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Author Topic: Patching Daytona in m2emulator  (Read 37933 times)

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supernono

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Re: Patching Daytona in m2emulator
« Reply #40 on: July 26, 2014, 03:30:56 pm »
ok i'm waiting

Dozer316

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Re: Patching Daytona in m2emulator
« Reply #41 on: September 08, 2014, 12:35:12 pm »
Hi Howard,

Was a new TS memcfg ever released for the new daytona memory lamp locations?

If not I wouldn't mind having a crack at it myself but was wondering what the "&h" prefixes mean in the current set of ts.ini files I've seen.

Would these new locations be entered as bit mask values like the current entries in vf2.ini etc?

Thanks in advance.


Boomslang

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Re: Patching Daytona in m2emulator
« Reply #42 on: September 26, 2014, 05:43:18 am »
can Daytona be hacked to raise the laps during endurance race? In Daytona USA the max is 80 laps for Beginner however in Daytona USA 2 you can set it up to 500 laps which takes around 3 hours!! Id love to have Daytona USA be up to 500 laps as well

SailorSat

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Re: Patching Daytona in m2emulator
« Reply #43 on: September 26, 2014, 08:08:33 am »
It will show track 81/80 etc. but it is possible. However, I don't know if the track limit is 8bit (255 laps) or 16bit
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


Boomslang

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Re: Patching Daytona in m2emulator
« Reply #44 on: September 26, 2014, 04:25:59 pm »
Awesome! I'd love that so much.....how the hell can I do it? Properly assuming I can't  :hissy:

I always thought the 80 Lapa from Daytona 1 was too short

MrThunderwing

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Re: Patching Daytona in m2emulator
« Reply #45 on: September 28, 2014, 02:54:18 pm »
(This is just a normal non-patched LAN game)



« Last Edit: September 26, 2015, 06:25:37 am by MrThunderwing »

RamjetR

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Re: Patching Daytona in m2emulator
« Reply #46 on: September 29, 2014, 07:10:01 pm »
got it.
replaced all those LDOB/STOB opcodes with LD/ST and now everything works.

grab the script in the first post and give daytona (saturn ads) a try :)
RAMBASE + 0x824 got the lamp data

0x01 - coin chute 1
0x02 - coin chute 2
0x04 - start
0x08 - view 1
0x10 - view 2
0x20 - view 3
0x40 - view 4
0x80 - leader

Hi SailorSat,

Did you have to replace opcodes in the source or the rom for the lamp outputs to become available? I tried the above RAMBASE + 0x824 and still don't have any readings, is there a new exe available to test with?

Thanks,
Ramjet. :)
Gentlemen.... Start your engines!
My Youtube Channel http://www.youtube.com/user/ramjetr?feature=mhee
Try my RamjetM2Borderless V0.7 utility for your M2Emulator shooting games here https://docs.google.com/open?id=0B-P3wlCiYEm3RzhCZk1NcFR3blE
Try my Sega Model 2 Output Utility RamjetVR V1.4 https://docs.google.com/file/d/0B-P3wlCiYEm3VHhBMXNxZGVIQk0/edit

SailorSat

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Re: Patching Daytona in m2emulator
« Reply #47 on: September 30, 2014, 11:07:05 am »
There is a script attached to the first post that does patch the roms (in memory) on load. No new roms required :)
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


BigPanik

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Re: Patching Daytona in m2emulator
« Reply #48 on: October 17, 2014, 04:46:30 am »
Mhm... That arduino interface sounds interesting :D

Yes it is:



« Last Edit: October 17, 2014, 04:49:30 am by BigPanik »

SaturnAR

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Re: Patching Daytona in m2emulator
« Reply #49 on: November 14, 2014, 02:58:54 pm »
My board, with no original board needed to do it.  ;D



Just my custom-made usb board, PC controller software and of course, a Daytona USA driving kit. This one uses a 100V AC motor.

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #50 on: April 18, 2015, 07:28:47 pm »
How can I use the special type inputs?

Im not sure what im meant to actually do to get them working

SailorSat

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Re: Patching Daytona in m2emulator
« Reply #51 on: April 19, 2015, 04:53:04 am »
How can I use the special type inputs?

Im not sure what im meant to actually do to get them working

1. using the script on the first post:
F4 is mapped to "extended start" (as long as you hold it, the join-in timer in multiplayer should be disabled)
F5 is mapped to the "emergency" / "remote start". If you tap in attract mode, the game will start as if you had pressed the start button. if you hold it ingame, the seat movement (and force feedback) should stop for as long as you keep it pressed down.

the track selection is not mapped in the default script - it is documented in the script though.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


alex_cs

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Re: Patching Daytona in m2emulator
« Reply #52 on: June 17, 2015, 12:24:02 am »
Hey guys,

Excellent work on this!
I've got a pacdrive and am hoping to get the script to interface to the controller.

Does anybody have the memcfg file to put into the trouble shooter or a guide how to code on the ram base address? Having a bit of trouble.
Help would be appreciated!
« Last Edit: June 17, 2015, 03:09:49 am by alex_cs »

alex_cs

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Re: Patching Daytona in m2emulator
« Reply #53 on: July 14, 2015, 08:57:48 pm »
I ended up working out the memcfg file to the memory addresses and it all works great with the pacdrive. Has anybody got this memory hacking working with mamehooker on m2 emulator version 1.1a ?

Regards, Alex.

supernono

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Re: Patching Daytona in m2emulator
« Reply #54 on: July 31, 2015, 07:19:03 am »
I am interested in your memcfg file

BadMouth

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Re: Patching Daytona in m2emulator
« Reply #55 on: July 31, 2015, 10:10:37 am »
My board, with no original board needed to do it.  ;D



Just my custom-made usb board, PC controller software and of course, a Daytona USA driving kit. This one uses a 100V AC motor.


No details, no useful.  :'(


supernono

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Re: Patching Daytona in m2emulator
« Reply #56 on: August 09, 2015, 04:29:23 pm »

You would use the new script along with troubleshooter 2 and mamehooker. 

A new troubleshooter memcfg file would have to be made for Daytona which reads the new memory address of rambase+0x824 and bitmasks all the lamps into outputs (pretty easy). 

It would pass those along to mamehooker and it would work as normal. 
 

i'm looking for this new troubleshooter memcfg file

is there somebody writing it ?
« Last Edit: August 09, 2015, 05:17:01 pm by supernono »

beeflecake

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Re: Patching Daytona in m2emulator
« Reply #57 on: September 23, 2015, 12:34:04 pm »
Quote
i'm looking for this new troubleshooter memcfg file

Hello.
I have the same problem. If someone could explain to me how to use TS2 with the patch version of Daytona USA.

Thanks a lot.



Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #58 on: September 26, 2015, 12:47:30 am »
That isn't a problem guys.  I haven't made one yet. 

Don't take this the wrong way, but I've been away for about a year due to medical problems and over the past 4 or 5 months I've managed to release a full mod for MK:KE and the latest version of Outrun 2 FXT.  I'm good, but I'm not Jesus. 

beeflecake

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Re: Patching Daytona in m2emulator
« Reply #59 on: September 26, 2015, 02:37:03 am »
Ok. Thanks for your answer and your work. I can waiting.


 


BigPanik

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Re: Patching Daytona in m2emulator
« Reply #60 on: October 28, 2015, 12:13:22 pm »
I has quickly unsuccessfully try the "special type" inputs. Does it's working in single cab mode?

Thanks

SailorSat

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Re: Patching Daytona in m2emulator
« Reply #61 on: October 28, 2015, 12:25:13 pm »
To be honest, I never tried the special inputs in solo mode.

The game has to be set to "special" cabinet for the inputs to work.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


BigPanik

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Re: Patching Daytona in m2emulator
« Reply #62 on: October 29, 2015, 12:19:44 pm »
The game has to be set to "special" cabinet for the inputs to work.

OK, my mistake.

So, "Extended start" don't work in single but "Emergency/remote start" work fine. Also try with success the "track selection" option.

Thanks

Nuexzz

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Re: Patching Daytona in m2emulator
« Reply #63 on: October 29, 2015, 11:29:41 pm »
If you can extend the startup time in single player , I have to find the code on my old hard

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #64 on: October 17, 2016, 04:08:40 am »
Sorry for bumping an old post here but I've still been waiting for memcfg file to be updated for m2 emulator 1.1a for the VR lights and it's never been done after 2 years or so


I attempted it briefly but kept getting errors so I must be doing something wrong

since SailorSat's lua script is for daytonas then i looked up the daytonas file in memcfg and it has the old stuff from m2 emulator 1.0 currently

[Info]
Name=Daytona USA (Saturn Ads)
WinCaption=Daytona USA (Saturn Ads)
WinClass=MYWIN
ExeName=
ExePath=
LaunchGame=0
Enable=1
ExitMode=1
[Inputs]

[Outputs]
Enable=1
EmuName=Model2
NumberOutputs=6

Output1PTR=&H18F930|&h100|&H10D0
Output1Type=integer
Output1Name=Fake_TimeLeft

Output2PTR=&H18F930|&h100|&H1710
Output2Type=byte
Output2Name=Fake_VRView

Output3PTR=&H18F930|&h100|&H51EC
Output3Type=integer
Output3Name=Fake_Position

Output4PTR=&H18F930|&h100|&H52CC
Output4Type=integer
Output4Name=Fake_Gear

Output5PTR=&H18F930|&h100|&H52D8
Output5Type=integer
Output5Name=Fake_RPM

Output6PTR=&H18F930|&h100|&H5198
Output6Type=integer
Output6Name=Fake_KPH



Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #65 on: October 17, 2016, 03:34:01 pm »
Sorry man.  I'm just as frustrated at the pace I go these days as you are.  I was just allowed to do stuff this week, so I've been working on my racing rig a little each day.  Today I got the custom plate for the VR + misc buttons finished and cut for the cab.  Believe it or not this was probably the most involved and time consuming step besides the finish. 

I'm hoping to have my cab finished (or at least finished enough.  Sometime this week.  Then I'm going to work on one game at a time and Daytona is probably towards the top of the list, right below Outrun FXT. 

I would say I'll take a look but honestly it's been so long since I worked on ts2 that it would probably be a while before I figured out what was wrong. 

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #66 on: October 17, 2016, 04:30:55 pm »
No worries Howard

Health comes first mate but it's good to hear you are getting to work on your cabinet a bit!

Has anyone managed to get these lamp outputs working with TS2?

Sailorsat posted

RAMBASE + 0x824 got the lamp data

0x01 - coin chute 1
0x02 - coin chute 2
0x04 - start
0x08 - view 1
0x10 - view 2
0x20 - view 3
0x40 - view 4
0x80 - leader

So I assumed I could set

Output2PTR=&H824|&h8|&H10|&h20|&h40
Output2Type=byte
Output2Name=Real_VRView

I just got errors


Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #67 on: October 17, 2016, 05:32:50 pm »
Ok I can tell you what is wrong at least. 

Output2PTR means "memory pointer to output 2"  So it starts with a relative static address, (exe address + offset) and then you keep adding offsets and what-not via bars until the dynamic address comes out the other end.  It doesn't have anything to do with the bit-wise reading, which I'm assuming you were trying to use it for based upon the data you put in.  There are other memcfg files that show how to do bitwise reading (basically you make multiple outputs of the same address, set them up as a single byte, and then filter for the bit you want to read. )  That's problem #1.

Problem #2 is "RAMBASE"  Rambase is a pre-defined memory location in model 2 hardware that is accessable to lua via the "RAMBASE" macro.  Obviously no such macro exists in ts2, it could be different for each revision of model 2 emu, so we have to find it manually.  I'm sure there are some variables I used in previous memcfgs that access the rambase, but I can't remember which.  I'm also unsure if it would even matter, since, as I said, it could vary from version to version.

So yeah, not as straightforward as you were thinking.  There's a reason I've been putting the next release of ts2 off.  ;)


Boomslang

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Re: Patching Daytona in m2emulator
« Reply #68 on: October 17, 2016, 05:40:42 pm »
I'll just keep waiting then :p

What's another year or so.

I've kept using m2 emulator 1.0 for a reason until now

Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #69 on: October 17, 2016, 11:03:01 pm »
Eh I doubt it'll be that long.  Maybe a month or so.   I got the front grill of my cab mounted, so tomorrow I'll wire up all the VR lights and slap on some temp speakers (long story).  The front end is already on the cab ready to go with most of the games installed.  So assuming my I/O Arduino code works (it should as it worked when I had it plugged into my desktop.)  I'll go straight to fiddling.  2k6 is going to be an ongoing project, so like most of my stuff I'll work on it a week or so and jump to something else. 

It's a shame about the eye surgery.  My guess is I won't get to hand turning a wooden wheel or finishing the shifter and yoke before it gets cold.  But hey.... I'll be glad to have it act as something other than a coat rack this winter. 

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #70 on: October 18, 2016, 12:15:37 am »
Ok I can tell you what is wrong at least. 

Output2PTR means "memory pointer to output 2"  So it starts with a relative static address, (exe address + offset) and then you keep adding offsets and what-not via bars until the dynamic address comes out the other end.  It doesn't have anything to do with the bit-wise reading, which I'm assuming you were trying to use it for based upon the data you put in.  There are other memcfg files that show how to do bitwise reading (basically you make multiple outputs of the same address, set them up as a single byte, and then filter for the bit you want to read. )  That's problem #1.

Problem #2 is "RAMBASE"  Rambase is a pre-defined memory location in model 2 hardware that is accessable to lua via the "RAMBASE" macro.  Obviously no such macro exists in ts2, it could be different for each revision of model 2 emu, so we have to find it manually.  I'm sure there are some variables I used in previous memcfgs that access the rambase, but I can't remember which.  I'm also unsure if it would even matter, since, as I said, it could vary from version to version.

So yeah, not as straightforward as you were thinking.  There's a reason I've been putting the next release of ts2 off.  ;)

I forgot to say I actually have the RAMBASE address for m2 emulator 1.1a if thats a step forward

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Re: Patching Daytona in m2emulator
« Reply #71 on: October 19, 2016, 02:28:47 am »
Yeah that helps....... let me throw some ini at ya. 

...........................................................................

Output1PTR=&H18F930|&h100|&HCDD38
Output1Type=byte
Output1BitMask=16
Output1Name=Start_Lamp

Output2PTR=&H18F930|&h100|&HCDD38
Output2Type=byte
Output2BitMask=32
Output2Name=VR1_Lamp

.............................................

That's how you do bitmasking..... notice that the address is the same and the only thing changed is the bitmask filter.  Note that you can use hex if you prefer. 

Also you have you three memeory addresses.... If it's a static address (same location in computer's memory every time) use the "Output1Addr" instead and just type the address... no need for bars.  If it's a simple exe offset (shows up as m2emulator.exe+0xaddress in cheat engine) you can just put two bars followed by the address like "Output2PTR="||&H18F930".  The other two slots in the bar are for offsets from the offset and honestly it gets confusing, so It may be better if I do it if that is necessary.

Anyway I wired up all the buttons on my rig tonight and the leds and inputs are functioning properly... so I should be able to help soon. 

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #72 on: October 19, 2016, 03:26:47 am »
so if emulator_multicpu.exe+12C678 is the rambase with an offset of 100 and then VR lights are the rambase + 824 with the offsets of VR1,VR2,VR3 and VR4 being the
0x08 - view 1
0x10 - view 2
0x20 - view 3
0x40 - view 4


Is it meant to be something like

Output2PTR=&H12C678|&h100|&H824
Output2Type=byte
Output2BitMask=8
Output2Name=VR1_Lamp

Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #73 on: October 19, 2016, 02:30:00 pm »
Yeah just like that.  Just note that "0x" = "&H" in ts2 as that's a hex number. 

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #74 on: October 19, 2016, 04:59:12 pm »
I tried that last night though and still wasnt getting it working

Obviously I used the proper rambase address etc but I did notice it has a offset of 100 and another with 0 but I tried them all

Unless I was meant to do

Output2BitMask=&h8

Although rambase does show offset of 100 and 0
« Last Edit: October 19, 2016, 05:07:51 pm by Boomslang »

Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #75 on: October 19, 2016, 08:21:31 pm »
I got your pm... I'll try to take a look at it this weekend.

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #76 on: October 21, 2016, 01:59:26 am »
Good news is I got it going finally

Its not quite 100% as i couldn't seem to get SailorSat script to work with having
ROM = "daytonas"
require("TS2");

added to the lua file, for some reason it would stop the patch working and just sit everything at 00 so I just copied the function init from TS2 into my daytona script and then everything worked fine

works fine with daytona and daytonas using the same script file


Howard_Casto

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Re: Patching Daytona in m2emulator
« Reply #77 on: October 21, 2016, 02:36:47 am »
Well it's probably better to merge them anyway.....  K.I.S.S. and all.   I looked at SailorSat's script and while I can replicate it in code, it wouldn't be possible via a memcfg file as there are some conditional patches in there. 

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #78 on: October 21, 2016, 04:51:15 am »
Attempted to make a quick video but it doesn't show that well with my phone

Regardless, good news is Leader lights finally work over network. Leader lights worked fine on m2 emulator 1.0 but not over network, only for single player



« Last Edit: October 21, 2016, 04:59:24 am by Boomslang »

Boomslang

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Re: Patching Daytona in m2emulator
« Reply #79 on: October 23, 2016, 06:46:40 am »
I played around tonight with daytona a bit. Ive always wanted there to be a way to race multiplayer but not just have it 1/2 etc but to include the AI cars similar to single player so you are racing out of 40 places instead of just 2 or 3 etc

I had mixed results, I got it to show all the AI cars on both networked game but only 1 monitor sees the other networked player, I couldn't seem to get it to see both cars on both screens however its sorta there as when you pass the invisible car it changes my position. I made a small video just to kinda show what i mean and you can see that my position drops as I pass AI cars etc. Im outa ideas on this unfortunately now


« Last Edit: October 23, 2016, 06:48:27 am by Boomslang »