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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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