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fooling with m2emu network |
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XSFDriver:
Hi Sailorsat, THANKS HEAPS for going over that, with the indy500.lua... Like you said "Works like a charm"... I finally got it networking on two PC's with the following: m2emulator 1.1a - "Indianapolis 500 (Rev A, Twin, Newer rev)" m2network.ini (master) --- Code: ---[Network] Framesync=1 ; test for stopping flickering cars RxPort=1978 NextIP=192.168.1.2 ; sends info to this ip NextPort=1978 --- End code --- m2network.ini (slave) --- Code: ---[Network] Framesync=1 ; test for stopping flickering cars RxPort=1978 NextIP=192.168.1.1 ; sends info to this ip NextPort=1978 --- End code --- ...and NOW with your .lua script on both: indy500.lua (master and slave) --- Code: ---require("model2"); -- Import model2 machine globals function Init() end function Frame() I960_WriteDWord(0x005ec6b0,0x00000000) Model2_SetWideScreen(1) end --- End code --- ...at first, I had the two PC's just hooked up with a crossover cable, then I hooked them up with normal network cables and a router, but with both attempts I can NOW network them successfully and play the game linked, but I still get flickering rival cars (same on Daytona USA). :banghead: Is there something I'm missing or do you think it's the two primitive PC's I've used for the test? PC 1: MOBO: Intel D945GTP CPU: Intel Pentium "D945" (early Dual Core) 3.4GHz Ram: 3Gb GPU: Nvidia Geforce 8400 GS 512Mb OS: XP SP2 32bit PC 2: MOBO: Intel D865GLC CPU: Intel Pentium 4 (Hyperthreaded) 3.0GHz Ram: 4Gb GPU: ATI Radeon HD 3650 AGP 512Mb OS: XP SP2 32bit I've been reading this thread over and over, trying to learn more and be able to mess with these things myself. I was thinking maybe your "M2Lagfix.exe" might help this glitch? ...Any help or guidance to understand what's going on would be greatly appreciated, I know you're busy with lots of projects though. Cheers. :cheers: |
vandale:
--- Quote from: SailorSat on June 20, 2019, 04:25:27 pm ---So... I just tried it (again). …….works like charm --- End quote --- Thanks heaps |
XSFDriver:
--- Quote from: SailorSat 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: ---require("model2"); -- Import model2 machine globals function Frame() I960_WriteDWord(0x00555214,0x00000000) end --- End code --- indy500.lua --- Code: ---require("model2"); -- Import model2 machine globals function Frame() I960_WriteDWord(0x005ec6b0,0x00000000) end --- End code --- motoraid.lua --- Code: ---require("model2"); -- Import model2 machine globals function Frame() I960_WriteDWord(0x005195d4,0x00000000) end --- End code --- --- End quote --- OK... so this is to set this "delay" counter to 0...to go around this network error...just curious...by what way do you find this address/value in each rom? Can anyone shed some light on this for me? E.G. I960_WriteDWord(0x005ec6b0,0x00000000) ^^^^^^^ Cheers. :cheers: |
SailorSat:
Phew… Single step debug (in MAME) every time the host cpu tries to communicate with the comm boards. Taking notes, more debug... once in a while feeling funny and changing some memory values on the fly :D |
XSFDriver:
...and a LOT of patience and persistence by the sound of it... Thanks for the reply Sailorsat, you've given me a new respect of all the work you lot put in, I'll look into the MAME debugging, not that I'll understand it, but it's a start. Cheers. :cheers: |
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