Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news


  

Author Topic: FFB Arcade Plugin  (Read 8759 times)

0 Members and 2 Guests are viewing this topic.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
FFB Arcade Plugin
« on: July 15, 2018, 04:25:41 pm »
--FFB Arcade Plugin--

 

Version 0.1

 

Created by Boomslangnz, Ducon2016 & Spazzy.

 

This is a plugin to provide Force Feedback and Rumble to various arcade games. Initially this was a small project
to add FFB to Daytona Championship USA and it grew from there to support several more games and rumble was added.
While best efforts were made to try to resemble the real arcade force feedback, It will never be 100% accurate &
in some cases eg Mario Kart GP DX, Pokken Tournament and Battle Gear 4. Effects were created entirely from scratch
so are not using any real force feedback values

 

--Credits--

 

- Reaver from Teknoparrot . Huge thanks to Reaver for supplying code necessary for some games & general force feedback,
extremely generous.

 

- Jackchen for his Daytona Championship USA FFB work at beginning of year.

 

- Howard Castro for help on game FFB code. Always helpful and a big reason this plugin was ever made

 

- Everyone who helps and gives back to this awesome scene. Thanks for everything!

 

--Supported Games--

 

-Afterburner Climax (Rumble only) [opengl32.dll into Teknoparrot folder]

 

-Battle Gear 4 Tuned (Japan version v2.07) [d3d9.dll into game exe folder]

 

-ChaseHQ 2 [d3d9.dll into game exe folder]

 

-Daytona Championship USA (FFB modification by Jackchen required, Disable x360ce FFB!) [dinput8.dll into game exe folder]

 

-Ford Racing [dinput8.dll into game exe folder]

 

-Initial D4 [opengl32.dll into Teknoparrot folder]

 

-Initial D6 [dinput8.dll into game exe folder]

 

-Initial D7 [dinput8.dll into game exe folder]

 

-Initial D8 [dinput8.dll into game exe folder]

 

-Machstorm (Rumble only) [xinput1_3.dll into game exe folder]

 

-Mario Kart GP DX (Version 1.00 & version 1.10) [dinput8.dll into game exe folder]

 

-Pokken Tournament (Rumble only) [dinput8.dll into game exe folder]

 

-Sega Racing Classic [dinput8.dll into game exe folder]

 

-Sega Rally 3 [dinput8.dll into game exe folder]

 

-Wacky Races [d3d9.dll into game exe folder]

 

-Wangan Midnight Maximum Tune 5 (Update 5) [d3d11.dll into game exe folder]

 

--How to use--

 

Place the main dll file, SDL2.dll & FFBPlugin.ini into game folder for most games. For Teknoparrot Lindbergh
games place opengl32.dll, SDL2.dll into Teknoparrot folder & FFBPlugin.ini into same folder as elf file for each game.

ini file contains settings to adjust for each game

 

GameId= **GameId for code to identify game, also has a test FFB mode,-1 for Constant test ,-2 for
Sine test, -3 for Friction test, -4 for Spring test, -5 for Heavy test or -6 for loose test**

 

MinForce= **Minimum FFB force with 0 being lowest value available**

 

MaxForce= **Maximum FFB force with 100 being highest value available**

 

DeviceGUID= **Set Device GUID to connect to specific wheel or controller**

 

EnableRumble= **Turn Off (0) if your wheel supports rumble effect. For controllers, turn on (1)**

 

Logging= **Turn On (1) to allow log.txt to be made to log plugin. Device GUID is given in here**

 

ResetFeedback= **When a command is set that contradicts a prior command, clear the prior command. Should stay as 1**

 

FeedbackLength= **Length of a feedback command**

 

DefaultCentering= **If a game does not specify its own Centering force then a default centering can be applied here.
If a game has any of its own such forces,these values will be overwritten immediately in-game. Use -1 to disable**

 

DefaultFriction= **If a game does not specify its own Friction force then a default friction can be applied here.
If a game has any of its own such forces,these values will be overwritten immediately in-game. Use -1 to disable**

 

BeepWhenHook= **Beep should occur if dll is hooked by executable when turned on (1)**

 

Download

https://mega.nz/#!l9k3DKBR!7-QQBrRH0safNdAFhD51ufolT90b8Q70Sx679cHlQ6Q

buttersoft

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 731
  • Is running at 15kHz
Re: FFB Arcade Plugin
« Reply #1 on: July 15, 2018, 08:12:38 pm »
Awesome work, and much respect for your efforts on this! These projects are always great to see. I'm not even using FFB wheels right now, but when I'm rich and famous i will, and it will be great :)

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #2 on: July 15, 2018, 10:18:40 pm »
It works on controllers too

deidos

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #3 on: July 16, 2018, 04:32:07 am »
is there any way I can play Daytona Championship USA with my old  genius trio racer f1   :'(

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #4 on: July 16, 2018, 04:34:55 am »
Looks like that wheel has no force feedback so no it won't work with this plugin

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #5 on: July 16, 2018, 10:35:35 am »
Awesome stuff!

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 640
  • I'm a llama!
Re: FFB Arcade Plugin
« Reply #6 on: July 16, 2018, 02:10:39 pm »
Awesome and great work dude!  :cheers: However just a little clarification please....is this plugin beneficial or advantageous to those of us who ALREADY have working and proper FFB in Teknoparrot running games like Sega Racing Classic, ID7, ID8 and WMMT5? I run those games in TP and the FFB already feels like proper working FFB. How does this plugin improve on that?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #7 on: July 16, 2018, 04:18:18 pm »
Well we use different game code for games compared to teknoparrots built in ffb so it's up to users to see what they prefer.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #8 on: July 16, 2018, 07:00:01 pm »
Glad you got this out there.  Hopefully I'll get to try it soon but atm I think my racing rig is inaccessible.  Thinking of getting an old sidewinder just for afterburner climax. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 640
  • I'm a llama!
Re: FFB Arcade Plugin
« Reply #9 on: July 17, 2018, 03:08:26 am »
Well we use different game code for games compared to teknoparrots built in ffb so it's up to users to see what they prefer.

Cheers mate. I don't see OR2 on the list. Is support coming for it as well?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #10 on: July 17, 2018, 04:05:46 am »
yea Ill do outrun 2 at some stage

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8448
  • ...
Re: FFB Arcade Plugin
« Reply #11 on: July 17, 2018, 10:08:04 am »
Thinking of getting an old sidewinder just for afterburner climax.

The old sidewinder wheel from that era was before there was any standard for handling FFB.
Games had to be programmed specifically for that wheel.  FFB in a game would only work with the wheel it was designed for and no others.
I assume the old sidewinder joystick is the same way, so do your homework before blowing any money.

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #12 on: July 17, 2018, 12:22:07 pm »
having trouble getting this working with Daytona Championship USA
I have it running but lacking ffb
I think I am lacking this file FFB modification by Jackchen required
every thing loads in log but at the end it says 0 to everything
can anyone point me to jackhen file

thanks  :dunno
« Last Edit: July 17, 2018, 12:45:57 pm by segaturbo »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #13 on: July 17, 2018, 01:33:51 pm »
Thinking of getting an old sidewinder just for afterburner climax.

The old sidewinder wheel from that era was before there was any standard for handling FFB.
Games had to be programmed specifically for that wheel.  FFB in a game would only work with the wheel it was designed for and no others.
I assume the old sidewinder joystick is the same way, so do your homework before blowing any money.

Well the thing is, force-feedback on flight stick has seemed to have gone the way of the dodo.  Even the really expensive sticks don't seem to have it.  Honestly I'd be happy with just some rumble as I really only want to play afterburner on it anyway. 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #14 on: July 17, 2018, 03:36:18 pm »
I have an old sidewinder 2 here so I should test it out and see if it works with sdl2

Atm I only added rumble but we could do more

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #15 on: July 20, 2018, 10:34:12 pm »
I did ffb for San Francisco Rush on mame and it works pretty well, would some mame games interest you guys?

I would have to do it for a specific build of mame really as the addresses would change with any future versions etc and I dunno if i could be bothered finding them over and over lol


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #16 on: July 21, 2018, 12:43:49 am »
It might be worth it to talk to whoever is in charge of mame atm and see what their thoughts on including some support would be.  I've tried in the past, but they were a bit too picky in regards to the code layout and I lost interest.  I've even got some ancient files for afterburner and a few of the missing sega games.  If it's in mame as an output it can then be handled several ways....  mamehooker could just do it all, or it could simply pass the data along to your plugin, or the plugin could be modified to support outputs. 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #17 on: July 21, 2018, 12:55:27 am »
yea id love to modify plugin to support outputs as that would solve me getting ffb data on virtua racing etc and would then support games for future etc.

for san fran rush ive just got a static pointer which works fine but obviously wont work on any other build of mame right now etc.

Is there any source code anywhere on how to recieve the output data from mame?

I could always code a export from plugin for mamehooker to send values too it otherwise, but would require a new mamehooker version

- Edit -

Works on San Francisco Rush: The Rock too, didn't even have to find a new address funny enough. Must use same rom file or something
« Last Edit: July 21, 2018, 02:05:00 am by Boomslang »

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 640
  • I'm a llama!
Re: FFB Arcade Plugin
« Reply #18 on: July 21, 2018, 03:33:36 am »
I did ffb for San Francisco Rush on mame and it works pretty well, would some mame games interest you guys?

I would have to do it for a specific build of mame really as the addresses would change with any future versions etc and I dunno if i could be bothered finding them over and over lol

Having FFB in Rave Racer would make me go from playing it once every couple of weeks to playing everyday  :lol If you can pull that off I'd be eternally grateful!  :notworthy: :cheers:

Hard Drivin', Race Drivin', OutRunners, California Speed and the CruisN games would be cool too.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #19 on: July 21, 2018, 05:12:35 am »
I did ffb for San Francisco Rush on mame and it works pretty well, would some mame games interest you guys?

I would have to do it for a specific build of mame really as the addresses would change with any future versions etc and I dunno if i could be bothered finding them over and over lol

Having FFB in Rave Racer would make me go from playing it once every couple of weeks to playing everyday  :lol If you can pull that off I'd be eternally grateful!  :notworthy: :cheers:



Hard Drivin', Race Drivin', OutRunners, California Speed and the CruisN games would be cool too.

I had a look at Rave Racer but i couldn't actually find an address for it really, there is an option in game settings to turn feedback steering on or off and also a steering motor test etc but i still couldn't find anything that seemed like the real ffb

well not unless hitting walls does nothing in rave racer cos any address i found didn't change when hitting walls etc

but here is San Francisco Rush for a bit of a play with , it will only work on mame 0.199 32bit version

I was just having some fun adding this game as I was curious to try out a mame game

San Francisco Rush or San Francisco Rush The Rock will work

make a seperate folder for it as it will work across any mame game with the way its done, instructions in txt file

also if using a wheel, I suggest turning off wheel deadzone with command -joystick_deadzone 0 and I set my wheel to 270 degrees rotation

Removed attachment, will post new one below
« Last Edit: July 21, 2018, 08:00:25 am by Boomslang »

trick72

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 38
Re: FFB Arcade Plugin
« Reply #20 on: July 21, 2018, 05:43:15 am »
Hi,
I tried SR3 with this force feedback plugin.  I enabled logging and the "hook"sound. this sound is played when starting SR3 so it seems to hook. In the log file I see it detected my Logitech G27 wheel fine. Still, I do not get any type off ffb during gameplay.
Also, enabling rumble does not do anything. I don't feel anything.
Not sure what's going on.
Thanks for helping. Log file attached.


Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #21 on: July 21, 2018, 05:49:35 am »
hm, it appears to be reading the values fine and it's hooking fine etc so that's good

Just to make sure, you have Teknoparrots FFB disabled in Teknoparrotui?

it will be under emulation settings, untick Use Force Feedback

trick72

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 38
Re: FFB Arcade Plugin
« Reply #22 on: July 21, 2018, 07:15:32 am »
Yes, ffb is unticked (disabled) in teknoparrot. Does it need a specific minimum version of TP? I don't use the most recent...
I also tried with Sega Racing Classic and got the same behaviour. It "seems" to run, but I don't have any ffb feelings.
Do I need to modify something in Logitech profiler perhaps?
I'm running Windows 10.
Can somebody with a G27 wheel confirm to get it working ?
« Last Edit: July 21, 2018, 07:19:44 am by trick72 »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #23 on: July 21, 2018, 08:07:02 am »
Yes, ffb is unticked (disabled) in teknoparrot. Does it need a specific minimum version of TP? I don't use the most recent...
I also tried with Sega Racing Classic and got the same behaviour. It "seems" to run, but I don't have any ffb feelings.
Do I need to modify something in Logitech profiler perhaps?
I'm running Windows 10.
Can somebody with a G27 wheel confirm to get it working ?

Hm yeah it would need to at least be from a few months ago when Teknoparrot did FFB for SR3 etc but shouldn't matter for Sega Racing Classic as that's read directly from exe

You were recieving the values etc for SR3 tho and it even shows it is attempting to move wheel

AFAIK you shouldn't need to touch anything in logitech profiler and I also run Windows 10 and use a Logitech g27 and Logitech G920 for testing so it should work fine and does for everyone else ive spoken too

I'm not sure what the problem would be if you have the 3 files in the folders etc and setup GUID number in ini, that's basically all that's required. Sorry I can't be more help, let us know how you get on, perhaps reinstall Logitech G27 driver software?

Just to make sure you have put those files in game folders the dinput8.dll, FFBPlugin.ini and SDL2.dll? Unplug wheel and reconnect etc? It seems strange you aren't getting the effects

« Last Edit: July 21, 2018, 08:29:51 pm by Boomslang »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #24 on: July 21, 2018, 08:34:59 pm »
Got requested to add 64bit support and also to support a couple different versions of San Francisco Rush so here it is


Will work on San Francisco Rush, San Francisco Rush The Rock, San Francisco Rush 2049 and San Francisco Rush 2049 SE, works on San Francisco Rush The Rock Wavenet too but think mame doesn't emulate this properly. Also now works on 32bit or 64bit of Mame 0.199 and also now detects window name etc so won't mess with any other mame games

**edit**

Removed link, new link added below for updated version
« Last Edit: July 26, 2018, 04:28:50 am by Boomslang »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #25 on: July 24, 2018, 05:07:36 am »
Slight change again to support Mame binary 32 or 64bit aswell as MameUI64. Supports all the San Francisco Rush games and Rave Racer. Only works on Mame version 0.199 of those

 
Please read txt file for info before messaging that it doesn't work!

**edit**

Removed link, new link added below for updated version
« Last Edit: July 26, 2018, 04:29:19 am by Boomslang »

trick72

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 38
Re: FFB Arcade Plugin
« Reply #26 on: July 24, 2018, 11:05:30 am »





Hm yeah it would need to at least be from a few months ago when Teknoparrot did FFB for SR3 etc but shouldn't matter for Sega Racing Classic as that's read directly from exe

You were recieving the values etc for SR3 tho and it even shows it is attempting to move wheel

AFAIK you shouldn't need to touch anything in logitech profiler and I also run Windows 10 and use a Logitech g27 and Logitech G920 for testing so it should work fine and does for everyone else ive spoken too

I'm not sure what the problem would be if you have the 3 files in the folders etc and setup GUID number in ini, that's basically all that's required. Sorry I can't be more help, let us know how you get on, perhaps reinstall Logitech G27 driver software?

Just to make sure you have put those files in game folders the dinput8.dll, FFBPlugin.ini and SDL2.dll? Unplug wheel and reconnect etc? It seems strange you aren't getting the effects

I have a twin race cab, the other PC has the same issue. seems to work in logs but no ffb. Boomslang, could it be a driver issue for the g27? May I ask what version you have of the g27 driver and are you at latest win10 update?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #27 on: July 24, 2018, 04:16:17 pm »
Yeah it sounds like driver issue to me if you have done the guid number to ini etc

Yes I use latest Windows 10 update

Think I use g27 5.10 driver.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #28 on: July 26, 2018, 04:27:21 am »
another day, another change lol, fixed the sfrush games as outputs were part of FFB address so fixed now as could of made FFB effects do unnecessary effects. Supports Sfrush 2049 TE now & Modified Rave Racer FFB code as was missing some effects eg jumps.


vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #29 on: July 26, 2018, 06:18:54 pm »
Cant wait to try this on my new build, great work guys  :applaud:

DarthMarino

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 487
Re: FFB Arcade Plugin
« Reply #30 on: July 26, 2018, 10:15:10 pm »
Thanks for letting me know about this on my Rush The Rock video. I tried it out and it works great for me.  I made a new video of it in action and how I set it up.

https://www.youtube.com/watch?v=mgIVOCmLZko

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #31 on: July 26, 2018, 11:00:49 pm »
This is awesome! Is rumble supported in all games on the list?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #32 on: July 26, 2018, 11:41:29 pm »
Hey I'm still moving boxes around, but I was wondering if the rumble function works with xinput devices as well.  I've yet to find a modern flight stick with rumble, so I might Frankenstein a usb flight stick with a xb360 gamepad. 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #33 on: July 26, 2018, 11:50:02 pm »
yeah should work fine on xinput devices and yes rumble works on any game

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #34 on: July 26, 2018, 11:53:37 pm »
Hey I'm still moving boxes around, but I was wondering if the rumble function works with xinput devices as well.  I've yet to find a modern flight stick with rumble, so I might Frankenstein a usb flight stick with a xb360 gamepad.

I'm almost done adding a ch products flight stick to my driving cab, I was able to wire the pots in the flight stick directly to the right analog stick on an xbox 360 controller. Works very well. I have one rumble motor output going to a large motor that shakes the whole cab, but I was thinking I could use the other output and shove a small motor inside the base of the flight stick. But either way I think Afterburner climax would be rad with my large motor set up shaking the whole cab. Haven't had time to set up Afterburner with teknoparrot yet though.

Hoping to post about it soon, just working on the bracket to hold the flight stick. And I'm trying to make it easily removable so the flight stick doesn't get in the way when playing regular driving games...

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #35 on: July 26, 2018, 11:54:12 pm »
yeah should work fine on xinput devices and yes rumble works on any game

Awesome, thanks!

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #36 on: July 27, 2018, 12:57:50 am »
Cool.  Which stick are you using?  I've got a xb360 candy controller I was going to hack up for seat rumble, thought I could just plug into one of the motors for afterburner.  Btw I thought about it and I figured the best way to power my big motors would be to run the motor signals though an audio amp for smooth analog control of the motor.  Anyone tried that?

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #37 on: July 27, 2018, 06:23:00 am »
hi howard any chance this could be made to work with your launcher for Daytona championship
when you use the launcher you got manual gears no feedback when you use the plugin with Daytona exe you get the feedback but no gears or using wheel to select race car and track

 ;)

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #38 on: July 27, 2018, 08:09:10 am »
Cool.  Which stick are you using?  I've got a xb360 candy controller I was going to hack up for seat rumble, thought I could just plug into one of the motors for afterburner.  Btw I thought about it and I figured the best way to power my big motors would be to run the motor signals though an audio amp for smooth analog control of the motor.  Anyone tried that?

Its the Ch Product F-16 Combat Stick, its very similar to the Ch Products F-16 Fighter Stick except the Combat stick has a more buttons instead of a bunch of POV hats. I bought the old serial version, there's actually a usb version but its much more expensive... Since I was hacking it anyway there was no need to get the usb version. Here's what it looks like.


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #39 on: July 27, 2018, 01:18:41 pm »
hi howard any chance this could be made to work with your launcher for Daytona championship
when you use the launcher you got manual gears no feedback when you use the plugin with Daytona exe you get the feedback but no gears or using wheel to select race car and track

 ;)

Daytona probably needs a full rebuild.  It has more problems with it than just lack of ff.  If Boomslang wants to add those features to his plugin though I'll be glad to send him any needed data. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #40 on: July 27, 2018, 01:21:57 pm »
Cool.  Which stick are you using?  I've got a xb360 candy controller I was going to hack up for seat rumble, thought I could just plug into one of the motors for afterburner.  Btw I thought about it and I figured the best way to power my big motors would be to run the motor signals though an audio amp for smooth analog control of the motor.  Anyone tried that?

Its the Ch Product F-16 Combat Stick, its very similar to the Ch Products F-16 Fighter Stick except the Combat stick has a more buttons instead of a bunch of POV hats. I bought the old serial version, there's actually a usb version but its much more expensive... Since I was hacking it anyway there was no need to get the usb version. Here's what it looks like.




Man that sucks... it's a right-handed stick.  That's been my other problem with finding a good stick.  I've got a few old as dirt models lying around, I might want to check those. 

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #41 on: July 27, 2018, 03:14:35 pm »


Daytona probably needs a full rebuild.  It has more problems with it than just lack of ff.  If Boomslang wants to add those features to his plugin though I'll be glad to send him any needed data.
[/quote]


thanks howard hope boomslang can add the features to the plugin it would be great  :applaud:

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #42 on: July 27, 2018, 05:07:54 pm »
Cool.  Which stick are you using?  I've got a xb360 candy controller I was going to hack up for seat rumble, thought I could just plug into one of the motors for afterburner.  Btw I thought about it and I figured the best way to power my big motors would be to run the motor signals though an audio amp for smooth analog control of the motor.  Anyone tried that?

Its the Ch Product F-16 Combat Stick, its very similar to the Ch Products F-16 Fighter Stick except the Combat stick has a more buttons instead of a bunch of POV hats. I bought the old serial version, there's actually a usb version but its much more expensive... Since I was hacking it anyway there was no need to get the usb version. Here's what it looks like.




Man that sucks... it's a right-handed stick.  That's been my other problem with finding a good stick.  I've got a few old as dirt models lying around, I might want to check those.

Howard check out the THRUSTMASTER T16000M. Its configurable for righty or lefty, and its only around 50 -60 bucks. Not sure how hack-able it its but worth a shot.


PL1

  • Global Moderator
  • Trade Count: (+1)
  • Full Member
  • *****
  • Online Online
  • Posts: 6958
  • 2013 UCA Awardee
Re: FFB Arcade Plugin
« Reply #43 on: July 27, 2018, 06:49:59 pm »
There's also the USB CH 200-503 and good deals on several used gameport CH 200-532 sticks.

 


Scott

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #44 on: July 28, 2018, 11:51:58 am »
ok ive added daytona gears to plugin so will update that when the time comes

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #45 on: July 29, 2018, 09:44:36 pm »
Some random musings from the weekend.

Had one of those weekends where I messed with emulators for hours on end and got middling results.

Got my flight stick set up and I'm happy with that.

Got After burner and Machstorm set up on Teknoparrot, unfortunately the results weren't great. Afterburner crashes every 5 to 10 minutes randomly. Apparently I'm not the only one with this problem. And in Machstorm the Y axis is reversed so its not much fun to play (again not the only person with this problem)

I finally after hours of messing with TP decided to try After burner on RCPS3 instead and that works fine, although it doesn't look as good. I think TP has some antialiasing going on or its running at a higher res...

I've tried the plugin with After burner and Machstorm and I get no rumble effects whatsoever. Not sure what the problem is but I can't get it to work on 2 different computers...

On a side note I got OR2 SPDX running in Teknoparrot and I can honestly say FXT is the better version. Looks way sharper and has far more content.

Edit was able to fix the controls on Machstorm, thanks to Reaver. So that's good news!
« Last Edit: July 29, 2018, 11:04:20 pm by shaolindrunkard »

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #46 on: July 29, 2018, 11:05:09 pm »
Some random musings from the weekend.

Had one of those weekends where I messed with emulators for hours on end and got middling results.

Got my flight stick set up and I'm happy with that.

Got After burner and Machstorm set up on Teknoparrot, unfortunately the results weren't great. Afterburner crashes every 5 to 10 minutes randomly. Apparently I'm not the only one with this problem. And in Machstorm the Y axis is reversed so its not much fun to play (again not the only person with this problem)

I finally after hours of messing with TP decided to try After burner on RCPS3 instead and that works fine, although it doesn't look as good. I think TP has some antialiasing going on or its running at a higher res...

I've tried the plugin with After burner and Machstorm and I get no rumble effects whatsoever. Not sure what the problem is but I can't get it to work on 2 different computers...

On a side note I got OR2 SPDX running in Teknoparrot and I can honestly say FXT is the better version. Looks way sharper and has far more content.

Edit: was able to fix the controls on Machstorm, thanks to Reaver. So that's good news!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #47 on: July 30, 2018, 01:04:44 am »
Need more info to really help you

what does log show? you added guid etc?

In the meantime,

here's an update to FFB Arcade Plugin up to 0.1a

Read FFBPlugin.txt for changes

https://mega.nz/#!IxVyyKba!bYqq2BtOgRpgM3b7wQgoFyT8QyvxHAuwWGX5Lrz9QCw
« Last Edit: July 30, 2018, 05:37:28 am by Boomslang »

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #48 on: July 30, 2018, 07:47:14 pm »
Here's the log for Machstorm

DLLMAIN ENTERED
process name:
C:\Users\Racers Paradise\Desktop\Mach Storm\src\game\ACE7_WIN\ACE7_WIN_10.exe
default centering & friction values:
0
0
dll process attach:
C:\Users\Racers Paradise\Desktop\Mach Storm\src\game\ACE7_WIN\ACE7_WIN_10.exe
0
100
loading original library...
C:\WINDOWS\system32\xinput1_3.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: XInput Controller #1 / GUID: 78696e70757401000000000000000000

disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop
DLLMAIN ENTERED
process name:
C:\Users\Racers Paradise\Desktop\Mach Storm\src\game\ACE7_WIN\ACE7_WIN_10.exe
default centering & friction values:
0
0
detaching from process:
C:\Users\Racers Paradise\Desktop\Mach Storm\src\game\ACE7_WIN\ACE7_WIN_10.exe

And for Afterburner

DLLMAIN ENTERED
process name:
C:\Users\Racers Paradise\Desktop\Teknonew\BudgieLoader.exe
default centering & friction values:
0
0
dll process attach:
C:\Users\Racers Paradise\Desktop\Teknonew\BudgieLoader.exe
0
100
loading original library...
C:\WINDOWS\system32\opengl32.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: XInput Controller #1 / GUID: 78696e70757401000000000000000000

disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop

After this it says "Got Value 0" about a thousand times then eventually it says "Got Value 12" quite a few times and then "Got Value 20" a bunch of times...

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #49 on: July 30, 2018, 09:36:15 pm »
Ok the values read etc are quite important to make sure game is reading and performing the effects etc

You have taken that guid number from log and placed into FFBPlugin.ini where it says GUID=
?

EnableRumble=1 needs to be there too

shaolindrunkard

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 519
Re: FFB Arcade Plugin
« Reply #50 on: July 30, 2018, 10:54:19 pm »

You have taken that guid number from log and placed into FFBPlugin.ini where it says GUID=
?


That was the problem, that was super clear for me in the instructions...

Thanks for the help. Now if I can just get After Burner to stop crashing... Oh well until then I have the Rcps3 version...

By the way if you guys continue to develop the plugin I'd love to see some rudimentary rumble options. Having the rumble at a constant whenever you are firing your machine gun in Machstorm is a little much. But anyway great job on the plugin!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #51 on: July 30, 2018, 11:52:14 pm »
It's actually just using the official rumble address from game so that's exactly what the game does too

However, I do have it set to simple rumble right now which doesn't pay attention to maxffb= so I'll change that so you can at least lower strength etc

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #52 on: July 31, 2018, 03:12:03 am »
Sorry guys, fixed version for Daytona Championship USA. Change button numbers in ini for gears if necessary, or ShowButtonNumbersForSetup=1 to check button layout. Popup boxes will show button numbers when you press buttons or use shifter. Turn off after setup complete


https://mega.nz/#!pkkVBCgD!dxF8QKVQy2g6n13Ui66K1zZo9lMRY8RbKzcEpMQvVDo

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #53 on: August 03, 2018, 08:23:35 am »
New one for users to try out :)

Sonic & Sega All Stars Racing Force Feedback

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #54 on: August 16, 2018, 08:52:13 am »
Hi boomslang. I have successfully installed Daytona championship and itís working with my g920 via xboxce. When I try to run daytona launcher after disabling ff in xboxce and copying your dlls to the game folder, I get the mouse pointer move off screen but the game doesnít boot and in task manager itís sitting there using 35% cpu. If I delete dinput8.dll then it boots and works fine albeit no ffb.


I am running windows 10 64bit

I could not find your 64 bit version as the links were deleted.

Also whatís interesting is if I run xboxce when your dinput8.dll is in the game folder I get this error:



Unsure what I am doing wrong, please help 🤦‍♀️

Thanks


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #55 on: August 16, 2018, 03:09:27 pm »
Do not use launcher

Simply run the direct exe. Everything built into plugin now

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #56 on: August 16, 2018, 07:58:01 pm »
Do not use launcher

Simply run the direct exe. Everything built into plugin now
Thanks. I gave it a go and it required vc runtime so I installed that and game started, no ffb though. So I re read the txt files and had not input my guid. I have tried the device product guid and that boots in game but no ffb, I have tried the device product guid and that boots in game but locks the game up on the start screen.

Also I noticed the mouse pointer no longer hides away when running the exe direct.

I get 3 windows chimes noises when I start the exe, is that the hook beep?

I have ffb disables in xboxce and my ini pic is below.

Thanks




Sent from my iPhone using Tapatalk

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
FFB Arcade Plugin
« Reply #57 on: August 16, 2018, 08:02:53 pm »
Actually just found the guid in the log file. Itís id #1. I put that in ini and still no go [emoji22]

I only get 2 chimes now when I run the exe


Sent from my iPhone using Tapatalk

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #58 on: August 16, 2018, 08:11:13 pm »
Donít worry I got it working. I was putting the guid in with the - rather than just the txt string.

Working sweet now

Boomslang you are a genius!!!!


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #59 on: August 16, 2018, 08:24:58 pm »
Cool glad it's working. It won't beep for plugin unless you have HookBeep=1 in ini

It will be x360ce beeping and you can disable that via that too

I could look at hiding mouse cursor if that's needed

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #60 on: August 17, 2018, 05:01:35 pm »
Hey, so I finally got around to giving the FFB plugin a try this week (I've been meaning to for ages, but real life just kept getting in the way). Great work from all involved  :applaud: - I've got it working like a beaut with all the Teknoparrot games I've tried it with (also finally got around to giving Wanagn 5 a try - I can see why people rave about it so much now. Plus the FFB in it is beastly, really feels like you're having a fight with the wheel. Love it!).

The only game that seems to be giving me a real headache and I cannot for the life of me get the plugin working with is Daytona Championship USA. I get two GUIDs in the log. I've tried them both in the FFB ini file with no joy. I've tried launching the game from the original exe, Howard's launcher and Spazzy's - I see some people could get the FFB working with the original exe, but the gears wouldn't work - for me if I try that the gears don't work and there's no still no FFB. I've tried it with the FFB plugin here and the one at the start of the thread. I've unticked 'force feedback' In x360ce and I've tried ticking and unticking 'force feedback pass through' and running it with every combination of the three exes and the two different GUID numbers from the log with no success. Anyone have any idea what I might be doing wrong? Thanks in advance for any help. Here's my log:

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\Daytona Championship USA\Sega\Daytona\x360ce.exe
default centering & friction values:
0
0
dll process attach:
C:\Users\Alex\Desktop\Games\Daytona Championship USA\Sega\Daytona\x360ce.exe
10
75
loading original library...
C:\Windows\system32\dinput8.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
2
Joystick: 0 / Name: XInput Wheel #1 / GUID: 78696e70757402000000000000000000

Joystick: 1 / Name: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

Rumble Init
disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop

FWIW, in a separate folder containing another copy of the game I've been able to get Nugarp/Spazzy's rumble effects working just fine with his launcher. I started another thread awhile back about how I accidentally overwrote my original Daytona Championship folder and after I transferred the game back to my PC from an external drive, the FFB/rumble effects from Howard's v3 launcher stopped working. I've tried re-patching the original exe with the ppf file that came with V3 of Howard's launcher using PPF-o-matic (containing the Jack Chen hex changes), but I still haven't been able to ever get those original FFB effects working again. Weird. I'm convinced it's an issue with x360ce somewhere...

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #61 on: August 18, 2018, 03:39:03 am »
Cool glad it's working. It won't beep for plugin unless you have HookBeep=1 in ini

It will be x360ce beeping and you can disable that via that too

I could look at hiding mouse cursor if that's needed
Yes please add the hidden mouse pointer. Thanks


Sent from my iPhone using Tapatalk

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #62 on: August 18, 2018, 08:02:21 am »
Hey, so I finally got around to giving the FFB plugin a try this week......

Hi. I donít have an answer for you however this info may help you in someway.

I have daytona championship working with a g920 wheel on windows 10 64 with boomslangs ffb plugin. I boot from the original exe which is patched with Howardís 3.2 ppf. The Logitech profiler is default config. Xboxce is default except start button mapped and forcefeedback turned off. The only other change is the msaa hex edit for video corruption.

Have you put the plugins in the game folder?

Thanks



Sent from my iPhone using Tapatalk

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #63 on: August 18, 2018, 10:51:33 am »
Boomslang, thanks for the advice you PM'd me. I've tried what you suggested but unfortunately it didn't work. I've tried going right back to the drawing board with this with and made progress of sorts but still no FFB. I totally deleted all my x360ce dlls and configs in the Sega folder and re-configured it from scratch. Using the FFB plugin I've now got manual gears working just using just the regular (patched) Daytona exe. The show buttons command worked just fine to help with this. The log is now only showing the one device in the GUID (the actual wheel rather than the emulated one). I noticed in the old log I posted the dll process attach was hooking up to x360ce not the Daytona exe like it is now:
C:\Users\Alex\Desktop\Games\Daytona Championship USA\Sega\Daytona\x360ce.exe
So I'm not sure which way around is correct? One time when I opened up x360ce to mess with the settings (with the most recent set-up) the wheel suddenly gave a little rumble, which I thought was hopeful, but still no FFB when I then launched the game.  :banghead:

Current log:

Quote
DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\Daytona Championship USA\Sega\Daytona\Daytona.exe
default centering & friction values:
0
0
dll process attach:
C:\Users\Alex\Desktop\Games\Daytona Championship USA\Sega\Daytona\Daytona.exe
10
75
loading original library...
C:\Windows\system32\dinput8.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

Rumble Init
disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop
got value:
0

in the x360ce config it lists the 2 product guids, I'm not sure if that's of any relevance?

[IG_2a54db60459711e48002444553540000]
ProductName=Logitech Driving Force GT USB
ProductGuid=c29a046d-0000-0000-0000-504944564944
InstanceGuid=2a54db60-4597-11e4-8002-444553540000

Vandale, thanks for the suggestions. The exe I've been trying from previously was patched with Howard's 3.3 PPF patch and I've definitely got all the right plugin stuff in the Daytona folder. All FFB effects are turned off in x360ce itself.
« Last Edit: August 18, 2018, 10:54:15 am by MrThunderwing »

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #64 on: August 18, 2018, 11:15:03 am »
FWIW here's what my ini file looks like:
Quote
; *************************************************
; *** FFB Settings for Daytona Championship USA ***
; *************************************************
[Settings]
GameId=1
MinForce=10
MaxForce=75
DeviceGUID=6d049ac2000000000000504944564944
EnableRumble=1
Logging=1
ResetFeedback=1
FeedbackLength=30000
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=1
ShowButtonNumbersForSetup=0
Gear1=1
Gear2=3
Gear3=0
Gear4=2
GearUp=4
GearDown=5

Also, I'm using Windows 7 Home Premium 64 bit and the 32 bit version of x3260ce. Like I mentioned in previous post, FFB plugins are working great with all the Teknoparrot stuff. Just Daytona Championship that's causing issues.

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #65 on: August 20, 2018, 12:53:42 am »
Hi boomslang. Everything is working great now however the game exits after a race, back to windows, no exe running. Am running the game exe direct, not using any launch exe. Any ideas?

Thanks
Gene


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #66 on: August 20, 2018, 01:01:00 am »
Wtf very strange.

I haven't heard of that happening before.

Is it the plugin or does it do it without plugin too

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #67 on: August 20, 2018, 12:43:59 pm »
 ;D Finally got it working today! I thought I'd been really clever about it, but it turns out I don't really know why it's decided to work now  - I decided to go RIGHT back to the drawing board and totally downloaded the game again from scratch, set it up in the root of my C: drive like I had it the first time and then set-up x360ce from scratch again as well, copied and replaced the original exe with the patched one and then transferred the FFB plugin across, then copied across my ini file with the GUID and the working gears. I launched the game from directly within x360ce and gears and FFB worked first time. Awesome, must've been an issue with the copy of the game I had I thought. Mystery solved.

I then realised that despite the fact I'd set-up x360ce from scratch in a folder in the root of the C: drive, the game path was still somehow pointing at the game EXE I'd been trying to get it to work with all along, the one in a separate games folder on the desktop, so it actually had nothing to do with the new version of the game I'd downloaded. WTF...?



I didn't tell x360ce to use any existing config I had on the PC, so ---fudgesicle--- knows how it knew to look there. So, somehow I fixed it by setting up x360ce in a totally different location... I just don't know why. Not complaining, just would be nice to know what actually fixed it. Anyway, thanks Boomslang and Nugarp for the PMs. If I ever catch up with you fellas in real life I owe you a pint!  :cheers:

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #68 on: August 20, 2018, 05:05:18 pm »
Glad to hear it man!

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #69 on: August 21, 2018, 08:24:08 am »
Wtf very strange.

I haven't heard of that happening before.

Is it the plugin or does it do it without plugin too
It only happens with the plugin however itís random, sometimes it never happens and other times with a minute or two.

I am using your plugin for sr3 and no drama.

Great work by the way, Sr3 feels good with proper ffb.

Any luck with the mouse pointer hiding away?

Cheers


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #70 on: August 21, 2018, 05:48:26 pm »
I have no idea at all why your game crashes. First person I've heard who has that issue and quite a few people are using plugin on Daytona Now

As for mouse I haven't even looked yet, finishing off another project but will look at it later this week

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #71 on: August 22, 2018, 06:57:48 am »
I have no idea at all why your game crashes. First person I've heard who has that issue and quite a few people are using plugin on Daytona Now

As for mouse I haven't even looked yet, finishing off another project but will look at it later this week

All good. I might do a clean install and go from there.

Thanks

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #72 on: August 23, 2018, 01:46:19 am »
Ive added some code to hide mouse cursor and added option to ini

technically It moves mouse cursor instead of actually hiding it but does the job

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16823
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: FFB Arcade Plugin
« Reply #73 on: August 23, 2018, 02:17:38 pm »
That's how I've always done it over the years.  The api to really remove the cursor is super glitchy in windows, so it's just better for everyone if you just move it out of the way. 

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #74 on: August 23, 2018, 05:57:06 pm »
Ive added some code to hide mouse cursor and added option to ini

technically It moves mouse cursor instead of actually hiding it but does the job

Thanks heaps.

Where do I find the latest build?
Cheers

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #75 on: August 23, 2018, 06:45:39 pm »
I'll release soonish

Doing official 0.2 version release so it's got a few extra additions

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #76 on: August 25, 2018, 06:46:39 pm »
Boomslang mate, any thoughts about adding FFB to some of the Dreamcast racers, like Daytona USA 2001? The game natively supported the Dreamcast rumble pack peripheral, so I don't know if that'd be something you could work with?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #77 on: August 25, 2018, 08:00:54 pm »
hm maybe I suppose

what is the best emulator to try it on?

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #78 on: August 26, 2018, 04:13:14 am »
I'd say DEMUL probably, Daytona USA 2001 works really well with my DFGT in it. TBH I've never tried it with NullDC or any of the others.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #79 on: August 26, 2018, 04:50:49 am »
New update for FFB Arcade Plugin v0.2
 
--0.2 Changes--

- Added support for California Speed, Cruis'n World, Cruis'n USA & Off Road Challenge on Mame 32 or 64bit Binary OR MameUI64 ONLY for Mame 0.199.

- Added support for Sega Rally Championship,Daytona USA,Indy 500,Sega Touring Car Championship,Over Rev & Super GT 24h on M2 Emulator 1.1a (just alternative to built in FFB)
 (Disable FFB in Emulator.ini if you want to use FFB Plugin instead of M2 Emulator's built in FFB support. Set hardware type to STCC for OverRev & I/O board to A or B for Super GT 24h in test menu!! )

- Added support for Initial D4 Japan, Initial D5,Sonic & Sega All Stars Racing & Outrun 2 Special Tours Deluxe for Teknoparrot

- Added strength options in ini for most effects in Mario Kart 1.10. Wheels can only use MAX of 100, Controller can go higher
Multiplier option is if you want to raise the strength of Water and Drift effects, 200 would double the strength etc. Set to 100 by default

- Added option to certain games in ini to give a bit more strength to lower forces. FFBMode=0 is the standard and FFBMode=1 is the new mode
(BE WARNED ON CERTAIN WHEELS THIS COULD CAUSE OSCILLATION TO OCCUR)

- Added option to Daytona Championship USA ini to hide mouse cursor

- Added AlternativeFFB option to ini which is for wheels such as PWM2M2 or certain direct drive wheels etc which use constant effect incorrectly ingame.
eg Roll left and Roll Right doesn't work correctly, Enable Alternative FFB to modify this and added strength options for it

https://mega.nz/#!ZlEgxArS!Phpy_J0YcTbPAFzog40xCMaLWwmsgrWwJ2zfN6G4w98
« Last Edit: August 27, 2018, 12:23:30 am by Boomslang »

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #80 on: August 26, 2018, 07:49:04 am »
Thanks for all  :applaud: :applaud: :applaud:
OffRoad challenge is fun  :o

If you can add FFB to DEMUL rom it could be fun too NAOMI 1 have some racing games
CRAZY TAXI ( not sure if FFB but i think)
18 Wheeler

POOTERMAN

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 100
    • My PC Desktop Icon Atwork
Re: FFB Arcade Plugin
« Reply #81 on: August 26, 2018, 11:02:03 am »
Boomslang I'm trying to get this working in Outrun 2 SP in Teknoparrot without any luck. Can I just check that I'm doing this correctly:

1. Copying 'opengl32.dll' and 'SDL2.dll' (overwriting the one that already exists) into my Teknoparrot folder.
2. Copying 'FFBPlugin.ini' to my \Outrun 2 SP Deluxe\disk0\Jennifer folder (your instructions say "same folder as elf file" so I'm assuming this is the executable that runs the game as I don't have any .elf files?)

Does the "DeviceGUID=" need to be entered for this to work or is that just an option to specify a specific controller?

Thanks
« Last Edit: August 26, 2018, 11:06:53 am by POOTERMAN »

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #82 on: August 26, 2018, 11:22:34 am »
Hey Gary, device GUID needs to be entered into your FFB ini file. If you look in the log that generates you should be able to find it in there. Just copy and paste it into the ini.

POOTERMAN

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 100
    • My PC Desktop Icon Atwork
Re: FFB Arcade Plugin
« Reply #83 on: August 26, 2018, 11:30:23 am »
Hey Al, must be me mate, not slept since Friday so I'm going to blame this one on a lack of sleep! What's the usual name of the log file and where is it located, somewhere with the Teknoparrot folder? Aare we talking about the .xml file in the userprofiles folder? I have a line in there that reads "<JoystickGuid>7a555990-cbe5-11e3-8001-444553540000</JoystickGuid>" - is this the magic code I need?

Did I get the correct locations to copy the files to as listed above?

Can I have some sleep now?
« Last Edit: August 26, 2018, 11:36:34 am by POOTERMAN »

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #84 on: August 26, 2018, 11:36:32 am »
like MrThunderwing says you need GUID and you 'll find it in the log.txt who's plugin generate in your folder where's the plugin.ini was after you launch once the game

POOTERMAN

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 100
    • My PC Desktop Icon Atwork
Re: FFB Arcade Plugin
« Reply #85 on: August 26, 2018, 11:40:22 am »
thanks bandicoot, I missed that file. I can see a line in the log.txt that reads "Joystick: 0 / Name: XInput Controller #1 / GUID: 78696e70757401000000000000000000" so I'm going to try that - then off to bed! :)

dgrace

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 258
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #86 on: August 26, 2018, 11:48:40 am »
The new MK1.10 FFB features work great.  Thanks Boomslang!

For some reason i'm struggling with getting FFB to work with the MAME games, which is weird because I got the San Francisco RUSH games to work fine on the previous version with FFB.  Not sure what i'm doing wrong. I'm using MAMEUI64 64 bit version 0.199. I placed the FFB files in the MAME directory folder.  I even tried it with and without the GUID #.  Still nothing.  Am I missing something? Anyone else having issues getting FFB to work with any of the MAME games?  Thanks

dgrace

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 258
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #87 on: August 26, 2018, 11:50:34 am »
Thanks for all  :applaud: :applaud: :applaud:
OffRoad challenge is fun  :o

If you can add FFB to DEMUL rom it could be fun too NAOMI 1 have some racing games
CRAZY TAXI ( not sure if FFB but i think)
18 Wheeler

I second that. Would love FFB support for Club Kart Europeon Session in Demul.  That game is wicked fun.

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #88 on: August 26, 2018, 12:33:27 pm »
Thanks for all  :applaud: :applaud: :applaud:
OffRoad challenge is fun  :o

If you can add FFB to DEMUL rom it could be fun too NAOMI 1 have some racing games
CRAZY TAXI ( not sure if FFB but i think)
18 Wheeler

if chance for demul ffb on drivers inc f355 that would be great you are doing a great job with this any chance of this working for fast and furious games  :cheers:

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #89 on: August 26, 2018, 12:38:08 pm »
The new MK1.10 FFB features work great.  Thanks Boomslang!

For some reason i'm struggling with getting FFB to work with the MAME games, which is weird because I got the San Francisco RUSH games to work fine on the previous version with FFB.  Not sure what i'm doing wrong. I'm using MAMEUI64 64 bit version 0.199. I placed the FFB files in the MAME directory folder.  I even tried it with and without the GUID #.  Still nothing.  Am I missing something? Anyone else having issues getting FFB to work with any of the MAME games?  Thanks
Same with the 64 bit try a 32 bit version

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #90 on: August 26, 2018, 12:48:13 pm »
thanks bandicoot, I missed that file. I can see a line in the log.txt that reads "Joystick: 0 / Name: XInput Controller #1 / GUID: 78696e70757401000000000000000000" so I'm going to try that - then off to bed! :)

Heh, I know that feeling of when you really should be getting ready to go to bed, but a nagging little voice in your brain won't let you until you've just given that new emulator a quick try or that brand new arcade game that's just finished downloading, even though it's now past midnight and you have to be in work at 07.30am...

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #91 on: August 26, 2018, 03:08:21 pm »
Woop woop


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #92 on: August 26, 2018, 03:26:43 pm »
Which mame 64 bit version ain't working?

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #93 on: August 26, 2018, 03:46:53 pm »
mame64 0.199 for me the basic one

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #94 on: August 26, 2018, 03:50:45 pm »
Sorry I meant which mame games lol

They should be working if 32bit are working etc.

Make sure you restart pc before trying just incase anything wierd happening

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #95 on: August 26, 2018, 04:16:03 pm »
rave racer , san francisco rush and off road challenge , that what i test on mame64 0.199 and no FFB nut no probleme with mame32

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #96 on: August 26, 2018, 05:28:38 pm »
Oh damn I know why

I forgot to make a separate 64 bit version for that

Copy the dll from pokken tournament across and it will work on 64bit mame
« Last Edit: August 26, 2018, 05:31:52 pm by Boomslang »

POOTERMAN

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 100
    • My PC Desktop Icon Atwork
Re: FFB Arcade Plugin
« Reply #97 on: August 26, 2018, 06:33:34 pm »
Thanks to Boomslang for these plugins, really improves the racing games now :)
« Last Edit: August 26, 2018, 07:28:10 pm by POOTERMAN »

dgrace

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 258
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #98 on: August 26, 2018, 09:13:47 pm »
Oh damn I know why

I forgot to make a separate 64 bit version for that

Copy the dll from pokken tournament across and it will work on 64bit mame

So, I can't get any of the MAME games working with FFB in MAMEUI64 0.199.  However, I got the Cruis'ns and Off Road Challenge working in MAME binary 32 v. 0.199, but not CalSpeed or San Frans.  Haven't tried MAME binary 64.  Thanks

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #99 on: August 27, 2018, 12:24:39 am »
Oh damn I know why

I forgot to make a separate 64 bit version for that

Copy the dll from pokken tournament across and it will work on 64bit mame

So, I can't get any of the MAME games working with FFB in MAMEUI64 0.199.  However, I got the Cruis'ns and Off Road Challenge working in MAME binary 32 v. 0.199, but not CalSpeed or San Frans.  Haven't tried MAME binary 64.  Thanks

yeah sorry you also had to copy the 64bit SDL.dll file across, however I have just updated the link to a new zip that contains the 64bit mame to avoid any confusion

SmooveJMY

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 4
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #100 on: August 27, 2018, 01:03:08 pm »
Boomslang -- thanks for all of your work on this, I've implemented your plug in on the MAME games and the FFB is working great.  One question I had for you is in reference to your prior comment about "turning off wheel deadzone with command -joystick_deadzone 0 and I set my wheel to 270 degrees rotation".  Before I saw your comment, I had the same thought that I wanted to reduce the deadzone, but I'm not sure where to place that command.  Which file does it go in?

Again, great work, and much appreciated.

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #101 on: August 27, 2018, 03:07:54 pm »
Boomslang   :applaud:

keep up the great work all mame working here with a few tweaks all good   8)

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #102 on: August 27, 2018, 03:10:28 pm »
Boomslang   :applaud:

keep up the great work all mame working here with a few tweaks all good   8)

I got deadzone  set at 0.5

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #103 on: August 27, 2018, 05:32:37 pm »
Boomslang -- thanks for all of your work on this, I've implemented your plug in on the MAME games and the FFB is working great.  One question I had for you is in reference to your prior comment about "turning off wheel deadzone with command -joystick_deadzone 0 and I set my wheel to 270 degrees rotation".  Before I saw your comment, I had the same thought that I wanted to reduce the deadzone, but I'm not sure where to place that command.  Which file does it go in?

Again, great work, and much appreciated.

You're welcome man, really glad you are enjoying it.

I make a bat file to launch my games and that's a command you place after loading Rom it's something like mame.exe sfrush -joystick_deadzone 0

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #104 on: August 27, 2018, 06:29:53 pm »
Anyone tried out the FFBMode toggle on certain games yet?


vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #105 on: August 27, 2018, 06:36:19 pm »
Tested with the new hide cursor feature and itís great however how do I stop my wheel from rocking back and forth when centred?

Thanks


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #106 on: August 27, 2018, 08:32:10 pm »
I would check ini and make min force 0

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #107 on: August 27, 2018, 11:15:24 pm »
Hi, I'm really looking forward to this. Thanks for creating and sharing!

After I exit the MameUI 199 64-bit games, no log.txt is created. I just downloaded the updated ffb. Can anyone assist?

Thanks again.

SmooveJMY

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 4
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #108 on: August 27, 2018, 11:28:14 pm »
Boomslang -- thanks for all of your work on this, I've implemented your plug in on the MAME games and the FFB is working great.  One question I had for you is in reference to your prior comment about "turning off wheel deadzone with command -joystick_deadzone 0 and I set my wheel to 270 degrees rotation".  Before I saw your comment, I had the same thought that I wanted to reduce the deadzone, but I'm not sure where to place that command.  Which file does it go in?

Again, great work, and much appreciated.

You're welcome man, really glad you are enjoying it.

I make a bat file to launch my games and that's a command you place after loading Rom it's something like mame.exe sfrush -joystick_deadzone 0

Thanks, I added that command to my shortcut (this version of MAME is dedicated to racers, all of which seem to benefit from the reduced deadzone), and it worked great.  For reference, I have a Rush the Rock and several Rush 2049s, and I find the emulated game play with this FFB plug-in to be very comparable to the arcade games themselves.  Again, much appreciated.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #109 on: August 28, 2018, 12:34:03 am »
Hi, I'm really looking forward to this. Thanks for creating and sharing!

After I exit the MameUI 199 64-bit games, no log.txt is created. I just downloaded the updated ffb. Can anyone assist?

Thanks again.

Copy all files to mame folder. Ensure logging=1 in FFBPlugin.ini. launch mame game and after a few seconds exit and you should have log.tzt in mame folder
 Copy the guid to FFBPlugin.ini and you are good to go

Boomslang -- thanks for all of your work on this, I've implemented your plug in on the MAME games and the FFB is working great.  One question I had for you is in reference to your prior comment about "turning off wheel deadzone with command -joystick_deadzone 0 and I set my wheel to 270 degrees rotation".  Before I saw your comment, I had the same thought that I wanted to reduce the deadzone, but I'm not sure where to place that command.  Which file does it go in?

Again, great work, and much appreciated.

You're welcome man, really glad you are enjoying it.

I make a bat file to launch my games and that's a command you place after loading Rom it's something like mame.exe sfrush -joystick_deadzone 0

Thanks, I added that command to my shortcut (this version of MAME is dedicated to racers, all of which seem to benefit from the reduced deadzone), and it worked great.  For reference, I have a Rush the Rock and several Rush 2049s, and I find the emulated game play with this FFB plug-in to be very comparable to the arcade games themselves.  Again, much appreciated.

Excellent! It should be somewhat comparable as I am using the ffb address from game itself :)

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #110 on: August 28, 2018, 01:25:29 am »
Hi, I'm really looking forward to this. Thanks for creating and sharing!

After I exit the MameUI 199 64-bit games, no log.txt is created. I just downloaded the updated ffb. Can anyone assist?

Thanks again.

Copy all files to mame folder. Ensure logging=1 in FFBPlugin.ini. launch mame game and after a few seconds exit and you should have log.tzt in mame folder
 Copy the guid to FFBPlugin.ini and you are good to go

Thanks for the reply Boomslang. Unfortunately, still no log.txt generated. I placed all 64-bit files into the MAME folder, ensured logging=1, even tried restarting my PC. Would win7 have anything to do with it? Or are there any necessary files that my PC would require? Thank you

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #111 on: August 28, 2018, 01:42:05 am »
hm what mame are you using?

you positive it's the 64bit mame you putting 64bit files in?

vandale

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 319
  • Id 10 and t error
Re: FFB Arcade Plugin
« Reply #112 on: August 28, 2018, 08:12:06 am »
I finally figured out what was crashing my daytona 3. Initially I followed a guide to get Daytona up and running and this details the need to install all the xinput dlls to allow x360ce to map my wheel.

I ran the game and kept removing them one by one and it turned out to be the first 3 xinput files that donít seem to like being loaded with your ffb dll. Once removed the game no longer hangs and all my controls etc work with your ffb

Thanks again


Sent from my iPhone using Tapatalk

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #113 on: August 28, 2018, 03:40:45 pm »
Glad you sorted it.

Stuff like that is wierd to me, I have every dll ticked and have no issues at all.  :dunno

Seems to react differently to different pcs

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #114 on: August 28, 2018, 11:11:53 pm »
hm what mame are you using?

you positive it's the 64bit mame you putting 64bit files in?

I'm using MAMEUI64 0.199 (Jun 27 2018). I've placed your latest ffb files from the Mame 0199 64bit folder into my Mame folder. Thanks again for helping.

dgrace

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 258
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #115 on: August 29, 2018, 12:28:19 am »
FFB in the MAME games works great now.  Thanks Boomslang! Just a suggestion.  Any way to add FFB when there is a collision (i.e. in Cruis'n USA when you hit a car head on, on the side or ram into a wall or tree, etc.)? If not, no worries.  Game is still 100xs more fun now.  Cruis'n USA is literally my favorite old school arcade racing game of all time and it just got even more fun.  You are awesome.  And i'm only playing with an Xbox 360 controller.  Can't wait to try with a new racing wheel. 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #116 on: August 29, 2018, 12:34:06 am »
hm what mame are you using?

you positive it's the 64bit mame you putting 64bit files in?

I'm using MAMEUI64 0.199 (Jun 27 2018). I've placed your latest ffb files from the Mame 0199 64bit folder into my Mame folder. Thanks again for helping.

and it works now? ive tested it on mameui64 and ffb appears to be working fine on the supported games

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #117 on: August 29, 2018, 12:50:29 am »
FFB in the MAME games works great now.  Thanks Boomslang! Just a suggestion.  Any way to add FFB when there is a collision (i.e. in Cruis'n USA when you hit a car head on, on the side or ram into a wall or tree, etc.)? If not, no worries.  Game is still 100xs more fun now.  Cruis'n USA is literally my favorite old school arcade racing game of all time and it just got even more fun.  You are awesome.  And i'm only playing with an Xbox 360 controller.  Can't wait to try with a new racing wheel.

well it's using the ffb address, so should be somewhat accurate to the real cab

I think there was issues with crusn usa etc tho as outputs are all mixed in with it

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #118 on: August 29, 2018, 01:23:50 am »
hm what mame are you using?

you positive it's the 64bit mame you putting 64bit files in?

I'm using MAMEUI64 0.199 (Jun 27 2018). I've placed your latest ffb files from the Mame 0199 64bit folder into my Mame folder. Thanks again for helping.

and it works now? ive tested it on mameui64 and ffb appears to be working fine on the supported games

Unfortunately, it's still not generating the log.txt. I will try another computer or two and see if i could get it to work. Thanks again.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #119 on: August 29, 2018, 02:01:56 am »
If it isnt generating the log.txt then it isn't hooking the executable for some reason

check FFBPlugin.ini and enable Beep when Hook

I'm assuming it doesn't beep upon starting mame at all?

Can you confirm that you have copied dinput8.dll,FFBPlugin.ini and sdl2.dll from Mame 64bit folder you downloaded (from FFB Arcade Plugin) into the mameui64 folder? Should be the one with mameui64.exe in it

if so, have you got any third party apps that run etc when you launch mame or similar? the exe calls dinput8.dll so it should hook fine

« Last Edit: August 29, 2018, 02:37:41 am by Boomslang »

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #120 on: August 29, 2018, 10:02:00 pm »
If it isnt generating the log.txt then it isn't hooking the executable for some reason

check FFBPlugin.ini and enable Beep when Hook

I'm assuming it doesn't beep upon starting mame at all?

Can you confirm that you have copied dinput8.dll,FFBPlugin.ini and sdl2.dll from Mame 64bit folder you downloaded (from FFB Arcade Plugin) into the mameui64 folder? Should be the one with mameui64.exe in it

if so, have you got any third party apps that run etc when you launch mame or similar? the exe calls dinput8.dll so it should hook fine

Hi Boomslang. You are correct that there is no beep when starting MAME and I did enable it per your instruction. I did copy all of the Mame ffb 64 files into my MAME 64 folder.

I also closed xpadder and logitech profiler to no avail.

I did want to mention that the M2 emulator and the non-UI version of Mame64 0199 have a system error that says it cannot start because MSVCP140.DLL is missing from my computer. Is it possible that this may have to do with DirectX or even my ATI software? Thank u.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #121 on: August 30, 2018, 12:26:03 am »
If it isnt generating the log.txt then it isn't hooking the executable for some reason

check FFBPlugin.ini and enable Beep when Hook

I'm assuming it doesn't beep upon starting mame at all?

Can you confirm that you have copied dinput8.dll,FFBPlugin.ini and sdl2.dll from Mame 64bit folder you downloaded (from FFB Arcade Plugin) into the mameui64 folder? Should be the one with mameui64.exe in it

if so, have you got any third party apps that run etc when you launch mame or similar? the exe calls dinput8.dll so it should hook fine

Hi Boomslang. You are correct that there is no beep when starting MAME and I did enable it per your instruction. I did copy all of the Mame ffb 64 files into my MAME 64 folder.

I also closed xpadder and logitech profiler to no avail.

I did want to mention that the M2 emulator and the non-UI version of Mame64 0199 have a system error that says it cannot start because MSVCP140.DLL is missing from my computer. Is it possible that this may have to do with DirectX or even my ATI software? Thank u.

hm it appears that should be Installed with the Microsoft Visual C++ Runtime Libraries

I'm assuming you are missing one of these (or all)



segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #122 on: August 30, 2018, 01:51:21 pm »
Boomslang you plugin is awesome if you tinker with Logitech profiler and your plugin settings  it works great tried all mame games it completes them
I am using l2m2 with Logitech on cab and its great I found that calabrating the games in the games settings makes them better
my advice is to have a play with settings on things and stick at what suits your own setup getting them to feel right is part of the fun

any chance of outrun and turbo outrun and virtua racing that would be the icing on the cake

I know theres Cannonball outrun for ffb but mame has more settings you can play with

on that note keep up the good work I am loving playing the games all over again with ffb

 :cheers:
« Last Edit: August 30, 2018, 01:53:41 pm by segaturbo »

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 640
  • I'm a llama!
Re: FFB Arcade Plugin
« Reply #123 on: August 30, 2018, 06:04:09 pm »


any chance of outrun and turbo outrun and virtua racing that would be the icing on the cake

I know theres Cannonball outrun for ffb but mame has more settings you can play with

on that note keep up the good work I am loving playing the games all over again with ffb

 :cheers:

Patience young Jedi. Master Boomslang will get OutRunners, Turbo OutRun and Virtua Racing done eventually. How do I know this? Because the population wants it, and the Jedi counsel demands it!  :burgerking: :lol

codeena

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 194
  • This site is cool
Re: FFB Arcade Plugin
« Reply #124 on: August 30, 2018, 10:55:05 pm »
If it isnt generating the log.txt then it isn't hooking the executable for some reason

check FFBPlugin.ini and enable Beep when Hook

I'm assuming it doesn't beep upon starting mame at all?

Can you confirm that you have copied dinput8.dll,FFBPlugin.ini and sdl2.dll from Mame 64bit folder you downloaded (from FFB Arcade Plugin) into the mameui64 folder? Should be the one with mameui64.exe in it

if so, have you got any third party apps that run etc when you launch mame or similar? the exe calls dinput8.dll so it should hook fine

Hi Boomslang. You are correct that there is no beep when starting MAME and I did enable it per your instruction. I did copy all of the Mame ffb 64 files into my MAME 64 folder.

I also closed xpadder and logitech profiler to no avail.

I did want to mention that the M2 emulator and the non-UI version of Mame64 0199 have a system error that says it cannot start because MSVCP140.DLL is missing from my computer. Is it possible that this may have to do with DirectX or even my ATI software? Thank u.

hm it appears that should be Installed with the Microsoft Visual C++ Runtime Libraries

I'm assuming you are missing one of these (or all)

Yes! Thanks so much Boomslang. I appreciate your help and plugin...Going to try these out now!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #125 on: August 31, 2018, 03:19:21 am »


any chance of outrun and turbo outrun and virtua racing that would be the icing on the cake

I know theres Cannonball outrun for ffb but mame has more settings you can play with

on that note keep up the good work I am loving playing the games all over again with ffb

 :cheers:

Patience young Jedi. Master Boomslang will get OutRunners, Turbo OutRun and Virtua Racing done eventually. How do I know this? Because the population wants it, and the Jedi counsel demands it!  :burgerking: :lol


hehe unfortunately tho I don't think Turbo Outrun and Virtua Racing are possible atm. Tubo Outrun doesn't let me even enter motor test in test menu and Virtua Racing I cannot get a static pointer address etc, also something is wrong with Virtua Racing anyway. Values don't seem to work ingame correctly, roll left and right never work  :dunno

I just looked at Outrunners briefly and I can do the ffb on that, but it appears to be very simple rumble or something? If you want that then I can do it I guess. Just shakes or something when you drive off the track by looks of it

2huwman

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #126 on: August 31, 2018, 03:45:16 am »
Quick question - would it be possible to use this excellent plugin with an arcade FFB motor? Basically I've got an empty CHQ2 cabinet (no TTX+ or I/O PCB, but with pedals, control panel, and FFB motor). I've put a PC into it, running CHQ2, and all the controls are hooked up and working, but it would be great to have FFB as well.

I'm assuming that it would need some kind of arduino interface to pass the FFB instructions from this plugin to the motor (as has been done with M2 emulator), but have very little understanding of this. Any thoughts much appreciated!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #127 on: August 31, 2018, 03:51:16 am »
It would be possible but I don't really how sorry

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #128 on: August 31, 2018, 06:57:07 am »
hi Boomslang is outrun like turbo outrun or can that be done I think that will be like outruners just rumbles when you go off track
if you get time to check  ;)

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #129 on: August 31, 2018, 08:57:20 am »
yeah seems to just rumble off track etc for outrunners

Ive done 1 x demul game tonight just using latest demul version

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #130 on: August 31, 2018, 11:48:35 am »
DEMUL 0.7 lag a lot on my RACING CAB , i need to find why
CPU : CORE i7-4770
RAM : 8G
GPU : GTX 760
WHAT THE F***


what game have you test on demul ?  :applaud: :applaud: :applaud: :applaud:

SmooveJMY

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 4
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #131 on: August 31, 2018, 01:11:37 pm »
Boomslang, I'm not sure if it's worth your trouble because the game itself still needs a lot of work graphically, but is the FFB for Cruis'n Exotica similar to the set up for Cruis'n World and Cruis'n USA?  Would it be possible to add Exotica to your plug-in?  (Not that it looks like you're lacking in suggestions for further projects, but I figured I'd throw it out there!)

Thanks!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #132 on: August 31, 2018, 08:50:32 pm »
I did Nascar Racing on hikaru


I looked at f355 but it doesn't appear to be possible atm. I think i found the ffb address, but it must have a check for the ffb board as the address doesn't really work once ingame. It only changes 1 digit when you press accl etc, ive managed to trick a couple games which have checks by just changing bytes in the region manually previously but it didn't work on this game so unfortunately f355 is out for now

I also looked at initial d3 and found the dynamic ffb address easy enough but trying to do a pointer scan on this breaks my pc basically lol, too many pointers are found and i can't seem to make it work so that's out for now too

*edit*

looks like all the naomi games are the same basically, can't do ffb im afraid unless someone can enable to ffb board flag to make ffb address work
« Last Edit: September 01, 2018, 12:52:10 am by Boomslang »

segaturbo

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #133 on: September 03, 2018, 10:16:45 am »
hi any chance you could check fast and furious games and roadfighter 3d if you get time  :)

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #134 on: September 03, 2018, 12:54:48 pm »
who's say GTI CLUB 3  ;D ;D ;D ;D ;D

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #135 on: September 03, 2018, 03:51:49 pm »
I've got gti club ffb address but I dont fully understand it yet

It has a byte that changes when I turn wheel but does nothing when you hit walls etc. Then next byte changes when you hit walls etc but it's the same when you hit left wall and right wall etc.

I really need someone who has access to real cabinet to be able to tell me the reaction of ffb on real cabinet

Atm I would guess the wheel just shakes when you hit walls and does no roll left/right effect etc

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
Re: FFB Arcade Plugin
« Reply #136 on: September 07, 2018, 11:52:25 am »
i've play this but three years ago   ;D don't realy remember , but i like what you done
it's seems the arcade got a FAN on the panel ?? perhaps there's information you look which come from this ( just a supposition)

TacticalChaos

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 39
Re: FFB Arcade Plugin
« Reply #137 on: September 19, 2018, 01:17:53 pm »
Link to version 0.2 so nobody has to sign up to just to see a download link (though might be worth it, lots of stuff there).
https://mega.nz/#!ZlEgxArS!Phpy_J0YcTbPAFzog40xCMaLWwmsgrWwJ2zfN6G4w98

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #138 on: September 22, 2018, 07:49:22 pm »
So this only works with MameUI versions and not regular Mame 0.199?

I'm getting an error message "The program can't start because api-ms-win-crt-runtime-l1-1-0.dll is missing from your computer. Try reinstalling the program to fix this problem."

Also, the files get placed into the main Mame folder correct?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #139 on: September 22, 2018, 08:32:29 pm »
No it works on regular mame 0.199 too

I have no idea on that error tho, maybe runtime file needs installing?

Yea all files goto main mame folder

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #140 on: September 22, 2018, 11:59:08 pm »
Ok, I installed sp1 for Windows 7 and the error message went away, but I still have no force feedback. I'm using a logitech G27.

Edit: These are my settings

; **********************************
; *** FFB Settings for Mame 0199 ***
; **********************************
[Settings]
GameId=4
MinForce=0
MaxForce=75
DeviceGUID=3
EnableRumble=0
Logging=0
ResetFeedback=1
FeedbackLength=500
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
FFBMode=0
« Last Edit: September 23, 2018, 02:36:50 am by Bigtymer781 »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #141 on: September 23, 2018, 02:37:52 am »
Device guid is not correct

Check log.txt for it

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #142 on: September 23, 2018, 02:58:15 am »
Cool it works, bad ass!
« Last Edit: October 01, 2018, 04:26:28 am by Bigtymer781 »

osky85

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #143 on: October 04, 2018, 09:46:34 pm »
Boomslang,

Thanks for your hard work  :notworthy:. Your plugin is awesome. I use it with Mame 0.999 mostly with the rush game.

It works really good, however, I have a Logitech Momo wheel and there are some effects like rumble or the tires loosing traction that is way too strong compared with the "centering effect" also the feedback of choosing tracks, cars and letters when inputing the name are also too strong.

I have EnableRumble=0 and I think I also tried FFBMode and AlternativeFFB parameters with no good result.

Is this only me? is there some configuration I can change to fix this?

Again thanks in advance!

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #144 on: October 05, 2018, 12:37:36 am »
Boomslang,

Thanks for your hard work  :notworthy:. Your plugin is awesome. I use it with Mame 0.999 mostly with the rush game.

It works really good, however, I have a Logitech Momo wheel and there are some effects like rumble or the tires loosing traction that is way too strong compared with the "centering effect" also the feedback of choosing tracks, cars and letters when inputing the name are also too strong.

I have EnableRumble=0 and I think I also tried FFBMode and AlternativeFFB parameters with no good result.

Is this only me? is there some configuration I can change to fix this?

Again thanks in advance!

well it only uses 1 force so if the effect is too strong, just lower max ffb

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #145 on: October 07, 2018, 08:07:11 pm »
I have a question.

I just compiled a custom version of MAME 0.199 (64-bit) with the R5000 CPU overclocked from 200mhz to 300mhz in the seattle.cpp driver, to try and get the framerates in Rush the Rock up (it works great if you have a powerful enough PC) and now the forcefeedback stopped working, how can I fix this?

When Mame first loads the wheel moves, but when I load the game there's nothing. If I swap back to the default mame64.exe the forcefeedback works again.
« Last Edit: October 07, 2018, 08:08:42 pm by Bigtymer781 »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #146 on: October 08, 2018, 12:56:35 am »
Yeah it wont work

Unfortunately due to reading memory address for the ffb instead of outputs etc I would need to find the new addresses unless you can do it

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #147 on: October 08, 2018, 02:26:16 am »
Yeah it wont work

Unfortunately due to reading memory address for the ffb instead of outputs etc I would need to find the new addresses unless you can do it

How do you find the new addresses? I have a few Mame .exe's compiled (with the r5000 @300mhz, 350mhz, and 400mhz) to try and push the limits on a new PC.

If its not too much work, I'd happily upload them if you wanted.

DarthMarino

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 487
Re: FFB Arcade Plugin
« Reply #148 on: October 08, 2018, 08:53:55 am »
Does your custom version behave any differently than just increasing the CPU overclock slider on the regular 0.199? I tried doing that and while it was smoother, some of just went too fast like the countdown at the beginning of the race.

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #149 on: October 08, 2018, 05:59:20 pm »
Does your custom version behave any differently than just increasing the CPU overclock slider on the regular 0.199? I tried doing that and while it was smoother, some of just went too fast like the countdown at the beginning of the race.

Is there a CPU overclock slider on Mame 0.199? If there is, I haven't seen it. I know the older Mame versions had it.

Yeah the framerates increase dramatically, without changing the speed of the gameplay at all. I pretty much have the game running at a solid 30fps with the overclocks. I think Rush is capped at 30fps even though Mame says it runs at 57Hz.

At the stock speed the game often runs at 15fps, almost like a slideshow. The start of track 2 has some of the lowest framerates, as well as track 7. There's extended periods of 15fps, you can run fraps to see it.
« Last Edit: October 08, 2018, 06:19:10 pm by Bigtymer781 »

DarthMarino

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 487
Re: FFB Arcade Plugin
« Reply #150 on: October 08, 2018, 06:50:41 pm »
You have to enable cheats to see the overclock slider but it sounds like your custom build is better.

Bigtymer781

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 35
Re: FFB Arcade Plugin
« Reply #151 on: October 08, 2018, 08:07:11 pm »
You have to enable cheats to see the overclock slider but it sounds like your custom build is better.

Cool that's nice to know. I just tried it and yeah the game runs way too fast when you overclock the main CPU with the slider, but I did increase the 'Screen Refresh Rate' to 67fps (high as it will go) and now Rush is maxing out at 34fps, instead of 30.

It's pretty interesting, it would be GREAT to get the game running at 60fps..

UPDATE: I have Rush the Rock running at 60fps!!!

Often times the FPS goes down to 30 and 40fps, but it tops out at 60fps now. It looks amazing, I might make a video.

UPDATE2: https://www.youtube.com/watch?v=fJ1EMZkLZTY
« Last Edit: October 09, 2018, 05:29:07 am by Bigtymer781 »

DarthMarino

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 487
Re: FFB Arcade Plugin
« Reply #152 on: October 09, 2018, 06:49:29 am »
Awesome. Can you post your custom build?

Moksi

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 101
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #153 on: October 15, 2018, 03:46:08 pm »
been along time i played it forgot , did Ridge Racer 1 or 2 had FFB?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #154 on: October 15, 2018, 04:46:32 pm »
No they didn't

I'm not really happy with the ffb I did on rave racer

It's done differently then normal games

2huwman

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #155 on: October 18, 2018, 05:45:43 am »
I'm loving the ffb on the Rush games. Would support for virtua racing be possible?

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #156 on: October 18, 2018, 07:44:00 pm »
Sorta.

It would require output support to be added to plugin which is something I would need help with, I ain't good enough coder

jacko1

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 18
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #157 on: October 25, 2018, 03:23:24 am »
I have weird problem with Daytona Championship USA.  When I enable the FFB Plugin (0.2) and try to play a networked 2 player game, I lose sound on one PC.  It's really odd because it's only when networked that this problem pops up.  Beep on hook is turned off.

I'm on Windows 7, using D3Launcher, sound works again if I disable the FFB Plugin.

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 614
  • As I pass, do I give you the ass or the crotch?
Re: FFB Arcade Plugin
« Reply #158 on: October 25, 2018, 10:38:11 am »
When I was having issues trying to get FFB working and was trying lots of different stuff to get it working messing around with x360ce and the different dll files in the folder, I kept getting an issue where the game would load up but with no audio. I never got to the bottom of why it was doing it. Thankfully when I did eventually get the FFB sorted the audio problems corrected themselves too.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #159 on: October 25, 2018, 11:22:23 pm »
I have weird problem with Daytona Championship USA.  When I enable the FFB Plugin (0.2) and try to play a networked 2 player game, I lose sound on one PC.  It's really odd because it's only when networked that this problem pops up.  Beep on hook is turned off.

I'm on Windows 7, using D3Launcher, sound works again if I disable the FFB Plugin.

uh lol that's a new one

can you try it when launching directly on exe instead of D3Launcher?

jacko1

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 18
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #160 on: October 26, 2018, 01:07:54 am »
I have weird problem with Daytona Championship USA.  When I enable the FFB Plugin (0.2) and try to play a networked 2 player game, I lose sound on one PC.  It's really odd because it's only when networked that this problem pops up.  Beep on hook is turned off.

I'm on Windows 7, using D3Launcher, sound works again if I disable the FFB Plugin.

uh lol that's a new one

can you try it when launching directly on exe instead of D3Launcher?
It happens with the Daytona.exe, DaytonaLauncher, and D3Launcher.  I'd like to start fresh but all the screwing around and finding links that aren't dead etc., I'm not sure how now :).  Thanks for the reply, yeah it's a weird problem, I'm probably the only person, and I realize there's probably not gonna be a solution.

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #161 on: October 26, 2018, 03:45:58 pm »
I might have to test it on my pcs here and see if I get same results (although Im using windows 10)

jacko1

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 18
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #162 on: October 30, 2018, 12:29:44 am »
I might have to test it on my pcs here and see if I get same results (although Im using windows 10)
I started over from scratch and it appears to be fixed.  On to the next problem :).

Often when I quit Daytona (possibly other games can't recall now) my G29 wheel is left in a state, such as being stuck all the way left or right.  Any solution for that?  Maybe something like a script that a frontend (when I get one) can run between games to ensure the wheel's state is reset?

aaronr33

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 5
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #163 on: November 01, 2018, 11:51:09 pm »
I'm having some difficulties.

I get no force feedback, tried initial d 6 and 7 and sonic racing in technoparrot 1.43.

If I use technoparrot ffb it works in initial d 6 and 7.

I can also use a test program that makes ffb work.

So ffb does work, just not with this.

I have attached pics of log and folder for sonic racing for reference as there isn't much going on as compared to initial d

Please help!

« Last Edit: November 01, 2018, 11:58:45 pm by aaronr33 »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 711
  • I want to build my own arcade controls!
Re: FFB Arcade Plugin
« Reply #164 on: November 03, 2018, 01:09:57 pm »
Hm... everything appears correct in config etc

I'm unsure what it could be unless there is some visual runtime required or something. A lot of users are running ffb plugin so it works on those games fine

Just ensure you have teknoparrots ffb option unticked if you are trying to use ffb plugin instead

  
 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31