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Author Topic: fooling with m2emu network  (Read 110342 times)

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SailorSat

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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.)
[/cod€]
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

SailorSat

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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



SailorSat

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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 ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


SailorSat

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Re: fooling with m2emu network
« Reply #46 on: January 23, 2014, 05:05:58 pm »


still a lot of work to do :)
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 #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 »

Boomslang

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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

Boomslang

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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

SailorSat

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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 »
I do all that stuff even without a Joystick ;)
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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. 

Boomslang

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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)

SailorSat

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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)

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

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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?

SailorSat

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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 :)
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 #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?

SailorSat

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


AMG KC

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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.

AMG KC

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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.

AMG KC

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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 :)

SailorSat

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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 »
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 #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

Nuexzz

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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.

vandale

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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 »
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 #69 on: July 31, 2014, 11:16:10 am »
Teaser...




nearing "beta" mode :)

It is really amazing!!   

Nuexzz

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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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Howard_Casto

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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?

Jitterdoomer

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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?
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SailorSat

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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.
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 #75 on: July 31, 2014, 05:21:28 pm »


And yeah... source code screenshot ;) - yeah, that visual basic 6 ^^
« Last Edit: July 31, 2014, 05:25:41 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 #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 »
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 #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 :)
I do all that stuff even without a Joystick ;)
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Jitterdoomer

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Re: fooling with m2emu network
« Reply #79 on: July 31, 2014, 10:46:42 pm »
For amusement only.