Main > Driving & Racing Cabinets
Has anyone ever worked out Force Feedback for San Fran Rush/MAME?
twistedsymphony:
Ok, that makes a lot more sense. Thanks for the explanation.
synonym9:
If I did not get you wrong you ask for racing games in mame in general....not only for your particiular game.
There are many games on youtube that say FFB works, for example (how I stated, I am not sure if I did understand the conversation right):
twistedsymphony:
--- Quote from: synonym9 on January 31, 2014, 12:24:01 pm ---If I did not get you wrong you ask for racing games in mame in general....not only for your particiular game.
There are many games on youtube that say FFB works, for example (how I stated, I am not sure if I did understand the conversation right):
--- End quote ---
I was asking about both the status of FFB in MAME and of SF Rush Specificially...
MAME isn't being used in either of those videos you posted. Daytona is likely being emulated by Nebula's Model 2 emulator: http://nebula.emulatronia.com/ which does indeed support FFB but it's not part of MAME.
The second video you posted is running a PS3 so it doesn't even have a PC at all.
I know you can get FFB output for many games but I was specifically asking about games that are being emulated by MAME.
synonym9:
From what I understood is that he had a PS3 AND a PC running on it....but its useless as I now understood now what you are after... sorry.
twistedsymphony:
So over the weekend I spent a lot of time reading through documentation on how FFB works at an electrical level... specifically the Happ equipment used in SF Rush and other games.
I always assumed that it was a complex system that used a stepper motor and took into consideration wheel position etc. but it's nothing like that.
For anyone that's curious it's really pretty simple...
there are 2 values, direction and intensity.
on the Happ driver board this is delivered as 5 bits: bit 1 signifies left or right, bits 2-5 is just a binary number signifying the intensity in that direction. the actual game hardware itself is responsible for reading the wheel position and then calculating how that factors into the FFB output.
Other systems, (like the FFB used on the Gamecube) have a single numb value 0-255 that signifies both direction AND intensity so 0 is full power left, decreasing with each number until 127 which would be neutral/no force and then increasing with each number until 255 would be full power right.
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I would suspect that most FFB motors are some variation of this... so looking for FFB output in memory is just a matter if finding values for direction and intensity.
Maybe this is old news to some of you but I'd never seen it explained out anywhere. Now that I actually understand how FFB works it seems like it will be less of a challenge to get it working.
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