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Author Topic: sega32.c emulaton and output hooking  (Read 3603 times)

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baritonomarchetto

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sega32.c emulaton and output hooking
« on: January 24, 2014, 03:18:09 am »
I was reading the "old" Howard topic about hooking outputs for driving games in MAME. Noticed that, at some point, he (you Howard if you are reading  ;)) wrote:

Now there is some bad news....  From what I've read in the driver notes jurassic park, and possibly radmobile and rad rally have had their extended driver boards (for motors and pistons) cludged in to get the driver working.  That means unless someone completes the emulation, I can't hook up the motor/piston outputs for those games.   :'(

is the emulation of those drivers still at the point that outputs are unavailable? I saw that they are not hooked up, but would it be possible now to hook them up?

In addition: looks like Outrunners motor vibrator is not hooked up, but lamps actually are. Is that because of the same problem of the cited games?
« Last Edit: January 24, 2014, 10:20:03 am by baritonomarchetto »

Howard_Casto

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Re: sega32.c emulaton and output hooking
« Reply #1 on: January 24, 2014, 11:54:43 am »
Outrunners has working FF and it is hooked up (I did it myself) in many of these games you have to change the cabinet mode in the settings, because one style doesn't have outputs, ect....

baritonomarchetto

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Re: sega32.c emulaton and output hooking
« Reply #2 on: January 24, 2014, 04:39:31 pm »
That's the Powerdrift case, in example, but i just downloaded the 3 versions of outrunners (world, us, and japan) and none have the vibration output, nore there are dip switches to change the cabinet type ...

May I ask you to doublecheck if something have changed?

Here is the ini i get:

Code: [Select]
[General]
MameStart=
MameStop=
StateChange=
OnRotate=
OnPause=
[KeyStates]
RefreshTime=
[Output]
MA_Check_Point_lamp=
MA_Race_Leader_lamp=
MA_Steering_Wheel_lamp=
MA_DJ_Music_lamp=
MA_<<_>>_lamp=
MB_Check_Point_lamp=
MB_Race_Leader_lamp=
MB_Steering_Wheel_lamp=
MB_DJ_Music_lamp=
MB_<<_>>_lamp=

I can see tons of lamps, but not a vibrator motor control ...

Howard_Casto

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Re: sega32.c emulaton and output hooking
« Reply #3 on: January 25, 2014, 03:43:02 am »
It's "steering wheel lamp".  That's a typo, and I've since submitted a patch YEARS ago.  I don't have a clue why it wasn't fixed.

But for the record, yes, it does have a dip section... press F2 to go into the soft dip.

baritonomarchetto

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Re: sega32.c emulaton and output hooking
« Reply #4 on: January 25, 2014, 03:52:09 am »
Thank you dude. I will correct the typo (for sure in racermame).
I made some toying yesterday with that line, but i had no success. I wll check again, but do you eventually remember the cabinet/dip combination to have it running? I have segaorun.c games and system y oerfectly rumbling, but no success with sega32
thanks

EDIT: made some testing this morning and, YES, outrunners is still hooked up (i made a stupid error by defining the vibrator motor for player 2 (MB). great work (even if you have no more love for it  :'(... I am just kidding  :lol)
« Last Edit: January 25, 2014, 06:28:59 am by baritonomarchetto »

Howard_Casto

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Re: sega32.c emulaton and output hooking
« Reply #5 on: January 25, 2014, 02:54:25 pm »
It's not that I don't have a love for it...I'm basically doing it for everybody else, I don't get anything out of it.  I don't mean money of course, but rather enjoyment.  I still don't have a working racing cab, heck even my main mame cab is so outdated most of this stuff won't run. 

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Re: sega32.c emulaton and output hooking
« Reply #6 on: January 28, 2014, 04:52:50 pm »
It's not that I don't have a love for it...I'm basically doing it for everybody else, I don't get anything out of it.  I don't mean money of course, but rather enjoyment.  I still don't have a working racing cab, heck even my main mame cab is so outdated most of this stuff won't run. 
Outrunners has working FF and it is hooked up (I did it myself) in many of these games you have to change the cabinet mode in the settings, because one style doesn't have outputs, ect....

Does outrunners have actual FF or is it just a shaker motor?

I was also wondering if you could give me some tips for trying to get some outputs working. I'd like to play around a bit and try to get some lamps setup in a game or two. Is all of these handled within the driver files? Also what do you recommend for an IDE when working with MAME?

I've been reading through all of the documentation on mamedev.org and read through the actual drivers for a number of boards, it's helped me understand a lot of the layout and the general way things work but I still have a long way to go before I fully wrap my head around how everything works.

I'm assuming for lamp output, as long as the necessary hardware is being emulated it's just a matter of figuring out where in memory the lamp states are being set and then attaching that to outputs?

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Re: sega32.c emulaton and output hooking
« Reply #7 on: January 28, 2014, 06:44:55 pm »
It's a shaker motor. 

Yes you do it in the game's driver.  Typically mame already has the input/output memory regions mapped out.  What I do, which probably isn't the best way to do it, is to take the entire output bank and hook it up as an output and compile mame.  Then I run mamehooker and monitor the debug window from mamehooker.  For lamps 90% of the time it's a single byte with some bitmasking.... aka if the byte at address contains a 4, start 1 lamp is on, if it contains an 8, start 2 is on, ect....

Also test menus in games are your friend.  While it's often difficult to part out individual bit masks/bytes while playing the game, most of your games have a test menu (press f2) and if you are lucky an "output test" section, which makes things really easy as it'll tell you which output is getting fired as you monitor memory locations.

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Re: sega32.c emulaton and output hooking
« Reply #8 on: January 28, 2014, 07:56:17 pm »
Thanks for the insight...  :cheers: I might try to play around with that a bit this weekend.