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Hacking Hydro Thunder..err Offroad Thunder (Updated)

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MrThunderwing:

--- Quote from: BadMouth on February 11, 2016, 07:30:54 am ---EDIT:
This is one of the big reasons I'd like to see the controls on this or the other version of Rush The Rock working.
SF Rush works fine in MAME, but takes a pretty good PC to run at full speed.
Same goes for running Rush2049 on a Dreamcast emulator.

--- End quote ---

Another alternative for Rush 2049 is to try the Gamecube version of Midway Arcade Treasures 3 in Dolphin Emulator. I was never able to get Rush 2049 to work on DEMUL, although I believe other DC emus could play it OK, but it worked on Dolphin fine for me (although I think some revisions of the emulator do have problems with it hanging before start-up). Although the Gamecube was a more recent system, I think Dolphin is slightly better optimised when it comes to running games, as I've found I can get away with turning more of the graphical quality settings up in it than I can in DEMUL, so if your PC's struggling with DEMUL Dolphin might be worth a shot.

Howard_Casto:
Well it's essentially the same version as this one, only the required system specs are much lower.  I'm fairly confident I can get FF working.... it appears to be in offroad thunder at least, only not hooked up.  My guess is the others are the same. 

The hacking is going at a blinding speed.  I decided to look at it another 10 minutes and managed to get the gas and brake analog values as well as determining the method to re-institute the dedicated shifter.  Turns out it's simple like in Outrun 2k6, you just write the gear number you want.  So I need to part out the views and find the FF data, which seems to be in there and pre-normalized from the other data I've been finding... it's merely a matter of hooking it up. 

Keep in mind I've already written the program.... Outrun FXT.... I'm manipulating the same stuff....  so once I'm satisfied with the data collection I just modify the fxt wrapper, do a few cosmetic changes and it's ready to go. 

Since it's not nearly as much work, I don't mind doing this for the other games as well pending that I can spread it out over time of course. 

If any of you have some spare time to kill something that would be helpful for the mamehooker end of things would be some video of the cabinet in attract mode.  I know it has a digital speedo and led tacho, but I'm not particularly familiar with the blink patterns of the view, start, nitro and race leader buttons.

BadMouth:
The Dreamcast version of Rush 2049 ran fine on my cab using a NullDC build from 5-6 years ago.
I'm mostly just looking out for those with lower spec PCs.

I say mostly because the MAT3 versions are easier to integrate into a front-end as a standalone game.
All the games in MAT2 & 3 can be launched individually using their separate exes.  Just ad -f to the command line for fullscreen.

I set my front-ends up to launch all arcade games from one list regardless of emulator.
I'll slip these in the arcade list as if they were the arcade version and nobody will pick up on it. 
It just says "press start" as if it's on freeplay.

Howard_Casto:
Well I found the force feedback values... I think.  It looks oddly sega except instead of using bits they are using bytes (typical late midway wastefulness).  The first two bytes are the type of effect and intensity of the effect, the third is the direction (looks like 42 for left and 43 for right) and the forth is on/off. 

Don't expect miracles though.... these values look a little chunky.  They'll make my 2k6 hackjob look smooth by comparison. 

Oh and in regards to the "press enter to continue" prompt upon startup.....

All the text is in the exe, so a quick edit can get rid of that and all the menus for MAT are external.  So we can blank them out and simulate a enter press or something.  The animated background is actually individual textures, so a simulated startup screen could be done as well. 

BadMouth:
Can't say I invested much time in ensuring this is the best one, but here is a video of some of the lamps.


Judging by the one on the left, nothing is going on during attract mode.

EDIT: There is a little bit, but only during a specific part: see avi file here: http://arcadius.esero.net/Arcade/Cabinets/MIDWAY_OffRoad_Thunder_A/

First coin in - tach and speedo light up
Total amount to play entered - delay, then start button lights up when start screen appears
View buttons - active view button is illuminated

Nitro -  The only lamp I see in the instructions is the one inside the nitro button.  Not exactly sure how it behaves.  I would guess it's illuminated when you have nitro available and goes out when you run out.  A video of hydro thunder had it flashing rapidly before the race starts.

Race Leader Upper/lower - would be self explanatory if not for the separate upper and lower.  I am not seeing anything in the manual about a Race Leader panel.  I also don't see it in any pics.


Honestly I'm not all that worried about making things blink properly.   :lol

EDIT: OK, the Race Leader light was located in a topper used on linked setups.  The offroad Thunder one was rare and I could only find a picture of a thumbnail of it.
Hydro thunder also attached so you get the idea.  Upper/Lower could be the part that says Race Leader and then the number.  Number being illuminated if participating...maybe.
I will look for a manual for the topper.

IIRC, the movie theater I'm going to this weekend (to see Deadpool) has some game with that blue hydro thunder seat.
I think it's hydro thunder, but not 100% sure.  If it is, I'll get video of the behavior of the lights.
It was Rush 2049.  If need be, I will go back and record some video when and if you take on that one.

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