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sega32.c emulaton and output hooking

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Howard_Casto:
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  I still don't have a working racing cab, heck even my main mame cab is so outdated most of this stuff won't run. 

twistedsymphony:

--- Quote from: Howard_Casto 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  I still don't have a working racing cab, heck even my main mame cab is so outdated most of this stuff won't run. 

--- End quote ---

--- Quote from: Howard_Casto 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....

--- End quote ---

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?

Howard_Casto:
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.

twistedsymphony:
Thanks for the insight...  :cheers: I might try to play around with that a bit this weekend.

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