going on while the test is running. 

I'm having the same problem with some of the more interesting sega ride-ons.  I'll probably never figure out a game like rail chase and it's motion cab because there isn't a test menu where you can move each piston up and down individually.  It SEEMS like there is, but there actually isn't.

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