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Author Topic: fooling with m2emu network  (Read 17880 times)

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SailorSat

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fooling with m2emu network
« on: July 07, 2013, 10:04:59 am »
Hi Folks :)

I've recently upgraded my 4 player setup to 8 players and had quite a nice time running daytona with 8 players (though I messed the live screen :)).

As some of you know, the m2 emulator has actually two modes of network emulation, both with some drawbacks.
  • "unsynched"
the default mode is not synched at all. while this works pretty well, it causes flickering cars in daytona, "random" time in sega rally and network errors in pretty much every other game.
 
  • "framesynched
the alternate mode is synched per frame ("framesync 1" in m2network.ini), this works more stable, but sometimes the game stops for a second or two. as a fun fact, it also hiccups on "solo" mode (linked to itself).
[/list]



So I've started tinkering with the network. I wrote a small tool to "view" the packets and tinker with em.
As it turns out, the whole buffer (8 sets of data) is sent each frame by each unit.
For playing online, this can be optimized a lot by only sending out 1 set of data

Sadly even a 1 player "framesync" setups keeps pausing now and then so my initial focus was to find out why the cars flicker in daytona, and how to get it fixed.
On the other hand, I like to fool around with stuff .)

Well... Long story, short conclusion:
I am able to "fake" an 8 player setup for the client - which is pretty nice as you can literally join the action anytime you want. (and quit if you are in attract mode)
I build some kind of "client server" system for "remote" play. Long term goal would be to link up players around the globe.


As a side effect I discovered sega rally can be played with more than 4 players - though thats more of a glitch .)
For a fact, Car 1 means MASTER, Car 2 to Car 4 mean slave. Each Car Number can be used multiple times.
First glitch - The attract mode shows some bogus sprites for 1 and 5-8 player mode.
Seconds glitch - All Cars with the same number share the same starting point - which will cause a "crash" at start and resulting in everybody getting pushed appart.
Third glitch - Timer goes apeshit right away :)

Other than those, the game itself works fine, you can drive normaly and even see all players on the map.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #1 on: July 07, 2013, 12:50:43 pm »
thanks for working on m2emu network. I trust that you can fix it and play with players around the world to daytona usa and not see the cars flashing more.

thank you very much SailorSat  :notworthy: :notworthy:

SegaOutrun

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Re: fooling with m2emu network
« Reply #2 on: July 07, 2013, 01:02:10 pm »
sweet. keep up the good work

Nuexzz

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Re: fooling with m2emu network
« Reply #3 on: July 07, 2013, 03:48:16 pm »


We can do some online testing tool in beta version?

Brian74

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Re: fooling with m2emu network
« Reply #4 on: July 07, 2013, 04:55:24 pm »
I'm in for some testing.

Sent from my Nexus 7 using Tapatalk 2

         

isamu

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Re: fooling with m2emu network
« Reply #5 on: July 07, 2013, 06:32:29 pm »
Sailorbot that is VERY exciting news. Glad to see someone picking up the network emulation in Model 2 and improving it. If you get it to where we can all play Daytona and Sega from all around the world with minimal lag and a nice GUI and lobby system, there's gonna be quite a few of us Sega heads that's gonna jump on this! Keep us posted buddy!!!

SailorSat

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Re: fooling with m2emu network
« Reply #6 on: July 08, 2013, 02:32:23 am »
What I can say for now is - the flickering cars are "out of order" frames.
Just overwriting the frame numbers DOES work and fix the flicker, however we get problems with the attract mode and track selection.

Goal for now is figuring out the "header" (first 32bytes of each frame). It contains a system state, a game state, and a message group.
First thing however was/is to "patch" the emulator itself to not send "M2EM" with every packet .) don't know if the real hardware sends a head (most likely SEGA).
« Last Edit: July 08, 2013, 02:34:13 am by SailorSat »
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #7 on: July 08, 2013, 12:24:55 pm »
Here I leave some research I did, if you can help

1) NO CARS collide. VALUE = 1       
Code: [Select]
RAMBASE+A0A10A4
-----------------------------------------------------------------------------------------------------------------------------------------

2) DETERMINE AMOUNT OF CARS RIVALS. VALUE = 0 TO 39     
Code: [Select]
RAMBASE+A0A3220



Table
« Last Edit: July 08, 2013, 12:39:41 pm by Nuexzz »

Nuexzz

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Re: fooling with m2emu network
« Reply #8 on: July 08, 2013, 02:33:43 pm »
SPEED CAR (HORNET) MAY INCREASE AND DECREASE.   
Code: [Select]
RAMBASE+A1551D4

ant2

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Re: fooling with m2emu network
« Reply #9 on: July 09, 2013, 03:33:50 am »
Good job. Be great to play those racers online :)

SailorSat

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Re: fooling with m2emu network
« Reply #10 on: July 10, 2013, 06:26:56 am »
Nah, offline!


DAAY TOOO NAAA ;)

I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


BadMouth

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Re: fooling with m2emu network
« Reply #11 on: July 10, 2013, 09:10:29 am »
Nah, offline!


DAAY TOOO NAAA ;)

Friggin' awesome!  :notworthy:

SailorSat

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Re: fooling with m2emu network
« Reply #12 on: July 14, 2013, 05:59:54 am »
hm...
haven't found a reliable way to fix flickering yet.

however I currently read the game state and overwrite the frame number. this fixes flickering though it breaks the timer. if the counter goes too low, i simply stop overwriting the frame number, causing the cars to flicker and the timer to sync up again.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Boomslang

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Re: fooling with m2emu network
« Reply #13 on: July 14, 2013, 08:30:30 pm »
keep it up mate! doing great work

Nuexzz

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Re: fooling with m2emu network
« Reply #14 on: July 24, 2013, 06:41:40 pm »
any news about the project ?  :dunno

SailorSat

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Re: fooling with m2emu network
« Reply #15 on: July 26, 2013, 07:27:57 pm »
Nothing specific.

Still don't understand why I can't renumber the packets without the game going desync.

It IS possible to trick a nineth player into the ring (read only though) which can in turn used to position the camera on several defined spots on the course.
However, I have yet to actually do that .)
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Xiaou2

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Re: fooling with m2emu network
« Reply #16 on: July 28, 2013, 01:27:02 am »
I think you have to try to think like the people who built these programs / protocols...

 For example..

 What kinds of things would you need to communicate with the other machines to make everything work?
 What kinds of things could cause problems with communications?
 What effects would happen from missed data?
 What kinds of things could you do to remedy such problems.. keeping the game functionally usable?

 I think that there is an internal timer that each game checks, and communicates with each other.  That way, even if somehow a packet was lost, lagged, or corrupted.. the system would know how to piece the information together to make things work properly.

 It would seem that if theres some sort of lag in one machine.. the others try to compensate by pausing or tossing out data.  ??   Causing the flicker frame issues.

 By changing the data, the game goes ape,  probably because the values are tied into each other.  It might be trying to reverse engineer what actually took place and fix that with a certain process.   Each time theres a communication break, its going to do Something.. because the game needs to know what things are where, to process collisions and keep accurate race positions and finish-line status.

 I would guess that if a systems link got totally busted while multiple racers were at it... after a series of missed connections, it would eventually either give up and create an error / reboot.. or would carry on and start making artificially intelligent assumptions about where things were supposed to be based on last know data... and eventually may realize it would just need to take full control as if it were a single player game.  (either having the cars auto drive at a set pace, cars coast to a stop as if the driver fell asleep, using AI to drive them competitively, or remove them completely)

 Other things to think about... is that if all the machines were turned on at different times...  wouldnt that mean that the scanline timing between all of them would possibly be different between each monitor?  As such,  trying to tie things into frames may be an issue.  Especially since even if a game isnt displaying whats happening.. things are still taking place.

 As such, precise data about  'times'  is going to be very critical, and stamped and tied into everything that is done.

 Some other things to consider...

 - They may take into consideration things like slower cpu processing, due to overheating issues. IE: clogged fans, thermal paste drying out, and or failing caps / components.  Thats common with pc based equipment.. but, not sure how much a factor it is with non pc based machines... or at least, games that are much older that probably didnt have those kinds of issues.

 - Check out other Sega (and non sega) game link protocols... (especially from that time period)  and or look up the programmers that worked on these games.. and see what other games they have dabbled in.  I think one of the guys who worked on a sega game was from the usa.. and did a lot of custom AI coding.

 - Remember that in many Sega games... game timers are different from CPU / motherboard timers.  Game-Time may be completely inaccurate to real-time seconds for example.  The clock could also conceivably speed up or slow down a bit, depending on many factors..  from problems to an actually designed feature.  While each timer may be used differently..  each is also critical in different ways to the way the programs use them.


 Im not a programmer.. as Im not good enough with the abstract thinking and complex math... but the basic foundation of programs are usually rooted in basic logic and reasoning.  The biggest hurdle for arcade games programs, may be in understanding the hardware enough to know why certain things are 'logical and reasonable'...    heh

tron84

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Re: fooling with m2emu network
« Reply #17 on: August 01, 2013, 12:27:19 am »
I use Tungle for online play for Sega model2 & Super model3, link games.  It works like a champ. No slow downs, no hiccups, runs at full speed.
It creates a VPN and I race Daytona with my buddy, yes I do know him.  I am in South Carolina & he moved to Utah.  We have been doing this for two years now, since he moved out there.
Once the VPN is set up & Model2, it rocks.  Online play all the way, no desync's either.
Give it a try, you will love it. Who doesnt like Sega online :)

Nuexzz

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Re: fooling with m2emu network
« Reply #18 on: August 01, 2013, 01:30:08 am »
I use Tungle for online play for Sega model2 & Super model3, link games.  It works like a champ. No slow downs, no hiccups, runs at full speed.
It creates a VPN and I race Daytona with my buddy, yes I do know him.  I am in South Carolina & he moved to Utah.  We have been doing this for two years now, since he moved out there.
Once the VPN is set up & Model2, it rocks.  Online play all the way, no desync's either.
Give it a try, you will love it. Who doesnt like Sega online :)

I've actually played daytona online with Tunngle and also with hamachi and found no difference.

tron84@ you are using the line tool (dev) or is beginning simply games m2network.ini settings ?

tron84

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Re: fooling with m2emu network
« Reply #19 on: August 01, 2013, 01:58:26 am »
I use Tungle for online play for Sega model2 & Super model3, link games.  It works like a champ. No slow downs, no hiccups, runs at full speed.
It creates a VPN and I race Daytona with my buddy, yes I do know him.  I am in South Carolina & he moved to Utah.  We have been doing this for two years now, since he moved out there.
Once the VPN is set up & Model2, it rocks.  Online play all the way, no desync's either.
Give it a try, you will love it. Who doesnt like Sega online :)

I've actually played daytona online with Tunngle and also with hamachi and found no difference.

tron84@ you are using the line tool (dev) or is beginning simply games m2network.ini settings ?

I have to change the m2network cfg file: Nextip= to the persons who is hosting VPN IP address to link up.
The host is on master, other on slave and have different car/machine id's. Same region of coarse also.
« Last Edit: August 01, 2013, 02:03:29 am by tron84 »

SailorSat

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Re: fooling with m2emu network
« Reply #20 on: August 01, 2013, 05:10:08 pm »
What version of the m2 emu are you using?
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


tron84

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Re: fooling with m2emu network
« Reply #21 on: August 02, 2013, 02:15:26 pm »
What version of the m2 emu are you using?

It is v1.0, same as other person is using. We are using same roms of coarse.

SailorSat

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Re: fooling with m2emu network
« Reply #22 on: August 02, 2013, 02:45:01 pm »
Strange - 1.0 keeps flickering without framesync and hiccuping WITH framesync
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


tron84

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Re: fooling with m2emu network
« Reply #23 on: August 02, 2013, 02:56:06 pm »
Strange - 1.0 keeps flickering without framesync and hiccuping WITH framesync

I do not have any of those problems, neither does who I race with.  I am using the emulator- multi-cpu app/exe.

here is my config file with the way it is set up.
http://www.filedropper.com/emulator
« Last Edit: August 02, 2013, 02:58:28 pm by tron84 »

SailorSat

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Re: fooling with m2emu network
« Reply #24 on: August 03, 2013, 03:07:41 am »
I don't get it.
With that emulator.ini the game keeps flickering like ---steaming pile of meadow muffin---.

Are you playing as MASTER or SLAVE site?
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #25 on: August 03, 2013, 04:43:53 am »
if you want to do some testing with Tunngle, I'll be on network called "Game Emulators" in my spare time  8)
« Last Edit: August 03, 2013, 04:47:10 am by Nuexzz »

tron84

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Re: fooling with m2emu network
« Reply #26 on: August 03, 2013, 02:48:42 pm »
I don't get it.
With that emulator.ini the game keeps flickering like ---steaming pile of meadow muffin---.

Are you playing as MASTER or SLAVE site?

I just recorded a quick lap on bandicam on Daytona í93. Now recordings are not the best way to show, what is truly going on.  I donít have flickers and that.  I did not say I was a good driver either.  It runs fine on my system with no flickers.  I dont get why it would flicker on yours? Does not make sense.

video:
http://www.filedropper.com/emulatormulticpu2013-08-0313-35-33-142

Then when me & my friend play on it on Tungle we donít get desyncís.  We talk on mumble when we are racing and have always ask each other what the time was on the screen & where were the cars etc.  It always matched up.  We did a lot of mamehub stuff in the early stages, we know about some desyncís on games.
As far as set up to get going in tungle. In the m2network cfg file.  The NEXTIP=  you set yours to the other persons VIP# that tungle gives you.  They need to do the same.
In tungle once you have it set up & opened/forward port 11155 for tungle. Once you have the room going.  The person who is hosting the game, in model2 they need to be set to Master.  The other person set to slave with a different car #.  Both on same region.  Then you will be linked to race online. Set the cabinets up also.

SailorSat

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I do all that stuff even without a Joystick ;)
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Boomslang

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Re: fooling with m2emu network
« Reply #28 on: August 05, 2013, 10:03:46 pm »
me and my friend tried this a few months ago with a 1gigabit network switch and it still flickered cars etc for us

I tried the framesync=1 thing but it still wasn't perfect

and Supermodel 3 network support has not been added yet so you cannot of played online that way...
« Last Edit: August 05, 2013, 10:11:04 pm by Boomslang »

SailorSat

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Re: fooling with m2emu network
« Reply #29 on: August 22, 2013, 04:46:38 pm »
slightly off-topic
sometimes even 8 players is not enough!

daytona @ gamescom 2013


« Last Edit: August 22, 2013, 04:48:38 pm by SailorSat »
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


isamu

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Re: fooling with m2emu network
« Reply #30 on: August 23, 2013, 09:38:49 am »
slightly off-topic
sometimes even 8 players is not enough!

daytona @ gamescom 2013




Nice. Out of curiosity who organized this event and what was the significance of it?

BadMouth

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Re: fooling with m2emu network
« Reply #31 on: August 23, 2013, 10:40:13 am »
More importantly, how much have you spent on steering wheels?  :lol

SailorSat

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Re: fooling with m2emu network
« Reply #32 on: August 23, 2013, 04:18:14 pm »
not too much on the wheels... got most for 1Ä on ebay.
https://www.facebook.com/photo.php?v=10200496121708323

as for the event itself, gamescom is one of the larger european trade fairs, like the e3.
part of that is a whole building for "amusement". got a cosplay village, gokarts and other stuff here.
there usually is a retro game area too, and most of the staff happen to own loads of older stuff, and my club (for amusement only e.v.) has various pinball and video arcade stuff there.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #33 on: September 15, 2013, 07:48:14 am »
What I can say for now is - the flickering cars are "out of order" frames.
Just overwriting the frame numbers DOES work and fix the flicker, however we get problems with the attract mode and track selection.

Goal for now is figuring out the "header" (first 32bytes of each frame). It contains a system state, a game state, and a message group.
First thing however was/is to "patch" the emulator itself to not send "M2EM" with every packet .) don't know if the real hardware sends a head (most likely SEGA).

I found how to completely eliminate attract mode (replaced by display of "awaiting players"without running the counter, I mean freeze)

also delete the track selection screen (with buttons VR key z,x,c,, I can choose the course)

this could be useful to the patch that you did?
« Last Edit: September 15, 2013, 07:55:26 am by Nuexzz »

Nuexzz

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Re: fooling with m2emu network
« Reply #34 on: September 15, 2013, 08:51:54 am »
I found a more elegant way to change the attract mode (Panoramic mode "2 players" also works with "one") and all versions of Daytona USA, also in all modes deluxe, twin, uplight.

ops! also works in single mode. :cheers:
I think sega was decided by the two modes attract and this was "covered" with the original.






MODE SINGLE



« Last Edit: September 15, 2013, 08:56:19 am by Nuexzz »

SailorSat

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Re: fooling with m2emu network
« Reply #35 on: September 15, 2013, 10:30:14 am »
Hm... Seems interesting enough.
I currently switched focus on getting a stats tool up that shows which games are up and stats.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #36 on: September 15, 2013, 11:12:22 pm »
I'm a little confused. 're discarding the patch of "network" to have full monitoring of the data for each game and read and overwrite "emulator"? .

If This what you mean you can manipulate the game to 100%: such as (reverse mode for all tracks, 16 or more players online, the name of each player above the car and much more.

am I right?
« Last Edit: September 15, 2013, 11:28:35 pm by Nuexzz »

BadMouth

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Re: fooling with m2emu network
« Reply #37 on: September 27, 2013, 04:40:04 pm »
Skip to 14:25  :D

Gamescom 2013 Recap by Inside Sim Racing


They showed it briefly in a few other episodes related to GamesCon too.

I haven't watched Inside Sim Racing for a while because they always say things that annoy me.
The last time I quit watching, they were complaining about the sky being too blue in a game.

« Last Edit: September 27, 2013, 04:42:51 pm by BadMouth »

Nuexzz

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Re: fooling with m2emu network
« Reply #38 on: September 28, 2013, 01:20:14 pm »
Skip to 14:25  :D

Gamescom 2013 Recap by Inside Sim Racing




but hey .. the cars do not  flickering in the video!!  :-[

SailorSat

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Re: fooling with m2emu network
« Reply #39 on: September 30, 2013, 02:10:58 am »
Sure, framesync was on :)
Either they didn't capture the occosional hiccups, or they just didn't show em .)
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #40 on: October 05, 2013, 04:27:42 pm »
Sitting here at "HomeConnected <3 You", and spent the whole day analysing Daytona datachunks.

Big news first - I fixed those damn hiccups with framesync 1 - A simple tool between the last slave and the master unit fixed it.

Small bits - Figured out quite a lot of daytonas first 48 bytes.

Code: [Select]
offset meaning
00-03 - SIG (M2EM / SEGA / 0x0000)
04 - NetState (0 = link, 1 = setup, 2 = online)
05 - position 1st (relative to car list)
06 - position 2nd
07 - position 3rd
08 - position 4th
09 - position 5th
0A - position 6th
0B - position 7th
0C - position 8th

0F - Frame Index (counts up)

1A - Node-ID (if hosting a game)
1B - GameStatus

1D - Group

20 - GameStatus
21 - SetupStatus
22 - GameStatus
23 - SetupStatus
24 - 0x81?
25 - car list - 2nd car
26 - car list - 3rd car
27 - car list - 4th car
28 - car list - 5th car
29 - car list - 6th car
2A - car list - 7th car
2B - car list - 8th car
2C - 0x00?
2D - TimeLeft Lo \ 64 per Second
2E - TimeLeft Hi /

D9 - Car ID (red = 00, blue = 01 etc.)
[/codÄ]
I do all that stuff even without a Joystick ;)
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Nuexzz

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Re: fooling with m2emu network
« Reply #41 on: October 05, 2013, 06:14:17 pm »
ops ops! I can not wait to see how it works! thanks to work on the network  :applaud: :applaud: :applaud: :applaud: :applaud:

Nuexzz

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Re: fooling with m2emu network
« Reply #42 on: October 07, 2013, 11:12:51 pm »
someone here has tried to set float values ​​in lua? if so please let me know

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Re: fooling with m2emu network
« Reply #43 on: January 21, 2014, 04:17:38 pm »
After some rather long delay, we're finally getting somewhere...



Actually these are two screenshots in one...

On the bottom you can see two games driving (Red and Blue)
On the top is the "Live" Spectator, one time with Car 2 (left) and the other time with Car 1 (right)

Still a lot room for improvements though.
Currently one needs to "join" the game by hand on the live machine.
Also it only work for games started by slave units, as the live client is master to a virtual network.
I do all that stuff even without a Joystick ;)
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Nuexzz

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Re: fooling with m2emu network
« Reply #44 on: January 22, 2014, 05:52:37 pm »
a live camera you can disable tilemaps and looks cool.  ;)

RAMBASE+0x1320=11



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Re: fooling with m2emu network
« Reply #45 on: January 23, 2014, 04:42:26 am »
a live camera you can disable tilemaps and looks cool.  ;)

RAMBASE+0x1320=11

Haha, nailed it.
Exactly what I was just trying to do :)

Nice find :D
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #46 on: January 23, 2014, 05:05:58 pm »
M2 LIVE - Daytona USA LIVECAM - Proof of Concept


still a lot of work to do :)
I do all that stuff even without a Joystick ;)
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Nuexzz

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Re: fooling with m2emu network
« Reply #47 on: January 24, 2014, 11:22:14 am »
I love their live camera, here I leave a rear camera if you want to integrate this camera turns on all angles of the hornet. Grades can adjust to your taste.

RAMBASE 0 x1835 = 125

« Last Edit: January 24, 2014, 11:29:57 am by Nuexzz »

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Re: fooling with m2emu network
« Reply #48 on: February 10, 2014, 04:13:51 am »
keep us updated!

Sounds really interesting

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Re: fooling with m2emu network
« Reply #49 on: February 28, 2014, 12:53:18 am »
Hi

Ive been playing with m2 network games last few days.

Found Daytona USA, Sega Rally, Manx TT, Indy 500 work fine for the most part (Indy 500 can play up a little but works for the most part) however Sega Touring Car doesn't really work at all. If you load it up it will just sit on network checking screen but if you go to test mode on master and go back out of test mode they connect up and will go ingame but can't seem to race each other. It's kinda wierd

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Re: fooling with m2emu network
« Reply #50 on: February 28, 2014, 04:40:25 am »
As far as I remember Model2C games don't seem to do anything at all.

Usually the MASTER unit sends out some kind of request and the SLAVES reply to that.
With Model2C (and some 2B games, like Virtua On) the MASTER don't seem to send anything, hence no link is established.

As a fun fact, a friend got a virtua on, and both units have different comm boards on the MASTER and SLAVE unit.
Though I believe there is no real difference software side (game roms are identical) there may be differences on the hardware side.

I just tested your way to link up (service menu) and it actually works... Great find :)
However I get a car conflict - tried to link up 4 players, every player gets car id #4 though they have individual car numbers in service mode.

« Last Edit: February 28, 2014, 04:47:45 am by SailorSat »
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Re: fooling with m2emu network
« Reply #51 on: February 28, 2014, 04:54:56 am »
Hmm... sounds like a bit isn't getting switched somewhere. 

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Re: fooling with m2emu network
« Reply #52 on: February 28, 2014, 03:08:18 pm »
Yea I get that car conflict sometimes too but it does connect eventually if you keep trying (I was only doing 2 player) so both get in game. Over rev I got both connecting same method and got in game with each other and could even see each other but it became buggy and car would go invisible then visible a little as it moved. Keep trying and it will get past conflict screen (I have framesync=1)

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Re: fooling with m2emu network
« Reply #53 on: March 06, 2014, 06:04:02 pm »
Hehe... We'll see into that later on... need to do a patch for sega rally with more than 4 players while I'm on it.

Behold! Daytona Live Camera is getting somewhere :)
Fixed the problem with Player1 going invisible and "other" cars jumping a little. (yeah!)
However there is a "slight" problem (guess what)

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Re: fooling with m2emu network
« Reply #54 on: March 07, 2014, 06:21:20 am »
2p is labelled 1p in the live view and vice versa?

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Re: fooling with m2emu network
« Reply #55 on: March 07, 2014, 07:48:35 am »
2p is labelled 1p in the live view and vice versa?

exactly :)

the live view always shows a red car for the person i'm spectating. and replaces my "own" car (1p) with the spectated car.
like in this case, I'm spectating car no. 2, still the live cam shows a red "player" (instead blue) and a blue car (labeled 1p) instead of the red car that should be visible.

still, better than not seeing the other car at all :)
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Re: fooling with m2emu network
« Reply #56 on: March 07, 2014, 10:47:55 am »

Fixed the problem with Player1 going invisible and "other" cars jumping a little. (yeah!)


you are saying that fixed the flicker problem in rival cars?

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Re: fooling with m2emu network
« Reply #57 on: March 07, 2014, 11:09:12 am »

Fixed the problem with Player1 going invisible and "other" cars jumping a little. (yeah!)


you are saying that fixed the flicker problem in rival cars?

no, just live cam related fixes.

to get rid of jumping rival cars use framesync=1 ^^
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Re: fooling with m2emu network
« Reply #58 on: March 18, 2014, 07:44:11 pm »
I will be up for abit of online racing if you get it all up and running.

I used to do alot of racing with a couple guys in Asia years ago on 0.9, was awesome fun.

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Re: fooling with m2emu network
« Reply #59 on: March 23, 2014, 02:38:08 am »
Ok, spent a fair bit of time on this all last night, using the online compression tool seemed to give us a near flawless connection on Sega Rally with Framesync=1 turned on, but we had changed a few settings in the dev file as well, that seemed to help. The cars were stable and no lag on the slaves in Sega Rally. In my case, the time clock has always counted down fine in version 1.0 or higher, was very random in 0.8 and 0.9, not that it matters, you get so much time you couldn't possibly care ( unless it glitches and shows 5 seconds when youre miles from a checkpoint and doesn't change back!! )

Daytona however we had minor issues, as always you can just play it that way and its not a playability issue, with Framesync=1 it was flawless for the first race only, then the other player car was slightly jolting back and forward. We did experience the 2 second pause a few times, but once we got things working well, it was about 6 to 10 times over about 50-80 races between both games.

Im interested to know what else can be changed to make the connection stability better, and in particular what was added between last car and master to fix the 2 second pause issue?

We did try going direct using just the emulator network file, however that didn't make it any better, and in the case of Sega Rally seemed to be a bit worse, which affects the slave cars to what I consider unplayable.

We were using a 24 port NETGEAR managed Gigabit switch, the shortest CAT5e cables that would reach, and onboard NICs, with their settings adjusted for the best performance ( that last item made a big difference ) The NETGEAR switch did make a difference over my 8 port DLink non managed Gigabit switch, however that NETGEAR is not exactly cheap either.

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Re: fooling with m2emu network
« Reply #60 on: March 23, 2014, 02:58:59 am »

Big news first - I fixed those damn hiccups with framesync 1 - A simple tool between the last slave and the master unit fixed it.
How do you do this? Thanks :)

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Re: fooling with m2emu network
« Reply #61 on: March 23, 2014, 08:33:09 am »
(this one could be a little techie ^^)

my current setup:
  • TP-LINK 16 Port Gigabit-Switch (with JUMBO Frame support, more on that later)
  • 10m cat5e cables
  • 8 "identical" DELL GX755 desktop, 2,1GHz C2D, 2GB RAM (2x 1GB), GeForce GT 430, XP64
  • some "other" PC as "control tower" (live display, remote control and other development fun)
I recently changed my older switches (2 TP-LINK 8 Port Gigabit) for the bigger one, because of the JUMBO Frame support.


some facts on the original model 2 and model 2A network:
  • comm boards are using a optical ring network to communicate.
  • they communicate using 3589-byte frames.
  • a frame contains a 5-byte header and 3584-byte payload.
  • the header consists of a signature (M2EM) and a status-byte.
  • payload itself contains eight 448-byte states.
communication is tied to the framerate of the model 2. (58 video FPS = 58 comm FPS)


emulation related stuff:
  • framesync=1 causes the emulator to wait for incoming frames
  • framesync=0 does NOT wait, this also may cause frames to arrive in the wrong order.


communication details:
  • the comm board memory contains 9 states
  • the host writes to state #1 and reads from state #2 to #9
  • received frames replace state #2 to #9
  • sent frames contain state #1 to #8
because of this, no more than 8 units are possible in a ring (for now)


something on the header status-byte:
  • on reset, the master unit will send out status-0 with a "unit count" of 0 (in the payload) every 10 FPS; the slave units won't do anything by themselfes
  • on receiving status-0 a slave will increate the "unit count" and add itself (port number) to a list of unit ids
  • on receiving status-0 the master will increase the "unit count" and send out status-1 with the final "unit count" and a "unit id" of 0
  • on receiving status-1 a slave will store and increate the "unit id"
  • on receiving status-0 the master will store the "unit id" and send out status-2
status-2 is the final status; once reached, the game will start

as for the states:
  • a state is kind of specific for each game.
    i have created some kind of map for daytona states.


my observations:
  • the comm board emulation is done async by the slaves.
    that means as soon as a frame reaches the emulator, it will be processed and a new one is sent out; even if you drag the window around in windows.
    this can be used to get the network desynched on purpose.
  • the comm board emulation on the master unit seems to be tied to to the video fps; drag the master window around in windows, the whole network will stall for the time being.
  • sometimes (for unknown reason) the network seems to send out two frames at once (1 UDP packet with 7178 bytes).
    on receiving these double frames only the first one gets processed and replied to; we "lost" one frame.
    because of these "lost" frames, the infamous 2 second hiccup occurs.
i suspect the master unit is forced to send out a frame every like 256 video frames to keep the "ring" alive.

about jumbo frames
  • most of our computers communicate using conventional ethernet hardware.
    the ethernet protocol spec only allows for up to 1500 bytes per message.
    jumbo frame support allows to increase this size limit.
  • to send our 3589-byte frames using conventional ethernet, they have to be fragmented into 3 udp/ip datagrams which will be send as ethernet messages.
    each udp/ip datagram needs to have a checksum and an index number. on the receiving side, these datagrams need the checksum checked and put in the right order before reaching the emulator again.
  • a jumbo frame setting of 4000 bytes (and higher) allows to send our 3589-byte frames at once.
    so jumbo frames should reduce the load and latency on all involved network stuff, as we have only ONE ethernet message, ONE datagram to generate/check a checksum for, and NO fragmentation/reordering to take account of.
theoreticaly this improves the overall performance, however this would be pretty hard to measure anyway

what my "m2lagfix"-tool does
  • check status of header; the tool won't do anything until status-2 is reached.
  • received frames get buffered, sent to the emulator and (if enabled) a copy is sent to the "control tower"
  • if the emulator does NOT respond within 64ms, the buffered frame will be sent to the emulator again.
  • double-frames sent by the emulator will be split to get rid of "lost" frames.
  • if no frame gets received in 256ms, we have a network stall. (nothing will be done)
each event gets noted in a log file. no response in 64ms = LAG; double frames = DOUBLE; network stall = STALL

about the games:
  • DAYTONA USA
    as for daytona, my setup currently runs pretty smooth. every like 5th race, one player seems to have "jumpy" cars for the rivals.
    other than that, i'm pretty much satisfied. the attract mode stays synched for the 7 slaves even after several hours, only the master unit runs ahead a few frames.
    there is (in daytona and daytona93) a hidden forth track used for test purposes. in daytonase and daytonas, this fourth track is bugged.
    as a side note - version history for daytona = daytona 93 (initial) -> daytona (multiplayer) -> daytonase (add special type cab support) -> daytonas (add saturn ads)
  • SEGA RALLY
    as some may know, it is possible to connect more than 4 players if you select "car 2" or "car 3" for the slaves.
    be warned though, selecting the same car for multiple players will result in the same starting position and a pretty fancy "car explosion" on start. (everybody will be blown away in a random direction)
    also, selecting of "car 4" for some reason keeps glitching these units out of the map, rendering them unable to participate.
    last but not least, using more than 4 player cars, will result in the timer go apeshit at the first checkpoint.
  • MOTOR RAID
    this one proofed to be pretty fun and stable (up to 4 players) out of the box.
  • INDY 500
    for some reason I can't seem to get a stable link with more than two or three players. keeps showing network error :(
  • other games
    actually haven't tried manxtt, model 2b and 2c games don't seem to work at all without "cheating" the network check.

random thoughts
  • jumbo frames are nice to have, but can be disabled too. they won't work online anyway
  • for real online play, framesync=1 most likely sucks, as the network latency will cause stuttering
  • the "m2lagfix"-tool started out as a simple splitter app for development.
  • first I thought the flickering/jumpy cars were caused by "out of order" frames.
    while this is true for framesync=0, this can't be happening with framesync=1.
    so why does it still happen from time to time, even with framesync=1? i don't know.
  • whoever hits start first, becomes "host" for a race.
    as the master unit is forced to process network packets every now and then, hosting the game on a master unit could be considered unfair.
    if every slave races for exactly 60 seconds (64 "frames" per second * 60 seconds = 3840 frames), the master will have a few frames extra (say 3845).
    however I doubt anyone does actually notice in a real race.
  • its enough to run the "m2lagfix"-tool on the master unit to fix stalls. however I still use it on all units to fight those "double"-frames.
  • also, I set frameskip=0 in emulator.ini; I'd rather have the whole ring "wait" for one FPS than to get desync.
« Last Edit: March 23, 2014, 08:55:06 am by SailorSat »
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vandale

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Re: fooling with m2emu network
« Reply #62 on: March 23, 2014, 01:43:07 pm »
thanks for the in-depth technical info, very interesting.

hidden 4th track, how do we access this and do you have screen shots?

keep up the good work.
thanks

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Re: fooling with m2emu network
« Reply #63 on: March 23, 2014, 02:25:01 pm »
you mean this track?

I guess that is the prototype of driving.

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Re: fooling with m2emu network
« Reply #64 on: March 23, 2014, 04:13:21 pm »
you mean this track?

I guess that is the prototype of driving.

hahaha, really?

So disappointed. I thought there was something special hidden away.

Thanks

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Re: fooling with m2emu network
« Reply #65 on: March 23, 2014, 06:04:33 pm »
Brilliant info there SailorSat, i will have a good read of that when i get home today :)

Thanks very much!!

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Re: fooling with m2emu network
« Reply #66 on: March 23, 2014, 09:57:44 pm »
Ok ive read through, and so far my experiences are basically the same as yours.

One thing i never thought of from playing around 7 years ago was we were all running XP x64, where as ive been running on Windows 7 Pro x64 ever since it came out. I recently made a few registry changes to network adaptor settings that made some significant improvements to some things.

We used to have an average of 3 races on Sega Rally and then close to restart as the slaves would tend to become unplayable during a forth race. I cant remember if we did 3 or 5 lap races at that point.

We did a 6 player race session way back then too, cars 2 and 3 were used twice, and they did have the crazy crash at the start, also causing player 4 to be involved. It never made any difference after the first lap, it was so easy to catch up with the boost anyway that no one really had much hope of getting a solid lead unless the track was too choked up with cars ( which it always did ). We restarted after every race that particular time and never saw slave lag issues.

6 players on Daytona was no issue, except two people wanting to use the orange car so for a couple races we had two number 8s on the track.

Is there somewhere i can download this tool to fix the lag?

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Re: fooling with m2emu network
« Reply #67 on: March 24, 2014, 01:48:28 am »
Meant to add earlier on ive got a couple new network items on the way, got an Intel I350T2BLK PCI-Ex4 network card and a TP-LINK TL-SG3424 L2 managed switch, will see how all that goes and do some aggregation testing, if that NIC is as good as it is meant to be I might grab a couple more.

Got a new router coming as well cause the ZTE my provider gives me with the package is somewhat unstable and has a terrible ping when compared to connection through my iPhone 5 hotspot... So I bought a NETGEAR MBRN3000, which by all accounts is pretty good. Got a new 7dBi antenna coming to replace the 3dBi on my roof, should allow me to race against others over seas again.

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Re: fooling with m2emu network
« Reply #68 on: July 31, 2014, 08:24:23 am »
Teaser...
Daytona USA - Live Spectator / Statistics W.I.P.


http://images.arianchen.de/temp/daytona_overlay_test.png

nearing "beta" mode :)
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #69 on: July 31, 2014, 11:16:10 am »
Teaser...
Daytona USA - Live Spectator / Statistics W.I.P.




nearing "beta" mode :)

It is really amazing!!   

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Re: fooling with m2emu network
« Reply #70 on: July 31, 2014, 11:20:20 am »
if you are bothered by the needle and mirror, we can remove.


SailorSat

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Re: fooling with m2emu network
« Reply #71 on: July 31, 2014, 11:44:47 am »
That would be superb!
Maybe minimap can be disabled too? :)
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #72 on: July 31, 2014, 12:56:48 pm »
That's some impressive work guys! 

What is there a table with the x/y of the cars in the memory or are you using some other trick?

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Re: fooling with m2emu network
« Reply #73 on: July 31, 2014, 04:02:36 pm »
Is the Live Overlay a leftover from Virtua Formula, or you just did by yourself and ripping graphics from it?
For amusement only.

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Re: fooling with m2emu network
« Reply #74 on: July 31, 2014, 04:46:53 pm »
@Howard: As far as I can tell, daytona does not have a "other car table". (or i have not found it yet)
The map and overlay is drawn from reading the network stream.

@Jitterdoomer: both is true to some extend. daytona shares LOTS of graphics and fonts with virtua racing.
however, the I had to rip some stuff (most likely the "car names" and the "live"-logo) from virtua racing.
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SailorSat

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Re: fooling with m2emu network
« Reply #75 on: July 31, 2014, 05:21:28 pm »
Dayonta USA - Live Spectator Alpha 3


And yeah... source code screenshot ;) - yeah, that visual basic 6 ^^
« Last Edit: July 31, 2014, 05:25:41 pm by SailorSat »
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Re: fooling with m2emu network
« Reply #76 on: July 31, 2014, 05:25:09 pm »
I'll give it a "public" try on saturday. If nothing to severe happens, I guess I'll upload a beta version next week.
« Last Edit: July 31, 2014, 05:26:43 pm by SailorSat »
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Nuexzz

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Re: fooling with m2emu network
« Reply #77 on: July 31, 2014, 06:40:25 pm »
done! completely clean your camera live!
 
Code: [Select]
0x2810= 600 I think I can remove the section of track and car.
slave (live camera) will have a field in the demo up ingame
« Last Edit: July 31, 2014, 06:42:46 pm by Nuexzz »

SailorSat

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Re: fooling with m2emu network
« Reply #78 on: July 31, 2014, 07:10:31 pm »
Ah wonderfull :)
2810 turns out to be the Y-Offset
2812 is the X-Offset
this is great :)
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Re: fooling with m2emu network
« Reply #79 on: July 31, 2014, 10:46:42 pm »
For amusement only.

Nuexzz

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Re: fooling with m2emu network
« Reply #80 on: August 01, 2014, 01:28:18 am »
The menu of the machine live is now more cleaner. You can add a nice "waiting for players" or something  ;D
Code: [Select]
off map                           221B=51
off selectors                   212B=02
off cars in single mode    209B=01


« Last Edit: August 01, 2014, 01:33:06 am by Nuexzz »

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Re: fooling with m2emu network
« Reply #81 on: August 01, 2014, 02:18:12 am »
how the heck do you find all those offsets so fast? :)

this is getting better and better ^^
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #82 on: August 01, 2014, 05:31:58 pm »
SailorSat you plan to add fonts with overlapping virtua racing or daytona attract mode, menu and game? if so I think know the address used to read byte
example.
Code: [Select]
xxxx = 1 (attract mode)  if 1 show graphics "link system"
      = 2 (menu)           if 2 show  graphics "waiting for players"
       = 3 (in game)       if 3 show  graphics "that you are currently using for graphics  virtua racing "
« Last Edit: August 01, 2014, 07:06:41 pm by Nuexzz »

Nuexzz

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Re: fooling with m2emu network
« Reply #83 on: August 01, 2014, 11:16:27 pm »
yup!
Code: [Select]
[read byte to bits add graphics]


0x43E2=       0-attrac demo
-----------------------------------------------------------------------------------------------
              1-select track
              2-select track
              3-select track
-----------------------------------------------------------------------------------------------
              4-select track/transmission (transition between)
-----------------------------------------------------------------------------------------------
              5-select transmission
              6-select transmission
              7-select transmission
              8-select transmission
              9-select transmission
             10-select transmission
             11-select transmission
-----------------------------------------------------------------------------------------------
             12-select transmission/gentlemen start your engines (transition between)
-----------------------------------------------------------------------------------------------
             13-gentlemen start your engines
             14-gentlemen start your engines
             15-gentlemen start your engines
-----------------------------------------------------------------------------------------------
             16-in game
--------------------------------

SailorSat

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Re: fooling with m2emu network
« Reply #84 on: August 02, 2014, 11:25:48 am »
Public testing is looking good so far.

I also ruined my brain cells and made some progress on the camera control.
I have a proof of concept "turn camera towards point x" (great for the hair needle on expert!) and a (pretty funky) "turn and move camera to some point" logic working (great for finish line etc.).
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #85 on: August 05, 2014, 04:52:55 pm »
If some of you happen to be at GamesCom next week, come over to hall 10.2 (upper floor) and find the daytona at the retro area :)

Hall 10.2 E-041
« Last Edit: August 06, 2014, 06:02:57 am by SailorSat »
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Nuexzz

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Re: fooling with m2emu network
« Reply #86 on: August 11, 2014, 12:18:04 am »
as you see for Spectator / Statistics W.I.P ??
if only I would find as breaking the 3d and put a white background.

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Re: fooling with m2emu network
« Reply #87 on: August 11, 2014, 12:59:55 am »
Nice.
Couldn't you use the png functions in the lua scripts to draw the map?  That way you could add a background and make it as fancy as you want.  I used lua to draw the cursors in troubleshooter 2... I read the memory locations to get X/Y values and then applied them to the script.

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Re: fooling with m2emu network
« Reply #88 on: August 13, 2014, 12:33:10 pm »
Day 1 @ GamesCom 2014:
Got dynamic cameras up and running :)

Daytona USA - Live Spectator Alpha #4 "dynamic cameras"
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SailorSat

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Re: fooling with m2emu network
« Reply #89 on: August 14, 2014, 05:00:57 pm »
Day 2 @ GamesCom 2014:
more camera modes, cleaned up hud, reenabled some 2D elements.

Daytona USA - Live Spectator Alpha #4.5 (B54)

Daytona USA - Live Spectator Alpha 5 (B57)
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Re: fooling with m2emu network
« Reply #90 on: August 15, 2014, 03:55:56 am »
Can you set the live spectator to view from the winning car in reverse, ie to see who is behind them but include the car in 3rd person mode, then flick through the whole field of cars each 5 seconds etc?

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Re: fooling with m2emu network
« Reply #91 on: August 15, 2014, 10:15:50 am »
Awesome work on the map and spectator cam.
I like the little fans!   :lol

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Re: fooling with m2emu network
« Reply #92 on: August 15, 2014, 01:36:40 pm »
I can change the cars, but all cars except the first (which is the live spectators internal car id) will go invisible as soon as they hit anything.

Don't know if nuezz fixed that with daytona++ ^^
Will write some logic for automated camera changes though.
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Re: fooling with m2emu network
« Reply #93 on: August 16, 2014, 03:11:14 am »
Nuexzz, can you manage to get the camera pan to a first place car? Because when I saw SailorSat's vid at Gamescom, the camera just pan to Car No. 1, although the Orange car comes into first place.
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Nuexzz

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Re: fooling with m2emu network
« Reply #94 on: August 17, 2014, 04:40:21 am »
good first have to say that Daytona USA ++ not based on m2emu network even in the next version will aver major advancements as a reverse mode and I'm struggling a lot a lot for the mirror mode but idk if I will achieve.

Secondly I could help find the code for the viewer to follow the car going first, but ... it depends on SailorSat share the code to change all cars spectators  :D

some reverse mode wip
« Last Edit: August 17, 2014, 05:59:56 am by Nuexzz »

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Re: fooling with m2emu network
« Reply #95 on: August 17, 2014, 05:13:19 am »
This seems interesting, I'm looking forward for the next version of Daytona USA ++ with Special Edition features and stuff, you and SailorSat were working hard to make this a true Daytona experience!  :applaud: :applaud:
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Re: fooling with m2emu network
« Reply #96 on: August 17, 2014, 08:05:50 am »
Day 1 @ GamesCom 2014:
Got dynamic cameras up and running :)

Daytona USA - Live Spectator Alpha #4 "dynamic cameras"


Great videos SailorSat, looks like a lot of fun.

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Re: fooling with m2emu network
« Reply #97 on: August 18, 2014, 03:21:12 am »
Final day at GamesCom - implemented some basic automatic car change.
Every 15 seconds 2nd place will be selected EXCEPT if 2nd place is already on - in that case 3rd place is selected.

Daytona USA - Live Spectator Alpha #7 - Epona ;)
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Re: fooling with m2emu network
« Reply #98 on: August 18, 2014, 04:37:43 am »
Fantastic.  I'm impressed by your work every time I visit this thread. 

You might want to look at the "please wait" mode in Mario Kart 8.  They are doing something very similar to what you are.  Basically it rotates among the players, and the camera follows the car but like yours, it switches to front view when going around corners.  One thing it does do that this one doesn't is you can press a button to manually switch views. 

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Re: fooling with m2emu network
« Reply #99 on: August 18, 2014, 10:36:32 am »
If some of you happen to be at GamesCom next week, come over to hall 10.2 (upper floor) and find the daytona at the retro area :)

Hall 10.2 E-041

I was there!!!! When I saw the setup I was like: no way ... can I play ... yes I can whoohoo :D Totally awesome racing against 7 other people. Only had to wait for 6min before I could play, shortest queue of the event ;) I also really digged the two big screens showing everyone's position.

The only thing odd I noticed was that there always seemed to be one car that was glitching like hell. All the other were just fine.

I had a blast racing, many thanks for that  :applaud:

Xiaou2

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Re: fooling with m2emu network
« Reply #100 on: August 18, 2014, 01:49:01 pm »
Some really cool work here.  :)

  Im not sure if the game would lend itself well to a this, depending on how they modeled things... but it would be interesting to see a full top-view mode for the Live-Display monitor.   Camera zoomed far back, to fit the entire thing in.

 If not, maybe even make a custom track model snapshot, thats based off a not so usable top view capture.. and place the moving cars models on top of it.


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Re: fooling with m2emu network
« Reply #101 on: August 19, 2014, 06:04:45 pm »
So... There are still some things hardcoded (8 player setups only) for now, but I'll aiming for a public release this week.

I found some kind of table in memory with the cars for all network nodes

the start at 0x5180 and seem to be 0x300 bytes long.

so "local" node starts at 0x5180
5184 - node id
519C - car y
51A0 - car z
51A4 - car x
51A8 - pitch
51AC - roll
51B4 - speed
etc.

2nd car starts at 5480
3rd car at 5780

5482 - node 2 id
549C - car 2 y
etc.

nice to know, if i replace a remote node id, it will update the rest by itself. (good for the live cam)

still have to find out how to "control" the camera.
was thinking of adding a 9th car to the table, but i don't know the format of the npc cars yet.
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vandale

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Re: fooling with m2emu network
« Reply #102 on: August 20, 2014, 03:01:09 am »
So... There are still some things hardcoded (8 player setups only) for now, but I'll aiming for a public release this week.

I found some kind of table in memory with the cars for all network nodes

the start at 0x5180 and seem to be 0x300 bytes long.

so "local" node starts at 0x5180
5184 - node id
519C - car y
51A0 - car z
51A4 - car x
51A8 - pitch
51AC - roll
51B4 - speed
etc.

2nd car starts at 5480
3rd car at 5780

5482 - node 2 id
549C - car 2 y
etc.

nice to know, if i replace a remote node id, it will update the rest by itself. (good for the live cam)

still have to find out how to "control" the camera.
was thinking of adding a 9th car to the table, but i don't know the format of the npc cars yet.

Cool, I cant wait for a release. I have my 15inch LCD ready and waiting to recess into the marquee on my cab  :applaud:

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Re: fooling with m2emu network
« Reply #103 on: August 24, 2014, 10:59:45 am »
So after digging into the code (again) i found something nice :)

the car table indeed contains a list of model offsets.

RAMBASE + 0x5194 = model "body"
RAMBASE + 0x53D8 = model "number"

funny enough, the game uses two models for the cars, the car body contains numbers, however they also have a transparent model with the cars number floating.

I usually overwrite RAMBASE + 53D8 with 0.

---

"some" model offsets I found
Code: [Select]
0283FBB4 - npc 00
0283FC04 - npc 1
0283FC54 - npc 2
0283FCA4 - npc 3
0283FCF4
0283FD44
0283FD94
0283FDE4
0283FE34
0283FFC4 - npc 13
02840014 - npc 15
02840064 - npc 16
028400B4 - npc 20
02840104 - npc 28
028401F4 - npc 31
02840244 - npc 32
02840294 - npc 35
028402E4 - npc 42
02840334 - npc 46
02840384 - npc 51
028403D4 - npc 53
02840424 - npc 55
02840474 - npc 62
028404C4 - npc 66
02840514 - npc 69
02840564 - npc 71
028405B4 - npc 73
02840604 - npc 77
02840654 - npc 78
028406A4 - npc 80
028406F4 - npc 82
02840924 - npc 99
02840974 - npc 69 alt

02842F1C - big purple coin
02843728 - dice
0284373C - post?

0284378C - roulette
02843944 - virtua starting lights

028439E4 - virtua stock car?!

02843B38 - GOAL!

02843E44

02843BB0 - at
02843CF0 - mt

02843E94 - pylon

0284413C - pony
...
02844394

028443A8 - gigantic guy?!

028448E4 - adv course
028448F8 - exp course
0284490C - beg course

02844934 - bird
...
02844BA0

02844E20 - crew

02844E84 - daytona lights

028458E8 - some car?

02845C44 - cockpit at
02845C58 - cockpit mt

02846D88 - car AT
02846DB0 - car MT

02848890 - car 1
028488E0 - car 2
02848930 - car 3
02848980 - car 4
028489D0 - car 5
02848A20 - car 6
02848A70 - car 7
02848AC0 - car 8
02848B24 - npc 99

0284A30C - 1P
...

0284A3AC - 1P sideways left?!
...

0284A44C - 1p sideways right?!
...

...
if anyone ever doubts daytona is based on virtua racing...
« Last Edit: August 24, 2014, 11:07:44 am by SailorSat »
I do all that stuff even without a Joystick ;)
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Re: fooling with m2emu network
« Reply #104 on: August 24, 2014, 02:17:23 pm »
Someone needs to get a TCRF page about Daytona USA...
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SailorSat

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Re: fooling with m2emu network
« Reply #105 on: August 24, 2014, 02:46:48 pm »
got another one :)=
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Re: fooling with m2emu network
« Reply #106 on: August 24, 2014, 04:18:57 pm »
Is this the preliminary model of the AT Hornet car that was left during the development?
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SailorSat

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Re: fooling with m2emu network
« Reply #107 on: August 25, 2014, 03:55:02 am »
I think so. This model has a higher polygon count but no textures.

Last thing to figure out is where the shadow (found the model), the tires and the windshield gets drawn. Horse with wheels looks strange ;)
Also, still haven't figured out how the hood (in cockpit mode / view 2) gets colored - there needs to be a texture reference saved somewhere.

I'll upload a copy of the livecam tonight - though it still is hardcoded for 8 player setups.

I also resurrected another small tool I once made - a model 2 network recorder/player. Still use an ages old record to test my stuff at home :D
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Re: fooling with m2emu network
« Reply #108 on: August 25, 2014, 05:45:56 pm »
The 8 player limit was probably based on some testing with regard to lag and speed.

 If the games have more checks to perform, and even the extra variable added, could possibly cause some slower gameplay and or a lot more issues with lost positional data.

 Also, it may be a real pain to wait for +15 players to join and play / not play... and make all the options selections in time.

 Audio echo delays may also have been a factor.  Hard to say.

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Re: fooling with m2emu network
« Reply #109 on: August 25, 2014, 07:25:37 pm »
Eh I dunno.  I know in Japanese arcades I've seen pics of a bank of 16 of these guys.  Then again, I don't know if that was one giant network or two separate ones. 

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Re: fooling with m2emu network
« Reply #110 on: August 25, 2014, 08:09:34 pm »
This is gonna be a long post :)

So... in this example m2lagfix will be used as a splitter
http://files.arianchen.de/daytona/m2lagfix.zip
http://files.arianchen.de/daytona/livestats.zip



1. use "daytona usa (saturn ads)" for the spectator. this is important for livestats to find the window.
2. run the spectator in a window and set it to widescreen=1 (16/9). optional, spectator will be disorted if not 16/9
3. there is a lua script included with the livestats tool - this is needed to allow the spectator to "coin up".
4. spectator needs to be "master", "car 1" and "special" (cabinet), the other settings can be set as you like, though all machines should share them :)

5a. YOU NEED A 8 PLAYER NETWORK! IT DOES NOT WORK WITH LESS UNITS YET :)
5b. PLAYER 1 MUST NOT BE THE "HOST" OF A RACE (first person to coin up / hit start) - ALWAYS JOIN WITH PLAYER 1.



Getting the "game" running:
1. start your 8 units.
2. start m2lagfix. - if everything is fine the 8 units should sync up and go into attract mode.

Getting the "spectator" running:
1. start "daytona usa (saturn ads)"
2. start "livestats.bat" or "statsupdate.exe" / "livestats.exe" - this actually is part of my "update logic" which goes by hand for now ^^
3. livestats window should come up shortly after. NOTE: if nothing happens, most likely the "window" of daytona cannot be found.
4. spectators daytona should try to link up (THIS UNIT IS MASTER flashing) and "stop flashing" after a few seconds.

Getting the "magic" running:
1. IF m2lagfix and livestats are running correctly (= copying the network stream) the spectator game should come up with attract mode by itself.
2. "coin up" / "press start" on any of player 2 to player 8. - player 1 as well as the spectator should come up with the "do something to join in"-screen.
3. "coin up" / "press start" on player 1 - the spectator should join the game automatically (and select beginner course)
4. wait for the race to start.



m2lagfix.ini
Code: [Select]
[m2rx]
LocalHost=127.0.0.1
LocalPort=8001
RemoteHost=127.0.0.1
RemotePort=9000
StallDetection=1

[m2tx]
LocalHost=127.0.0.1
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=8001

[m2stats]
RemoteHost=127.0.0.1
RemotePort=8000

m2stats section controls where to send the "copy" of the network stream, this is your livestats ip/port.
m2rx section remote ip/port = 1st daytona unit RxPort.
m2tx section local ip/port = 2nd daytona unit NextPort



stats.ini
Code: [Select]
[client]
localhost=0.0.0.0
localport=8000

[live]
LocalHost=127.0.0.1
LocalPort=7001
RemoteHost=127.0.0.1
RemotePort=7002

client section controls where the "copy" of the network stream is expected.
live section controls where the live stats emulator instance shall be served.



example setup
player 1 - 192.168.0.1
player 2 - 192.168.0.2
player 3 - 192.168.0.3
player 4 - 192.168.0.4
player 5 - 192.168.0.5
player 6 - 192.168.0.6
player 7 - 192.168.0.7
player 8 - 192.168.0.8
spectator - 192.168.0.10

player 1
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.2
NextPort=9000
FrameSync=1

player 2
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.3
NextPort=9000
FrameSync=1

player 3
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.4
NextPort=9000
FrameSync=1

player 4
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.5
NextPort=9000
FrameSync=1

player 5
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.6
NextPort=9000
FrameSync=1

player 7
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.8
NextPort=9000
FrameSync=1

player 8
m2network.ini
Code: [Select]
[Network]
RxPort=9000
NextIP=192.168.0.10
NextPort=9000
FrameSync=1

spectator
m2lagfix.ini
Code: [Select]
[m2rx]
LocalHost=127.0.0.1
LocalPort=8001
RemoteHost=192.168.0.1
RemotePort=9000

[m2tx]
LocalHost=192.168.0.10
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=8001

[m2stats]
RemoteHost=127.0.0.1
RemotePort=8000

stats.ini
Code: [Select]
[client]
localhost=127.0.0.1
localport=8000

[live]
LocalHost=127.0.0.1
LocalPort=7001
RemoteHost=127.0.0.1
RemotePort=7002

m2network.ini
Code: [Select]
[Network]
RxPort=7002
NextIP=127.0.0.1
NextPort=7001
FrameSync=1


I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


SailorSat

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Re: fooling with m2emu network
« Reply #111 on: August 25, 2014, 08:15:35 pm »
The 8 player limit was probably based on some testing with regard to lag and speed.

 If the games have more checks to perform, and even the extra variable added, could possibly cause some slower gameplay and or a lot more issues with lost positional data.

 Also, it may be a real pain to wait for +15 players to join and play / not play... and make all the options selections in time.

 Audio echo delays may also have been a factor.  Hard to say.

I believe the 8 player limit comes from the memory available to the network board - it only fits 9 packets, and 1 packet is used to "rotate" the packets in memory.

I know for sure that Daytona USA 2 can run up to 16 units, though various sources on the internet claim that up to 40 are possible (which I doubt, there are not enough "car skins" in the game).

I'll try to patch the "network check" to allow more than 8 units - currently the game reboots if the network size reported is larger than 8 - however I think there will be invalid memory reads afterwards :)
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #112 on: August 26, 2014, 04:18:09 pm »
I have to say the tool looks very coll .. but unfortunately my pc is slow to test 8 units  :(, there is a possibility of two more instances try a third (live)?

SailorSat

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Re: fooling with m2emu network
« Reply #113 on: August 26, 2014, 04:19:31 pm »
Yes - next step will be replacing that hardcoded stuff with dynamic values.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #114 on: August 26, 2014, 04:26:30 pm »
ok thanks ,for you will be easy to create a gui to avoid having to edit many files ini   :D

Dozer316

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Re: fooling with m2emu network
« Reply #115 on: September 08, 2014, 11:16:10 am »
Hello Sailorsat, many thanks for your work on this. Just wondering if the current lag fix exe is hard coded for 8 players or just the stats/Live Cam component?. I've got a fairly good link stability at the moment but a fix for the random hiccup with the dual frame issue would be great.

I have a 2 player link.

Many thanks.
« Last Edit: September 08, 2014, 11:17:56 am by Dozer316 »

SailorSat

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Re: fooling with m2emu network
« Reply #116 on: September 08, 2014, 01:10:40 pm »
Hi dozer, the lagfix works in any setup.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Dozer316

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Re: fooling with m2emu network
« Reply #117 on: September 08, 2014, 01:18:58 pm »
That's great news :)

Will get it running tomorrow and do some testing.

Thanks a million.
« Last Edit: September 10, 2014, 04:18:11 am by Dozer316 »

Dozer316

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Re: fooling with m2emu network
« Reply #118 on: September 08, 2014, 11:29:24 pm »
Hey again, sorry to be a pain.

Wrote some AHK scripts today to launch both instances of the lagfix tool and then the emulators on the 1st and 2nd machine and the tool loads fine.

I've had a look at the example m2network.ini's and m2lagfix.ini setup  for the stats setup but I feel as though I'm missing something with a simple 2 player no stats setup.

Is it enough to just run the tool or do I need to point the master machine to the tool's listening ports in m2network.ini and the same on the slave so that it acts as a buffer between them?

My setup at the moment is cab1 192.168.1.244  -  cab2 192.168.1.245   TX and RX port are both 9000 on cab1 and 2.

What should the m2lagfix options be set to on cab1 and cab2 to get the tool to do it's magic? :)

Thanks again for your help with this.

Dozer.   

SailorSat

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Re: fooling with m2emu network
« Reply #119 on: September 12, 2014, 06:16:27 am »
m2lagfix was intended to be wrapped around "any" m2em instance.
I wrapped it around all of my m2em instances.

Example config for your setup below:



m2network.ini (player 1)
Code: [Select]
[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

m2lagfix.ini (player 1)
Code: [Select]
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=192.168.1.245
RemotePort=9000



m2network.ini (player 2)
Code: [Select]
[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

m2lagfix.ini (player 1)
Code: [Select]
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=192.168.1.244
RemotePort=9000
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Dozer316

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Re: fooling with m2emu network
« Reply #120 on: September 12, 2014, 10:07:36 pm »
Hey there, many thanks for the info - Looking forward to trying this out.

Nuexzz

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Re: fooling with m2emu network
« Reply #121 on: September 21, 2014, 03:42:29 am »
I think we're leaving overlook an awesome job, someone tried the tool "lag fix" online??

Nuexzz

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Re: fooling with m2emu network
« Reply #122 on: February 04, 2015, 03:22:25 am »
HERE I'M BREAKING THE HEAD BETWEEN BOTH LOCAL, REMOTE ETC  :banghead:
anyone here knows how to do magic (m2lagfix) in only 1 pc and 2 instances of m2emulator ?

SailorSat

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Re: fooling with m2emu network
« Reply #123 on: February 04, 2015, 06:58:27 am »
--- master
Code: [Select]
[Network]
RxPort=8001
NextIP=127.0.0.1
NextPort=8002
FrameSync=1
--- slave
Code: [Select]
[Network]
RxPort=7002
NextIP=127.0.0.1
NextPort=7001
FrameSync=1
--- m2lagfix
Code: [Select]
[m2rx]
LocalHost=127.0.0.1
LocalPort=7001
RemoteHost=127.0.0.1
RemotePort=8001
StallDetection=1

[m2tx]
LocalHost=127.0.0.1
LocalPort=8002
RemoteHost=127.0.0.1
RemotePort=7002

[m2stats]
RemoteHost=127.0.0.1
RemotePort=-1
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #124 on: February 04, 2015, 12:21:30 pm »
cool thanks works great!  :applaud:

if someone wants to do some tests with m2lagfix online so I'll be on this server http://irc.lc/freenode/m2lagfix/user , if it works well we can think about doing a nice interface to communicate in races.

something?


Nuexzz

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Re: fooling with m2emu network
« Reply #125 on: February 05, 2015, 12:17:24 pm »
Help SailorSat! we can not communicate by the rules of the tool m2lagfix (we are using the old online tool using an external program vpn "hamachi" to avoid opening ports).
here I leave you in attachment configurations of each machine

SailorSat

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Re: fooling with m2emu network
« Reply #126 on: February 10, 2015, 10:57:42 am »
Oops, didn't see you post until now... I'll take a look at it once I get home.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #127 on: February 13, 2015, 01:57:21 am »
you are far from home haha :laugh2:


SailorSat

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Re: fooling with m2emu network
« Reply #128 on: February 13, 2015, 11:41:53 am »
your m2lagfix.ini has a broken [m2rx] header.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Boomslang

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Re: fooling with m2emu network
« Reply #129 on: April 11, 2015, 08:12:33 am »
any updates to this at all sailorsat? I'm not very patient haha. Love hearing of cool new finds

SailorSat

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Re: fooling with m2emu network
« Reply #130 on: April 11, 2015, 12:59:00 pm »
Nothing new here for now. I'm in the process of converting my (every damn time broken) Daytona USA cabinets to PCs
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Boomslang

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Re: fooling with m2emu network
« Reply #131 on: April 12, 2015, 02:27:30 am »
ah I happen to be doing the exact same with Sega Rally 2 Twin cabs. Just spent last 2 days working on them so ill have these as 3p and 4p to go with my Daytona 2 twin ive already converted. Hope it goes well for you

jacklance

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Re: fooling with m2emu network
« Reply #132 on: August 18, 2015, 02:19:24 am »
It's been a week or so, and I still get "107" when I try starting up the game. Meanwhile, everyone else is talking about how they can play the game, and it seems like Sega's continuing with updates and new outfits now. Is IbVPN my only option now?

vandale

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Re: fooling with m2emu network
« Reply #133 on: June 21, 2016, 06:11:36 am »
m2lagfix was intended to be wrapped around "any" m2em instance.
I wrapped it around all of my m2em instances.
Hi SailorSat. Just stumbled across this and since I am upgrading my cab I decided to finally get rid of the buggy connection between my M2 units.

Arrghhh, I cant get it to work, please check my settings. I have 2 separate machines, Gb LAN connected, currently links ok with some flickering on rival cars when not using m2lagfix.

Any help is appreciated as I cant get them to link with your wrapper
--- master
[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

--- slave

[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

--- m2lagfix
Master
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=10.0.0.2
RemotePort=9000

Slave
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=10.0.0.1
RemotePort=9000

SailorSat

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Re: fooling with m2emu network
« Reply #134 on: June 21, 2016, 10:14:33 am »
Hm... I remember running into similar issues - try replacing 127.0.0.1 with 10.0.0.1 on the master, and 10.0.0.2 on the slave

If I remember correctly, UDP on 127.0.0.1 did work fine on my Win7 development rig, but not on my XP64 rig in the cab.



m2network.ini - master
Code: [Select]
[Network]
RxPort=9001
NextIP=10.0.0.1
NextPort=9002
FrameSync=1

m2lagfix.ini - master
Code: [Select]
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=10.0.0.1
RemotePort=9001

[m2tx]
LocalHost=10.0.0.1
LocalPort=9002
RemoteHost=10.0.0.2
RemotePort=9000



m2network.ini - slave
Code: [Select]
RxPort=9001
NextIP=10.0.0.1
NextPort=9002
FrameSync=1

m2lagfix.ini - slave
Code: [Select]
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=10.0.0.2
RemotePort=9001

[m2tx]
LocalHost=10.0.0.2
LocalPort=9002
RemoteHost=10.0.0.1
RemotePort=9000
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


vandale

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Re: fooling with m2emu network
« Reply #135 on: June 21, 2016, 07:08:54 pm »
Hm... I remember running into similar issues - try replacing 127.0.0.1 with 10.0.0.1 on the master, and 10.0.0.2 on the slave

If I remember correctly, UDP on 127.0.0.1 did work fine on my Win7 development rig, but not on my XP64 rig in the cab.



Thanks I will give it a go tonight, your a star.

SailorSat

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Re: fooling with m2emu network
« Reply #136 on: June 24, 2016, 05:35:13 am »
Thanks I will give it a go tonight, your a star.

Did it work?
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


vandale

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Re: fooling with m2emu network
« Reply #137 on: June 24, 2016, 03:45:28 pm »
Thanks I will give it a go tonight, your a star.

Did it work?

Hi, got caught up with bg4 trying to format widescreen correctly, will have a go today

vandale

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Re: fooling with m2emu network
« Reply #138 on: June 25, 2016, 12:56:33 am »
Thanks I will give it a go tonight, your a star.

Did it work?
Hi, no it didnt.

Now due to BG4 I am running the IP addresses 192.168.69.251 (Master) and 192.168.69.252 (Slave). M2 works fine in linked mode and then I try the following for m2lagfix and they just dont connect, am I doing it wrong, is there a special startup sequence? I am just running m2 then the m2lagfix exe's one after the other:
--- master
[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

--- slave

[Network]
RxPort=9001
NextIP=127.0.0.1
NextPort=9002
FrameSync=1

--- m2lagfix
Master
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=192.168.69.252
RemotePort=9000

Slave
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=127.0.0.1
RemotePort=9001

[m2tx]
LocalHost=127.0.0.1
LocalPort=9002
RemoteHost=192.168.69.251
RemotePort=9000
« Last Edit: June 25, 2016, 12:59:25 am by vandale »

SailorSat

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Re: fooling with m2emu network
« Reply #139 on: June 25, 2016, 04:25:44 pm »
Like I explained earlier, don't use 127.0.0.1 - use the local address (192.168.69.251 on master, 192.168.69.252 on slave) :(



P.S. I see myself "patching" some ROMs soon ^^
https://www.youtube.com/watch?v=2rqSSTjN7Mg
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Nuexzz

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Re: fooling with m2emu network
« Reply #140 on: June 26, 2016, 06:50:19 pm »


P.S. I see myself "patching" some ROMs soon ^^
https://www.youtube.com/watch?v=2rqSSTjN7Mg

"but consider m2lagfix obsolete soon"


you think replacing m2lagfix for a patch for each game?
« Last Edit: June 26, 2016, 07:14:21 pm by Nuexzz »

SailorSat

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Re: fooling with m2emu network
« Reply #141 on: June 26, 2016, 08:43:15 pm »
No, I plan on replacing the "master" mode in the games.
It seems the master mode is causing like 90% of all problems.

However, not every game allows to choose between master and slave - those games need to be patched :)
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


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Re: fooling with m2emu network
« Reply #142 on: June 27, 2016, 05:21:40 am »
Like I explained earlier, don't use 127.0.0.1 - use the local address (192.168.69.251 on master, 192.168.69.252 on slave) :(



P.S. I see myself "patching" some ROMs soon ^^
https://www.youtube.com/watch?v=2rqSSTjN7Mg

Hi, got it working, thanks for being patient! Looking forward to your next public release. ElSemi would be so proud.
Regards
Gene

eldiego

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Re: fooling with m2emu network
« Reply #143 on: June 27, 2016, 10:29:51 am »
Hi Vandale, can you post how was it configuration (working now), because
I'm pretty hard to learn.
Thanks

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Re: fooling with m2emu network
« Reply #144 on: June 27, 2016, 05:08:59 pm »
I am currently investigating into the advanced link fix.

So far done:
External "Master"-Token generator and packet throttle.

--- PPS = packets per second ---

Daytona USA - shows rock solid graphics with 58 pps - cars start flickering if more than 60 pps

Indy500 - was one of the games that was basically impossible to link up with more than 2 oder 3 units - with the fake master and a packet limit of 58 pps the game stays in sync and the link stays stable. If I increase the packet limit to 60 pps (or more) the game almost instantly shows "network error".

MotorRaid - behaves basically the same as Indy500.

ManxTT - doesn't seem to care about packets at all, it just works fine with any speed.

Sega Rally - the pointers on minimap seem to flicker with 58 pps - the flickering disappears with more than 60 pps, however the countdown still goes crazy in any case.

Last but not least, Sega Touring Car does not seem to work at all - Without the tool, it simply won't link up at all - With my tool it will link up, but sit in network check forever.

--

I am pretty sure the network should be closer tied to the framerate, however I have currently no idea how exactly that is supposed to work.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Boomslang

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Re: fooling with m2emu network
« Reply #145 on: June 28, 2016, 02:31:44 am »
awesome SailorSat!

very cool to get link finally working in IndyCar, i was having issues with that :(

SailorSat

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Re: fooling with m2emu network
« Reply #146 on: July 04, 2016, 08:07:51 am »
Guess this one will be a little harder as I thought.
Can't get it working on the actual cabinets - need to "hook" VSync and pause the emulator (which in turn slows down emulation speed).
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


SailorSat

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Re: fooling with m2emu network
« Reply #147 on: July 07, 2016, 05:20:19 pm »
So it turned out, I cannot hook the vsync the way I wanted to do.

However there still is light at the end of the tunnel :D

Small LUA patch to "disable" the infamous "NETWORK ERROR" in Indy500 and Motoraid - turns out the code has some "delay" counter going up till 0xFF, and then deeming the network unreliable. By writing 0 (read ZERO) to this counter every single frame we can be sure to never reach that value. - Not exactly the way I wanted to fix things, but still should be enough to get a "stable" 8 player setup running.

indy500d.lua
Code: [Select]
require("model2"); -- Import model2 machine globals

function Frame()
I960_WriteDWord(0x00555214,0x00000000)
end



indy500.lua
Code: [Select]
require("model2"); -- Import model2 machine globals

function Frame()
I960_WriteDWord(0x005ec6b0,0x00000000)
end



motoraid.lua
Code: [Select]
require("model2"); -- Import model2 machine globals

function Frame()
I960_WriteDWord(0x005195d4,0x00000000)
end
« Last Edit: July 07, 2016, 06:35:39 pm by SailorSat »
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


SailorSat

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Re: fooling with m2emu network
« Reply #148 on: July 10, 2016, 03:51:30 pm »
First test on my daytona setup was good, although some questions remain.

Indy 500 with the ROM patched, (but without the new link fix) works good, as long as all machines can keep up with 60 FPS. - It gets even worse than Daytona if machines can't reach full speed. - Most of the time I try to overtake an NPC car, they instantly "teleport" into my car and crash me.

With the new link fix, that doesn't happen, but the game will slow down for everybody to the lowest machines speed. (which is fine if they can run at 60fps)

I still can't get a "reasonable" netplay in Sega Rally though, even with only 2 machines and the link fix, the timers go crazy. The problem seems to be buried deeper inside the network boards.

Haven't tried other games yet.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


vandale

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Re: fooling with m2emu network
« Reply #149 on: July 11, 2016, 01:23:30 am »
Hi, do we use the m2lagfix and the LUA script? Thanks

SailorSat

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Re: fooling with m2emu network
« Reply #150 on: July 11, 2016, 02:34:38 pm »
you can use the lua with m2lagfix, yes.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


SailorSat

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Re: fooling with m2emu network
« Reply #151 on: August 28, 2016, 11:42:13 am »
Bam... Indy 500 has another serious problem xD - the game simply freezes (as does it in MAME) :(
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


baritonomarchetto

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Re: fooling with m2emu network
« Reply #152 on: August 28, 2016, 04:00:38 pm »
Keep the work up Arianne!

buttersoft

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Re: fooling with m2emu network
« Reply #153 on: September 02, 2016, 12:38:19 am »
Agreed! Amazing efforts so far, we're all itching to play more model2 and model 3 games over network! It feels so close, though I imagine even with your skillset it's still a lot of work. You have my thanks.

eldiego

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Re: fooling with m2emu network
« Reply #154 on: October 30, 2016, 06:18:53 pm »
Hi, i am trying to use the m2lagfix but with this config start only master with link system (but for 1 player) and slave continue searching...

Master

[Network]
RxPort=9001
NextIP=192.168.1.3
NextPort=9002
FrameSync=1

m2lagfix.ini

[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=192.168.1.110
RemotePort=9001
StallDetection=1

[m2tx]
LocalHost=192.168.1.110
LocalPort=9002
RemoteHost=192.168.1.3
RemotePort=9000

Slave

[Network]
RxPort=9001
NextIP=192.168.1.110
NextPort=9002
FrameSync=1

m2lagfix.ini
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=192.168.1.3
RemotePort=9001
StallDetection=1

[m2tx]
LocalHost=192.168.1.3
LocalPort=9002
RemoteHost=192.168.1.110
RemotePort=9000


I have only 2 cabs connected via lan, Ip master 192.168.1.110 ip slave 192.168.1.3
Please If anybody can help me.
Thanks

Boomslang

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Re: fooling with m2emu network
« Reply #155 on: October 30, 2016, 11:49:26 pm »
Master

[Network]
RxPort=9001
NextIP=192.168.1.3
NextPort=9001
FrameSync=1


Slave

[Network]
RxPort=9001
NextIP=192.168.1.110
NextPort=9001
FrameSync=1



m2 network should look like that on each machine. Read back on SailorSat instructions earlier in this thread

eldiego

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Re: fooling with m2emu network
« Reply #156 on: October 31, 2016, 12:14:45 am »
Master

[Network]
RxPort=9001
NextIP=192.168.1.3
NextPort=9001
FrameSync=1


Slave

[Network]
RxPort=9001
NextIP=192.168.1.110
NextPort=9001
FrameSync=1



m2 network should look like that on each machine. Read back on SailorSat instructions earlier in this thread

Ok tomorrow will try.
I read 10 times or more but i m not ever understand...for the english i supose.
Thanks

eldiego

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Re: fooling with m2emu network
« Reply #157 on: October 31, 2016, 05:42:39 pm »
Works fine!!!. thanks

FaithLes2425

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Re: fooling with m2emu network
« Reply #158 on: July 28, 2017, 10:59:22 pm »
Does the m2lagfix work across multible PC's?
What cabels are required?
Can i run through a switch/router or do i need a crossover?
Are there any limits to the lenght of the cabel/cabels?

SailorSat

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Re: fooling with m2emu network
« Reply #159 on: July 29, 2017, 11:57:49 am »
Sure it does.
You can (in theorie) even use it online.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


buttersoft

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Re: fooling with m2emu network
« Reply #160 on: July 31, 2017, 12:59:22 am »
Forgive me for begging, Sailorsat, but any chance STCC networking will come good at some point?

Boomslang

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Re: fooling with m2emu network
« Reply #161 on: August 13, 2017, 01:56:41 am »
Ive finally moved all my cabs out to the garage together side by side and for the life of me I can't seem to get m2lagfix working anymore. Just attempted for about 3 hours

I used to have this working with ease which is the annoying part. It works if i bypass the m2lagfix program so it's not a network problem

Can someone please post a working m2network and m2lagfix ini files to work across 2-4 machines? I must be doing something dumb but I can't work it out

I can't even connect between 2 machines at the moment, let alone 4

I used to have it using just m2lagfix on the Master machine so I didn't have to load m2lagfix on every slave as well

FaithLes2425

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Re: fooling with m2emu network
« Reply #162 on: August 14, 2017, 10:46:23 am »
I need some help with the m2lagfix.ini. I suck at Network. What numbers do i need to put in?
Master: 192.168.1.86
Slave:   192:168.1.238

  
 

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