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Sega Monaco GP 1979/1980 - My Remake

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xfassa:

--- Quote from: Xiaou2 on March 30, 2014, 11:15:01 pm ---As far as I remember, In the arcade, you had to spin the wheel quite a few rotations to get the car to move from one side of the road to the other.

--- End quote ---

On my original Monaco GP, I can move the car side to side without having to spin the wheel.  If the car is located in the center of the screen, a quarter turn in each direction is enough to move the car side to side.

As for the foot pedal, analog is ideal.  However, once you get used to the on/off acceleration/deceleration, you will find it is works pretty well.  Other than the bridge, there aren't many times you need to hold the accelerator at a slower speed.  At least, that is my experience.  :-)

Again, pretty amazing simulator that keeps bringing me back to play.  Geecab - How about a Monaco GP construction kit that allows users to program the track? 

Xiaou2:
I think the problem is that you shouldnt rely on a computer formula to reduce speed or gain it.  That should be down to the game programming, and the persons control.

 There are many times when reducing speed is a good idea, such as when on Ice (Which I believe is more dangerous on the original),  as well as when there are a number of cars on the screen.. that you are unsure of their behavior... and or are about to cross your path.   Sometimes, you just need to slow down a hair, rather than a full on brake.  Sometimes a harsh speed drop is needed.  It again, should be up to the user..   and also, I dont see why you would make a reamake of a game without its proper analog controls.   All the remakes with Spy Hunter, are completely unplayable... and they are by the original company.  Its a sad joke.

 I especially cant see replacing an original, without at very least, having all the controls be proper.

geecab:

--- Quote from: xfassa on March 30, 2014, 08:16:18 pm ---Geecab - Well the journey has finally begun.  I have my Monaco GP cabaret torn down.  I am currently converting the wheel, shifter, and foot pedal over to modern electronics.  Specifically, I am using a Suzo-Happ usb spinner board (Part # 95-2780-00) to read the original encoder for the car movement.  Also, I am using the Ultimarc usb I-PAC for the shifter, foot pedal, coin slots, and start game play.  Ideally, the foot pedal should be a potentiometer but my I-PAC only handles digital (would need to get an A-PAC for analog).  My foot is typically full on the pedal anyway.  ;-)

As for the monitor......still figuring that part out.  For now, I plan to get it working with the single display using the original tube monitor.  It would be nice to have the LED scores, timer, etc working but not a mandatory requirement right now.

As for the software, it is really p*ssing me off (in a good way).  It is waaaaay more challenging than the original.  Your simulator continues to get me to play "just one more game".  Well done!  With that said, I was wondering if you could add a few features.  Would it be possible to minimize the time the car is "paralyzed" after hitting water puddles on the road?  or at least minimize the number of water puddles that appear on the road?  Honestly, it would be great if these were all user adjustable options.

--- End quote ---

Cool, sounds like its all going well xfassa! I must confess, I never bothered with analog pedal support because my driving cab only has microswitched pedals. I'm pretty sure I'll be adding analog pedal support in the next version anyways.

Totally agree with you regarding the puddle paralyze time. I'll put some options for that in the next version. Just been watching a youtube clip to see if I can work out just what actually happened when you hit a puddle. This clip in particular, the car hits a puddle at time 0:11 and again at 0:41, but apart from the tire squeak noise, the player seems in total control of the car and the speed of the car doesn't change (sounds as if it keeps accelerating)...

So I'm just wondering what the actual disadvantage was regarding hitting a puddle on the arcade version? Since you own an original machine, I was hoping you might be able to remember?


--- Quote from: xfassa on March 31, 2014, 09:45:09 pm ---Also, the original didn't encounter the bridge until after the extended session started.
Geecab - How about a Monaco GP construction kit that allows users to program the track? 

--- End quote ---

Agreed, the bridge should only appear during extended play, I must sort that in the next version. And yes I think it would be cool to add a construction kit / track editor. In my source code, the track type, length, number of cars etc.. are all stored in a big table. Probably the easiest solution for me is if I read that table from a txt file when you start the game, and you could edit that txt file however you choose  :)

geecab:

--- Quote from: Xiaou2 on March 30, 2014, 11:15:01 pm ---After a brief play, AVG went bonkers and deleted it.  (This was the 1st link version) I loaded v2 and it plays without AVG going ape.

--- End quote ---

Hi Xiauo2! That's a shame, did AVG give you a reason why it delete it? I can personally vow that Norton, Avira and ESET NOD32 are all fine with both links.


--- Quote from: Xiaou2 on March 30, 2014, 11:15:01 pm ---However, I cant figure out the Config settings, because the instructions are missing the command properties.  I tried to put Mouse as the steering device, but to no avail.  Tried mouse1.  Nothing.

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"Mouse" and "mouse1", won't work. It needs to be something like "mouse axis x". Its best you use the in-game menu to set up your controls (so that you can see what is available). Pressing 'TAB' whilst the game is running in attract mode, then using the arrow keys navigate to the CONTROL sub menu, and change STEERING_DEVICE to a mouse axis of your choice.



--- Quote from: Xiaou2 on March 30, 2014, 11:15:01 pm ---Defaults to a window?  Why?

--- End quote ---
I experienced a strange display problem when running the game on an really old PC in full screen mode that didn't happen when running the game in windowed mode. I fixed the problem, but figured to give the game the most chance of success of running first time on every ones video hardware the default should probably be best left as windowed.


--- Quote from: Xiaou2 on March 30, 2014, 11:15:01 pm ---Also, was analog pedal support added?

--- End quote ---
Not yet, I'll add it in the next version.

Thanks for giving it a try  :)

xfassa:

--- Quote from: geecab on April 02, 2014, 01:41:44 pm ---So I'm just wondering what the actual disadvantage was regarding hitting a puddle on the arcade version? Since you own an original machine, I was hoping you might be able to remember?

--- End quote ---

I remember just a momentary delay when hitting a puddle.  I will hook my machine back up this weekend to check it out.

The game is quite fun now that I have the wheel, pedal, and shifter.  I look forward to your updates.  Thanks so much for taking the time to make this simulator.  ;-)

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