The NEW Build Your Own Arcade Controls

Main => Driving & Racing Cabinets => Topic started by: Boomslang on July 15, 2018, 04:25:41 pm

Title: FFB Arcade Plugin
Post by: Boomslang 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.

--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/#!8FchzKpT!eLDJdWhkJHm1nx-7NNW9l63hPy0sXTVGRjVEwxGMX_U 0.6a version
Title: Re: FFB Arcade Plugin
Post by: buttersoft 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 :)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 15, 2018, 10:18:40 pm
It works on controllers too
Title: Re: FFB Arcade Plugin
Post by: deidos 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   :'(
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on July 16, 2018, 10:35:35 am
Awesome stuff!
Title: Re: FFB Arcade Plugin
Post by: isamu 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?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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.
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: isamu 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?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 17, 2018, 04:05:46 am
yea Ill do outrun 2 at some stage
Title: Re: FFB Arcade Plugin
Post by: BadMouth 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.
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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

Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: isamu 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: trick72 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.

Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: trick72 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 ?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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

Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: trick72 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?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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.

Title: Re: FFB Arcade Plugin
Post by: vandale on July 26, 2018, 06:18:54 pm
Cant wait to try this on my new build, great work guys  :applaud:
Title: Re: FFB Arcade Plugin
Post by: DarthMarino 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 (https://www.youtube.com/watch?v=mgIVOCmLZko)
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard on July 26, 2018, 11:00:49 pm
This is awesome! Is rumble supported in all games on the list?
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 26, 2018, 11:50:02 pm
yeah should work fine on xinput devices and yes rumble works on any game
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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...
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard on July 26, 2018, 11:54:12 pm
yeah should work fine on xinput devices and yes rumble works on any game

Awesome, thanks!
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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?
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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

 ;)
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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.

(https://c1.neweggimages.com/NeweggImage/ProductImage/26-238-001-03.jpg)
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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.

(https://c1.neweggimages.com/NeweggImage/ProductImage/26-238-001-03.jpg)


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. 
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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:
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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.

(https://c1.neweggimages.com/NeweggImage/ProductImage/26-238-001-03.jpg)


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.

(https://images10.newegg.com/BizIntell/item/26/280/26-280-085/3.jpg)
Title: Re: FFB Arcade Plugin
Post by: PL1 on July 27, 2018, 06:49:59 pm
There's also the USB CH 200-503 (https://www.amazon.com/gp/product/B00006B84V) and good deals on several used gameport CH 200-532 (https://www.amazon.com/CH-Flightstick-4-Button-8-Way-Throttle/dp/B00005123I/) sticks.

(https://images-na.ssl-images-amazon.com/images/I/31YMZ3EJBSL._AC_US327_QL65_.jpg)  (https://images-na.ssl-images-amazon.com/images/I/413vDEa83TL._AC_US327_QL65_.jpg)


Scott
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 28, 2018, 11:51:58 am
ok ive added daytona gears to plugin so will update that when the time comes
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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!
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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...
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: shaolindrunkard 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 03, 2018, 08:23:35 am
New one for users to try out :)

Sonic & Sega All Stars Racing Force Feedback
Title: Re: FFB Arcade Plugin
Post by: vandale on August 16, 2018, 08:52:13 am
Hi boomslang. I have successfully installed Daytona championship and it’s 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 doesn’t boot and in task manager it’s sitting there using 35% cpu. If I delete dinput8.dll then it boots and works fine albeit no ffb.
(https://uploads.tapatalk-cdn.com/20180816/dd378d4108cd485bd60e84b619d9b36b.jpg)

I am running windows 10 64bit

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

Also what’s interesting is if I run xboxce when your dinput8.dll is in the game folder I get this error:
(https://uploads.tapatalk-cdn.com/20180816/2128f2770ed9e1f833f2e9a9e1013e76.jpg)


Unsure what I am doing wrong, please help 🤦‍♀️

Thanks


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Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 16, 2018, 03:09:27 pm
Do not use launcher

Simply run the direct exe. Everything built into plugin now
Title: Re: FFB Arcade Plugin
Post by: vandale 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
(https://uploads.tapatalk-cdn.com/20180816/377127ac62bb2ba3eee519b365d1539d.jpg)
(https://uploads.tapatalk-cdn.com/20180816/04cd495f6c640ed389497794fceaffe6.jpg)


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Title: FFB Arcade Plugin
Post by: vandale on August 16, 2018, 08:02:53 pm
Actually just found the guid in the log file. It’s id #1. I put that in ini and still no go

I only get 2 chimes now when I run the exe


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Title: Re: FFB Arcade Plugin
Post by: vandale on August 16, 2018, 08:11:13 pm
Don’t 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!!!!


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Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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 (http://forum.arcadecontrols.com/index.php/topic,157734.msg1659456.html#msg1659456) 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 (http://forum.arcadecontrols.com/index.php?topic=157683.0) 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...
Title: Re: FFB Arcade Plugin
Post by: vandale 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


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Title: Re: FFB Arcade Plugin
Post by: vandale 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 don’t 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 Howard’s 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



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Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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.
Title: Re: FFB Arcade Plugin
Post by: vandale 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


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Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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...?

(https://orig00.deviantart.net/9253/f/2018/232/4/7/capture_by_mr_alexander-dckohoo.jpg)

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:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 20, 2018, 05:05:18 pm
Glad to hear it man!
Title: Re: FFB Arcade Plugin
Post by: vandale 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 it’s 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


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Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: vandale 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto 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. 
Title: Re: FFB Arcade Plugin
Post by: vandale 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 25, 2018, 08:00:54 pm
hm maybe I suppose

what is the best emulator to try it on?
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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 (https://mega.nz/#!ZlEgxArS!Phpy_J0YcTbPAFzog40xCMaLWwmsgrWwJ2zfN6G4w98)
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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
Title: Re: FFB Arcade Plugin
Post by: POOTERMAN 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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.
Title: Re: FFB Arcade Plugin
Post by: POOTERMAN 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?
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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
Title: Re: FFB Arcade Plugin
Post by: POOTERMAN 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! :)
Title: Re: FFB Arcade Plugin
Post by: dgrace 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
Title: Re: FFB Arcade Plugin
Post by: dgrace 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.
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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:
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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...
Title: Re: FFB Arcade Plugin
Post by: vandale on August 26, 2018, 03:08:21 pm
Woop woop


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Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 26, 2018, 03:26:43 pm
Which mame 64 bit version ain't working?
Title: Re: FFB Arcade Plugin
Post by: bandicoot on August 26, 2018, 03:46:53 pm
mame64 0.199 for me the basic one
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: POOTERMAN on August 26, 2018, 06:33:34 pm
Thanks to Boomslang for these plugins, really improves the racing games now :)
Title: Re: FFB Arcade Plugin
Post by: dgrace 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: SmooveJMY 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.
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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)
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 27, 2018, 06:29:53 pm
Anyone tried out the FFBMode toggle on certain games yet?

Title: Re: FFB Arcade Plugin
Post by: vandale on August 27, 2018, 06:36:19 pm
Tested with the new hide cursor feature and it’s great however how do I stop my wheel from rocking back and forth when centred?

Thanks


Sent from my iPhone using Tapatalk
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 27, 2018, 08:32:10 pm
I would check ini and make min force 0
Title: Re: FFB Arcade Plugin
Post by: codeena 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.
Title: Re: FFB Arcade Plugin
Post by: SmooveJMY 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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 :)
Title: Re: FFB Arcade Plugin
Post by: codeena 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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?
Title: Re: FFB Arcade Plugin
Post by: vandale 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 don’t 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: codeena 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.
Title: Re: FFB Arcade Plugin
Post by: dgrace 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. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: codeena 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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

Title: Re: FFB Arcade Plugin
Post by: codeena 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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)


Title: Re: FFB Arcade Plugin
Post by: segaturbo 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:
Title: Re: FFB Arcade Plugin
Post by: isamu 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
Title: Re: FFB Arcade Plugin
Post by: codeena 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: 2huwman 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 31, 2018, 03:51:16 am
It would be possible but I don't really how sorry
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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  ;)
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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:
Title: Re: FFB Arcade Plugin
Post by: SmooveJMY 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: segaturbo 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  :)
Title: Re: FFB Arcade Plugin
Post by: bandicoot on September 03, 2018, 12:54:48 pm
who's say GTI CLUB 3  ;D ;D ;D ;D ;D
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: bandicoot 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)
Title: Re: FFB Arcade Plugin
Post by: TacticalChaos 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
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 23, 2018, 02:37:52 am
Device guid is not correct

Check log.txt for it
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 on September 23, 2018, 02:58:15 am
Cool it works, bad ass!
Title: Re: FFB Arcade Plugin
Post by: osky85 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!
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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.
Title: Re: FFB Arcade Plugin
Post by: DarthMarino 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.
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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.
Title: Re: FFB Arcade Plugin
Post by: DarthMarino 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.
Title: Re: FFB Arcade Plugin
Post by: Bigtymer781 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 (https://www.youtube.com/watch?v=fJ1EMZkLZTY)
Title: Re: FFB Arcade Plugin
Post by: DarthMarino on October 09, 2018, 06:49:29 am
Awesome. Can you post your custom build?
Title: Re: FFB Arcade Plugin
Post by: Moksi on October 15, 2018, 03:46:08 pm
been along time i played it forgot , did Ridge Racer 1 or 2 had FFB?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: 2huwman on October 18, 2018, 05:45:43 am
I'm loving the ffb on the Rush games. Would support for virtua racing be possible?
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: jacko1 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.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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?
Title: Re: FFB Arcade Plugin
Post by: jacko1 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.
Title: Re: FFB Arcade Plugin
Post by: Boomslang 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)
Title: Re: FFB Arcade Plugin
Post by: jacko1 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?
Title: Re: FFB Arcade Plugin
Post by: aaronr33 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!

Title: Re: FFB Arcade Plugin
Post by: Boomslang 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
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 23, 2018, 12:06:17 am
New Update to FFB Arcade Plugin. Now version 0.3

***0.3 Changes***

- Added general button plugin to rumble controller when button pressed, modify length for how long in ini (Great for lightgun games!)

- Added options to Daytona Championship USA ini to enable or disable Exit Button, Menu Movement or Gear Changes (Teknoparrot version now has this all built in)

- Added FFB support for Nascar Racing on Demul (180428 version)

- Added FFB support for GTI Club Supermini Festa on Teknoparrot

- Added FFB support for Road Fighters 3D using spicetools, added option for input support for analog and buttons. Read bottom of this for details

- Fixed issue where Sega Racing Classic FFB wouldn't work while playing over network

- Renamed the log.txt to FFBlog.txt as certain games already created a log.txt which could cause issues

- Added Daytona USA Multiplayer AI Hack (up to 4 player so far) on M2 Emulator, enable in ini file to enable. While racing network, positions will include AI Car positions too.

- Added Daytona Force Panoramic Attract option on M2 Emulator to force the game to use panoramic attract mode on less then 4 players even

https://mega.nz/#!sIkW2KzL!sIdAzTtVO6JlYJX6kahHHrp3zPN2D3AWDks0gKdKe9k (https://mega.nz/#!sIkW2KzL!sIdAzTtVO6JlYJX6kahHHrp3zPN2D3AWDks0gKdKe9k)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 06, 2019, 07:08:59 am
New Update to FFB Arcade Plugin. Now version 0.4

***0.4 Changes***

- Modified Button Rumble plugin to allow 2 x controllers to rumble
(Plugin can be renamed to either dinput8.dll,dinput.dll,d3d9.dll,d3d11.dll,xinput1_3.dll,opengl32.dll or winmm.dll to hook application)

- Modified Machstorm plugin to allow modifying rumble strength and length if required on effects

- Modified Afterburner Climax plugin to allow modifying strength and length if required on effects

- Modified Pokken Tournament plugin to allow modifying strength and length if required on effects (ini contains HowtoRumbleEffect. 0 = both motors, 1 = left motor, 2 = right motor so you can customize to how it suits)

- Fixed bug on Pokken Tournament where rumble wouldn't work

- Added rumble support for Let's Go Island (ini contains HowtoRumbleEffect. 0 = both motors, 1 = left motor, 2 = right motor so you can customize to how it suits, supports multiple controllers for 2p)

- Added rumble support for Let's Go Island 3D (ini contains HowtoRumbleEffect. 0 = both motors, 1 = left motor, 2 = right motor so you can customize to how it suits, supports multiple controllers for 2p)

- Added FFB Support for San Francisco Rush and San Francisco Rush The Rock for mame 0.199 60fps custom hack version

https://mega.nz/#!1VtmkQpY!oqOoX1feOmCe2mJGvyKqQLVHFi2yRGbvsUr1qgsKQsw

*EDIT*
Found a misprint for Pokken Tournament plugin so please download this file to fix and place in Pokken game folder
Title: Re: FFB Arcade Plugin
Post by: Empo on January 07, 2019, 12:05:44 pm
Great!  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on January 07, 2019, 02:48:07 pm
Man I'm glad you are doing this so I don't have pressure on me to get it done.  It's nice to just enjoy the games for a change.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 08, 2019, 04:47:56 pm
Man I'm glad you are doing this so I don't have pressure on me to get it done.  It's nice to just enjoy the games for a change.

always welcome my man  :applaud:
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on January 08, 2019, 11:45:31 pm
When/if I get a stable situation in the home life we will have a ton of work to do.  Lots of FF-related projects sitting on a shelf that I want to get done.  I still haven't added 100% of all of those gun game addresses to ts2. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 09, 2019, 12:57:18 am
When/if I get a stable situation in the home life we will have a ton of work to do.  Lots of FF-related projects sitting on a shelf that I want to get done.  I still haven't added 100% of all of those gun game addresses to ts2.

Sounds good. Hopefully you get more settled this year sometime
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on January 09, 2019, 11:32:30 pm
I downloaded the plugin and followed the instructions but the log file does not show the GUID for my Logitech g920 wheel. It has my other joysticks listed. Any thoughts on why? Thanks
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 10, 2019, 04:48:02 am
Not really unfortunately however I have seen this occur before for myself but it seems to correct itself again after awhile again, i think it's some bug in the log side of things

The plugin still loads the guid if its entered into ini

However try this guid as Ive found that we seem to use a DeviceGUID which seems to set to a certain device. This is the number from my Logitech G920 i believe

6d0462c2000000000000504944564944
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on January 10, 2019, 01:32:25 pm
I gave that GUID a try and still nothing. Do you think it is because I have so many devices connected and some are through USB hubs? I was thinking that but my flight stick is through the same USB hub and I get the GUID for that. Plus the wheel works great so it's connected.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 10, 2019, 07:39:15 pm
hm have you made sure rumble etc is working at all on a xbox controller or anything

if not, you may need some visual runtime files. I always just do one of those all in one packs and seems to do the trick

I doubt it, i have plenty of devices connected via a hub and no problems at all

delete that guid number from ini then and delete the log etc

 Hopefully kicks it back into life
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on January 11, 2019, 12:14:23 pm
I updated the visual files, deleted the files and tried again, still no GUID. Rumble on a controller works fine so I am not sure of the issue. IS there no other way to get the GUID?

UPDATE
I found the GUID by running MAME in command prompt with -v. I compared the other controllers GUID to the log file to verify they were correct and they were. I put in the GUID for my Logitech and still didn't work.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 11, 2019, 05:30:45 pm
What game are you trying?

If controller rumble works then you have the correct visual runtime stuff and as long as you have the guid like you said then it should work
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on January 11, 2019, 07:32:48 pm
I tried Ford Racing since it required the least amount of control changes. X box one controller showed up in the log fine and the rumble worked. My g920 does not. The GUID that MAME makes matches the other inputs that the log shows except for your log show less. It starts a few digits later. I tried with matching it where it started with the log and the full one and still nothing.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 11, 2019, 09:02:46 pm
ya the guid from mame won't work. It's not the same number


I don't know why it hasnt shown you the guid by now, ive never had it not show after a hour or so again.

ensure DeviceGuid= is blank or it may not show guid number aswell

Is it showing the correct number of joysticks?

This problem seems to be very rare so it's hard to find solution easily for me
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on January 11, 2019, 09:34:06 pm
The MAME GU!D matches the other joysticks though. The GUID it gave me for the G920 is the same you proved for yours except the first 6 numbers were in a different order. Although since it's not working it has to be that number isn't right.

It shows 9 joysticks detected, but I actually have 10. The missing one is the g920.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 11, 2019, 09:39:21 pm
ill send you private message with new build to try
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 16, 2019, 10:35:10 pm
New Update to FFB Arcade Plugin. Now version 0.5

***0.5 Changes***

- Removed spring effect from Mario Kart 1.10 as it had issues with pulling wheel to side and replaced with constant effect for steering. Added options to enable and disable and modify strength (Do not lower below 128 in ini!!)

- Added Dpad support for Road Fighters 3D input (read below for details)

- Added ForceShowDeviceGUIDMessageBox option in ini to force Device Name and Device GUID to show in messagebox popup for each device connected

- Added option to reverse rumble motors if motors rumbling in reverse to how you like it

https://mega.nz/#!0IFjBIQL!5lKvzGhU5u2vn0o0fm6CPb9eUK9WG4C1juIyBpqOGe8 (https://mega.nz/#!0IFjBIQL!5lKvzGhU5u2vn0o0fm6CPb9eUK9WG4C1juIyBpqOGe8)
Title: Re: FFB Arcade Plugin
Post by: ABACABB on January 31, 2019, 06:03:57 pm
I'd like to give this a go but cannot find MAME .199.  Can you point me in the right direction or do you possibly have plans to make a version for MAME .206 with the addition of SF Rush 2049??
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on January 31, 2019, 10:13:37 pm
All mame revisions are archived on the mame website.  Just take the link to mame .206 and change the filename to reflect .199
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 01, 2019, 12:39:38 am
well I was gonna wait till later in the year but everyone keeps asking so maybe ill sit down and find all the new addresses. It's not hard just a little time consuming and boring so I couldn't be bothered lol

was hoping someone was keen on the job
Title: Re: FFB Arcade Plugin
Post by: DarthMarino on February 01, 2019, 06:51:14 am
What software is needed?
Title: Re: FFB Arcade Plugin
Post by: ABACABB on February 01, 2019, 09:08:27 am
Sorry Howard,  I didn't clarify I'm looking for MAMEUI.199 to give this a try.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 01, 2019, 01:33:30 pm
I spent about 2.5hrs last night tracking down all the addresses

Done all except crusnwrld so will do that today

It's all pointers so it just takes awhile as you have to re-do the same game each time about 15 times across 32bit,64 and 64ui

Title: Re: FFB Arcade Plugin
Post by: Moksi on February 01, 2019, 05:29:44 pm
great like to see the ffb support for the new Mame as its better than 0.199
Title: Re: FFB Arcade Plugin
Post by: ABACABB on February 01, 2019, 07:55:21 pm
great like to see the ffb support for the new Mame as its better than 0.199

Wait...What!?!?  This will now work with ver .206?

I thought Boomslang would need to release a new version. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 01, 2019, 09:49:30 pm
Yeah I've re-found all the pointers now so just need to port to mame plugin and I'll release

Got something on tonight so I'll will properly be tomorrow now to work on .206
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on February 01, 2019, 11:27:38 pm
We've gotta find a better solution man or you are going to work yourself to the bone getting the same data over and over.  Maybe we can use mame's plugin system or something... I dunno. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 02, 2019, 06:03:37 am
Yeah I know. This sucks lol

Maybe the mame output system would help somewhat I'f that was added but that is if mame has even added output ffb support on these games

Dunno how else this can be done  :dunno
Title: Re: FFB Arcade Plugin
Post by: ABACABB on February 02, 2019, 07:53:28 am
I get it so thank you for your work.  One small suggestions is for someone to possibly keep the  most current UI version of MAME that you have configured the plugin for, available for download.  I know there was a new SF Rush game promoted to working with this version but I would have been perfectly happy using ver .199 if I could have found the UI version of that. 
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on February 02, 2019, 01:33:39 pm
Like I already said, every single version of mame is already archived at mame.net.... click on the download for the most recent version, then manually rename the url to reflect which ever version you want. 
Title: Re: FFB Arcade Plugin
Post by: ABACABB on February 02, 2019, 02:20:20 pm
Like I already said, every single version of mame is already archived at mame.net.... click on the download for the most recent version, then manually rename the url to reflect which ever version you want.

I'm talking about MAME *UI*
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on February 02, 2019, 02:44:29 pm
Don't use mame ui… use a front-end like god intended. 

Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 02, 2019, 07:59:04 pm
here ya go

I haven't tested alot so please let me know if one doesn't work right


32bit will work on standard mame 32bit binary and 64bit will work on either mame 64bit binary or MameUI64 for Mame 0.206
Title: Re: FFB Arcade Plugin
Post by: ABACABB on February 04, 2019, 06:39:47 pm
Well done Boomslang!!!!  I had settled in to the belief that there would never be force feedback in Mame driving games but I just experienced it today for the first time. Really really cool.
Title: Re: FFB Arcade Plugin
Post by: goofers on February 07, 2019, 08:35:24 pm
Thanks for this mate great job. Is there any way to enable FFB on other MAME games such as Outrun and Sega Rally
?
Title: Re: FFB Arcade Plugin
Post by: greg.kuhn on February 10, 2019, 04:32:39 pm
For Logitech G29

The secret is on
MinForce=10
MaxForce=75

This is how my FFBPlugin.ini is right now:

; ********************************
; * FFB Settings for Mame 0199 *
; ********************************
[Settings]
GameId=4
MinForce=10
MaxForce=75
DeviceGUID=6d044fc2000000000000504944564944
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=0
FeedbackLength=270
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=1
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=1

And it's important to remember to, inside MAME, go in CONFIGURE OPTIONS>ADVANCED OPTIONS> JOYSTICK DEADZONE and set it to ZERO., quit the sub-menu and save. May need to open the game, quit MAME and reopen.
 


Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 14, 2019, 12:42:32 am
New Update to FFB Arcade Plugin. Now version 0.6

***0.6 Changes***

- Added support for Mame 0.206 with same games from old 0.199 games. Works with 32bit, 64bit Mame Binary or MameUI64

- Added Optional GUI to make modifying settings or setting up deviceguid a bit easier (read FFBPlugin.txt for details, HAS TO BE IN SAME FOLDER WITH PLUGIN FILES & METROFRAMEWORK.dll)

https://mega.nz/#!5EtAXa6T!6kx7NXWv1aCPfmQPjart5xlnzr6e-z6mTX2uXbf0jJw
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 14, 2019, 08:06:28 pm
For the new FFBPLUGINGUI.exe. ensure you put the 32bit exe with the 32bit games and 64bit exe with the 64bit games. (Button Rumble 64bit, Mame 64bit, Pokken Tournament and WMMT5 are all the 64bit plugins, everything else is 32bit) . You need to use with the correct sdl2.dll as I've already made them 32bit or 64bit sdl2.dll in the folders
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 15, 2019, 10:34:48 pm
New Update to FFB Arcade Plugin. Now version 0.6a

***0.6a Changes***

- Modified GUI to check FFBPlugin and load game settings as soon as you choose Force Feedback Setup or Input Setup instead of having game list and potentially writing unnecessary values to ini

- Added logo on first GUI page made by POOTERMAN (Thanks mate)

- Defaulted WMMT5 logging to off as plugin hooks GUI lol

- Added GUI to every plugin folder by default now as it was confusing users with copying GUI to correct folders etc. I have setup correct 32bit and 64bit exe with each plugin

- Just a note if you are using Lindbergh games and want to use GUI. Copy MetroFramework.dll & SDL2.dll to same folder as elf file (Where FFBPlugin.ini goes too),
opengl32.dll & SDL2.dll goes to Teknoparrot folder as usual. You do not need to copy GUI or Metroframework.dll to Teknoparrot folder at all.

zip file (28mb)
https://mega.nz/#!8FchzKpT!eLDJdWhkJHm1nx-7NNW9l63hPy0sXTVGRjVEwxGMX_U

will attach 7z file if preferred (only 2mb)


Title: Re: FFB Arcade Plugin
Post by: POOTERMAN on February 15, 2019, 11:12:38 pm
Great work Boomer, pleased you like the logo :)
Title: Re: FFB Arcade Plugin
Post by: Nuexzz on February 17, 2019, 03:38:03 am
Hello, bombs Verify the method of packaging and extraction, the mistake I have when unpacking the files is a disaster.

One tip, not everyone uses (7-Zip).
winrar is your friend in the whole world
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 17, 2019, 04:18:22 am
Hello, bombs Verify the method of packaging and extraction, the mistake I have when unpacking the files is a disaster.

One tip, not everyone uses (7-Zip).
winrar is your friend in the whole world

Er that's why I attached both zip and 7z

Just download the zip
Title: Re: FFB Arcade Plugin
Post by: Nuexzz on February 17, 2019, 04:38:34 am
(https://i.imgur.com/7ShRYw2.jpg)
okay. new paragraph.

if nobody has the same problems as me (I'm going to have to reinstall because I come from a long battle with my system and the association of files (microsoft bugs)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 17, 2019, 02:01:46 pm
(https://i.imgur.com/7ShRYw2.jpg)
okay. new paragraph.

if nobody has the same problems as me (I'm going to have to reinstall because I come from a long battle with my system and the association of files (microsoft bugs)

You downloaded 0.6a?

If so you should just need .net 4.5 and visual runtime 2015 files

.net 4.5 comes with windows 10 already

Also ensure you copied the files from m2emulator plugin folder and nothing else as you need to make sure you are using the 32bit sdl2.dll with 32bit exe

That error looks similar to error when using 64bit sdl2.dll with 32bit exe etc
Title: Re: FFB Arcade Plugin
Post by: Sky25es on February 24, 2019, 04:08:01 pm
Thanks for this mate great job. Is there any way to enable FFB on other MAME games such as Outrun and Sega Rally
?
+1. That would be really cool. Although outrun had 2 different modes depenging on the version used (upright & deluxe): Ffb or rumble.
Title: Re: FFB Arcade Plugin
Post by: tomato123 on March 06, 2019, 12:38:45 pm
Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 06, 2019, 06:33:14 pm
Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0

Set minforce down to between 0-20

Set feedback length to 500 or so
Title: Re: FFB Arcade Plugin
Post by: tomato123 on March 07, 2019, 09:43:41 am
Thanks!  I tried the setting but still no rumbling with hit the car in front.

Only the car hit the wall for long time then it will rumbling or the car crash into wall and flip around will also rumble.

Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0

Set minforce down to between 0-20

Set feedback length to 500 or so
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on March 31, 2019, 11:41:02 am
Hey Boomslang (and rest of BYOAC), so now that Lindbergh games are finally working for those us stuck behind the times on Windows 7,  I've run into a bit of a problem trying to get FFB working in Outrun 2 SPDX using the latest version of the plugin (0.6a). There's already an opengl32.dll and SDL2.dll file in the Teknoparrot folder and if I replace them with the 0.6a FFB plugins it stops the game working at all - the game window open for a split second and then closes again. Something must be happening because the FFB blog is getting populated.

I see there's an option within Teknoparrot to 'download force feedback plugin', but if I click on it it just takes me to a discord page with no obvious downloadable links that I can see... I'm not sure if that would just download the same 0.6a plugins I'm already trying to use though?

Do the Lindbergh FFB plugins need updating to take into account that the newest versions of Budgieloader work on Win 7 now?

This is the log:

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\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: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

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

Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2019, 03:02:11 am
New Update to FFB Arcade Plugin. Now version 0.7

***0.7 Changes***
- Upgraded FFB Arcade Plugin to use SDL 2 2.0.9 version compared to the old 2.0.5 used previously. Will sort out FFB Plugin working when using Faudio on new teknoparrot

*Removed link as 0.7 is broken*
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2019, 03:08:09 am
Hey Boomslang (and rest of BYOAC), so now that Lindbergh games are finally working for those us stuck behind the times on Windows 7,  I've run into a bit of a problem trying to get FFB working in Outrun 2 SPDX using the latest version of the plugin (0.6a). There's already an opengl32.dll and SDL2.dll file in the Teknoparrot folder and if I replace them with the 0.6a FFB plugins it stops the game working at all - the game window open for a split second and then closes again. Something must be happening because the FFB blog is getting populated.

I see there's an option within Teknoparrot to 'download force feedback plugin', but if I click on it it just takes me to a discord page with no obvious downloadable links that I can see... I'm not sure if that would just download the same 0.6a plugins I'm already trying to use though?

Do the Lindbergh FFB plugins need updating to take into account that the newest versions of Budgieloader work on Win 7 now?

This is the log:

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\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: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

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

Yeah sorry I was late with updating. The Faudio used for win 7 Lindbergh etc requires sdl2 2.0.9 version and so I've now updated ffb plugin to it aswell which should sort the issue. SDL2.dll wasnt the same anymore
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on April 01, 2019, 01:05:33 pm
Thanks Boomslang  :applaud: The new 0.7 version's fixed the issue of the game not working and it now loads up just fine. Compared to how great your FFB plugins work with all the RingEdge and Ringwide games, something feels a bit off with this one to me.... my wheel's rumbling in all the right places, but I don't seem to be getting any actual FFB. If I drive into the back of a CPU car I get a very small left/right movement but that's about it. If I drive into a barrier or off track nothing happens. Is this normal or is something misbehaving? The FFB blog is giving me a totally different GUID than normal (I'll include the log below), which is the one I'm using in my ini file. If I use the GUID number that was generated in all the old Teknoparrot Ringedge and Ringwide games where I've had perfect feeling FFB I get no effects at all.

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\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: Logitech Driving Force GT USB / GUID: 030000006d0400009ac2000000000000

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:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 07, 2019, 12:51:21 am
New update to FFB Arcade Plugin. Now version 0.8

***0.8 Changes***

- Sorry! Been so busy,never had time to test last release correctly and upgrading SDL2 version broke effects working correctly on all games!

Reverting back to SDL2 2.0.5 and modified lindbergh game plugins to load SDL22.dll.

SDL22.dll will be supplied in plugin folders for Lindbergh games and need to be placed into the Teknoparrot folder INSIDE the MAIN Teknoparrot folder.

SDL2.dll will still be supplied aswell to be placed in same folder as FFBPlugin.ini if you want to use FFBPluginGUI.exe

Hopefully this makes sense, please ask if you are confused.

- Outrun 2 now has 2 x plugins. One is the custom effects created from scratch you have been using all this time :) and the other is using the real FFB Address now.
(Big thanks to Reaver for help on getting the real ffb working)

zip (31mb)
https://mega.nz/#!FQsxlYaQ!g1BGcGB-cnqo59L__rQEJ4s3XcV72U1AwpV3T-M-JUM

7z (2mb)
https://mega.nz/#!0A011CxR!n0zc_MdrWI17wpVl8jTcqSWiASZjvHZtV_-HYeVP3t4
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on April 07, 2019, 06:18:37 am
 :cheers:  :)
Title: Re: FFB Arcade Plugin
Post by: ignignot on April 08, 2019, 09:40:13 am
Thanks so much for this!   Can we have a quick chat about how feedback length works?

I've been fiddling and noticing that i can get it "pretty smooth" near intervals of 114 but there are always some clunks.  If i use fbl=228 it seems to be ok-ish, and 456 feels smooth but also kind of rubbery.  Is there something im trying to do specifically with this number?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 11, 2019, 02:29:06 am
It should be how long it performs effect before running a new effect from memory


Does anyone have info or access to a real outrun 2 sp cabinet? Id love to find out info on the real force feedback
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on April 11, 2019, 11:23:53 am
I think Abelardator2 over at the Supermodel forum might do. You're a member over there aren't you mate? If not I could try pm-ing him for you
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on April 11, 2019, 03:13:22 pm
this plugin is great. the daytona ffb in model 2 feels the same as my real daytona setup.

anyone got any setting suggestions for outrun 2?

i have a thrustmaster t300 and it's working great when i hit stuff or go onto the grass but general driving has no force at all
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 14, 2019, 05:34:29 am
I've made some updates to OR2 ffb today as there was nothing while driving on road so ive added spring etc now

on another note, I finally pulled out my Sidewinder Force Feedback 2 joystick today to see if plugin works with it and it does so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on April 14, 2019, 07:39:20 am
I finally got around to digging my wheel out today to give v0.8 a try. That real arcade FFB in OR2SPDX = BAM! Awesome work Boomslang!
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on April 14, 2019, 01:50:38 pm

….. so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

Tell me about it.  The flight community as a whole seems to have said "no thanks" to force feedback in general, which I find odd considering newer planes are adding in artificial haptic feedback to help the pilots fly them better. 
Title: Re: FFB Arcade Plugin
Post by: Sky25es on April 14, 2019, 03:16:51 pm
I've made some updates to OR2 ffb today as there was nothing while driving on road so ive added spring etc now

on another note, I finally pulled out my Sidewinder Force Feedback 2 joystick today to see if plugin works with it and it does so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

Yep. I also have one. Would be great to have support for flying games. Thanks
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 14, 2019, 04:04:16 pm
I finally got around to digging my wheel out today to give v0.8 a try. That real arcade FFB in OR2SPDX = BAM! Awesome work Boomslang!

The 0.8v or2 real version is terrible actually lol

I just went with values Reaver gave me but after analyzing it properly I relised they were way wrong. I made a beta test version a few days ago which will work much better or you can just wait for the 0.9v which will be better again
Title: Re: FFB Arcade Plugin
Post by: Classic80GMR on April 14, 2019, 04:51:39 pm
FBB Plugin is awesome!  I did have some of the issues getting Mame to work.  In the end the solution was to make a clean 206 installation and drop in the proper files.

I do have a significant bug to report.  Any time I set Mame.ini to numscreens 2 or higher I get the 'bong' once hooked but the force feedback stops working.  Not an issue for most but I run marquees on screen 2.  The workaround is obvious, stick to 1 monitor.   Hope that helps others having issues and possibly something to look into for a future release.

I have been looking through this thread and the txt file.  At this time there does not appear to be a clear list of compatible titles for each emulator. 

It is AWESOME having San Francisco Rush with FFB.  THANK YOU!!
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on April 14, 2019, 06:24:51 pm
Really? Felt much improved to me, in terms of the wheel actually properly moving left to right when crashing, but must admit something still felt a smidge off. Look forward to giving v0.9 a try then.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 14, 2019, 07:34:35 pm
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too

Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on April 14, 2019, 10:09:52 pm
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too

Sounds like you are building it exactly like I did then.  What he/you found makes sense to me because what I've seen on my end at least leads me to believe that many of the effects were canned and just tweaked a little here and there for speed, ect...  I haven't added speed dependent pull yet because my wheel is integrated to my racing rig and it's difficult to develop on it.  Racing rig 2.0 will have the entire control panel unlatch though, so I'll be free to finally finish the effects.  :)  I found what I believe are the x,y and z axis of the car as well as what I *think* is centrifugal force...I just need to sort out what is what.... they should be exactly the same for the arcade version so when I get back to it we can compare notes.   
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 14, 2019, 11:35:15 pm
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too

Sounds like you are building it exactly like I did then.  What he/you found makes sense to me because what I've seen on my end at least leads me to believe that many of the effects were canned and just tweaked a little here and there for speed, ect...  I haven't added speed dependent pull yet because my wheel is integrated to my racing rig and it's difficult to develop on it.  Racing rig 2.0 will have the entire control panel unlatch though, so I'll be free to finally finish the effects.  :)  I found what I believe are the x,y and z axis of the car as well as what I *think* is centrifugal force...I just need to sort out what is what.... they should be exactly the same for the arcade version so when I get back to it we can compare notes.

sounds good and happy to compare. You need to come help me out sometime lol hard work doing all this by myself  :cheers:
Title: Re: FFB Arcade Plugin
Post by: MotownC on April 18, 2019, 07:18:23 pm
As a relative newcomer to the TechnoParrot racing offerings, I wanted to say how much I am enjoying the force feedback plugin. It certainly adds to the arcade experience and the plugin works well every time. I do not know how many hours Boomslang has put into this (I am assuming it is many, many) but it has been time well spent - thank you! Now, if you'll excuse me, back to Mario Kart DX.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 19, 2019, 03:43:41 pm
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it
Title: Re: FFB Arcade Plugin
Post by: bandicoot on April 20, 2019, 08:25:20 am
Thanks again for your job :applaud:
Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 23, 2019, 01:45:16 am
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it

Ive gotta get around to testing this out soon.

I notice while looking through you have added in features that can be turned on and off with a tick box, that is brilliant!!

Is there any hope we can play Daytona Champ USA or Sega Racing Classic via internet?

Id have to think they should have a better chance than M2emu and it worked well enough :)
Title: Re: FFB Arcade Plugin
Post by: lostboy4480 on April 23, 2019, 01:15:23 pm
I am looking forward to the v0.9 release to see what has improved with the Outrun ffb.

Thank you so for the time and effort you have put into this !
Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 23, 2019, 01:27:36 pm
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it
Mate im not sure if it is just me, and maybe the way i have it set up, but now since adding this to Daytona 3 i am not able to close the game at all, i must use the Windows key to get in and tab my way to restart.

ALT+F4 doesnt close it, cant close it from task manager, its a pain in the arse.

Seems to work ok if i launch using Parrot.

I still cant seem to figure out how to fix the really touchy controls with the G29, theyre fine with the M2 emulator, but for some reason on this they appear have a massive linearity issue.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 23, 2019, 03:45:39 pm
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it
Mate im not sure if it is just me, and maybe the way i have it set up, but now since adding this to Daytona 3 i am not able to close the game at all, i must use the Windows key to get in and tab my way to restart.

ALT+F4 doesnt close it, cant close it from task manager, its a pain in the arse.

Seems to work ok if i launch using Parrot.

I still cant seem to figure out how to fix the really touchy controls with the G29, theyre fine with the M2 emulator, but for some reason on this they appear have a massive linearity issue.

I added option to exit via ffbplugin to Daytona championship.

Press esc key should do it?

As for steering then yea it's best to use teknoparrot and maybe throw in sToOz Zone to add a little deadzone
Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 23, 2019, 07:33:22 pm
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it
Mate im not sure if it is just me, and maybe the way i have it set up, but now since adding this to Daytona 3 i am not able to close the game at all, i must use the Windows key to get in and tab my way to restart.

ALT+F4 doesnt close it, cant close it from task manager, its a pain in the arse.

Seems to work ok if i launch using Parrot.

I still cant seem to figure out how to fix the really touchy controls with the G29, theyre fine with the M2 emulator, but for some reason on this they appear have a massive linearity issue.

I added option to exit via ffbplugin to Daytona championship.

Press esc key should do it?

As for steering then yea it's best to use teknoparrot and maybe throw in sToOz Zone to add a little deadzone

Well the deadzone isnt really an issue, you turn the wheel the first 30-50° and very little happens, then it suddenly turns a huge amount.

Ticking that box doesnt seem to change anything for some reason, it did the first couple times, but then that stopped functioning, i can ALT+TAB to desktop but the mouse cursor is limited to a very small area down the bottom.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 24, 2019, 01:18:59 am
yeah I just tested it but your exe has to be called Daytona.exe lol (i should properly change that)

are you loading it called something different?

then as long as ini has EscapeKeyExitViaPlugin == 1 it should work

works everytime here
Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 24, 2019, 01:27:35 am
yeah I just tested it but your exe has to be called Daytona.exe lol (i should properly change that)

are you loading it called something different?

then as long as ini has EscapeKeyExitViaPlugin == 1 it should work

works everytime here
Yeah ive never changed it, no idea why it does it!

If i launch with Teknoparrot it will work fine
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 24, 2019, 01:38:35 am
that's wierd cos I did Daytona 3 on Teknoparrot and i used same way lol


anyway ive made better fix now, see if this is any better?

Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 24, 2019, 01:48:06 am
that's wierd cos I did Daytona 3 on Teknoparrot and i used same way lol


anyway ive made better fix now, see if this is any better?
Ill give it a crack soon mate ;)

Thanks for that!

Yes it seems odd that when the parrot launches it, everything works as it should. When i shoot straight from the .exe, it cant be stopped! Thats the exact same .exe too.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 24, 2019, 01:59:03 am
no worries

think i sent wrong plugin by mistake

anyway heres 2 different ways

both should work but try em out and lemme know which one you prefer

Title: Re: FFB Arcade Plugin
Post by: AMG KC on April 24, 2019, 03:48:03 am
no worries

think i sent wrong plugin by mistake

anyway heres 2 different ways

both should work but try em out and lemme know which one you prefer

No worries mate, i will give them a run in the next couple days, ive run out of time today and im back to work tomorrow, but im only on 1 day then more days off ;)

Will these help my wierd control sensitivity issues?
Title: Re: FFB Arcade Plugin
Post by: vandale on April 24, 2019, 11:32:30 pm
Hi boomslang. I’ve successfully got this installed for sega rally 3 in teknoparrot and the latest daytona however I can’t get it to work with outrun in teknoparrot. The game works fine but I can’t get it to beep on hook or create a log file or provide ffb.

I’ve put the files into the Jennifer folder and have the correct device id. Is that correct?

Windows 10 64

Please help.

Thanks
Gene


Sent from my iPhone using Tapatalk
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 25, 2019, 02:03:36 am
I take it someone didn't read the readme FFBPlugin.txt?  :banghead:

lol

no that's not correct. For lindbergh games, you need to put Opengl32.dll & sdl22.dll into Teknoparrot folder INSIDE THE MAIN TEKNOPARROT FOLDER

People seem to be struggling with this, but whatever reason on new teknoparrot versions there is a folder inside called Teknoparrot. This is where ONLY opengl32.dll & sdl22.dll go

The remaining files FFBPlugin.ini, FFBPluginGUI.exe & Metroframework.dll go into the folder with elf files so yes the jennifer folder in this case.

Then set up guid via gui and you are all set
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 04, 2019, 09:52:18 pm
New Version of FFB Arcade Plugin. Now Version 0.9

***0.9 Changes***

- Added scroll bar to MKDX and Road Fighters 3D input side as couldn't see all options unless very high resolution monitor on GUI

- Completely Modified OR2 SP Real plugin as effects were set quite wrong previously & added gear shift rumble as requested

- Added optional input support for OR2 SP for H-Pattern gear changes (will only work if you select manual transmission)

- Fixed issue which would cause Force Feedback to not work on Road Fighters 3D due to dinput8 blocker i was using previously on certain wheels.
PLEASE REMOVE d3d9.dll & dinput8.dll if used old version!!!
Blocker is not necessary anymore and ive fixed it properly compared to being lazy lol. Enable input support to disable default dinput8 controls used by Road Fighters 3D

- Modified Road Fighters 3D FFB to only work when racing starts as otherwise it does crazy stuff before race or while attract mode plays

- Added option to disable 3D for Road Fighters 3D

- Added option to do a hack to try skip past error menu screen quickly for Road Fighters 3D on startup

- Added option to close Libmovie error popup automatically if it happens for Road Fighters 3D

- Lowered default Max Force for WMMT5 since people never read readme, then complain it's too strong

- Huge overhaul for when adding inputs to input supported games via gui, Works much better (Click on axis/button number on right side to remove if required)

- Re-wrote input system for every supported game via plugin itself

- Fixed various bugs found in GUI

- Renamed Input Setup in FFBPluginGUI.exe to Input / Miscellaneous Setup as it has options other then JUST input on certain games

- Added Force Feedback test page to GUI for users to test effects on their devices

- Fixed issue where Feedback Length wouldn't allow enough characters and modify ini setting automatically

- Defaulted log to off, not as necessary anymore with GUI around

- Modified Initial D4,D5,D6,D7 & D8 plugin (Be sure to try out both FFBMode and without) Remember to set FORCE=10 in test menu

- Added support for new haptic effect forces damper, inertia, ramp, sawtoothup, sawtoothdown & triangle

- Modified Daytona Championship USA exit method for better way

- Modified forces to avoid the "tick" feeling with certain effects

- Raised spring strength in Sega Racing Classic plugin

- Tidied up Battle Gear 4 code and replace simple rumble with left/right effects for rumble

- Added test code to rumble for infinite time period. Set GameID to -7 if you want to check rumble works via plugin

- Fixed issue where plugin could crash game if no FFBPlugin.ini was present in game folder

zip(32mb)
https://mega.nz/#!0Q8Qiaja!PyaIv7D_HlCMLcsW3jB0404j3MG84O3DizzGygJrKOQ

7z(2mb)
https://mega.nz/#!lFtGnAQD!5dtGDdbc5YabSgts_mngQonPI91BX4hwmflPpv6RzoE
Title: Re: FFB Arcade Plugin
Post by: bandicoot on May 05, 2019, 06:39:29 am
thanks :) always better :applaud:
Title: Re: FFB Arcade Plugin
Post by: segaturbo on May 06, 2019, 07:52:11 am
thanks Boomslang for all your work roadfighters 3d is great so much better with ffb and options and outrun slowly setting all games up with new version
will old outrun be put in at some point
a thanks again for putting the finishing touch  :applaud: :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 06, 2019, 08:47:05 pm
Old outrun? Via mame?

I guess I could

It just has a simple shake when you hit walls I think
Title: Re: FFB Arcade Plugin
Post by: segaturbo on May 07, 2019, 04:55:37 am
Old outrun? Via mame?

I guess I could

It just has a simple shake when you hit walls I think

that would be fantastic would it be possible for turbo outrun mame I think that is the same it would make them great
thanks for all your hard work on this  :cheers:
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on May 07, 2019, 02:29:27 pm
Cheers again for all the hard work you put into this Boomslang!  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on May 07, 2019, 08:15:41 pm
It should already be hooked up with mame's output system.  That's the whole reason I made mamehooker..... added it to that driver personally. 
Title: Re: FFB Arcade Plugin
Post by: pixel on May 09, 2019, 09:50:59 am
Old outrun? Via mame?

I guess I could

It just has a simple shake when you hit walls I think

 FYI - There are a few different versions of Outrun, that use different feedback systems.

 1) Standard Upright

 This is a single one-direction motor, that is attached to the main base plate of the steering wheel assembly.
The motor has a crank-arm attached to it.  The whole wheel slides maybe 1 inch left to right, when the motor is running.
The motor has speed values... so it will rotate slower when the car is on grass / dirt... and ultra fast, when the car crashes.

 2) Sit-Down

 This cabinet is a simulator cabinet.  The whole cabinet tilts left to right, when you turn the wheel.
 The cabinet is moved using a single, dual-direction motor  (rotates both clockwise and anticlockwise), that drives a worm-gear.
  The worm gear drives a main shaft under the seating assembly... and I believe internal "wedges" cause the cabs frame to angle, as the shaft rotates.
  I believe the actual degree of angle, is relative to the amount you turn the wheel.  Its been a while.
   * Actually... it might be that depending on the wheels position... the speed of the motor is slower or faster spin rate.
  The assembly has at least one, probably two  "Limit Switches".  Either for keeping the rotation in check, and or for keeping the frame perfectly centered, when not in motion.

 The sitdown version does not have a motor drive in the wheel.  Instead, the main drive motor will emulate the shaker function, by quickly alternating between forward and reverse.
Obviously, the speed of the alternation, might also vary, depending on the event.  IE: Offroad vs Crash


  Mame typically frowns on hacks... such as changing a dual direction motor,  into a single shaker motor.
 IMO, it would be nice to have the option to choose various output options:

 1)  One for typical gamepad rumble.
 2)  One for typical FFB PC steering wheels.
 3)  One for the Original Output method  (can hook up real Arcade controls + Arcade motor  /  Or build an accurate replication of them for use)
 4)  One for driving the Simulator version of the game on real hardware / replicated hardware
 5)  Potentially one for simulating the motion cab version, with FFB hack?  Maybe if only merely for getting FFB, if accidentally selecting the incorrect rom.

 6) Special Hack - Not sure if possible... but a very cool hack would to be able to allow for the use of both Arcade motor drive assemblies at the
same time... so that the moving cabinet could also have a shaker wheel assembly in it.   Allowing the game to rotate the single direction
steering wheel assembly motor,  as well as the keeping the actions of the dual-direction cabinet-tilt mover motor.

 Personally, Id love to build an Outrun cabinet, with an enhanced (faster rotation, and potentially higher banking slant) cabinet tilt system,
and have the original wheel shaker assembly style... (potentially with a wider left to right travel, making it move dramatic / violent).
(No point starting such a project, unless / until the emulator is capable of giving the needed input and outputs...)

 A Stereoscopic 3d LCD Glasses (or maybe VR glasses) hack would also be the bomb.  Hopefully one day someone can make a version of Cannonball, to do that...
Of course, thats well outside the scope of this threads request.  =]
Title: Re: FFB Arcade Plugin
Post by: DarthMarino on May 09, 2019, 08:18:53 pm
If MAME is being revisited, the Hard Drivin' series would be a great addition. Even though it's a prototype, Hard Drivin' Panorama seems to the definitive version with the most content.
Title: Re: FFB Arcade Plugin
Post by: isamu on June 06, 2019, 07:30:34 pm
People seem to be struggling with this, but whatever reason on new teknoparrot versions there is a folder inside called Teknoparrot. This is where ONLY opengl32.dll & sdl22.dll go

The remaining files FFBPlugin.ini, FFBPluginGUI.exe & Metroframework.dll go into the folder with elf files so yes the jennifer folder in this case.

OK here's the deal gentlemen...... I chatted with Boomslangz on discord last night. When I told him I had problems launching OR2 on my desktop at home using the latest version of TeknoParrot, he replied and said it's working fine on his end. That's when I decided to grab the game and run it on my laptop. After having problems getting the game to launch on my desktop at home, to my surprise, it ran perfectly on my laptop at work. I immediately started going WTF and couldn't wait to get home to see why the hell this damn game wasn't launching on my desktop. After trying EVERY ---smurfing--- THING UNDER THE SUN including:

A)Re-installing TP
B)Re-downloading OR2
C)Trying to launch it without the ffb plugin
D)Trying to launch it with no controls mapped altogether
E)Deleting all other games
F)Disabling my Anti-virus
G)Disabling my firewall
H)Disabling my proxy
I)Rebooting my PC numerous times
J)Putting extra thermal paste on my cpu, memory and gpu(OK OK I'm joking)

.....etc etc etc....I *FINALLY* realized how much of an idiot I was for not reading the readme CAREFULLY and following instructions to a tee.

It is absolutely IMPERATIVE that you guys read the above quote from Boomslamgz over and over and over and OVER again until it's ingrained into your skull!!!! I made the mistake of not only copying and pasting the opengl32.dll and SDL22.dll files into the Teknoparrot folder, but the SDL2.dll file into it as well. It was THIS that was causing the game not to launch!!! If you paste the SDL2.dll file into the TeknoParrot folder, overwriting the original file, you can kiss ANY chance of starting the game goodbye! I cannot emphasize enough how important it is to put it in the JENNIFER folder, and not into the TeknoParrot folder! Otherwise you will be SOL!!!

After realizing I made this small stupid mistake, and recovering the original SDL2.dll file, the game now runs with no problems!  :dizzy: :dizzy: :cheers:

Boomslangz excellent plugin bro. But you might wanna consider copying and pasting my post above into the ffbplugin readme as a disclaimer  :lol :lol
Title: Re: FFB Arcade Plugin
Post by: thestu on June 12, 2019, 02:11:19 pm
Hello!
I found out about the FFB plugin and I really wanted to give it a try with San Francisco Rush and San Francisco Rush 2049 now that it's working in Mame 0.206+! First, I must say thank you for all the hard work making this plugin, this looks amazing!

Here's my specs:
Windows 10 1903
i7-8700k 16GB, GTX1070
Logitech G920 Firmware 96.3.49
Mame 0.206 64 bit
No antivirus

I copied the files from "FFB Arcade Plugin v0.9.zip\Mame 0206 64bit" to the Mame folder, I launched the FFBPluginGUI and it does detect the wheel. I can also do the test and it works fine.

However, when I launch Mame, it crashes and get an APPCRASH in the event log for mame64.exe

Here's the content of the log:

Code: [Select]
DLLMAIN ENTERED
process name:
D:\Emulation\MameFFB\mame64.exe
default centering & friction values:
0
0
dll process attach:
D:\Emulation\MameFFB\mame64.exe
0
75
loading original library...
C:\WINDOWS\system32\dinput8.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop

Here's my FFBPlugin.ini

Code: [Select]
[Settings]
GameId=33
MinForce=0
MaxForce=75
DeviceGUID=6d0462c2000000000000504944564944
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=500
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0

If I remove the FFBPlugin file and restart Mame it doesn't crash.

I did try to redownload Mame 0.206 and do a clean install, but I get the same results.

Thanks for your help!
Title: Re: FFB Arcade Plugin
Post by: alfman on June 12, 2019, 04:13:11 pm
Hello!
I found out about the FFB plugin and I really wanted to give it a try with San Francisco Rush and San Francisco Rush 2049 now that it's working in Mame 0.206+! First, I must say thank you for all the hard work making this plugin, this looks amazing!

Here's my specs:
Windows 10 1903
i7-8700k 16GB, GTX1070
Logitech G920 Firmware 96.3.49
Mame 0.206 64 bit
No antivirus

I copied the files from "FFB Arcade Plugin v0.9.zip\Mame 0206 64bit" to the Mame folder, I launched the FFBPluginGUI and it does detect the wheel. I can also do the test and it works fine.

However, when I launch Mame, it crashes and get an APPCRASH in the event log for mame64.exe

Here's the content of the log:

Code: [Select]
DLLMAIN ENTERED
process name:
D:\Emulation\MameFFB\mame64.exe
default centering & friction values:
0
0
dll process attach:
D:\Emulation\MameFFB\mame64.exe
0
75
loading original library...
C:\WINDOWS\system32\dinput8.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop

Here's my FFBPlugin.ini

Code: [Select]
[Settings]
GameId=33
MinForce=0
MaxForce=75
DeviceGUID=6d0462c2000000000000504944564944
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=500
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0

If I remove the FFBPlugin file and restart Mame it doesn't crash.

I did try to redownload Mame 0.206 and do a clean install, but I get the same results.

Thanks for your help!

I had the same Problem. You need to use the older Version of the Plugin. Try with v0.8 and it should work fine :)
Title: Re: FFB Arcade Plugin
Post by: thestu on June 12, 2019, 04:39:51 pm
It works!! Thanks alfman!

OMG THIS IS AMAZING!!

I can't believe it, it works perfectly with San Francisco Rush 2049!

A huge thanks to the creators for making this possible!
Boomslangnz, Ducon2016 and Spazzy!

 :D
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2019, 01:31:17 am
yeah sorry Ive been told that Mame doesn't work on 0.9 but ive been too busy to take a look yet

I'll check it out though soon

Glad you enjoy it anyway  :laugh:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 17, 2019, 01:04:29 am
New Version of FFB Arcade Plugin. Now Version 0.9a

***0.9a Changes***

- Fixed issue where MAME plugins would not load

7zip (2.1mb)
https://mega.nz/#!AN0yjQrD!vp-NVqSBXlHTJ166ulW1cfn7mifVOQz_fIWUvFLxrSk

zip(31.7mb)
https://mega.nz/#!VR1CBCiZ!ydJTnMQiEBHkbTieXwWmJWp7cdkZhRJSs4cpVEmj_rE
Title: Re: FFB Arcade Plugin
Post by: isamu on June 17, 2019, 05:31:16 pm
Thanks Boomslangz. I'm gonna try it out and keep you posted brother.
Title: Re: FFB Arcade Plugin
Post by: isamu on June 17, 2019, 05:58:27 pm
Confirmed working on my end with 0206 x64bit. Thanks dude.  :cheers:
Title: Re: FFB Arcade Plugin
Post by: thestu on June 18, 2019, 02:51:54 pm
Works fine with Mame now! Thanks!!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 18, 2019, 11:52:18 pm
No problem  :D
Title: Re: FFB Arcade Plugin
Post by: segaturbo on June 19, 2019, 07:43:27 am
hi Boomslang
have you had chance to look at outruns in mame  outrun, turbo outrun, and outrunners

 :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 20, 2019, 01:25:54 am
hi Boomslang
have you had chance to look at outruns in mame  outrun, turbo outrun, and outrunners

 :cheers:

nah I properly won't either until someone helps with getting MAME Output reading happening via plugin. There must be info somewhere but I can't seem to find it

It's a waste just adding these via memory reading when we could read actual outputs and react for every mame rather then specific versions
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on June 20, 2019, 02:59:26 am
Headkaze can help you with that.  We used to do the mame interop sdk, which specifically is meant to give examples in regards to the mame output system, together.  He's done a few more versions since then.  (They should be mirrored on my site but I've been slacking off the past few years.)  Send him a PM and he can give you some source code and even a dll if you want to use it.  There are older versions of the sdk on my site right now. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 20, 2019, 04:29:12 am
Headkaze can help you with that.  We used to do the mame interop sdk, which specifically is meant to give examples in regards to the mame output system, together.  He's done a few more versions since then.  (They should be mirrored on my site but I've been slacking off the past few years.)  Send him a PM and he can give you some source code and even a dll if you want to use it.  There are older versions of the sdk on my site right now.

Yeah I've looked at mame interop sdk but I was having issues with it and I posted about 7 months ago on the mame interop sdk forum page and never got a response

The exe doesnt seem to work for me on mame either which I'm not sure why as mamehooker works fine however the mame interop exe just crashes each time when I've tried (tried like an hour ago)
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on June 20, 2019, 01:42:25 pm
I can try to look at it, but you know how scatter-brained I am anymore... no telling when I'll actually get around to working it out.  Have you tried some of the older examples?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 20, 2019, 06:22:11 pm
I can try to look at it, but you know how scatter-brained I am anymore... no telling when I'll actually get around to working it out.  Have you tried some of the older examples?

Cant remember. Maybe not. Think I couldnt find the older mame interop sdk when I looked ages ago but doesnt that require a separate dll too?

Regardless, yes if you can then take a look at it. It's been something I wanna add for awhile and it shouldn't be too hard to add but I'm stuck without more info etc

I'm thinking bout open sourcing ffb plugin for next release 1.0 and would be cool to add
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 24, 2019, 12:57:38 am
New Version of FFB Arcade Plugin. Now Version 0.9b


***0.9b Changes***

- Fixed issue where M2 Emulator wouldn't close correctly while using FFB Plugin

- Added FFB support for Ford Racing to non-TP loaders (use FordRacingOther plugin)

- Fixed wrong SDL2.dll file with WMMT5 on last release (sorry)

7zip (2.1mb)
https://mega.nz/#!0IdBBaSJ!phwH5AYw0mwVxpEHqYU0NXspPrRU5U2vuP93pRfmuBU

zip (32.7mb)
https://mega.nz/#!kddn3ARZ!QC4aTatceYz5mrIqnMl8f_4pj3dq3u_TViRMvEbfiYw
Title: Re: FFB Arcade Plugin
Post by: bandicoot on June 25, 2019, 12:41:09 pm
Thanks again our Master of FFB :applaud: :applaud: :applaud: :applaud: :applaud:
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on June 25, 2019, 02:14:45 pm
Finally got around to giving v0.9b a try today with Outrun 2 SPDX. Great work Boomslang, the 'Real' Special Tours plugin's working great! Cheers mate!
Title: Re: FFB Arcade Plugin
Post by: twenty90seven on July 02, 2019, 08:02:53 am
Hey Boomslang, would you consider adding force feedback to GTI Club and Ace Driver: Victory Lap, both Mame games?

Really liking this plugin, thanks for making it.
Title: Re: FFB Arcade Plugin
Post by: sonik on July 25, 2019, 02:25:47 pm
on another note, I finally pulled out my Sidewinder Force Feedback 2 joystick today to see if plugin works with it and it does so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

I've finnaly got my hands on a Sidewinder Force Feedback 2! Using it to play Comanche 4 and loving it.
Count me in if/when you make some arcade games compatible with it :)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 18, 2019, 01:45:59 am
https://github.com/Boomslangnz/FFBArcadePlugin
https://github.com/Boomslangnz/FFBArcadePluginGUI

- Made Code Open Source (Good luck trying to decipher my poor coding)

https://nodejs.org/en/ Install this if you want to auto build into named folders etc

FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
Title: Re: FFB Arcade Plugin
Post by: aaronr33 on September 29, 2019, 08:50:40 pm
Does teknoparrot send the arcade ffb to com1 port?

I would like to connect to original sega ffb board that uses rs232 to rs422 communication from com1 on ringedge computer.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on October 10, 2019, 11:36:52 am
(Derp, ignore this. I clicked the link to that Honda game and then replied in totally the wrong thread).
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on October 10, 2019, 01:54:28 pm
Whilst I'm here though...

Boomslang, I thought I saw you mention somewhere (on another forum?) about your FFB plugin now working with Sega Race TV. I've just downloaded the FFBArcadePlugin-master from your github link, but I can't see a plugin there for it. Am I just imagining this or is there one out there? I tried having a quick peruse of the Teknoparrot Discord, but I don't really get Discord TBH, I think I'm too old...
Title: Re: FFB Arcade Plugin
Post by: Boomslang on October 10, 2019, 11:45:34 pm
no I haven't done SRTV on FFB Plugin

I did however add output support for SRTV via OutputBlaster


I did look for SRTV ffb and think i even found it but it only works in test menu and menu before going into race (need to debug it to see if its right address)

once its in race however it just resets to 0x80 and does nothing so its un-usable
Title: Re: FFB Arcade Plugin
Post by: gstav on October 11, 2019, 02:04:41 pm
Great job you've done on the FFB plugin boomslang!  :cheers:
Somebody working on this now? Would be great with support for GRID.
Love this addon and hopesomebody helps now when its out in the open  :notworthy:
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on October 11, 2019, 02:19:11 pm
no I haven't done SRTV on FFB Plugin

I did however add output support for SRTV via OutputBlaster


I did look for SRTV ffb and think i even found it but it only works in test menu and menu before going into race (need to debug it to see if its right address)

once its in race however it just resets to 0x80 and does nothing so its un-usable

Ah, that's a shame. No worries mate, thanks for letting me know.
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on October 30, 2019, 07:18:18 pm
Hi, I'm using FFB plugin and it works great on Mame and M2 emulator, but I have two problems. In many games, especially in Teknoparrot, the effects of the steering wheel tend to lock into the last effect applied until a new effect is triggered, for example if a tortoise shell hits me in Mario Kart GP DX, the steering wheel vibrates until I pick up some coins. In Initial D 8 when I make a very sharp turn, the steering wheel keeps pulling to the side of the turn until I make a sharp turn to the other side. The lock persists even when exiting the emulator, the only way I found to release the lock was to run a MAME Rom, none of these problems occur when using Supermodel or other PC games.

The other problem is that both Outrun 2 and Daytona Championship USA don't recognize the steering wheel, it probably has something to do with miscellania/inputs settings, because no button of mine is recognized in gear options, despite the fact that the test effects of forcefeedback section work normally.  :dizzy:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 01, 2019, 02:19:21 pm
Hi, I'm using FFB plugin and it works great on Mame and M2 emulator, but I have two problems. In many games, especially in Teknoparrot, the effects of the steering wheel tend to lock into the last effect applied until a new effect is triggered, for example if a tortoise shell hits me in Mario Kart GP DX, the steering wheel vibrates until I pick up some coins. In Initial D 8 when I make a very sharp turn, the steering wheel keeps pulling to the side of the turn until I make a sharp turn to the other side. The lock persists even when exiting the emulator, the only way I found to release the lock was to run a MAME Rom, none of these problems occur when using Supermodel or other PC games.

The other problem is that both Outrun 2 and Daytona Championship USA don't recognize the steering wheel, it probably has something to do with miscellania/inputs settings, because no button of mine is recognized in gear options, despite the fact that the test effects of forcefeedback section work normally.  :dizzy:

Hm I actually just swapped over to a new way of doing rumble and had that same issue with it locking effects and just fixed it but I never had that with ffb effects usually. Could you tell me your PC specs and wheel?

My newest version however may fix that issue for you now without me having to do anything , perhaps I can send you a version to test

The gears dont work ingame AND gui??

That is very odd
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on November 02, 2019, 01:44:53 pm
I am using Windows 10, latest Teknoparrot and my steering wheel is based on Arduino Leonardo with EMC utility driver, it would be interesting to do these tests if you can send me the newest version I will be grateful to test and inform you the results.

About Initial d 8 errors, it was caused by a setting in my steering wheel driver. The driver applied some filters to the effects and it generated some kind of conflict, I reduced these filters to the minimum possible and the game worked perfectly. The Outrun error happened because I kept SDL22.dll and opengl32.dll in the game's exe folder, I removed these files and FFB started working perfectly in the game, although my steering wheel buttons are not yet recognized by FFBPluginGUI miscellania / inputs settings, but are recognized by the game and normally configured by TeknoparrotGUI.

In Daytona Chanpionship USA the buttons are not recognized by FFBPluginGUI miscellania / inputs settings nor by the game, the curious thing is that when I close the game the steering wheel moves to one side and the other side. The steering wheel only works in the game if I remove dinput8.dll, the gear shift buttons work, but the buttons configured for vision change don't work I don't know why. I think I caught a bad dump, I will try to download another version.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 02, 2019, 09:55:50 pm
New Version of FFB Arcade Plugin v1.1

Changelog on release page or FFBPluginReadme.txt

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: MotownC on November 03, 2019, 07:50:57 am
Changelog looks impressive - will be trying this out! Thanks.
Title: Re: FFB Arcade Plugin
Post by: segaturbo on November 04, 2019, 04:17:00 pm
hi grid is loads better with feedback good job Boomslang
will try rest just enjoying grid with feedback
did you ever look at outrun mame   :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 04, 2019, 05:41:58 pm
No I havent sorry

It's already done via mamehooker tho for outrun 2 but if you would prefer ffb plugin then I can add for mame 0.199 or 0.206 easy enough I guess
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on November 04, 2019, 07:13:27 pm
It is for outrun the last time I checked.  Better yet use cannonball
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 04, 2019, 08:12:55 pm
It is for outrun the last time I checked.  Better yet use cannonball

Yeah sorry I meant outrun lol not outrun 2

And agree why not just use either mamehooker with outrun or cannonball
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on November 04, 2019, 09:23:11 pm
Since cannonball is open source I really need to sit down and add an arcade mode back in (should be trivial) and go ahead and add outputs for the lamps, then it'd be the pan-ultimate version, easily portable to lots of platforms and independent of mame's constant changes. 
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on November 05, 2019, 09:53:52 am
That's great, in the new version 1.1 of the plugin the Daytona USA Championship worked without problems, the steering wheel buttons were recognized by FFBPluginGUI and worked perfectly in the game with FFB, the only thing that didn't work in the game were the change view buttons, but I think that this is a TeknoParrot thing.

Mario Kart GP DX just got a lot better almost all effects work perfectly, only some like the grass and boost are still stuck after firing, but that's no problem as I can turn them off with FFBPluginGUI.

About the locked effects I think it's my Arduino Leonardo's steering wheel's fault, because I tested it on another PC with a Logitech G27 wheel and the effects on the FFBPluginGUI test tab lasted a few seconds while on my Arduino Wheel they persisted until I quit the test tab. I suppose the correct behavior is what happens with the G27 and the behavior of the other steering wheel must be due to some conflict or incompatibility between the driver and FFBPlugin.
Title: Re: FFB Arcade Plugin
Post by: bandicoot on November 05, 2019, 11:46:50 am
i'm using Arduino too but not with EMC firmware , and no problem , EMC is good but for example i have no FFB with CRAZY TAXI 3 PC version.
perhaps you should try RFR Wheel Ai wave i have no problem with this firm
Title: Re: FFB Arcade Plugin
Post by: segaturbo on November 05, 2019, 01:05:45 pm
No I havent sorry

It's already done via mamehooker tho for outrun 2 but if you would prefer ffb plugin then I can add for mame 0.199 or 0.206 easy enough I guess

that would be great if you could add it  :)

would it work for turbo outrun as well

thanks Boomslang
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on November 06, 2019, 10:26:29 am
i'm using Arduino too but not with EMC firmware , and no problem , EMC is good but for example i have no FFB with CRAZY TAXI 3 PC version.
perhaps you should try RFR Wheel Ai wave i have no problem with this firm

I was thinking about using Ai Wave, but I was just afraid I have to redo everything because the wiring is a bit different, especially on the buttons part, which is totally different, besides the Z toggle, which I still don't quite understand which It's his function. But knowing that it worked smoothly for you gives me an incentive to try.
Title: Re: FFB Arcade Plugin
Post by: Moksi on November 10, 2019, 05:52:11 pm
yes plz add outrun ffb   , possible adding Turbo Outrun , Outrunners in future

i like to use mame as i tweaked the hlsl crt like as cannonball has no hlsl just flat lcd appearance lol
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 11, 2019, 02:30:33 am
New Version of FFB Arcade Plugin. Now Version 1.1a

https://github.com/Boomslangnz/FFBArcadePlugin/releases


more a hotfix as inputs were faulty
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 14, 2019, 03:57:42 pm
New Version of FFB Arcade Plugin. Now Version 1.2

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 01, 2019, 04:42:47 pm
The plugin is great :)

Does anyone have any tips fine-tuning the settings for model2 emulator daytona?

I have a thrustmaster t300 and it's very powerful in modern sims but is a bit weak in model2.

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 01, 2019, 07:25:09 pm
The plugin is great :)

Does anyone have any tips fine-tuning the settings for model2 emulator daytona?

I have a thrustmaster t300 and it's very powerful in modern sims but is a bit weak in model2.

You can either add PowerMode=1 to ini or raise the min force for stronger effects
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 02, 2019, 05:53:21 pm
Thanks, Boomslang turning up the minimum helped... should have thought of that really.


When I'm in the FFBGUI under force feedback test, I need to click alternative FFB for the pull left and the pull right test to work correctly.

So under the main settings, I have also chosen ALT FFB but in-game hitting and object on my left or right will always pull me to the left?

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 02, 2019, 06:19:43 pm
Uh that doesnt sound right

Can you goto test menu and check the force feedback test there
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 03, 2019, 02:37:44 pm
Tested the outputs from the game menu in version 1.2 and the wheel pulls left for both left and right output tests.

In version 0.9 the test correctly works from the game menu. In-game when I hit a left-hand wall the wheel pulls right, but when I hit a left-hand wall nothing happens.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 03, 2019, 03:34:06 pm
Ok I'll take a look

Thanks
Title: Re: FFB Arcade Plugin
Post by: Zebra on December 05, 2019, 12:31:12 pm
That's great, in the new version 1.1 of the plugin the Daytona USA Championship worked without problems, the steering wheel buttons were recognized by FFBPluginGUI and worked perfectly in the game with FFB, the only thing that didn't work in the game were the change view buttons, but I think that this is a TeknoParrot thing.

Mario Kart GP DX just got a lot better almost all effects work perfectly, only some like the grass and boost are still stuck after firing, but that's no problem as I can turn them off with FFBPluginGUI.

About the locked effects I think it's my Arduino Leonardo's steering wheel's fault, because I tested it on another PC with a Logitech G27 wheel and the effects on the FFBPluginGUI test tab lasted a few seconds while on my Arduino Wheel they persisted until I quit the test tab. I suppose the correct behavior is what happens with the G27 and the behavior of the other steering wheel must be due to some conflict or incompatibility between the driver and FFBPlugin.

Is the EMC / Arduino solution related to Linux CNC or is it a whole different piece of software?

I was wondering what format ffb effects are sent to the motor in. Given the troubles in replicating arcade ffb effects, I assumed there is no standard format. If it was simple gcode or something else Linux CNC could read, it would make it easier to add a diy ffb motor.

What sort of motor are you using for your diy ffb set up?

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 05, 2019, 01:11:41 pm
I know I'm not too good at updating often lol

But week has gone well with outputs now reading fine in ffb plugin and added a bunch of games already

What games would you like ffb on?

I have no list of what games even have ffb or vibration outputs etc so just added about 10 or so I found so far
Title: Re: FFB Arcade Plugin
Post by: xbrunox on December 05, 2019, 02:45:29 pm
Virtua racing! Outrunners! Outrun! Power drift! I dont' remember if the older f1 super lap has force feedback!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 05, 2019, 03:23:17 pm
Virtua racing! Outrunners! Outrun! Power drift! I dont' remember if the older f1 super lap has force feedback!

Done all those
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 05, 2019, 10:23:52 pm
Ok decided to add 2p ffb to Outrunners. I haven't actually done 2p ffb before so interesting to see how it goes

ive done 2p rumble though so should work much the same
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 06, 2019, 04:37:53 am
got 2p FFB working fine so if anyone wants to use 2 x wheels on Outrunners they can (or just rumble between 2 x controllers)
Title: Re: FFB Arcade Plugin
Post by: isamu on December 06, 2019, 12:20:52 pm
What games would you like ffb on?

Gran Tursimo 1, Gran Tursimo 2, and Rage Racer for the Playstation 1 :)
Title: Re: FFB Arcade Plugin
Post by: segaturbo on December 06, 2019, 03:43:24 pm
Virtua racing! Outrunners! Outrun! Power drift! I dont' remember if the older f1 super lap has force feedback!

Done all those


are these in next release and is turbo outrun done as well  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 06, 2019, 03:45:10 pm
yes and yes

f1 super lap doesn't have FFB output however

I tried adding dirt devils FFB today but something seems off with it, I dunno if its just how the game is or if ive got the values messed up
Title: Re: FFB Arcade Plugin
Post by: segaturbo on December 06, 2019, 04:31:21 pm
Boomslang  :notworthy: your doing a great job with this really finishes the games off great  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 06, 2019, 10:34:23 pm
Anyone up for doing some testing? Would be helpful incase any bugs etc
Title: Re: FFB Arcade Plugin
Post by: segaturbo on December 07, 2019, 03:55:51 am
Anyone up for doing some testing? Would be helpful incase any bugs etc

I would be up for it but I only use wheel if any help  ;)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 07, 2019, 05:37:34 am
Cool thanks

Just sent you a PM and same with xbrunox

And isamu.... no lol
Title: Re: FFB Arcade Plugin
Post by: alfman on December 07, 2019, 06:02:48 am
I can testing too. I have a "Logitech Driving Force GT" for testing. By the way can we use "nonag" Versions of Mame?!? Or is it still a NO-GO?!?
Title: Re: FFB Arcade Plugin
Post by: xbrunox on December 07, 2019, 06:04:46 am
EDITED

F1 Exhaust note?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 07, 2019, 12:51:39 pm
I can testing too. I have a "Logitech Driving Force GT" for testing. By the way can we use "nonag" Versions of Mame?!? Or is it still a NO-GO?!?

Yeah you can use no nag versions fine now
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 07, 2019, 01:53:19 pm
I will do some testing.

Also found 1.2 is not working with Daytona 2017 with my t300
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 07, 2019, 03:03:00 pm
I will do some testing.

Also found 1.2 is not working with Daytona 2017 with my t300

well I just tested both Daytona Championship USA and Daytona USA on M2 Emulator and no issues with either

FFB worked fine on both

Rotation was always correct on Daytona USA on M2 Emulator
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 07, 2019, 03:24:14 pm
New Version of FFB Arcade Plugin!

Now Version 1.3

https://github.com/Boomslangnz/FFBArcadePlugin/releases/tag/1.3 (https://github.com/Boomslangnz/FFBArcadePlugin/releases/tag/1.3)

No more specific version of MAME or No-Nag Version, plus Supermodel Emulator games :)
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 07, 2019, 05:05:00 pm
You know how bad I am about committing to projects anymore, but if you make a list of games that don't have force feedback outputs hooked up in mame I can take a look at them.  I'm thinking of doing a custom mame branch.... it's not like mame needs to be constantly updated for racers.  I guarantee you I won't get started before feb/march though. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 07, 2019, 05:16:05 pm
You know how bad I am about committing to projects anymore, but if you make a list of games that don't have force feedback outputs hooked up in mame I can take a look at them.  I'm thinking of doing a custom mame branch.... it's not like mame needs to be constantly updated for racers.  I guarantee you I won't get started before feb/march though.

sounds like a good idea, I have no idea what games actually even have Outputs to begin with, its just been a case of trying them and seeing lol

However I noticed the namco games eg Rave Racer etc don't have FFB Output but they have lamp even though bdam (old member here) tried adding them I believe, I found an old post of his where he posted DIFF file with acedrvrw FFB Output stuff (guess it wasnt accepted by MAME (yet again))

Also, I looked at hard drivn and I dunno wtf is going on there lol, outputs called wheel and it kinda appears to be FFB but like values go crazy all the time moving all over the place even when you aren't touching wheel so I don't get it at all. Moved on quickly haha

I'll start making a list however as i progress along
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 07, 2019, 09:03:50 pm
Well if catver.ini is still updated we can use that to get a list of racing games and go from there.  Yeah submission rejection is why I gave up doing it through official channels....  I understand that they want code structured a certain way but coding is some else's style is difficult for a lot of people... myself included. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 08, 2019, 12:37:05 pm
Just heads up as couple things from other forum I posted in

If you aren't receiving any ffb effects etc then please install

https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/

If you cant get Virtua Racing working then change cabinet type to upright
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 10, 2019, 02:27:05 am
I spent some time analyzing Hard Drivin Force Feedback today (well, more confusing myself and getting barely no where),

so I started looking into the game for some information and reading up on Max Behensky who developed most the game (including doing the force feedback, properly one of the first games ever really) and it's quite complex what he did.

I tracked him down however and sent off an email asking for a bit of guidance (he developed this 30 years ago!!) not really expecting a reply but within a couple hours he replied and sent me some of his knowledge on the subject from what he could remember which was great!

Glad he's got a better memory then me cos I can barely remember what i did a week ago lol

Just thought it was cool :)

Title: Re: FFB Arcade Plugin
Post by: alfman on December 10, 2019, 10:48:46 am
I spent some time analyzing Hard Drivin Force Feedback today (well, more confusing myself and getting barely no where),

so I started looking into the game for some information and reading up on Max Behensky who developed most the game (including doing the force feedback, properly one of the first games ever really) and it's quite complex what he did.

I tracked him down however and sent off an email asking for a bit of guidance (he developed this 30 years ago!!) not really expecting a reply but within a couple hours he replied and sent me some of his knowledge on the subject from what he could remember which was great!

Glad he's got a better memory then me cos I can barely remember what i did a week ago lol

Just thought it was cool :)

@Boomslang

I want to thank you for all what you did (and your Team) for the Community. Your Project for me is more than only awesome :-) My English is not the best, but i think you know what i mean :)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 10, 2019, 12:19:04 pm
I spent some time analyzing Hard Drivin Force Feedback today (well, more confusing myself and getting barely no where),

so I started looking into the game for some information and reading up on Max Behensky who developed most the game (including doing the force feedback, properly one of the first games ever really) and it's quite complex what he did.

I tracked him down however and sent off an email asking for a bit of guidance (he developed this 30 years ago!!) not really expecting a reply but within a couple hours he replied and sent me some of his knowledge on the subject from what he could remember which was great!

Glad he's got a better memory then me cos I can barely remember what i did a week ago lol

Just thought it was cool :)

@Boomslang

I want to thank you for all what you did (and your Team) for the Community. Your Project for me is more than only awesome :-) My English is not the best, but i think you know what i mean :)

You're welcome

Glad you are enjoying it  :cheers:
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 10, 2019, 04:41:41 pm
I will do some testing.

Also found 1.2 is not working with Daytona 2017 with my t300

well I just tested both Daytona Championship USA and Daytona USA on M2 Emulator and no issues with either

FFB worked fine on both

Rotation was always correct on Daytona USA on M2 Emulator

I made a quick video of what happens  - https://www.youtube.com/watch?v=a0j7tSfskho

Works as expected on 0.8

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 10, 2019, 10:27:10 pm
ok i see the issue


AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100

you had these set to 100 instead of 0

if you are wanting to raise the level above 0 etc for stronger minimum forces

then you would do like (for minimum force to be 20%)

AlternativeMinForceLeft=-20
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=20
AlternativeMaxForceRight=100

notice how the left is negative values and the right is postive (that's important) 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 12, 2019, 02:07:24 pm
Made a little progress on Hard Drivin but with how the output value comes through this may not be possible

The ffb value sent from game sends 4 values in a row to determine direction and force strength.

I made a chart with all the values for each force position and Ducon 2016 made a math formula which works great to turn that into a decimal value from 0 to 100 for positive or 0 to -100 for negative from those 4 values

The output itself does not come through as 4 separate values from 4 separate outputs but will send 4 different values quickly in a row from same output

So we made a frame counter to store the last few values sent and then our formula works it out from there

Problem is that the game sends 0x00 and 0xE0 over and over constantly through the wheel output which breaks our formula from working correctly as it stores them as part of recent values all the time.

If I ignore 0x00 and 0xE0 then it works fine for 0 to -100 and 40 to 100 since 0 to 39 requires 0x00 and 0xE0 from output to work

Its little progress anyway but might be all I can do for now until someone can work out how to stop 0x00 and 0xE0 sending constantly from output
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 12, 2019, 04:41:14 pm
ok i see the issue


AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100

you had these set to 100 instead of 0

if you are wanting to raise the level above 0 etc for stronger minimum forces

then you would do like (for minimum force to be 20%)

AlternativeMinForceLeft=-20
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=20
AlternativeMaxForceRight=100

notice how the left is negative values and the right is postive (that's important)

Ah, yeah i see now.

Sorry, I thought going +100 on the left was increasing the power but it was actually making it turn right.

Thanks, I do really like your plugin and it's making playing more enjoyable on a normal pc wheel.

I actually have a model 2 drive board and steering wheel hooked up to the pc so I've been playing with the other settings trying to get it to feel exactly the same. The original hardware really does pull you around so that's why I increased the power.

One thing I have noticed is on the original hardware when you turn it will apply slight feedback in the opposite direction to tighten up the feeling of the wheel. I can't get the ffb plugin to do that but could be something I've missed?

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 12, 2019, 04:58:23 pm
Sounds like spring which is there however ill add a option to Force Spring to be on the entire time on M2 Emulator like i have for Supermodel and MAME
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 12, 2019, 05:29:42 pm
New Version of FFB Arcade Plugin. Now Version 1.3a

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: gareth_iowc on December 13, 2019, 06:35:29 pm
Sounds like spring which is there however ill add a option to Force Spring to be on the entire time on M2 Emulator like i have for Supermodel and MAME

Cool thanks, i'll give it a try.

The model 2 wheel has a center spring but it's not very strong. It uses a left, right and off motor and the output you receive though the wheel is controlled by an electromagnetic clutch.

Once I finish the repair to the drive board i'll upload a video of it working :)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 15, 2019, 08:02:47 pm
Found an old list of Outputs Howard had hooked up so been slowly going through them today adding rumble & sine support (incase dinput device for whatever reason)

Some games had 3 player lightgun support so I added ability for 3p rumble etc now

so far added

- Afterburner II
- Alien3
- Beast Busters (Up to 3 Player)
- Ghoul Panic
- GunBuster
- Mechanized Attack
- Laser Ghost (Up to 3 Player)
- Operation Thunderbolt
- Operation Wolf
- Point Blank 2
- Rail Chase
- Revolution X (Up to 3 Player)
- Space Gun
- Terminator 2
- Time Crisis
- Turkey Shoot
- Zombie Raid

Might be it for now however as I can't find any other lists on hooked up outputs lol
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 15, 2019, 09:15:55 pm
ok found & added few more

- Cisco Heat
- Grand Prix Star
- F-1 Grand Prix Star II
- Chase Bombers
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 16, 2019, 02:38:05 am
New Version of FFB Arcade Plugin. Now Version 1.4

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: sonik on December 16, 2019, 03:51:43 pm
Boomslang is unstoppable!  :notworthy:

Whats the deal with Afterburner 2? Rumble only or true ffb?
Want to try it ASAP!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 16, 2019, 03:59:01 pm
It just has a shaker motor when you get hit that used to shake the joystick
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 16, 2019, 04:15:48 pm
The cockpit version actually had a motor that moved the cockpit up and down and I found those values, but they would crash after stage 1. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 16, 2019, 04:39:53 pm
The cockpit version actually had a motor that moved the cockpit up and down and I found those values, but they would crash after stage 1.

That's a shame.

Most of these supported games wouldn't even be possible without Howard's work so Thanks dude
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 16, 2019, 05:01:31 pm
Just found an issue where if only playing 1p then rumble etc didn't really work

If so, try this and lemme know if any better
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 16, 2019, 08:12:53 pm
The cockpit version actually had a motor that moved the cockpit up and down and I found those values, but they would crash after stage 1.

That's a shame.

Most of these supported games wouldn't even be possible without Howard's work so Thanks dude

Eh I had more time than anything else back then.  I need to revisit that because I did those prior to the rebuilds the devs did on the sega drivers.  Some of the other sega scalers had a similar deal.... I found the values but after a certain point in the game they just stopped working.  That makes me think it was a broken watchdog or something. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 16, 2019, 11:44:08 pm
I added a couple motion outputs to see how they would react as force feedback, dunno if I like em or not lol

Outrun and Power Drift


No idea how the vibration on real cabinet worked when motion on Power Drift, cos it just seems to vibrate constantly when moving which seems kinda wierd, maybe it was like a fake engine rumble or something
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 17, 2019, 01:38:26 am
Yeah I remember power drift being weird.  I should probably mention this.... some games had different versions of force feedback for different cabinet types, so changing the cabinet type in the dip switches will activate different outputs. 
Title: Re: FFB Arcade Plugin
Post by: Howard_Casto on December 17, 2019, 02:01:54 am
Ugh.... how did you pull me back into this stuff?

Power Drift has a few outputs.... vibration motor was just a motor put under the seat I believe and it indeed just gives off engine vibration.  That on works in every cabinet style.  upright_wheel_motor only works in upright/sitdown cabinets.  It's a simple rumble when you go off the road but what's interesting is it doesn't strobe on and off like most games do... rather it's a constant on.  This is because it fires a motor with an offset weight, similar to a modern gamepad.  The real deal is bank_motor_position, which will only appear with the cabinet set to moving (remember to restart the game).  I didn't fully figure it out, but I got enough.  I figured out a 7 position resolution.... 4= centered with lower numbers banking left, down to 1 and higher numbers banking right, up to 7.  I might have that backwards actually.  Anyway, at the time I had trouble crafting an effect that smoothed it out enough so take a look at it and see what you can do.   
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 17, 2019, 02:11:06 am
Ya I've done it already

Power drift works alright. I just lowered the vibration strength as it was annoying otherwise being too much

But steering otherwise works fine and and yea its 1-7 with 4 being center

Outrun was wierd as I couldnt tell if I had rotation correct for 1 and 2 values on direction, usually it's very obvious but it worked either way really

Anyway if someone wants to try it then PM me and I'll flick it through

You still get the choice of using the standard shaker motor or using the motion on those 2 games
Title: Re: FFB Arcade Plugin
Post by: sonik on December 17, 2019, 07:55:12 am
Spent the last night playing Virtua Racing with FFB. For the first time ever in my life!
Thank you guys! What you're doing is amazing!
I've never seen a VR arcade machine in my life and to finaly play it the way it's meant to be played is so much cool!
This plugin (and MAME) is realy keeping gaming history alive.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 17, 2019, 01:07:03 pm
Glad you enjoy it

Output reading was overdue
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 17, 2019, 07:44:38 pm
New Version of FFB Arcade Plugin. Now Version 1.4a

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: isamu on December 18, 2019, 06:36:42 am
Can't wait to try this new version. Still grinding the living ---steaming pile of meadow muffin--- out of GT Sport to get to level 50 but as soon as that's done I'm all over this!
Title: Re: FFB Arcade Plugin
Post by: Moksi on December 21, 2019, 07:13:52 am

[/quote]

I actually have a model 2 drive board and steering wheel hooked up to the pc so I've been playing with the other settings trying to get it to feel exactly the same. The original hardware really does pull you around so that's why I increased the power.

One thing I have noticed is on the original hardware when you turn it will apply slight feedback in the opposite direction to tighten up the feeling of the wheel. I can't get the ffb plugin to do that but could be something I've missed?
[/quote]

Great that you have original Hardware to test , could you send me your adjustments in the FFBPlugin.ini closes to the original

i tried to play around with Force Spring i activated the Force Spring Effect but you get a strange vibration during the race
How about when you bump into cars , is it supposed to give a strong feedback or a light
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 21, 2019, 02:31:42 pm
Are you saying the spring gives you a wierd vibration or just the game in general? Cos Spring should not be giving you any vibration at all


On other news, someone asked if it was possible to change individual mame games settings to be different from each other, which wasn't possible unless you made a seperate mame copy for each game (bad)

So I spent yesterday adding ability to have that on Mame and Supermodel Outputs which took ages :(

Sent it off to a couple people to test out and see if everything works correctly
Title: Re: FFB Arcade Plugin
Post by: Moksi on December 21, 2019, 06:49:59 pm
no i enabled the Force spring option then during the race i get a constant vibration during race
so i disabled  it
but other than that i really like latest version especially model 2 is alot better
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 22, 2019, 06:01:55 pm
New Version of FFB Arcade Plugin. Now Version 1.5

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: MotownC on December 23, 2019, 07:39:18 am
This is great work - specific MAME settings is a nice improvement for my setup. Thanks again, Boomslang!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 23, 2019, 07:35:20 pm
This is great work - specific MAME settings is a nice improvement for my setup. Thanks again, Boomslang!

Sorry, small issue if you wanna use San Francisco Rush The Rock & small addition

so made new version


https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 24, 2019, 04:55:42 pm
Merry Xmas.

Heres FFB for H2Overdrive
Title: Re: FFB Arcade Plugin
Post by: isamu on December 26, 2019, 10:30:58 pm
Marry Christmas everyone!!!!!!!!!!!!

Just finished playing the following:

OutRun
OutRunners
F1 Grand Prix Star II
Rave Racer

....still need to play around with ffb intensity settings but all working great so far. Great Job Boomslang!  :notworthy: :cheers:

Really wish there was a good emulator for the Konami Cobra games, Would love to play Racing Jam, which is an old obscure Konami racer that flew under the radar.

Also wish Noami arcade racers were fully emulated. Maybe someday....
Title: Re: FFB Arcade Plugin
Post by: gear323 on December 28, 2019, 12:32:19 am
First of all THANK YOU SO MUCH FOR MAKING THIS!!!

I have not even tried this yet but I have the latest version downloaded and I have a Fanatec Club Sport Wheel 2.5 and I have the Fanatec club sport pedals and the Fanatec 1.5 SQ Shfter.    I"ll be busy tonight I can tell already!

I'm a BIG fan of the Hard Drivin' and Race Drivin' Games on MAME.  Played this game a ton back in the early 90s.  The arcade by me even had the 3 screen Race Drivin' Panorama cabinet. Learned the basics of driving an manual trans on that game...

Anyway, I saw that you have reached out to the main developer of that game and you have already spent time trying to get this working with FFB.  The Panorama game basically has all of the hard drivin' and Race Drivin' games in it so if you can get that one working it covers them all.

Anyway, thanks again and and 1+ really happy guy if you ever are able to get FFB in Race Driving!   

I remember I used to enjoy watching the attract mode of Race Drivin' in the arcade and the steering wheel would move as if someone was driving it.  The wheel moved by itself the entire time as the car would drive around the track and moved with all the turns etc. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 28, 2019, 02:54:29 am
Ah that's interesting and good to know

Because yes I recieve values etc in attract mode and thought somethin was wrong lol

I've kinda hit a dead end on it however as I think theres issues with the output itself or it's missing parts

Like the values I receive is the same no matter what force you goto in test menu etc, in test menu it had force,sine and triangle etc

In other news,

Added ffb for Hyperdrive and Vapor TRX on mame couple days ago so will release that with next version
Title: Re: FFB Arcade Plugin
Post by: gear323 on December 28, 2019, 03:35:48 am
Jed Margolin Designed the hardware for Hard Drivin' and Race Drivin'  I wonder if he could help at all.   

https://www.jmargolin.com/

https://www.jmargolin.com/schem/schems.htm

https://www.jmargolin.com/rdy2k/rdy2k.htm


http://arcarc.xmission.com/Web%20Archives/Jeff%20Andersen%20(Sep%2027%202003)/rdp/default.htm


There was also a Police Simulator that ran on modified Race Drivin' hardware.   That "Game" is not in MAME and I don't think there is a dump of the ROMs for it. 

Here is a video of it, if you want to check it out.

https://www.youtube.com/watch?v=__bvDrQQqT4&t=153

Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 28, 2019, 03:40:34 am
nah, it's not a hardware issue. It's a mame output issue

Ive got enough information from the guy who coded the ffb on it already
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on December 28, 2019, 11:58:34 am
Merry Xmas.

Heres FFB for H2Overdrive

You're a ---smurfing--- legend mate! Nice one.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 02, 2020, 04:48:31 pm
New Version of FFB Arcade Plugin. Now Version 1.6

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: isamu on January 02, 2020, 10:42:17 pm


Modified & Added effects to Supermodel games (Daytona USA 2, Scud Race & LeMans 24)

Removed forced spring from Daytona USA 2, Scud Race & LeMans 24 (required for correct feeling on games)


VEEEEEEEEEEEEEEERRRRRRY Interesting!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Gonna give it a gander!    :cheers:
Title: Re: FFB Arcade Plugin
Post by: isamu on January 05, 2020, 12:37:10 am
Just tried it out! WOOOOOOOOOOOOOOOOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Boomslang you tha man!!!!!

I just ran Daytona 2 and it feels much better! I don't how you did it, but you somehow realized that in Supermodel's default FFB, Daytona 2 has that nasty center spring effect turned on too high! I don't know why but regardless of where I adjusted the "DirectInputSelfCenterMax" setting, the game always had it's center spring effect turned up too strong! You managed to eliminate this and now the game feels TONS better! The game now has no unnecessary spring activated at all times which is how I prefer it, because my Bodnar wheel has its own spring effect option built into the firmware, so I just adjust it from there. Scud Race also feels amazing! The rumble effects upon car collisions is wonderful and torque effect feels great!

Great job dude!!!!!!!!!!!!!  :cheers: :notworthy:
Title: Re: FFB Arcade Plugin
Post by: isamu on January 05, 2020, 12:41:19 am
Damn you Boomslang my wheel almost broke my ---smurfing--- hand!!!  :lol I need to turn this puppy down before I get a sprained wrist!

Anyway quick question....I know I should already know this but it's been awhile....what does the Min Force slider do exactly? How and in what way, does that affect the forces?

Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 05, 2020, 01:02:40 am
Damn you Boomslang my wheel almost broke my ---smurfing--- hand!!!  :lol I need to turn this puppy down before I get a sprained wrist!

Anyway quick question....I know I should already know this but it's been awhile....what does the Min Force slider do exactly? How and in what way, does that affect the forces?

Min force is the lowest force the wheel will go too

Eg 0 is 0%

Max force is the highest force the wheel will go too

So 100 is 100%

If force is too low then you raise min force

If force is too high then you lower max force

And yes, supermodel spring is crazy strong lol
Title: Re: FFB Arcade Plugin
Post by: isamu on January 05, 2020, 11:55:26 am
Cheers!  :cheers:
Title: Re: FFB Arcade Plugin
Post by: isamu on January 09, 2020, 08:56:10 pm
I just finished playing a lengthy session of WMMT5 with the new plugin.....

ARE YOU ---smurfing--- KIDDING ME!!?!?!?!?!? The FFB with Boomslamgz latest plugin feels S__U__B__L__I__M__E!!!! Boomslangz you really hit it out of the park on this one dude. WMMT5 is so much better now, that I literally did not want to stop playing! Paired with a DD wheel, it feels extraordinarily arcade cabinet-ish!!! The forces come through beautifully and the DD wheel sings with this game! I'm calling the cops bro!! You should be arrested for making illegally good ffb for WMMT5  :angry: These FFB drugs are dangerous and should off the streets!!!  :angry:

On a general note, this game is fun as hell! The rpg-ish elements it adds with the whole story and car upgrade aspects makes it very addicting. Plus Shutoko is such an awesome freeway to drive!
Title: Re: FFB Arcade Plugin
Post by: isamu on January 09, 2020, 09:26:44 pm
sent you a dm on discord bro
Title: Re: FFB Arcade Plugin
Post by: clos2345 on January 13, 2020, 07:39:45 pm
I've been a long time follower of this thread but just now finally found the time to take the plunge on setting this up (v1.6) and testing it out.  I have great appreciation for Boomslang for doing such outstanding work.  Thank you Sir!

FFB works great on MKDX and Outrun 2 via Teknoparrot.  I am however experiencing issues with Daytona Championship.  I'm getting major oscillation on my Fanatec CSL Elite as soon as I start moving the wheel in the menus and continuing into the race.  The wheel just has a mind of its own and ping pongs continuously back and forth just past the centerline of the wheel. 

Outside of the oscillation the FFB feels great but anytime I'm driving straight I'm fighting the wheel.  Also, upon exit of Daytona, my wheel strangely locks to the left.  I seen someone on page 5 with a similar issue with wheel locking.

At any rate, I've tried launching through Teknoparrot with controls set through the UI and I've also tried just the Daytona.exe with controls set through x360ce (FFB set to off).  Daytona previously worked fine with X360ce FFB.  I've also tried a fresh install of Daytona with same results. 

I've played with the Plugin .ini to change settings as well but no luck there.  Anyway, I'm running out of ideas so I'm hoping someone on the forum can provide some input to a fix.  Sorry for the lengthy message but trying to be thorough.  Thanks to anyone willing to help!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 14, 2020, 03:09:44 am
What is your FFBPlugin.ini settings?

Daytona Championship does actually move the wheel left and right constantly while driving around, I think they tried to make a sort of fake engine rumble effect but it shouldn't be major and is a tiny movement left and right over and over etc
Title: Re: FFB Arcade Plugin
Post by: clos2345 on January 15, 2020, 01:47:37 am
Thanks so much for responding Boomslang.  The oscillation is also occurring in the menus so that's what has me thinking it's not normal behavior.  Also, as previously mentioned, the wheel locks up on exit from Daytona but I'm less concerned with that issue at the moment.  Anyway, I've copied the text of the Log below.  I've also posted a video on YouTube showing the issue in action.  Here's the link - https://youtu.be/KC57ZBsmWvY

Thanks for any help you can provide.

LOG:

DLLMAIN ENTERED
process name:
C:\Sega\Daytona\Daytona.exe
default centering & friction values:
0
0
dll process attach:
C:\Sega\Daytona\Daytona.exe
0
90
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: FANATEC CSL Elite Wheel Base / GUID: 03000000b70e0000030e000000000000

Haptic joystick found: 0 / Name: FANATEC CSL Elite Wheel Base / GUID: 03000000b70e0000030e000000000000

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
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 15, 2020, 02:07:04 am
Yeah I know of the issue with exiting and performing effect still, Doesnt occur on my thrustmaster wheels but happens on logitech g29, everything I tried didnt stop it though even though it should

Post your ffbplugin.ini please, not the log just so I can see settings
Title: Re: FFB Arcade Plugin
Post by: clos2345 on January 15, 2020, 09:02:10 am
Here's the FFBPlugin.ini.  Thanks for taking a look.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 16, 2020, 06:47:57 pm
Thanks so much for responding Boomslang.  The oscillation is also occurring in the menus so that's what has me thinking it's not normal behavior.  Also, as previously mentioned, the wheel locks up on exit from Daytona but I'm less concerned with that issue at the moment.  Anyway, I've copied the text of the Log below.  I've also posted a video on YouTube showing the issue in action.  Here's the link - https://youtu.be/KC57ZBsmWvY

Thanks for any help you can provide.

LOG:

DLLMAIN ENTERED
process name:
C:\Sega\Daytona\Daytona.exe
default centering & friction values:
0
0
dll process attach:
C:\Sega\Daytona\Daytona.exe
0
90
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: FANATEC CSL Elite Wheel Base / GUID: 03000000b70e0000030e000000000000

Haptic joystick found: 0 / Name: FANATEC CSL Elite Wheel Base / GUID: 03000000b70e0000030e000000000000

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

Yeah i had a test and I see what you are saying however the menu in Daytona 3 has never had proper analog values found, hence things such as Teknoparrot etc fakes keyboard key left and right etc to move via menu so when you move wheel hard to left and let it go, the wheel will rotate right as FFB will and overshoots (game reads wheel value as now going right and menu will move right and then FFB will move left etc) and so its happening over and over since you have nothing holding the wheel and so no friction at all

I just tried it when holding the wheel and it doesn't perform anything like that when in actual use with a person moving through menu as it has some friction against the motor and more load

Is there a way to stop that, perhaps but it would require some wierd as code to either stop the ffb completely or reduce the strength dramatically the moment the wheel returned to center which would react strange while doing the normal racing

I could properly do something for just the menu screens
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 16, 2020, 07:48:42 pm
You can try this, should help with menu anyway
Title: Re: FFB Arcade Plugin
Post by: clos2345 on January 16, 2020, 08:25:42 pm
Thank you Sir!  I really appreciate the explanation and your time invested in testing and providing the update.  I gave it a test and the menu worked much better!

One quick question, when using your Thrustmaster wheel, if you take your hands off the wheel when straightline driving do you experience the pronounced ping-pong effect?  Also, does that effect occur after the race ends?  Mine keeps going during the race results screen all the way until it hits the screen to enter your initials.

The wheel also loses its center by appearing off left by  maybe a couple degrees during races.  I tried Stoolz Zone to introduce some deadzone but it had an interesting effect.  Rather than inserting the deadzone, it further pushed the centerline of my wheel to the left during races (it seemed to work properly in menus though).  As a test I increased the value several times and each time it resulted in pushing the centerpoint further left during races.  For example I tried 40% and the wheel's centerline while driving straight was nearly a quarter turn to the left.

Anyway, I'm just trying to gauge if this is unique to some setting on my fanetec wheel or something that's just part of the game.   Again, thanks so much for your help.
Title: Re: FFB Arcade Plugin
Post by: Killa7977 on January 27, 2020, 08:49:43 am
Hey gentlemen, Is there a tutorial about how to use this plugin? I'm getting Lost ... Model2, model3, Mame, and Teknoparrot. I dont know where to put the plugin files. Any help Is appreciates. Thanks in advance

Edit

Teknoparrot solved
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 27, 2020, 07:58:30 pm
Hey gentlemen, Is there a tutorial about how to use this plugin? I'm getting Lost ... Model2, model3, Mame, and Teknoparrot. I dont know where to put the plugin files. Any help Is appreciates. Thanks in advance

Edit

Teknoparrot solved

Yea just load FFBPluginGUI.exe and then goto setup help and tells you
Title: Re: FFB Arcade Plugin
Post by: Killa7977 on January 28, 2020, 12:52:35 pm
Thanks for the reply sir. So, with mame and supermodel i have just to put this ffb files on the root of the emu?
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on January 30, 2020, 10:22:43 pm
I have a Logitech G920 wheel and when I try to use this plugin with Rush 2049 on MAME and once in-game, the wheel acts loose and not what it's supposed to work at all, What am I doing wrong? I'm using MAME 0.217
Title: Re: FFB Arcade Plugin
Post by: Killa7977 on January 31, 2020, 06:32:42 am
Hey boomslang mate, i have sorted almost everything out. Just two games still dont want to work... Rave Racer and virtua racing. I hear the hook sound, but no feedback in game. What im doing wrong... For rave racer there isnt even the config in the setup list, but i'm sure i have read above taht It Is supported. Thanks for helping
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 31, 2020, 01:17:53 pm
Rave racer only works on the OldMame plugin which is still there as an option but it only works on mame 0.199 or 0.206 versions

Virtua Racing needs to be set as Upright
Title: Re: FFB Arcade Plugin
Post by: Killa7977 on January 31, 2020, 01:26:53 pm
Thanks mate, really appreciate your work. Virtua racing ok, Will try, Rave Racer, im on last Mame build, so.... :banghead:
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on January 31, 2020, 02:45:08 pm
I need help, I have a Logitech G920 wheel and can't get this plugin working properly with San Francisco Rush 2049 on MAME 0.217, When the game boots, the wheel acts like it's loose, Any suggestions?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 31, 2020, 09:26:32 pm
Have you followed steps on FFBPluginGUI.exe under setup help?
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on January 31, 2020, 10:15:54 pm
Yes yes I did and it's still acting loose
Title: Re: FFB Arcade Plugin
Post by: thestu on January 31, 2020, 11:15:36 pm
I decided to give Rush 2049 a try with Mame 0.217 and latest release of FFB plugin and I get the same thing.  I also have a Logitech G920.  The GUI setup is correct and feedback test is working properly.  However, wheel is loose and I get no feedback while in game.

I have all the the latest Visual runtimes installed.

I used to have 0.206 with FFB plugin 0.9b.

I'll do more testing tomorrow.

Code: [Select]
DLLMAIN ENTERED
process name:
E:\Emulation\Mame\mame64.exe
default centering & friction values:
0
0
dll process attach:
E:\Emulation\Mame\mame64.exe
0
100
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 G920 Driving Force Racing Wheel USB / GUID: 030000006d04000062c2000000000000

Haptic joystick found: 0 / Name: Logitech G920 Driving Force Racing Wheel USB / GUID: 030000006d04000062c2000000000000

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
DLLMAIN ENTERED
process name:
E:\Emulation\Mame\mame64.exe
default centering & friction values:
0
0
detaching from process:
E:\Emulation\Mame\mame64.exe
Title: Re: FFB Arcade Plugin
Post by: thestu on January 31, 2020, 11:40:33 pm
I think I got it, I had to change the command line option from
 
Code: [Select]
-outputs=win to
Code: [Select]
-output windows
For some reason, changing output to windows under OSD OUTPUT OPTIONS in mame.ini isn't enough.
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on February 01, 2020, 12:06:30 am
I use the MAMEUI64 version as well. Don't know why i can't get it to work.
Title: Re: FFB Arcade Plugin
Post by: thestu on February 01, 2020, 08:55:41 am
I don't use mameui, but make sure that it sends the following command line option when it launches mame64.exe

Code: [Select]
mame64.exe -output windows
There must be an option somewhere in mameui settings to add command line options.

Otherwise, go to your MAME folder, look for sf2049se.ini and try to change the output value from auto to windows.  Change it also in the mame.ini file and any other sf2049*.ini files.

Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows
Title: Re: FFB Arcade Plugin
Post by: BrownEye02 on February 02, 2020, 06:10:04 pm
I use the MAMEUI64 version as well. Don't know why i can't get it to work.

I've been having a similar issues trying to get FFB Plugin to work with San Francisco Rush the Rock. FFB logs show its detecting MAME but almost seems like it doesn't know a game is launched. I was able to get .199b working with the (Old MAME) version but no luck with the new version.
I'll verify the output is set to windows not win when I get home.

Is there any benefit in running the newer style of FFB MAME plugin vs the old version besides a possible performance improvement made in a newer version of MAME?
Title: Re: FFB Arcade Plugin
Post by: sonik on February 03, 2020, 08:30:10 am
What's the proper way to configure supermodel emulator to use with the plugin?
Just disabling the native FFB on the emulator does not work.
Title: Re: FFB Arcade Plugin
Post by: BrownEye02 on February 04, 2020, 02:13:31 am
Change it also in the mame.ini file and any other sf2049*.ini files.
Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows
This did the trick!!! Once I added this line to the ini file of each game in the MAME folder FFB worked for all games on the latest version, 217b. Everything is working perfectly now. Thanks to everyone involved with this!!!!!!
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on February 07, 2020, 06:09:18 pm
Apparently there's no way to make this work on MAMEUI64 :(
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 08, 2020, 05:11:20 am
??

Works fine on mameui64
Title: Re: FFB Arcade Plugin
Post by: thestu on February 08, 2020, 06:11:17 pm
Apparently there's no way to make this work on MAMEUI64 :(

Have you checked for the ini files I mentioned?  Search for mame.ini, sf2049.ini, sf2049se.ini, sf2049*.ini in your MAME/MAMEUI installation folder and make sure output is set to windows.

Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows

Otherwise, can you try with an official MAME build?

I have MAME 0.217, FFB plugin 1.6 with a Logitech G920 on Windows 10 and it is working fine.

I don't see why it wouldn't work in MAMEUI as it is just a frontend for MAME.

Thanks Boomslang and others that have contributed to this awesome piece of software!
Title: Re: FFB Arcade Plugin
Post by: nickels on February 10, 2020, 04:43:19 pm
I have this FFB plugin somewhat working in Teknoparrot. I use an older Logitech Driving Force on my PC. My wheel and pedals only work in games where I uncheck XInput in the game settings, otherwise the games doesn't recognize the wheel or pedal inputs. With Chase HQ 2, the game runs fine and the wheel and pedals both work. Once I put in the FFB files and configure them, CHQ2 gives me a "Failed to run the process" error and fails to launch. With no FFB files, the game runs fine. So weird. Any clue how to fix this?

I have FFB in Wacky Racers and also Sonic Sega Racing. It also works great in MAME - huge thanks it makes a big difference when playing Outrun. So, I do have it partially working. Thanks for any help :)
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on February 10, 2020, 05:52:07 pm
Well, I can't answer why the FFB plugin is making the game crash, but I can tell you that the reason you need to keep Xinput unticked in the TP config is because your wheel isn't an Xinput device, it's a Dinput one. You only want Xinput ticked if you're using an Xbox controller of some kind.
Title: Re: FFB Arcade Plugin
Post by: BrownEye02 on February 11, 2020, 04:22:03 am
"Failed to run the process" error and fails to launch. With no FFB files, the game runs fine. So weird. Any clue how to fix this?
I want to say I got this error on one of my rigs due to not having run the Visual Runtime installer. Have you run the install all as suggested in the readme file?
Title: Re: FFB Arcade Plugin
Post by: nickels on February 11, 2020, 03:31:21 pm
"Failed to run the process" error and fails to launch. With no FFB files, the game runs fine. So weird. Any clue how to fix this?
I want to say I got this error on one of my rigs due to not having run the Visual Runtime installer. Have you run the install all as suggested in the readme file?

Yes, I did everything in the instructions. I would think FFB wouldn't work for me in Wacky Racers or Sonic Racing otherwise. They work fine. It's just Chase HQ 2 that fails to launch when I put in the FFB files in the folder on the root level with the exe file. Thanks!
Title: Re: FFB Arcade Plugin
Post by: nickels on February 11, 2020, 03:35:45 pm
Well, I can't answer why the FFB plugin is making the game crash, but I can tell you that the reason you need to keep Xinput unticked in the TP config is because your wheel isn't an Xinput device, it's a Dinput one. You only want Xinput ticked if you're using an Xbox controller of some kind.

Yes, and I know that I can use VJoy and UJR to make this Wheel and Pedals act like an Xinput device. This is way complicated and once I install VJoy it totally messes up using my Xbox controller on other games and how MAME sees my wheel and pedals. Unfortunately there are a bunch of games in Teknoparrot that only work when you have the Xinput box ticked, like Mario Kart. Without it checked, the game doesn't recognize any controls.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on February 11, 2020, 06:00:44 pm
Yes, and I know that I can use VJoy and UJR to make this Wheel and Pedals act like an Xinput device. This is way complicated and once I install VJoy it totally messes up using my Xbox controller on other games and how MAME sees my wheel and pedals. Unfortunately there are a bunch of games in Teknoparrot that only work when you have the Xinput box ticked, like Mario Kart. Without it checked, the game doesn't recognize any controls.

You shouldn't need to install additional program to make your dinput wheel work, all you normally need to do is just untick the Xinput option. I got Mario Kart working just fine that way with my wheel and I've never had a problem configuring any other game like that either.
https://youtu.be/wCen4oJbA6E
Title: Re: FFB Arcade Plugin
Post by: nickels on February 11, 2020, 08:02:34 pm
You are right, that works. Add Mario Kart to the working list. Thanks!  :)

I narrowed my CHQ2 crash down to the D3D9.dll file. Without it the game works with my wheel but no FFB. Can’t launch with it in the folder, get that Failed to run the process error. 

Yes, and I know that I can use VJoy and UJR to make this Wheel and Pedals act like an Xinput device. This is way complicated and once I install VJoy it totally messes up using my Xbox controller on other games and how MAME sees my wheel and pedals. Unfortunately there are a bunch of games in Teknoparrot that only work when you have the Xinput box ticked, like Mario Kart. Without it checked, the game doesn't recognize any controls.

You shouldn't need to install additional program to make your dinput wheel work, all you normally need to do is just untick the Xinput option. I got Mario Kart working just fine that way with my wheel and I've never had a problem configuring any other game like that either.
https://youtu.be/wCen4oJbA6E
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 11, 2020, 10:49:06 pm
You are right, that works. Add Mario Kart to the working list. Thanks!  :)

I narrowed my CHQ2 crash down to the D3D9.dll file. Without it the game works with my wheel but no FFB. Can’t launch with it in the folder, get that Failed to run the process error. 

Yes, and I know that I can use VJoy and UJR to make this Wheel and Pedals act like an Xinput device. This is way complicated and once I install VJoy it totally messes up using my Xbox controller on other games and how MAME sees my wheel and pedals. Unfortunately there are a bunch of games in Teknoparrot that only work when you have the Xinput box ticked, like Mario Kart. Without it checked, the game doesn't recognize any controls.

You shouldn't need to install additional program to make your dinput wheel work, all you normally need to do is just untick the Xinput option. I got Mario Kart working just fine that way with my wheel and I've never had a problem configuring any other game like that either.
https://youtu.be/wCen4oJbA6E

Hm I dunno as it's always worked fine for me on chasehq2

The d3d9.dll is the actual ffb plugin file which does all the work

Rename it to dinput8.dll and see if anything happens
Title: Re: FFB Arcade Plugin
Post by: nickels on February 12, 2020, 12:16:15 am
I finally "mostly" figured it out. For some reason on my PC with an AMD graphics card CHQ2 only looks good when playing windowed. When I un-check windowed option the full screen image is garbled and pixelated. I forgot that I solved that problem a while ago by running the game in compatibility mode for Windows 7. That is what was keeping FFB from working. When I run it normally (Windows 10) in windowed mode the FFB works great. When I run it in compatibility mode for Win 7 so that full screen looks good, it fails.

Renamed the file to dinput8.dll. No errors, but no FFB either.
Title: Re: FFB Arcade Plugin
Post by: 2huwman on February 12, 2020, 07:31:05 am
Quick question about FFB on After Burner Climax (Teknoparrot) using a Sidewinder 2 FFB joystick. I'm running Win 10, newest version of TP, and have updated the Visual runtimes. Feedback effects work when I test using FFBPluginGUI, I get the 'beep when hook' sound, and it identifies the right GUID for the joystick. However, there's no centering or feedback initially when i start to play. After being hit by a missile, the centering turns on and there's a rumble with the missile impact, but then no more rumbles or effects, apart from the centering forces.

Any ideas what's going wrong? 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 12, 2020, 06:46:10 pm
I finally "mostly" figured it out. For some reason on my PC with an AMD graphics card CHQ2 only looks good when playing windowed. When I un-check windowed option the full screen image is garbled and pixelated. I forgot that I solved that problem a while ago by running the game in compatibility mode for Windows 7. That is what was keeping FFB from working. When I run it normally (Windows 10) in windowed mode the FFB works great. When I run it in compatibility mode for Win 7 so that full screen looks good, it fails.

Renamed the file to dinput8.dll. No errors, but no FFB either.

Hm yea it may not work when running compatibility. Dunno if I can solve that or not but I'll take a look sometime
Title: Re: FFB Arcade Plugin
Post by: nickels on February 13, 2020, 10:33:15 am
No worries, this is totally an issue on my end I shouldn't have to run CHQ2 in compatibility mode to look good full screen. Thanks for your hard work, it is incredible and greatly appreciated!

Quick easy question. Does Virtua Racing support FFB? I see it listed in the FFB Setup screen, but this is the my only remaining game that seems unresponsive to FFB in MAME? Is it just subtle? Every other game is pretty much working for me now.

I finally "mostly" figured it out. For some reason on my PC with an AMD graphics card CHQ2 only looks good when playing windowed. When I un-check windowed option the full screen image is garbled and pixelated. I forgot that I solved that problem a while ago by running the game in compatibility mode for Windows 7. That is what was keeping FFB from working. When I run it normally (Windows 10) in windowed mode the FFB works great. When I run it in compatibility mode for Win 7 so that full screen looks good, it fails.

Renamed the file to dinput8.dll. No errors, but no FFB either.

Hm yea it may not work when running compatibility. Dunno if I can solve that or not but I'll take a look sometime
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 13, 2020, 12:52:33 pm
Yes, needs to be set as Upright in test menu
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on February 15, 2020, 07:22:04 pm
Apparently there's no way to make this work on MAMEUI64 :(

Have you checked for the ini files I mentioned?  Search for mame.ini, sf2049.ini, sf2049se.ini, sf2049*.ini in your MAME/MAMEUI installation folder and make sure output is set to windows.

Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows

Otherwise, can you try with an official MAME build?

I have MAME 0.217, FFB plugin 1.6 with a Logitech G920 on Windows 10 and it is working fine.

I don't see why it wouldn't work in MAMEUI as it is just a frontend for MAME.

Thanks Boomslang and others that have contributed to this awesome piece of software!

Sorry for the late response, but I don't have a mame.ini file and my sf2049.ini file doesn't have that line.
Title: Re: FFB Arcade Plugin
Post by: PL1 on February 15, 2020, 08:07:14 pm
I don't have a mame.ini file
Launch your MAME executable with "-cc". (create config)  i.e. "mameui -cc"

You only need to do this once to generate the mame.ini file.

my sf2049.ini file doesn't have that line.
Just copy/pasting it from the code box to the end of your sf2049.ini should work fine.   ;D

Use the same spacing as the other sections in the .ini -- one blank line between sections.
Code: [Select]
#
# FULL SCREEN OPTIONS
#
triplebuffer              0
switchres                 0

#
# WINDOWS SOUND OPTIONS
#
audio_latency             2

#
# OSD OUTPUT OPTIONS
#
output                    windows


Scott
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on February 20, 2020, 03:01:24 pm
FFB Plugin is working, but the wheel is super loose. Is there a way to adjust this?

Also, Outrun is now crashing immediately. It ran fine before installing plugin. 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 21, 2020, 12:41:28 pm
FFB Plugin is working, but the wheel is super loose. Is there a way to adjust this?

Also, Outrun is now crashing immediately. It ran fine before installing plugin.

What game is it super loose on?

Need more details
Title: Re: FFB Arcade Plugin
Post by: Namco on February 22, 2020, 10:07:05 pm
I got this working & tested with my G27 playing Outrun. It shakes great and I can see in the log files the values it's recieving in the log file. Usually it's all 0's or 2's, then it does a SINE.

Playing Rave Racer it never gets any values at all. Same for me in MAME64 216, 206, & 199. Does this not work with Rave Racer? or do I have something misconfigured and I"m getting just the shaking and not the forces?

Should I delete my mame game profile in the Logitech Profiler?

Here's what my log file looks like when I launch Rave Racer:
Code: [Select]
DLLMAIN ENTERED
process name:
D:\Emulation\mame216b\mame64_199.exe
default centering & friction values:
0
0
dll process attach:
D:\Emulation\mame216b\mame64_199.exe
0
100
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 G27 Racing Wheel USB / GUID: 030000006d0400009bc2000000000000

Haptic joystick found: 0 / Name: Logitech G27 Racing Wheel USB / GUID: 030000006d0400009bc2000000000000

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
DLLMAIN ENTERED
process name:
D:\Emulation\mame216b\mame64_199.exe
default centering & friction values:
0
0
detaching from process:
D:\Emulation\mame216b\mame64_199.exe


Here's Outrun in .206
Code: [Select]
DLLMAIN ENTERED
process name:
D:\Emulation\mame0206b\mame64.exe
default centering & friction values:
0
0
dll process attach:
D:\Emulation\mame0206b\mame64.exe
0
100
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 G27 Racing Wheel USB / GUID: 030000006d0400009bc2000000000000

Haptic joystick found: 0 / Name: Logitech G27 Racing Wheel USB / GUID: 030000006d0400009bc2000000000000

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:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
2
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
0
got value:
1
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
1
got value:
1
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
1
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
1
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
1
got value:
1
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
1
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
1
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
1
got value:
1
got value:
0
got value:
0
got value:
0
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
1
Doing sine...
got value:
1
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
0
got value:
0
got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
0
got value:
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got value:
0
got value:
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got value:
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got value:
0
got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
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got value:
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got value:
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got value:
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got value:
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got value:
0
got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
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got value:
0
got value:
0
got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
0
got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
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got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
got value:
0
Title: Re: FFB Arcade Plugin
Post by: Namco on February 22, 2020, 11:16:24 pm
Okay, I got it working for Rave Racer with a clean install of mame64 0199, and ffb plugin 1.2. But now, under 199 and 1.2 Outrun doesn't work. No shaker motor, no ffb. Oh well. I'm just glad it works so well with Rave Racer. Great feedback in that game. And I know my ffb values should look more like this in the log:

Code: [Select]
moving wheel left
1074
moving wheel left
1074
moving wheel left
25246
moving wheel left
25246
moving wheel left
25246
moving wheel right
537
moving wheel right
6983
moving wheel right
14503
moving wheel right
6445
moving wheel right
1074
moving wheel right
1074
moving wheel right
1074
moving wheel left
3222

EDIT: so, reviewing the change logs, at some point mame output was changed or removed for Rave Racer. And I'll have to use the oldMame files for that. I'll keep an install of mame64 .206 configured just for Rave Racer. I'm now sure that Outrun only has a shaker for crashes and a spring for centering, so I'll set a return to center value for that.

Loving the work you guys are doing. Playing Rave Racer with FFB is kinda like a dream come true!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 13, 2020, 06:42:59 pm
New Version of FFB Arcade Plugin. Now Version 1.7


https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: MotownC on March 13, 2020, 10:22:33 pm
Excellent - gear shift force feedback in GRID is a nice touch.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 16, 2020, 12:16:48 am
Small fix as I was missing rumble on certain MAME Output games

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 26, 2020, 12:13:18 am
Im in lockdown for next 4 weeks guys so let me know if theres any changes or addons you want made to FFB Arcade Plugin
Title: Re: FFB Arcade Plugin
Post by: Sky25es on March 26, 2020, 07:40:32 am
Would be nice to have as much Mame games supported as possible  :D
Just a question: the FFB plugin is compatible with/safe to use at the same time as Mamehooker, isn't ?

Many many thanks for your work Boomslang (and to you Howard for Mamehooker)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 26, 2020, 03:52:31 pm
Actually it currently can't and I've discussed it with Howard already as currently mame sends the outputs to 1 and not to both

We were gonna sort it once Howard had some time
Title: Re: FFB Arcade Plugin
Post by: Sky25es on March 26, 2020, 07:10:19 pm
Actually it currently can't and I've discussed it with Howard already as currently mame sends the outputs to 1 and not to both

We were gonna sort it once Howard had some time

Ah, ok. Thank you very much for the explanation.
It would be great to see  both projects merged into one app.  :)
Do you think it's something feasible to do ?
Title: Re: FFB Arcade Plugin
Post by: MotownC on March 28, 2020, 07:49:57 pm
Im in lockdown for next 4 weeks guys so let me know if theres any changes or addons you want made to FFB Arcade Plugin

Any chance for MAME's 'Super Chase - Criminal Termination' to get some FFB treatment? I noticed in the service menu it has options for handle, seat and nitro vibration.

I also enjoy your constant updates - it has allowed me to discover Vapor TRX and Hyperdrive. Many thanks.
Title: Re: FFB Arcade Plugin
Post by: fjser on March 30, 2020, 07:41:44 am
Question - I setup FFB plugin about a year ago on my racing cab and am about to do an update to it.

- Is there still a requirement on what mame version to use with FFB plugin? if so what version should i upgrade to?
- For older working games, is there much value in updating the FFB if it was already working? Have their been improvements to quality/functionality?

Title: Re: FFB Arcade Plugin
Post by: MotownC on March 30, 2020, 05:22:17 pm
Question - I setup FFB plugin about a year ago on my racing cab and am about to do an update to it.

- Is there still a requirement on what mame version to use with FFB plugin? if so what version should i upgrade to?
- For older working games, is there much value in updating the FFB if it was already working? Have their been improvements to quality/functionality?

Someone can correct me if I'm wrong but I believe there is no longer a requirement to use mame .199 or .206. I am using .216 (no nag) and it works great.

The newer versions of the plugin offers way more mame games (check out the changelog) as well as providing the ability to adjust the settings within each game whereas before it was one size fits all. For those that like to tinker (guilty), this is pretty cool.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 31, 2020, 12:24:09 am
Question - I setup FFB plugin about a year ago on my racing cab and am about to do an update to it.

- Is there still a requirement on what mame version to use with FFB plugin? if so what version should i upgrade to?
- For older working games, is there much value in updating the FFB if it was already working? Have their been improvements to quality/functionality?

yep MotownC is correct, it won't matter what MAME you are running but I was suggest the latest for best improvements and all current games (old mame may not have the outputs) and yeah FFB Plugin is always getting updates and changes so it pays to update for latest
Title: Re: FFB Arcade Plugin
Post by: Yagami-kun on April 03, 2020, 04:11:31 pm
Hello I'm here now for thx to Boomslang and all who creates this plugin and I have a big problem...I'm bought a Logitech G920 and I uses this plugin on my MAMEUI64 0.216 but the FFB's rumble don't works and wheel now loosen a lot,here's the log...
Code: [Select]
DLLMAIN ENTERED
process name:
G:\Mameui64\MAMEUI64.exe
default centering & friction values:
0
0
detaching from process:
G:\Mameui64\MAMEUI64.exe
DLLMAIN ENTERED
process name:
G:\Mameui64\MAMEUI64.exe
default centering & friction values:
0
0
dll process attach:
G:\Mameui64\MAMEUI64.exe
20
100
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 G920 Driving Force Racing Wheel USB / GUID: 030000006d04000062c2000000000000

Haptic joystick found: 0 / Name: Logitech G920 Driving Force Racing Wheel USB / GUID: 030000006d04000062c2000000000000

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
got value:
248
got value:
243
got value:
238
got value:
241
got value:
246
got value:
249
got value:
253
got value:
253
got value:
250
got value:
250
got value:
246
got value:
247
got value:
245
got value:
245
got value:
245
got value:
245
got value:
245
got value:
244
got value:
244
got value:
244
got value:
248
got value:
249
got value:
250
got value:
254
got value:
255
got value:
255
got value:
2
got value:
4
got value:
5
got value:
2
got value:
252
got value:
251
got value:
254
got value:
1
got value:
4
got value:
6
got value:
5
got value:
253
got value:
251
got value:
250
got value:
253
got value:
1
got value:
4
got value:
7
got value:
2
got value:
252
got value:
247
got value:
247
got value:
249
got value:
0
got value:
4
got value:
9
got value:
6
got value:
1
got value:
249
got value:
248
got value:
254
got value:
3
got value:
7
got value:
6
got value:
255
got value:
251
got value:
249
got value:
250
got value:
254
got value:
4
got value:
8
got value:
7
got value:
255
got value:
251
got value:
249
got value:
252
got value:
3
got value:
4
got value:
9
got value:
7
got value:
254
got value:
249
got value:
248
got value:
248
got value:
1
got value:
0
got value:
7
got value:
4
got value:
254
got value:
251
got value:
246
got value:
249
got value:
0
got value:
3
got value:
7
got value:
4
got value:
254
got value:
251
got value:
246
got value:
252
got value:
3
got value:
5
got value:
7
got value:
7
got value:
255
got value:
252
got value:
248
got value:
250
got value:
252
got value:
5
got value:
6
got value:
11
got value:
8
got value:
252
got value:
249
got value:
246
got value:
247
got value:
252
got value:
254
got value:
4
got value:
9
got value:
7
got value:
255
got value:
251
got value:
250
got value:
254
got value:
10
got value:
12
got value:
12
got value:
9
got value:
4
got value:
1
got value:
0
got value:
3
got value:
7
got value:
7
got value:
7
got value:
11
got value:
14
got value:
11
got value:
12
got value:
12
got value:
17
got value:
18
got value:
15
got value:
17
got value:
18
got value:
18
got value:
21
got value:
12
got value:
12
got value:
12
got value:
9
got value:
7
got value:
3
got value:
0
got value:
0
got value:
252
got value:
249
got value:
252
got value:
1
got value:
6
got value:
10
got value:
14
got value:
9
got value:
4
got value:
248
got value:
244
got value:
237
got value:
250
got value:
254
got value:
8
got value:
15
got value:
1
got value:
248
got value:
247
got value:
238
got value:
244
got value:
6
got value:
9
got value:
10
got value:
8
got value:
3
got value:
255
got value:
250
got value:
249
got value:
253
got value:
4
got value:
10
got value:
12
got value:
12
got value:
7
got value:
254
got value:
245
got value:
238
got value:
236
got value:
244
got value:
0
got value:
9
got value:
15
got value:
20
got value:
11
got value:
255
got value:
246
got value:
239
got value:
236
got value:
244
got value:
0
And plus I'm have one question,have plans for put FFB on another MAME's racing arcades like Chase HQ and Slipstream through this plugin??????
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 03, 2020, 05:17:03 pm
Hey

looks like you are recieving values fine so that's good

what does the FFB Test do under FFBPluginGUI.exe?

You won't get Rumble as that's only for controllers, but you should get the other forces


Only the game's listed are supported at this time
Title: Re: FFB Arcade Plugin
Post by: Yagami-kun on April 04, 2020, 12:51:37 am
Very thx for your reply and attention,so that means who some games like Cruis'n USA/World don't have rumble collisions on wheel(for exemple when the car collides on an another car or on a wall)??????
The FFB Tests who'd I does don't haves troubles with some effects,only friction,ramp and inertia was not perform ._.
Quote
Only the game's listed are supported at this time
I see,only way for now are wait for updates XD
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 04, 2020, 01:46:05 am
hm no it doesn't mean that

it just means the Rumble functionality is ONLY for controllers and wheels won't support it but that's fine and normal

Wheels have their own types of forces to create the force feedback effects you know from arcades etc



Ok well friction,ramp and inertia don't really get used much so shouldn't be an issue for now
Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on April 04, 2020, 01:49:54 am
Yagami, do you wait for the test effect lauched to finish before testing another effect? If you trigger an effect while another is playing, the last will not trig (or at least that's my experience)
Title: Re: FFB Arcade Plugin
Post by: Yagami-kun on April 04, 2020, 02:18:58 am
hm no it doesn't mean that

it just means the Rumble functionality is ONLY for controllers and wheels won't support it but that's fine and normal

Wheels have their own types of forces to create the force feedback effects you know from arcades etc



Ok well friction,ramp and inertia don't really get used much so shouldn't be an issue for now
My memories of playing all Cruis'n series on the arcades are so much vague,I don't remember if they had FFB when hitting a car or a wall and since you say that these instances aren't used much it's all assured ^^
Yagami, do you wait for the test effect lauched to finish before testing another effect? If you trigger an effect while another is playing, the last will not trig (or at least that's my experience)
Yes I almost always wait,but even when I don't expect to finish the effect and soon try another one it's activated ._.
Title: Re: FFB Arcade Plugin
Post by: cool1 on April 26, 2020, 11:20:16 pm
Is there any way to set the spring effect for all mame games my g27 goes limp on the games without  effects .love your work .easy set up works great.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 27, 2020, 07:30:49 pm
Is there any way to set the spring effect for all mame games my g27 goes limp on the games without  effects .love your work .easy set up works great.


kinda

add to FFBPlugin.ini for OutputReading. Strength is max 100 but this will force spring effect on ALL mame games

EnableForceSpringEffect=1
ForceSpringStrength=100
Title: Re: FFB Arcade Plugin
Post by: MotownC on April 28, 2020, 10:07:53 am
This is amazing! Just when I think the plugin can't get any better, I come across this gem. Adding the 2 lines above, Spy Hunter steering is so much tighter. Thank you, Boomslang!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 03, 2020, 08:50:33 pm
New FFB Arcade Plugin release. Now Version 1.7c

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Yagami-kun on May 06, 2020, 03:20:32 am
Is there any way to set the spring effect for all mame games my g27 goes limp on the games without  effects .love your work .easy set up works great.


kinda

add to FFBPlugin.ini for OutputReading. Strength is max 100 but this will force spring effect on ALL mame games

EnableForceSpringEffect=1
ForceSpringStrength=100
It's possibly with similar codes for some effects like sine and sawtooth??????
And plus I'm gave a warning,FFB Plugin don't works on a remote gameplay x.x
Title: Re: FFB Arcade Plugin
Post by: bad_boo on May 07, 2020, 11:40:41 am
Just curious. does this plugin work on MAME 0.220?
Looks simple to configure but anything I do, doesn't seem to work :(

****edit: nevermind, I had the wrong GUI on the ini file.
it is working now  :cheers:
this is an awesome plugin
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 12, 2020, 08:11:13 pm
New Version of FFB Arcade Plugin. Now Version 1.8

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on May 23, 2020, 09:25:59 am
I have spend a good few hours trying to work this plugin with teknoparrot and am getting the same issue on every game -

I have 3 USB devices on my simulator, all recognised by the plugin GUI
1 - FF steering wheel
2 - analogue handbrake
3 - H pattern gearshift

No matter which one I select, I always get the H pattern shifter pop up on the dialogue box when I start the game and no force feedback in-game.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 23, 2020, 06:54:21 pm
I have spend a good few hours trying to work this plugin with teknoparrot and am getting the same issue on every game -

I have 3 USB devices on my simulator, all recognised by the plugin GUI
1 - FF steering wheel
2 - analogue handbrake
3 - H pattern gearshift

No matter which one I select, I always get the H pattern shifter pop up on the dialogue box when I start the game and no force feedback in-game.

hmmm....

Could you add your ffbplugin.ini and whats guid of all 3 devices?

obviously shouldn't be happening
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 24, 2020, 01:24:42 am
Ive tried to get same issue to happen here but never does with my fanatec shifter

What do you mean when you say about some pop up on dialog box? Do you mean the messagebox guid thing?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 24, 2020, 02:20:51 am
New FFB Arcade Plugin release. Now Version 1.9

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: isamu on May 24, 2020, 12:11:09 pm
Your efforts and continued work on this ungodly magnificent plugin is massively appreciated my brother. Gonna try it out now  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Sky25es on May 24, 2020, 01:18:08 pm
Great! Many many thanks for the update.
Title: Re: FFB Arcade Plugin
Post by: MotownC on May 24, 2020, 02:15:34 pm
Great work! I enjoy seeing some Demul love!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 24, 2020, 06:03:56 pm
Hotfix for FFB Arcade Plugin v1.9a

Changed files to new update

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 24, 2020, 09:10:10 pm
Worked out a way to get Rave Racer FFB to work for any version of MAME in the meantime until they add FFB Output eventually

so OldMAME Plugin is gone (YAY) and will add this sometime to next release
Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on May 25, 2020, 02:19:39 am
I have this issue with supermodel emulator: no rumble with any game. I have tried various FFBPlugin versions (from 1.7c to 1.9) and emulator versions (745, 787, 793) but nothing.
I have the option -outputs=win enabled and hooking (confirmed by the fact that lamps are working out of mamehooker) and the mame64.dll in the supermodel.exe folder, as per FFBP instructions.
If I enable the emulator built-in force feedback via -force-feedback option in supermodel I have my motor "rumbling" but obviously is triggered by supermodel emulator (which is not optimized for rumble but FF).
My SO is win 7.
The plugin test my rumble motor perfectly and I am using it with both MAME and model2 with no problems.
Has anyone experienced issues with supermodel?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 25, 2020, 04:35:54 am
not sure

tested here and all works fine

good luck finding issue
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on May 25, 2020, 04:40:49 am
Ive tried to get same issue to happen here but never does with my fanatec shifter

What do you mean when you say about some pop up on dialog box? Do you mean the messagebox guid thing?

Hi Boomslang, yes the popup that comes from the GUID messagebox.

I actually managed to sort it out in the end even I'm still not sure if I have followed the correct procedure! To make it work with teknoparrot, I was running each game windowed with the messagebox guid option selected and clicking OK each time my USB device was detected.

After that, I was able to disable messagebox guid and revert to fullscreen mode in teknoparrot with FFB working :)

It makes such a difference to all the games I tried it with! My favourite has to be the original model 2 Sega Rally - the improvement there is incredible.
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on May 25, 2020, 04:43:17 am
Hotfix for FFB Arcade Plugin v1.9a

Changed files to new update

https://github.com/Boomslangnz/FFBArcadePlugin/releases

 :applaud: What's the best way to upgrade? Should all files be replaced in all game/emulator folders?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 25, 2020, 06:00:00 am
Yeah just replace files then configure device guid again with gui

Pays to replace ffbplugin.ini as I do change stuff there sometimes
Title: Re: FFB Arcade Plugin
Post by: isamu on May 25, 2020, 11:30:34 am
The option to adjust the strength for each model 2 games is a welcome addition, thank you. I actually find Daytona USA's FFB a bit dull in comparison to Sega Rally, which has fantastic effects for a 25 year old game.

Regarding Demul, I need to check it out. How's emulation for racing games on that particular emulator these days? Does it run all the naomi arcade racers at full speed and glitch free for the most part?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 25, 2020, 05:44:32 pm
not glitch free, not sure they are even still working on it anymore as last update is only in their forums from like early 2018

Ive added a few more things to MAME Plugin by adding Daytona USA, Sega Rally, STCC and Indy 500

The state of M2 Emulation is pretty average via mame but if it improves in the future FFB Plugin will work on them anyway now

also looked at Dirt Dash for a bit and while I can get the FFB Address it was pretty hard to understand the values happening so i removed that for now. Maybe revisit someday
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 25, 2020, 10:21:05 pm
Im in lockdown for next 4 weeks guys so let me know if theres any changes or addons you want made to FFB Arcade Plugin

Any chance for MAME's 'Super Chase - Criminal Termination' to get some FFB treatment? I noticed in the service menu it has options for handle, seat and nitro vibration.

I also enjoy your constant updates - it has allowed me to discover Vapor TRX and Hyperdrive. Many thanks.

I know its been awhile but ive added this today. They haven't done outputs yet but ive got a way to get these values now without requiring outputs which seems to work well

**EDIT**

bit confused what Seat Left and Right is though. Was original cabinet motion or something? Seems to output nearly the same as the handle left and right except it ocassionally does stuff while boosting too around bends

There is a game configuration part which says Seat Vibration but also has Handle Vibration and Boost Vibration so i dunno lol
Title: Re: FFB Arcade Plugin
Post by: MotownC on May 26, 2020, 10:36:33 am
I know its been awhile but ive added this today. They haven't done outputs yet but ive got a way to get these values now without requiring outputs which seems to work well

Woo-hoo! The list keeps growing!

Now that I see you are adding Demul games, I am curious if you are able to apply the same treatment for spring effect that you did for MAME. I have no idea how any of this work so forgive my ignorance but are you able to stiffen the spring strength for all Demul games without FFB like you did for MAME? The steering is nice and tight now on NASCAR with the plugin. Games like Max Speed, ATV, Smashing Drive, etc. would be much better if they could feel the same. Not sure if that's remotely the same principle that you applied to MAME.

Either way, always enjoy these updates.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 26, 2020, 03:28:36 pm
I know its been awhile but ive added this today. They haven't done outputs yet but ive got a way to get these values now without requiring outputs which seems to work well

Woo-hoo! The list keeps growing!

Now that I see you are adding Demul games, I am curious if you are able to apply the same treatment for spring effect that you did for MAME. I have no idea how any of this work so forgive my ignorance but are you able to stiffen the spring strength for all Demul games without FFB like you did for MAME? The steering is nice and tight now on NASCAR with the plugin. Games like Max Speed, ATV, Smashing Drive, etc. would be much better if they could feel the same. Not sure if that's remotely the same principle that you applied to MAME.

Either way, always enjoy these updates.

Just add to ffbplugin.ini

EnableForceSpringEffect=1
ForceSpringStrength=100

*EDIT*
will not work actually, ive added it now for next release
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 27, 2020, 06:25:28 am
New Version of FFB Arcade Plugin. Now Version 2.0

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: isamu on May 27, 2020, 07:04:55 am
New Version of FFB Arcade Plugin. Now Version 2.0

https://github.com/Boomslangnz/FFBArcadePlugin/releases

You tha man! Great job buddy, thanks!  :notworthy:

Anyway I want a make a quick question/comment that's slightly off topic.....

With all these great and classic driving games now having force feedback support in MAME, it sure would be nice to have proper hardware graphics acceleration support, so we can enhance the look of the game with Anti Aliasing, Mip Mapping, Aniosotropic Filtering, and higher resolution textures. I know this has been against the MAME devs' philosophy since its inception, and they're all about 1:1 proper preservation of the games...I get it....BUT, have you heard anything around the farm of them possibly relaxing their policy just a little, and changing their minds on this issue? I'm sure the community would be totally for it. I mean, how many more years are we going to have to tolerate "Ugly" looking 3D games in MAME? Will there never be any change in this regard?
Title: Re: FFB Arcade Plugin
Post by: isamu on May 27, 2020, 09:22:37 am
Hey quick question....does the plugin support Sega Race TV? I don't see a folder for it in the latest version of the plugin
Title: Re: FFB Arcade Plugin
Post by: TacticalChaos on May 27, 2020, 01:12:47 pm
What's the lowest version of mame this will work with?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 27, 2020, 03:16:32 pm
Not sure really. Would depend on a few things such as outputs that have been added, and if exe can be hooked
Title: Re: FFB Arcade Plugin
Post by: MotownC on May 27, 2020, 04:02:45 pm
Thanks Boomslang - Smashing Drive just became 10x better with the tight steering and ffb!
Title: Re: FFB Arcade Plugin
Post by: TacticalChaos on May 28, 2020, 08:58:35 pm
So is the FFB for the M2 Emulator more accurate with this?

Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 01, 2020, 04:23:29 am
Added FFB support for a few games for when I do next release

(Demul)
- Maximum Speed
- Faster Than Speed
- ATV Track

(MAME)
- Dirt Dash
- Ace Driver
- Ace Driver Victory Lap
Title: Re: FFB Arcade Plugin
Post by: isamu on June 01, 2020, 12:21:28 pm
Added FFB support for a few games for when I do next release

(Demul)
- Maximum Speed
- Faster Than Speed
- ATV Track

(MAME)
- Dirt Dash
- Ace Driver
- Ace Driver Victory Lap

Thanks for the update man. Did you ever get around to adding Sega Race TV?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 01, 2020, 04:05:42 pm
No and probably never will

Needs lots of patches
Title: Re: FFB Arcade Plugin
Post by: isamu on June 01, 2020, 05:30:49 pm
Copy that. No biggie. I don't think it's a game I can get into anyway. ID0 seems cool though. Steering is a weird though(using 270º).
Title: Re: FFB Arcade Plugin
Post by: Namco on June 04, 2020, 01:32:37 pm
Added FFB support for a few games for when I do next release
...

(MAME)
- Dirt Dash


Awesome! I’ve been waiting for Dirt Dash. Thank you so much!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 06, 2020, 04:48:32 am
New Version of FFB Arcade Plugin. Now Version 2.1

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: XSFDriver on June 06, 2020, 08:54:57 am
Hi Boomslang, just wanted to let ya know, this thread's been a real good read. I appreciate all the effort you've put in with development, and all the others with feedback and testing. I hope to have something put together in the future so I can also help with some testing somewhere at least.

I recently hooked up a Logitech Momo (that I never had the PSU for) to a Playstation 2 to see if it worked on V8 supercars... I usually have that wheel hooked up to a PC running Daytona USA on Model 2... Man, I gotta say, it was so "Un-playable", I was quite disappointed.

Out of curiosity, I tracked down a power supply for it so I could see what it was like with FFB and man, it TOTALLY changed the gameplay, it felt spot on. It opened my eyes to what FFB could do for a game. I mean, I'm no stranger to FFB on the games at the arcades, but it showed me that if you take FFB away, it can create to much lag and you end up just chasing the over correction. (sorry, that's the best way I can discribe it)

I look forward to playing around with your FFB plugin and trying it on Model 2 and Mame in the future now... only problem is, I've got a few huge commitments in the immediate future, you'll probably be up to version 5.something by the time I get to put my set ups back together  :lol

Anyway, keep up the good work guys, you're all an inspiration.
Cheers M8  :cheers: 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 06, 2020, 05:41:25 pm
Hi Boomslang, just wanted to let ya know, this thread's been a real good read. I appreciate all the effort you've put in with development, and all the others with feedback and testing. I hope to have something put together in the future so I can also help with some testing somewhere at least.

I recently hooked up a Logitech Momo (that I never had the PSU for) to a Playstation 2 to see if it worked on V8 supercars... I usually have that wheel hooked up to a PC running Daytona USA on Model 2... Man, I gotta say, it was so "Un-playable", I was quite disappointed.

Out of curiosity, I tracked down a power supply for it so I could see what it was like with FFB and man, it TOTALLY changed the gameplay, it felt spot on. It opened my eyes to what FFB could do for a game. I mean, I'm no stranger to FFB on the games at the arcades, but it showed me that if you take FFB away, it can create to much lag and you end up just chasing the over correction. (sorry, that's the best way I can discribe it)

I look forward to playing around with your FFB plugin and trying it on Model 2 and Mame in the future now... only problem is, I've got a few huge commitments in the immediate future, you'll probably be up to version 5.something by the time I get to put my set ups back together  :lol

Anyway, keep up the good work guys, you're all an inspiration.
Cheers M8  :cheers:

Thanks dude  :cheers:

I'm getting reports that MAME and Demul games are crashing with latest plugin version but I can't replicate the issue on 2 x pcs here so could someone let me know if they are having issues
Title: Re: FFB Arcade Plugin
Post by: isamu on June 06, 2020, 07:01:23 pm
I'm testing it now. Initial D export doesn't seem to recognize any of my button presses even though I mapped all buttons and axis within the ffb plugin menu and completely ignored the default demul controller config setting. stand by for further details I'll see if I missed something......
Title: Re: FFB Arcade Plugin
Post by: Jayinem on June 06, 2020, 07:20:56 pm
I've never used this plugin but Initial D on Demul, all of them are terrible as far as wheel sensitivity at least on my wheel. One little move you fly into the wall.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 06, 2020, 07:49:40 pm
I'm testing it now. Initial D export doesn't seem to recognize any of my button presses even though I mapped all buttons and axis within the ffb plugin menu and completely ignored the default demul controller config setting. stand by for further details I'll see if I missed something......

Did you check Enable Input Support?
Title: Re: FFB Arcade Plugin
Post by: Jayinem on June 06, 2020, 10:19:29 pm
I'm going to have to try this plugin soon like tomorrow.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 07, 2020, 04:02:41 pm
Test version here for MAME 64bit

Anyone who having issues with freezing or crashes, see if this is better

Overwrite the existing dinput8.dll


https://mega.nz/file/9RdRSKaD#q0cT_Aa9o3wPTMSIyTFuaHUsbIWgHO49zEf4ON9gJHk
Title: Re: FFB Arcade Plugin
Post by: MotownC on June 08, 2020, 02:42:43 pm
Haven't tested Demul yet but Ace Driver and Dirt Dash worked great. Interesting with Ace Driver: Victory Lap - even in power mode and setting the Division number very low, I could not achieve much of a feedback effect. Not sure if that is how it's supposed to be or unique to my setup.

Thanks for the constant updates, Boomslang - opens my eyes to "new" games that I've never tried and really enhances the experience.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 08, 2020, 11:17:29 pm
Haven't tested Demul yet but Ace Driver and Dirt Dash worked great. Interesting with Ace Driver: Victory Lap - even in power mode and setting the Division number very low, I could not achieve much of a feedback effect. Not sure if that is how it's supposed to be or unique to my setup.

Thanks for the constant updates, Boomslang - opens my eyes to "new" games that I've never tried and really enhances the experience.

Pretty sure you need to calibrate those games in test menu to get decent ffb
Title: Re: FFB Arcade Plugin
Post by: MotownC on June 09, 2020, 09:12:55 am
That worked - brilliant!
Title: Re: FFB Arcade Plugin
Post by: xlegx on June 10, 2020, 04:42:31 pm
Hello to everyone! i've got a problem with Mame 0.220 and FFB v2.1.
It doesn't works with my logitech G29 and Rush San Francisco games...
Same thing with Sega Model2.
I've alredy set the Guid number of the steering wheel but even so, it seems not work....
Is there some settings that i missed? or else?
Thanks for your help!
Title: Re: FFB Arcade Plugin
Post by: MotownC on June 10, 2020, 04:57:16 pm
Does it work for any other MAME games? Did you change mame.ini file to read OSD Outputs to 'windows' from 'auto'? If there are individual game ini files (e.g. sfrush.ini) that were created, they need outputs set to windows as well.
Title: Re: FFB Arcade Plugin
Post by: xlegx on June 10, 2020, 05:19:49 pm
Does it work for any other MAME games? Did you change mame.ini file to read OSD Outputs to 'windows' from 'auto'? If there are individual game ini files (e.g. sfrush.ini) that were created, they need outputs set to windows as well.

No it doesn't works with any game. I tried Outrun and Rush.
Just done what you said, but still not working...and sfrush didn't have any .ini files to set.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 10, 2020, 08:24:10 pm
Have you installed wheel software, done all in one runtime files?

Check ffb is working firstly in gui under ffb test
Title: Re: FFB Arcade Plugin
Post by: isamu on June 10, 2020, 11:16:49 pm
I'm testing it now. Initial D export doesn't seem to recognize any of my button presses even though I mapped all buttons and axis within the ffb plugin menu and completely ignored the default demul controller config setting. stand by for further details I'll see if I missed something......

Did you check Enable Input Support?

Yeah it's cool now. I'm not really into demul so I'm gonna leave it alone for a while.

On a side note, I'm having a blast with Initial D Stage 8 in TP. But can you take a look at it when you get a chance? You see, while the FFB itself is working, there's this thing that it does, where if you turn the wheel past a certain degrees, it get loose. As if it looses all force for a second until you bring it back towards the center. Yes I know it's 540º and I have my wheel set to that. But it still behaves the same way, and gets loose after about 100 degrees or so. I notice it does it in ID7 as well. It's always done this but I've never really gotten around to mentioning it.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 11, 2020, 12:40:33 am
I'm testing it now. Initial D export doesn't seem to recognize any of my button presses even though I mapped all buttons and axis within the ffb plugin menu and completely ignored the default demul controller config setting. stand by for further details I'll see if I missed something......

Did you check Enable Input Support?

Yeah it's cool now. I'm not really into demul so I'm gonna leave it alone for a while.

On a side note, I'm having a blast with Initial D Stage 8 in TP. But can you take a look at it when you get a chance? You see, while the FFB itself is working, there's this thing that it does, where if you turn the wheel past a certain degrees, it get loose. As if it looses all force for a second until you bring it back towards the center. Yes I know it's 540º and I have my wheel set to that. But it still behaves the same way, and gets loose after about 100 degrees or so. I notice it does it in ID7 as well. It's always done this but I've never really gotten around to mentioning it.

You need to go into test menu and change Force to 10


This will then use all values
Title: Re: FFB Arcade Plugin
Post by: xlegx on June 11, 2020, 01:57:26 am
Have you installed wheel software, done all in one runtime files?

Check ffb is working firstly in gui under ffb test
You mean Logitech G Hub? Because those are the only file that i've got,as install drivers
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 11, 2020, 02:33:03 am
Yeah so ghub is the wheel software for logitech now

Then make sure you install

https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/

Then load FFBPluginGUI.exe and go to FFB Test

Then try the forces

Everything should work except rumble as wheels aren't capable of rumble
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on June 11, 2020, 02:53:16 pm
Hey, so I'm super behind the times with what's been going on with the FFB plugin, I haven't updated since it was mainly just for Teknoparrot and you had to get your wheel info by looking at a log to then add that to the ini file. I've got 2 weeks off from work as of tonight (and don't have to think about Covid 19, FFP3 masks or PPE or any of that shite) so intended to catch up with all this stuff at last.

I've just had a quick read through the 'read me' file and just have a quick question or 2 about getting it working with MAME. All I need to do is stick all the files from the 'MAME 64bit Outputs' folder into the root of my MAME folder and use the FFBPluginGUI.exe to configure games, is that correct? There's a bit in the 'Read Me' that says 'create a ini file on root of MAME folder called Mame.ini and place inside it and save
#
# OSD OUTPUT OPTIONS
#
output                    windows'
Can I literally just copy and paste that into the ini file and that's it? Is it just for specific versions of MAME or will any recent version do?

Also, Boomslang, any plans to add the original MAME version of Chase HQ to the list or DEMUL Daytona USA 2001? Cheers dude  :cheers:
Title: Re: FFB Arcade Plugin
Post by: xlegx on June 11, 2020, 04:33:04 pm
Yeah so ghub is the wheel software for logitech now

Then make sure you install

https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/

Then load FFBPluginGUI.exe and go to FFB Test

Then try the forces

Everything should work except rumble as wheels aren't capable of rumble

Awsome! Now it works! thanks a lot mate!
But how do i set the steering wheel to be more responsive? i mean....there's some 90° lack on both sides before the car can turn while playing. How can i change this setting? From Mame or where?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 11, 2020, 08:28:44 pm
Hey, so I'm super behind the times with what's been going on with the FFB plugin, I haven't updated since it was mainly just for Teknoparrot and you had to get your wheel info by looking at a log to then add that to the ini file. I've got 2 weeks off from work as of tonight (and don't have to think about Covid 19, FFP3 masks or PPE or any of that shite) so intended to catch up with all this stuff at last.

I've just had a quick read through the 'read me' file and just have a quick question or 2 about getting it working with MAME. All I need to do is stick all the files from the 'MAME 64bit Outputs' folder into the root of my MAME folder and use the FFBPluginGUI.exe to configure games, is that correct? There's a bit in the 'Read Me' that says 'create a ini file on root of MAME folder called Mame.ini and place inside it and save
#
# OSD OUTPUT OPTIONS
#
output                    windows'
Can I literally just copy and paste that into the ini file and that's it? Is it just for specific versions of MAME or will any recent version do?

Also, Boomslang, any plans to add the original MAME version of Chase HQ to the list or DEMUL Daytona USA 2001? Cheers dude  :cheers:


Yeah pretty much should be it

Just copy the files to mame folder then add the output info to mame.ini, then load FFBPluginGUI.exe and goto ffb setup and select device etc

Yeah so ghub is the wheel software for logitech now

Then make sure you install

https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/

Then load FFBPluginGUI.exe and go to FFB Test

Then try the forces

Everything should work except rumble as wheels aren't capable of rumble

Awsome! Now it works! thanks a lot mate!
But how do i set the steering wheel to be more responsive? i mean....there's some 90° lack on both sides before the car can turn while playing. How can i change this setting? From Mame or where?

Sounds like you need to change the rotation setting in ghub itself

Will usually be defaulted to 900 degree so you wanna change that to 270 degree then set profile as persistent to remember

Google should help if you get stuck
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on June 12, 2020, 04:16:06 am
Thanks Boomslang!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 12, 2020, 07:17:04 am
Ive been posting on another forum regarding an issue with MAME Plugin for latest games when using Windows 7.

MAME would stop responding, if anyone with Windows 7 was having this issue could you try this and see if any better


https://mega.nz/file/oQ1DQBib#zGyoUCe7kXS92xWspKKnZUa7bv-LPzle43Y9DiBN1SQ
Title: Re: FFB Arcade Plugin
Post by: isamu on June 12, 2020, 03:49:37 pm
I'm testing it now. Initial D export doesn't seem to recognize any of my button presses even though I mapped all buttons and axis within the ffb plugin menu and completely ignored the default demul controller config setting. stand by for further details I'll see if I missed something......

Did you check Enable Input Support?

Yeah it's cool now. I'm not really into demul so I'm gonna leave it alone for a while.

On a side note, I'm having a blast with Initial D Stage 8 in TP. But can you take a look at it when you get a chance? You see, while the FFB itself is working, there's this thing that it does, where if you turn the wheel past a certain degrees, it get loose. As if it looses all force for a second until you bring it back towards the center. Yes I know it's 540º and I have my wheel set to that. But it still behaves the same way, and gets loose after about 100 degrees or so. I notice it does it in ID7 as well. It's always done this but I've never really gotten around to mentioning it.

You need to go into test menu and change Force to 10


This will then use all values

ahhh very interesting ! I'll try that.
Title: Re: FFB Arcade Plugin
Post by: isamu on June 12, 2020, 04:27:12 pm
@Boomslangz....ID8 crashes when entering the test menu. Any ideas?
Title: Re: FFB Arcade Plugin
Post by: isamu on June 12, 2020, 04:55:36 pm
disregard I got into the menu. OK I set to 10. Feels about the same to me? effects are slightly stronger. I'll keep playing with it but one thing's for sure....the effects in the ID games are vastly inferior to wangan and even Daytona/Sega Rally
Title: Re: FFB Arcade Plugin
Post by: isamu on June 12, 2020, 10:15:34 pm
Hi Boomslangz.

I just tried Sega Rally 2 and I'm not getting any force feedback at all. Using the latest ffb plugin and made sure the plugin is seeing my wheel, and no dice. Daytona 2 and Scud Race work perfectly. Any ideas bro?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 12, 2020, 10:59:33 pm
Hi Boomslangz.

I just tried Sega Rally 2 and I'm not getting any force feedback at all. Using the latest ffb plugin and made sure the plugin is seeing my wheel, and no dice. Daytona 2 and Scud Race work perfectly. Any ideas bro?

hm no

I just tried here and works fine for me

One thing i noticed i missed on new release was the MAME32 and MAME64 dll's in supermodel folder but you properly have them already if Daytona 2 and Scud Race are working fine
Title: Re: FFB Arcade Plugin
Post by: isamu on June 12, 2020, 11:58:04 pm
10-22 brother I got it workin'....I forgot to add -outputs=win to the cfg file LOL. Working now  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2020, 01:19:17 am
as for ID8 and the effect you were talking about

I see what you mean

Funny how lazy the Initial D Community is that no one can ever come tell me its missing effects and feels crap

Problem is, I have no idea how it's meant to react really, It's not constant effect like most the rest

when the wheel becomes "loose" as you call it, it sends same value both when full left and when full right effectively and sends value 0x57812

Which I am not reading at all hence why nothing occurs

Ive been pretty confused regarding the Initial D games for awhile as

constant always uses 0x4XXXX values
spring always uses 0x6XXXX values

0x5XXXX values are the one ive never fully known. It occurs while rubbing against walls or other cars and now this too

I was thinking it was Sine Effect (rumble wheel) originally but was assured by a few ID Players that wheel never rumbles so I made it all friction to make wheel harder to turn

but recently when I added Initial D 1,2 and 3 (which also use the exact same ffb code right through to ID8) im back to thinking its Sine as when driving over the road markings etc it sends 0x5XXXX effects. I hooked these up as Sine on those games and it feels right to me, rumbles wheel quickly as you drive over them so I left it to see what others would say and haven't recieved much feedback

If i had a real ID8 cab or such to test then I could pretty quickly work these out
Title: Re: FFB Arcade Plugin
Post by: isamu on June 13, 2020, 12:19:43 pm
Very interesting and thanks for confirming the issue. Great detective work! Glad we're on the same page. Like you said the ffb feels strange compared to other games. Well, if you make any changes and figure out a new way to improve it, and want some tests done just PM me either here or at discord and I'll be happy to help out.  :cheers:
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on June 13, 2020, 05:41:47 pm
I never played ID8 in the arcades, so I thought that the steering wheel became loose in the middle of the curve because of the physics of the game that is not the most realistic. And also because if you pay close attention it gets loose at the same moment that the sound of the tires changes in the drift, so I always thought that this was normal.

Another doubt that I have, in Mame64 I never able to use the effects on Virtua Racing, I read someone commenting that it is necessary to turn the ffb on in the test menu (as in Rave Racer), but I didn't found this option, the only effect that can get is to force the spring effect of FFBplugin, the strange thing is that all other games work normally.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2020, 06:00:52 pm
needs to be set to Upright Cabinet or you won't recieve FFB Output Values
Title: Re: FFB Arcade Plugin
Post by: isamu on June 13, 2020, 07:45:11 pm
Wow here we go again! New update to TP broke ID8 **AGAIN**. CTDs at the loading screen before loading the track. Unbelievable. C'mon Reaver get your ---steaming pile of meadow muffin--- together man!! Boomslangz is it happening to you too?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2020, 08:02:31 pm
Wow here we go again! New update to TP broke ID8 **AGAIN**. CTDs at the loading screen before loading the track. Unbelievable. C'mon Reaver get your ---steaming pile of meadow muffin--- together man!! Boomslangz is it happening to you too?

no. Works fine
Title: Re: FFB Arcade Plugin
Post by: isamu on June 13, 2020, 08:31:49 pm
Boomslangz.....it's Real Gear Shift!!!!'
[5:28 PM]
Enabling it causes ID8 to CTD right before the race! Try it and let me know/'
[5:29 PM]
I think everytime he updates it it sometimes breaks Real Gear Shift in the ID games''
[5:29 PM]
Was working perfectly before the update'
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2020, 08:46:36 pm
you use Windows 10?
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on June 13, 2020, 09:54:52 pm
needs to be set to Upright Cabinet or you won't recieve FFB Output Values

(https://i.imgur.com/K3VHWBA.jpg)


I did it, I forgot to say in the other post, it didn't work, no effect, in the log it looks like the plugin didn't receive any FFB output values, it must be some problem with the Rom version, maybe.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 13, 2020, 10:00:39 pm
hm I'm not sure sorry

So every other game works fine except virtua racing?

Virtua Formula doesn't work so just wanna confirm it is Virtua Racing you are using
Title: Re: FFB Arcade Plugin
Post by: Eduardoml on June 14, 2020, 02:28:26 am
It's working.  :cheers:

What happened was that I was using an incompatible rom, I downloaded a rom for Mame 0.193 and used that version and it worked perfectly. Thanks for the support, I was already going crazy  :dizzy: haheheheue
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on June 15, 2020, 03:58:19 pm
So, I got the MAME FFB up and running today, great work as always Boomslang, thanks!

Let me just share a handy little tip to anyone setting this up for the first time, to save them a fruitless hour and a bit of head scratching and wondering why it's not working - make sure your mame.ini file has actually saved as an ini file. When I was getting everything set up initially the text file I was putting the info into saved itself as a text file called mame.ini... FFS. I eventually twigged what the problem was when I realised it didn't have the cog thing in the icon.

Because this took a bit of finagling to get working in the end, I'm not sure whether I ended up using your Windows 7 Test plugin or the regular MAME 64 bit one, but Virtua Racing, Outrunners and Outrun all work OK. Super Chase Criminal Termination hangs for me though at the 'press any key to continue' screen, which is odd, because I definitely had it working earlier and I'm sure on that early test go the FFB was working.

Also, if anyone's struggling to get their old Virtua Racing ROM working in the latest version MAME make sure you have a file called model1io.zip file and m1comm.zip in your ROMs folder. I was still missing one last EPROM - epr-15624.17 but I was able to find it in an old Virtua Formula zipped file I had. Extracted it, added to my VR.zip and game is now working
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 15, 2020, 11:38:09 pm
So, I got the MAME FFB up and running today, great work as always Boomslang, thanks!

Let me just share a handy little tip to anyone setting this up for the first time, to save them a fruitless hour and a bit of head scratching and wondering why it's not working - make sure your mame.ini file has actually saved as an ini file. When I was getting everything set up initially the text file I was putting the info into saved itself as a text file called mame.ini... FFS. I eventually twigged what the problem was when I realised it didn't have the cog thing in the icon.

Because this took a bit of finagling to get working in the end, I'm not sure whether I ended up using your Windows 7 Test plugin or the regular MAME 64 bit one, but Virtua Racing, Outrunners and Outrun all work OK. Super Chase Criminal Termination hangs for me though at the 'press any key to continue' screen, which is odd, because I definitely had it working earlier and I'm sure on that early test go the FFB was working.

Also, if anyone's struggling to get their old Virtua Racing ROM working in the latest version MAME make sure you have a file called model1io.zip file and m1comm.zip in your ROMs folder. I was still missing one last EPROM - epr-15624.17 but I was able to find it in an old Virtua Formula zipped file I had. Extracted it, added to my VR.zip and game is now working

Do you use Windows 7 or 10?

Having issues with Windows 7 and new games, sorted most of them out now but Super Chase seems to be wierd still for people. It works fine on my pc tho across 3 x different versions of mame across Windows 10 and Windows 7 VM lol so its hard for me to fix
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on June 16, 2020, 07:01:46 am
Windows 7 - I forgot to mention that in my original post, which was why initially I was using the test plugin. I was trying to get this working using 2 diffrent versions of MAME initially and one of them I overwrote with the regular 64bit MAME plugin, but by the time I realised what had happened with the text document not actually saving as an ini file, I'd lost track of which version of MAME was the one I'd used the regular plugin on  :dizzy: Herp derp.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 17, 2020, 02:56:48 am
Windows 7 - I forgot to mention that in my original post, which was why initially I was using the test plugin. I was trying to get this working using 2 diffrent versions of MAME initially and one of them I overwrote with the regular 64bit MAME plugin, but by the time I realised what had happened with the text document not actually saving as an ini file, I'd lost track of which version of MAME was the one I'd used the regular plugin on  :dizzy: Herp derp.

all good :D

Ive been doing all sorts of test plugins trying to get everything sorted before i do next release

Just need to get Super Chase more stable for others etc
Title: Re: FFB Arcade Plugin
Post by: Nnanard8 on July 04, 2020, 12:16:18 pm
Hi everybody !
I have a question :   what is the point to have ffb for gun games ? Is it working with rumbleling xbox controler ? I use wiimote to play with gun games (teknoparrot and mame), is it possible to use the rumble option of the wiimote ? The problem is the wiimote are emulating a mouse, so no rumble...


MrThunderwing

Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 04, 2020, 10:02:17 pm
Yes it rumbles fine on wiimote with ffb plugin
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on July 09, 2020, 02:30:56 pm
Boomslang, is the original Chase HQ something that you'll be able to get FFB or motor shaking effects working with in MAME? I think I was about 12 years old the last time I played an actual Chase HQ arcade cabinet and I can't recall if the wheel had any motorised functions or not.
Title: Re: FFB Arcade Plugin
Post by: Xynie on July 12, 2020, 11:23:59 pm
Hey guys!  Having fun with this... followed all the readme files and got it all working (although my brake and gas are mixed up on 2049, that's a story for another day).  My G29 seems like it has a huge deadzone, I played around with the min/max and feedbacklength (to 270), and that brought the stronger feedback in, but it was still a huge deadzone - the cars didn't turn until I was at or past 90 degrees.  How do you strink that zone?  Appreciate the help!
Title: Re: FFB Arcade Plugin
Post by: nipsmg on July 13, 2020, 06:52:29 am
Hey guys!  Having fun with this... followed all the readme files and got it all working (although my brake and gas are mixed up on 2049, that's a story for another day).  My G29 seems like it has a huge deadzone, I played around with the min/max and feedbacklength (to 270), and that brought the stronger feedback in, but it was still a huge deadzone - the cars didn't turn until I was at or past 90 degrees.  How do you strink that zone?  Appreciate the help!

It's not your wheel.. it's mame.  Mame has a joystick_deadzone setting that's set to 0.3 by default that gives a MASSIVE deadzone for driving games.

I go through how i set it per game and globally in this post here:
http://forum.arcadecontrols.com/index.php/topic,162932.msg1717985.html#msg1717985
Title: Re: FFB Arcade Plugin
Post by: Xynie on July 13, 2020, 09:30:50 am
Hey guys!  Having fun with this... followed all the readme files and got it all working (although my brake and gas are mixed up on 2049, that's a story for another day).  My G29 seems like it has a huge deadzone, I played around with the min/max and feedbacklength (to 270), and that brought the stronger feedback in, but it was still a huge deadzone - the cars didn't turn until I was at or past 90 degrees.  How do you strink that zone?  Appreciate the help!

It's not your wheel.. it's mame.  Mame has a joystick_deadzone setting that's set to 0.3 by default that gives a MASSIVE deadzone for driving games.

I go through how i set it per game and globally in this post here:
http://forum.arcadecontrols.com/index.php/topic,162932.msg1717985.html#msg1717985


Thanks so much - will give that a run!
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on July 13, 2020, 11:48:27 am
Hey guys!  Having fun with this... followed all the readme files and got it all working (although my brake and gas are mixed up on 2049, that's a story for another day).  My G29 seems like it has a huge deadzone, I played around with the min/max and feedbacklength (to 270), and that brought the stronger feedback in, but it was still a huge deadzone - the cars didn't turn until I was at or past 90 degrees.  How do you strink that zone?  Appreciate the help!


In mame reset the deadzone option to 004.

Hello guys! I start my participation in the forum thanking Boomslang for the excellent work and solidarity in making the ffb plugin available for free. Thank you!
Title: Re: FFB Arcade Plugin
Post by: nipsmg on July 15, 2020, 07:59:33 pm
Welcome!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 20, 2020, 04:46:30 am
New Version of FFB Arcade Plugin. Now Version 2.2

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: isamu on July 20, 2020, 12:45:46 pm
Wow excellent buddy! Gonna test it out on Initial D Zero.

Quick question....which of the force parameter sliders from the main ffb settings menu is actually affected when using the FFB Dynamic Strength Adjustment? Is it the Min Force slider? The Max Force Slider? Or both?

Also, if it's possible can you add an independent FFB Dynamic Strength Adjustment to the "Force Spring Strength" slider and the "Force Feedback Length" slider in a future update? Would be cool to play around with those in real time as well.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 20, 2020, 04:35:14 pm
Changes Max Force

Min should always be set at 0
Title: Re: FFB Arcade Plugin
Post by: isamu on July 20, 2020, 05:36:02 pm
Okay copy. Just tested it out with a nice session of Daytona via model 2 and Sega rally. Working very very well. Tested it out with ID 0 and works there perfectly as well. Great job brah!
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on July 26, 2020, 10:40:59 pm
I can't activate FFB in Supermodel 3. Yes, I disabled the emulator's native FFB. Should I put the command "-outputs = win" in the Supermodel.ini file in the Config folder? What am I doing wrong?
Title: Re: FFB Arcade Plugin
Post by: MotownC on July 28, 2020, 09:22:11 am
Do you have the MAME64.dll or MAME32.dll file in your SM folder? Somewhat silly but something I have overlooked in the past, have you run the FFBPlugingui.exe and set it up with the proper Device GUID? Does the ForceFeeback test work in the GUI?
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on July 28, 2020, 09:43:53 am
Do you have the MAME64.dll or MAME32.dll file in your SM folder? Somewhat silly but something I have overlooked in the past, have you run the FFBPlugingui.exe and set it up with the proper Device GUID? Does the ForceFeeback test work in the GUI?


Yes Yes Yes. I think the error is related to the command "-outputs=win", is it really spelled correctly? Can I put it anywhere in the "Supermodel.ini" file? I had no problem with MAME.

Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 29, 2020, 05:17:15 am
I dont have it in my supermodel.ini file, I just use shortcut with it in personally

From memory it's something like

Supermodel.exe daytona2.zip -outputs=win
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 31, 2020, 08:33:19 pm
Read Below
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 12:57:09 am
New Version of FFB Arcade Plugin. Now Version 2.2c

https://github.com/Boomslangnz/FFBArcadePlugin/releases/
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 01, 2020, 08:01:06 pm
Hi I have a Logitech G920 wheel and I can't get this plugin to work with Rush 2049, I'm using MAME 0.222 64 bit and my wheel acts loose with this plugin, I'm also using the latest version of the FFBInput plugin (v2.2b) and Windows 10, How do I fix this?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 08:59:13 pm
Does ffb test work in gui?
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 01, 2020, 09:01:43 pm
Does ffb test work in gui?

Yes it does work in the GUI but I can't get it to work with Rush 2049 in-game
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 10:14:47 pm
Does ffb test work in gui?

Yes it does work in the GUI but I can't get it to work with Rush 2049 in-game

Does it work with any game supported?

I don't know the steps you have done but should be pretty straightforward

Copy all files to mame folder
Set up mame.ini as instructed in readme
Load FFBPluginGUI.exe and select device guid from ffb setup
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 01, 2020, 10:31:12 pm
Does ffb test work in gui?

Yes it does work in the GUI but I can't get it to work with Rush 2049 in-game

Does it work with any game supported?

I don't know the steps you have done but should be pretty straightforward

Copy all files to mame folder
Set up mame.ini as instructed in readme
Load FFBPluginGUI.exe and select device guid from ffb setup

I just tried setting it up just like that and it's still not working
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 10:52:42 pm
Send log
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 01, 2020, 10:54:17 pm
Here's my log file
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 11:01:45 pm
Hmm not recieving any values

Odd.

I'll be home soon so will have a test on my pc
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 01, 2020, 11:32:18 pm
Just got home and installed latest mame and set up FFB Plugin here and everything works fine on SF2049 for me, recieving FFB immediately


Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 01, 2020, 11:48:28 pm
That's weird, I can't get mine to work.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 02, 2020, 12:25:00 am
Give this a try

Added couple things to log to see what's going on
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 02, 2020, 12:43:53 am
Give this a try

Added couple things to log to see what's going on

Still doesn't work sadly
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 02, 2020, 01:10:32 am
I need new log lol

I added things to log
Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 02, 2020, 01:19:21 am
I need new log lol

I added things to log

Here's an updated log.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 02, 2020, 01:29:43 am
uh think your rom might be wierd or something

romname = ___empty


It's reading like a blank rom name when it should be saying sf2049 etc

if it doesn't even read a rom name it would say (null)

so its detecting a rom but its missing the name which is required here for FFB to work

Title: Re: FFB Arcade Plugin
Post by: PepsiBoy428 on August 02, 2020, 01:39:21 am
How do I fix this? and what game ID should I use?
Title: Re: FFB Arcade Plugin
Post by: DIEGO on August 03, 2020, 08:44:49 pm
Hi! how can i use the ffbplugin on win xp?
i tested the ffbplugin on win7 and it works great.
when it comes to win xp the .gui doesnt open at all.
thanks!

Title: Re: FFB Arcade Plugin
Post by: Jayinem on August 03, 2020, 10:25:15 pm
Nevermind I solved the problems I had first listed, now I just need to solve the Initial D card problems.

unable to read the card currently inserted please remove the card
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 04, 2020, 12:35:17 am
Yeah I get that happening too

Not really sure, i assumed you had to buy a card with the next screen and then once finishing a race it would save or whatever but not really sure

It does same thing without using ffb plugin itself so issue isnt there anyway

*link removed*

this was latest version i did anyway which should of fixed a bug if using strength adjustment and i added insert/remove card button as requested by someone
Title: Re: FFB Arcade Plugin
Post by: Jayinem on August 04, 2020, 12:45:11 am
From my experience (maybe someone else has a different one IDK) but latest Demul 227215 will always throw that card error I even tried fresh installs same thing. I had to use Demul 111117 and no error I thought "problem solved" I completed a race I was asked to continue said no, and the card was ejected. Rebooted the game, then got the card error again. So I know no way of actually being able to continue playing the games with the cards.

I will certainly try your download tomorrow.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 04, 2020, 12:47:05 am
Just tested here

cards work fine with that link i put above

First screen it asks if you own a card, click no first time then next screen it will ask if you want to purchase a card so click yes

now play game and after race it asks you if you want to continue so click no and it saves card

Now next time you go to insert card screen, you can insert card and it works

Im using version 180428 of Demul which i think is latest put on their forum
Title: Re: FFB Arcade Plugin
Post by: Jayinem on August 04, 2020, 12:55:08 am
Awesome, I would do it right now but it's midnight here and I gotta work early. Will do it tomorrow. Thanks for info.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 04, 2020, 02:47:40 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases/
Title: Re: FFB Arcade Plugin
Post by: Jayinem on August 04, 2020, 03:14:55 pm
Initial Ds work great with card and everything with the Demul version you said. TY
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on August 09, 2020, 02:21:56 pm
I dont have it in my supermodel.ini file, I just use shortcut with it in personally

From memory it's something like

Supermodel.exe daytona2.zip -outputs=win



I still do not understand.  :(
Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on August 09, 2020, 02:40:52 pm
Open notepad, copy and paste the command line Boomslang wrote, save it as .cmd in the supermodel.exe folder (i.e. daytona2.cmd). Now doubleclick the file.
Supermodel should run with outputs active
Title: Re: FFB Arcade Plugin
Post by: codeena on August 17, 2020, 04:53:59 pm
Hi, enjoying this awesome plugin with Rave Racer. After I change the machine from Standard to Deluxe, the force feedback in my G25 wheel reacts differently, pulling the wheel left and right. I'm wondering if this is specific to my setup or if the plugin was configured for the Standard cab, but not the Deluxe. Thanks in advance.
Title: Re: FFB Arcade Plugin
Post by: isamu on August 17, 2020, 09:42:20 pm
Hi, enjoying this awesome plugin with Rave Racer. After I change the machine from Standard to Deluxe, the force feedback in my G25 wheel reacts differently, pulling the wheel left and right. I'm wondering if this is specific to my setup or if the plugin was configured for the Standard cab, but not the Deluxe. Thanks in advance.

How does the force feedback feel in standard mode?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 18, 2020, 12:26:39 am
Uh no idea lol

I probably only ever set it for standard

I would need to analyze the values in deluxe mode if they are different
Title: Re: FFB Arcade Plugin
Post by: codeena on August 18, 2020, 01:36:50 am
Hi, enjoying this awesome plugin with Rave Racer. After I change the machine from Standard to Deluxe, the force feedback in my G25 wheel reacts differently, pulling the wheel left and right. I'm wondering if this is specific to my setup or if the plugin was configured for the Standard cab, but not the Deluxe. Thanks in advance.

How does the force feedback feel in standard mode?

I'm not that knowledgeable on force feedback but I think it feels great and adds even more fun to the experience. I especially enjoy when the car lands on the road after the jumps.
Title: Re: FFB Arcade Plugin
Post by: codeena on August 18, 2020, 01:39:10 am
Uh no idea lol

I probably only ever set it for standard

I would need to analyze the values in deluxe mode if they are different

That would be great, especially since it's more enjoyable with a 6-speed shifter. Many thanks for sharing your great work Boomslang!
Title: Re: FFB Arcade Plugin
Post by: isamu on August 18, 2020, 02:43:23 am
Uh no idea lol

I probably only ever set it for standard

I would need to analyze the values in deluxe mode if they are different

Yeah, believe it or not, I've never played Rave Racer in standard mode, only deluxe. I'm gonna have to give it a try and see if there's any difference in ffb feeling. Interesting Codeena that the wheel is pulling left and right. Sounds like the forces are inverted.
Title: Re: FFB Arcade Plugin
Post by: Jerware on August 18, 2020, 07:59:28 pm
I want to express my sincere thanks to Boomslang and anyone else who contributed to this plugin. I especially loved Virtua Racing and the SF Rush series back in the day, so a few weeks ago when I learned about this work I ordered a new wheel and finally got everything working yesterday. Games play incredibly well, and I'm absolutely in arcade racing heaven, so thank you!

Any chance support can be added for Hard Drivin' & Race Drivin'? I also just learned about CART Fury by Midway. Plays great -- would be awesome to see FFB support! On a related note, what's the process for hunting down the memory address? I'd love to help if I had the right tools.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 18, 2020, 08:37:27 pm
I wont have time to look at it for awhile
Title: Re: FFB Arcade Plugin
Post by: Jayinem on August 18, 2020, 11:55:22 pm
I hope you can help me I really only use your app for input on Demul because my wheel doesn't have FFB but I appreciate the work you do. But I recently was having problems with my controllers on PC because my steering wheel was always hooked up and it would take over player 1 so when I would try to play single player games such as DOOM Eternal the other controllers wouldn't work. I found a solution though to use a Mayflash Magic S adapter and sync the Dualshock 3 I use to it (wireless) and at the same time use my wheel through usb with it and it has worked like a charm it let's both the wheel and controller be player 1. The wheel I thought was working with everything until I tried the Initial D games on Demul tonight. I can't get any input to work at all I can't enter coins or anything. I tried to change the GUID from the one I found in device manager called class GUID but it didn't help. Is there any way to get this to work?

P.S. it's working fine with Demul I didn't even have to change anything as far as the button layout. It seems to only not work with your plugin. Your plugin though is the only way to get smooth wheel support in Initial D 1-3 though because in Demul the wheel was too sensitive despite trying to change it in the game.  The wheel was all over the place without your plugin for those games. I know I could just unplug the adapter and plug the wheel back in directly but I just prefer everything work smoothly without switching back and forth if possible.

Just to test it though I just tried it without the adapter and it worked no problem so it's something with the adapter that i can't figure out. The GUIDs are different, but they're automatically switching as soon as I select the Xinput Controller # in both the gui and the ini.

Edit: I keep a backup of all my games and emulators on an external hard drive, and i tried the one on the external and it worked no problem with the adapter. No idea why the one on my internal didn't work. Oh well problem solved.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 19, 2020, 03:50:41 am
 :applaud:
Title: Re: FFB Arcade Plugin
Post by: Noobsaibot21 on August 19, 2020, 06:08:52 pm
Can anyone offer me some help with FFB/rumble on an Xbox One controller playing Outrun 2SP on Teknoparrot? I only seem to get light rumble when I properly hit a wall and dont get any kind of feedback  moving, driving on grass or light grazes/collisions (ie: with other cars). Getting the following in the log and I'm just wondering if there is anywhere specifically I can know what (and adjust) the general rumble effects in bold below much like I can for FFB effects in the GUI (presumably these are just for wheels?).

Or am I completely missing things?


LOG:

....
numJoysticks =
1
Joystick: 0 / Name: XInput Controller #1 / GUID: 030000005e040000e002000000007801

Haptic joystick found: 0 / Name: XInput Controller #1 / GUID: 030000005e040000e002000000007801

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
Doing sine...

Doing sine...
DLLMAIN ENTERED
....
Title: Re: FFB Arcade Plugin
Post by: 2huwman on August 23, 2020, 09:40:45 am
Any chance SCI (Special Criminal Investigation) in MAME could be added please? I think the shaker motor is the only output.

Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on August 23, 2020, 09:53:21 am
IIRC there should also be a shake when you shoot with the gun (coil).
Title: Re: FFB Arcade Plugin
Post by: Simo on August 30, 2020, 04:32:54 pm
hi, I have a steering wheel with pwm2m2 connected, I have chosen the option of the alternative ffb, how can I do if I want to increase the strength?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 31, 2020, 12:55:33 am
Hi

You can either enable power mode or you can raise min ffb value
Title: Re: FFB Arcade Plugin
Post by: nipsmg on August 31, 2020, 03:51:06 pm
I'm running a L2Happ amplified board using a Logitech Driving Force wheel --

I've got some odd behavior -

Is there a video somewhere showing the "expected behavior" of each of the FFB Test Modes?  I'm thinking there might be something wrong with my board. 

For example.. if I Sawtooth up and the wheel is all the way left, I get "click, louder click, louder click, some movement, more movement, 50% turn, Turn all the way over"

If I then Sawtooth Down, the wheel SLAMS ALL THE WAY LEFT, then just "click, click, click, click".


Also, in Sonic & SEGA All-Stars racing in TeknoParrot, wheel continuously fires back and forth between about 30deg left and 30deg right, back and forth. If I grab and center the wheel I still feel it pulling back and aforth, but I can hold it there.  I'm trying to figure out if it's a configuration issue, a hardware issue, or something else.

Anyone have any suggestions?

Thanks.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 01, 2020, 05:04:15 am
Well I wouldnt get too stressed regarding sawtooth effects as they are never used by a game anywhere anyway. More just for the ffb test

Problem with sonic and sega is common unfortunately but may feel worse on your actual wheel compared to mine, oscillates alot in that game unfortunately
Title: Re: FFB Arcade Plugin
Post by: nipsmg on September 01, 2020, 07:56:44 am
The back and forth happens even in the menu however..

I’m almost wondering if it’s trying to spring to center, but there’s little/no deadZone  so it keeps firing it back towards center?
Title: Re: FFB Arcade Plugin
Post by: nipsmg on September 08, 2020, 08:00:40 am
Can anyone help w/ Outrun 2 SP SDX / Teknoparrot?   

I'm getting FFB on other supported Teknoparrot games, but not this one.  I've attempted putting the files in both the root (where the .sh files are) and in the Disk0/Jennifer folder, but I get no effects. 

I've tried upping the min strength, and still nothing.  I've tried crashing, driving on dividers, grass, etc and there's no feedback effect with either the custom or real presets.  Running 2.0.0.3.
Title: Re: FFB Arcade Plugin
Post by: MotownC on September 08, 2020, 09:17:47 am
For Outrun, there is an additional step where you need to put the Opengl32.dll in the Teknoparrot\teknoparrot folder. I'm going off memory here but if you run the  Help section of the GUI for Outrun it will explain the exact location.
Title: Re: FFB Arcade Plugin
Post by: nipsmg on September 08, 2020, 12:58:16 pm
Thanks! I'll take a look.
Looks like I need to RTFM...
Title: Re: FFB Arcade Plugin
Post by: nipsmg on September 09, 2020, 03:57:28 pm
Ok, so I swear I did RTFM this time -- I've added almost all of the FFBPlugin-supported TeknoParrot racing games to my cabinet and have been successful in getting FFB to work and have dialed in the intensity and settings in all but one game:

R-Tuned.  No matter what i do I cannot get the FFB to work here. 


Version 2.0.0.3 -- any suggestions?

Code: [Select]
; ********************************
; *** FFB Settings for R-Tuned ***
; ********************************
[Settings]
GameId=46
MinForce=0
MaxForce=71
DeviceGUID=030000006d04000094c2000000000000
EnableRumble=1
ReverseRumble=0
Logging=0
FeedbackLength=500
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
EnableFFBStrengthDynamicAdjustment=0
IncreaseFFBStrength=99
DecreaseFFBStrength=99
ResetFFBStrength=99
StepFFBStrength=10
EnableFFBStrengthPersistence=0
EnableFFBStrengthTextToSpeech=0
SpringStrength=100
Title: Re: FFB Arcade Plugin
Post by: eldiego on September 17, 2020, 05:20:22 pm
Hi!
Great job!
works on any steering wheel with ffb?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 17, 2020, 09:24:29 pm
Pretty much should do
Title: Re: FFB Arcade Plugin
Post by: johndough247 on September 20, 2020, 07:53:49 pm
I'm having issues with the plugin (v2.0.0.3) working in MAME 64-bit version 0.221b, MAME crashes whenever I enable my wheel within the plugin. @Boomslang I'm the same guy from the Virtua Racing YouTube video asking for help. Let me know what tests you would like me to run. I was also thinking if you have a working combined version of MAME with your plugin that I could try that if you zip it up for download...that would help determine whether it's my install of MAME and the plugin is the problem or the interaction with my wheel's driver.

The wheel I'm using is a VRS DirectForce Pro (20 Nm Direct drive wheel that uses the small Mige motor).

UPDATE: I decided to try your plugin with the M2 Emulator because Sega Rally championship felt really weird. Turns out your plugin CAN work with my wheel as that emulator gave no problems at all...and your plugin did help a lot with the FFB with my Direct Drive wheel when I enabled "alternative FFB" mode and set the Max Force Left and Max Force Right to -50 and 50 respectively.

So it works in M2 Emulator but not in the MAME versions I've tried (v. 0.216 and v.221b).
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 21, 2020, 02:04:08 am
Hm interesting...

Ok we will do some tests soon and work out why mame is crashing

Could you try a few roms and see if they all crash?
Title: Re: FFB Arcade Plugin
Post by: johndough247 on September 21, 2020, 05:26:47 am
Could you try a few roms and see if they all crash?

Doesn't matter; MAME crashes right after the plugin hooks the wheel...doesn't matter if you load a game directly (I tried several games before) or only load the MAME UI. After 2 seconds it crashes.
Title: Re: FFB Arcade Plugin
Post by: johndough247 on September 21, 2020, 03:21:44 pm
Is there a version of MAME can you verify this works with without any issues?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 21, 2020, 06:52:58 pm
Well it works without issues for all my pcs on any version of mame

I said I will do some tests with you so please be patient

I work fulltime and have a newborn at home so I dont get much time on PC
Title: Re: FFB Arcade Plugin
Post by: johndough247 on September 22, 2020, 02:00:15 pm
Well it works without issues for all my pcs on any version of mame

I said I will do some tests with you so please be patient

I work fulltime and have a newborn at home so I dont get much time on PC

My apologies, I wasn't sure exactly how the tests were going to be performed or when, I'm not in a rush as I also have lots going on...I just fear I'll forget all about this when I get consumed in work and you might not be available when I eventually remember a month later lol
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 22, 2020, 10:14:48 pm
It's all good


just sent you a pm if you are around as I have some time tonight
Title: Re: FFB Arcade Plugin
Post by: aevans0001 on November 01, 2020, 12:02:20 am
So I may have found a bug....... i caught my cab on fire today, using the ffb test.  So I pressed constant left, then right, then left.  Each time it was getting stronger.  I thought cool.  Until a  poof of smoke happened.  I looked and the wires actually melted.  After testing most everything still worked. 

Now to my real problem.  I am trying to set up the ffb plugin and having some issues with what i am suppose to feel.  My recollection of a lot of racers were if you hit the wall you definitely felt something shaking. My experience with this plugin so far is that I may feel something very softly correct my steering but no shaking.  Can someone tell me what I should feel?  Please tell me which game you notice the force feedback the most.

I currently have a Cart Fury machine with original equipment.



-----Update----
Ok so I got Daytona to work and it is AWESOME!
However, I have no idea how I fixed it.  I did modify the config.ini in gamedata folder and the install.ini file in the Daytona folder. I also adjusted the ffbplugingui to like 50% min.  The force of course was too high.  I then switched everything back and for some reason it works right now, after I put it to alternate ffb.

Got the following games working!
Daytona Championship (3)
Hard Drivin'
Batman
 
Title: Re: FFB Arcade Plugin
Post by: jpb on November 07, 2020, 08:48:07 pm
What, you got Hard Drivin' working too?! I just spent all day on it. Wish I had gone to the last page of this thread first. Anyway, here's some video of it working. Can you commit code to a branch so I can see how you did it? Can I get permission to push a branch from Boomslang? How does one go about doing that?

https://youtu.be/5dh-5KkEVRo (https://youtu.be/5dh-5KkEVRo)

Got the following games working!
Daytona Championship (3)
Hard Drivin'
Batman
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 08, 2020, 03:52:00 am
What, you got Hard Drivin' working too?! I just spent all day on it. Wish I had gone to the last page of this thread first. Anyway, here's some video of it working. Can you commit code to a branch so I can see how you did it? Can I get permission to push a branch from Boomslang? How does one go about doing that?

https://youtu.be/5dh-5KkEVRo (https://youtu.be/5dh-5KkEVRo)

Got the following games working!
Daytona Championship (3)
Hard Drivin'
Batman

Oh wow that's amazing. I spent awhile on it around maybe xmas last year but never got it working right so it's great to see someone work on it

Make a PR would be best really and I can merge into main code then
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 08, 2020, 11:15:36 pm
jpb contacted me and we now have his code part of main FFB Arcade Plugin so its very cool to have these games going now

I had a go and works well for both Hard Drivin' and Race Drivin' so think its time we get a new release out there
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 09, 2020, 01:01:16 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on November 09, 2020, 02:18:04 am
Great! Thanks to both for adding support to one of my favourites
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on November 15, 2020, 10:15:11 am
I have an issue with my setup running the FFB plugin, namely that I get no force feedback on any games that require combined pedals (e.g. Demul)

If I go in to the FFBPluginGUI Force Feedback Test everything works fine until I switch over to combined pedals. Then I get the "device does not support rumble" message.

Steering wheel is Thrustmaster TS-XW. Help greatly appreciated.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 15, 2020, 12:46:53 pm
Do you mean you change to combined pedals on thrustmaster software?

Wheels wont support rumble generally, however other forces should work. Combined should not effect that at all

Also, you know FFB Plugin has the ability to do inputs on demul? You can play the racing games without combined that way
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on November 17, 2020, 06:42:51 am
Do you mean you change to combined pedals on thrustmaster software?

Wheels wont support rumble generally, however other forces should work. Combined should not effect that at all

Also, you know FFB Plugin has the ability to do inputs on demul? You can play the racing games without combined that way

Hey boomslang,

After your reply I experimented with FFB Plugin input assignment and think I stumbled across the cause of the issues I was having.

With the excitement around the recent Dreamcast ports I was using Faster Than Speed as my test game. No feedback or inputs were working so I was falling back on the Demul input assignment and combining pedals via Thrustmaster software.

As soon as I switched games and tested Maximum Speed, everything worked fine. Also tested some Model 3 games, all worked perfectly.

Is there a specific issue with FFB Plugin and Faster Than Speed?
Title: Re: FFB Arcade Plugin
Post by: Jerware on November 26, 2020, 07:19:19 pm
I just checked on the GitHub repo and discovered the Hard/Race Drivin' support! Amazing! Thank you guys so much for working on this.
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 08, 2020, 07:43:13 pm
Open notepad, copy and paste the command line Boomslang wrote, save it as .cmd in the supermodel.exe folder (i.e. daytona2.cmd). Now doubleclick the file.
Supermodel should run with outputs active


Guys, I apologize for my lack of knowledge, but I did everything I thought I could do. I couldn't put the FFB in the Supermodel. If anyone can make a short video I will be grateful. Thanks!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 09, 2020, 02:37:22 am
Take a look on youtube and couple fellas made tutorials

Just ensure you install a visual runtime pack and then just follow what Setup Help says in FFBPluginGUI.exe and you should be good
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 09, 2020, 07:20:01 am
Nothing works. Whenever I start the game, the emulator creates an error.log file.

There is no tutorial for the Supermodel emulator, so far.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 09, 2020, 12:48:34 pm
You need to run with -outputs=win argument
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on December 10, 2020, 12:32:51 pm
Open notepad, copy and paste the command line Boomslang wrote, save it as .cmd in the supermodel.exe folder (i.e. daytona2.cmd). Now doubleclick the file.
Supermodel should run with outputs active


Guys, I apologize for my lack of knowledge, but I did everything I thought I could do. I couldn't put the FFB in the Supermodel. If anyone can make a short video I will be grateful. Thanks!

I'm talking about how to get it working in MAME and Teknoparrot, but the theory behind it should be the same for Supermodel:
https://youtu.be/uk2Odw4xrcg
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 10, 2020, 01:15:45 pm
I also worked on MAME and Teknoparrot, but Supermodel is different.
Title: Re: FFB Arcade Plugin
Post by: MrJones2021 on December 13, 2020, 06:11:59 pm
I've been waiting for someone to complete the Hard Drivin' / Race Drivin' FFB support and it's awesome!  Well done guys!!!

I'm running a Simxperience Accuforce direct drive wheel - I'm planning on using it in a cab to make a replica as the force feedback should be strong enough to replicate that of the original cabinet.

However, there's an issue with the wheel.

It seems to run force twice in the same direction.  So for example, if you oscillate you end up rotating twice in the same direction.  This causes all sorts of funny problems.  The third time, it seems to go the other way.

In the test screen i get this without fail every time.

Setting up the wheel in game causes a lot of issues.  I've tried just about every setting and increased and decreased everything but to no avail.

Anyone got any ideas what i'm doing wrong?  Or is this just a case of these direct drive wheels not being compatible?  I could go out and buy a G27/G29/G920 or similar but it won't be as authentic that way.

Thanks heaps guys and keep up the great work!

-Paul
Title: Re: FFB Arcade Plugin
Post by: jpb on December 13, 2020, 10:48:53 pm
> MrJones
I had the same issue. Check FFB Alternate in the plug-in options menu. Does this work?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 14, 2020, 04:08:19 pm
I've been waiting for someone to complete the Hard Drivin' / Race Drivin' FFB support and it's awesome!  Well done guys!!!

I'm running a Simxperience Accuforce direct drive wheel - I'm planning on using it in a cab to make a replica as the force feedback should be strong enough to replicate that of the original cabinet.

However, there's an issue with the wheel.

It seems to run force twice in the same direction.  So for example, if you oscillate you end up rotating twice in the same direction.  This causes all sorts of funny problems.  The third time, it seems to go the other way.

In the test screen i get this without fail every time.

Setting up the wheel in game causes a lot of issues.  I've tried just about every setting and increased and decreased everything but to no avail.

Anyone got any ideas what i'm doing wrong?  Or is this just a case of these direct drive wheels not being compatible?  I could go out and buy a G27/G29/G920 or similar but it won't be as authentic that way.

Thanks heaps guys and keep up the great work!

-Paul

Yeah try alternative ffb

Direct drive wheels are compatible and indeed work fine
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 17, 2020, 12:08:19 pm
Has anyone managed to put the FFB on Teknoparrot's Outrun 2? Is it OK to put the files in the jenifer folder? It's not working with me.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 17, 2020, 12:52:19 pm
No you need to do differently for Lindbergh games

Load FFBPluginGUI.exe and go to setup help

Basically opengl32.dll has to go into teknoparrot folder inside main teknoparrot folder then rest of files go to Jennifer folder
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 17, 2020, 02:19:02 pm
No you need to do differently for Lindbergh games

Load FFBPluginGUI.exe and go to setup help

Basically opengl32.dll has to go into teknoparrot folder inside main teknoparrot folder then rest of files go to Jennifer folder


Perfect! Thank you!

Now I keep looking for my mistake about the Supermodel.

Another thing: The FFB in San Francisco Rush The Rock is very strange. It is possible to feel the teeth of the steering wheel gears aggressively, which does not happen in SFR 2049. To mitigate this I leave Max Force = 60. I believe that the FFB for SFR The Rock needs a check.

Thank you very much!
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 18, 2020, 10:37:05 am
If I may, I would like to make a simple contribution. Here are my racing game profiles for the G29 steering wheel. In the package are profiles for the games:

Daytona (Sega Model 2)
Daytona 2 (Supermodel)
Indy 500 (Sega Model 2)
Out Run 2 (Teknoparrot)
Over Rev (Sega Model 2)
R-Tuned (Teknoparrot)
SF Rush The Rock (MAME)
SF Rush 2049 (MAME)
Scud Race (Supermodel)
Sega Rally (Sega Model 2)
Sega Rally 2 (Supermodel)
Virtua Racing (MAME)

https://drive.google.com/file/d/1buQDC6wZGRbb-VXBYUPZzHQ6AeeWF8so/view

I will update this package soon.
Title: Re: FFB Arcade Plugin
Post by: MartyKong on December 28, 2020, 02:18:28 pm
Getting a wheel, so excited to take the plunge :D  Thanks for posting your profiles RetroFlipper, wondering if these also would work for a Driving Force GT wheel? Amazing how far FF has come, Thanks Boomslang! Very much appreciated :cheers:
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on December 29, 2020, 09:48:51 am
My friend, I'm happy to be able to help in any way, but I don't know the Driving Force GT app. I don't know if it will work. However, I am reviewing these profiles and have already managed to arrive in a better configuration for some games. Soon I'll post.
Title: Re: FFB Arcade Plugin
Post by: MartyKong on December 29, 2020, 11:23:03 am
Sweet, much appreciate :)
Title: Re: FFB Arcade Plugin
Post by: Sky25es on January 01, 2021, 02:23:27 pm
Hi Boomslang.
Thank you very much for all the work put on the ffb plugin. Just a question: would it be possible in a future, to add recoil/rumble output to Gunblade NY (Model 2 emu) and or ffb to star wars trilogy on Supermodel (Seems the driverboard emu got somehow fixed in the latest releases?)?Thanks and best wishes for the new year to all. 🎉
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 09, 2021, 08:25:34 am
Hey guys,

Quick question if I may. When using the FFB plugin, is it recommended to turn off center spring return on the Logitech Wheel profiler or keep it on?

Thanks in advance.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 09, 2021, 01:57:32 pm
Just personal preference but I turn it off and let FFB Plugin control all ffb calls

I've mostly added spring options aswell on most games
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 09, 2021, 05:59:55 pm
Thank you Boomslang. Still trying to dial in all my games. I've seemed to get FFB working with all my MAME games except Hard Driving for some reason. Spent all afternoon testing but couldn't come up with an answer :-(
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 11, 2021, 12:44:08 pm
I don't know if my G29 has a problem, but the centering of the spring only occurs effectively after 361 degrees. Below that, centralization is very weak. I tried turning off the spring force in Logitech Gaming Software and leaving it only active only in the FFB GUI but it was also very weak. So some games that use 270 degrees leave it at 361 to get a better result.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 11, 2021, 05:48:41 pm
No matter what I do, I get the error "Warning: Controller does not support haptics!" in the ffb test menu for my G29 wheel. The dropdown device GUID menu says "Logitech G HUB G29 Driving Force Racing" (only option) no matter how many times I uninstall GHUB and reboot and see no appdata files/etc. for GHUB.

How do you get passed that error? Is this b/c the wrong driver (GHUB instead of LGS) is installed even though I have removed it from add/remove programs and also reinstalled LGS multiple times and rebooted?
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 11, 2021, 08:10:14 pm
G HUB always caused me problems. It causes several bugs in the G29. Today I use only LGS.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 11, 2021, 10:20:03 pm
G HUB always caused me problems. It causes several bugs in the G29. Today I use only LGS.

When you select the guid device in the FFB plugin, what does it say for the g29 device? Nothing related to G HUB like mine does right? If so, it sounds like I have some leftover GHUB in my install but even in device manager I have uninstalled the one that says "Logitech" in the name (no word of GHUB) and still it shows as GHUB in the guid device in the FFB plugin.
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 12, 2021, 09:06:04 am
For me nothing appears related to the G HUB.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 12, 2021, 01:52:38 pm
For me nothing appears related to the G HUB.

UPDATE: I got this to work. I first tested on my laptop where I have never installed GHUB and it worked in two seconds and was super simple. So something about the GHUB install wrecks havoc on this plugin.

So on my main pc that was getting the haptic error even in the FFB plugin 64 bit mame folder test program, nothing I did helped regardless of if I uninstalled everything GHUB and Logitech related, regardless of if I disabled and uninstalled all logitech drivers in device manager, and regardless of if I dropped the G29 wheel in bluetooth windows 10 screen and rebooted 5 times. Nothing helped get rid of the "GHUB" text in the ffb test plugin dropdown box (it was the correct text except just had "GHUB" in the text guid when it should not have).

What I ended up having to do is go to the registry and do a find for "G HUB" and "GHUB" without quotes and deleting everything related to it (make sure to backup your registry and be VERY careful doing this since you could mess things up). Then I uninstalled all Logitech programs via add/remove programs if there were any and then I unplugged the G29 usb, rebooted, reinstalled the Logitech Gaming Software, rebooted when it prompted after the install, and then finally after the pc started back up, I re-inserted the usb for the G29 and going into the ffb plugin test program finally works. I tried all the options I found online to remove GHUB and nothing worked besides this so not sure what I was doing wrong but yeah. 
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 12, 2021, 11:14:41 pm
In San Francisco Rush if I am driving in a straight line on regular pavement with no one around me and I just BARELY veer to the left or right and then correct back to the middle, I get a heavy grinding rumble in the wheel (g29). Is there a way to prevent this or at least lower it? I tried lowering max ffb to 25% and it helped but then when I crash into walls I barely feel the force feedback. I can’t recall if the arcade was that loud and forceful for almost going in a straight line.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 13, 2021, 05:14:08 am
Most likely it's the horrible gear driven ffb in g29 wheels etc

You wouldnt feel it on original cab ffb as it's far superior to g29

You could add some deadzone to wheel
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 13, 2021, 03:56:39 pm
In San Francisco Rush if I am driving in a straight line on regular pavement with no one around me and I just BARELY veer to the left or right and then correct back to the middle, I get a heavy grinding rumble in the wheel (g29). Is there a way to prevent this or at least lower it? I tried lowering max ffb to 25% and it helped but then when I crash into walls I barely feel the force feedback. I can’t recall if the arcade was that loud and forceful for almost going in a straight line.


Certainly in the arcade it was not like that (I remember well) because the FFB mechanism was by straps and not by gears. Even so, I believe that there is a possibility that the information in SF Rush's FFB may be wrong because in no other game do we have this gear shredding effect. I managed to alleviate this inconvenience considerably. I noticed that the looser the steering wheel, the more this effect becomes evident. In LGS I left the option of centering the spring at 100%, 361 degrees of rotation of the steering wheel marked. In FFB GUI I left Max Force at 60%. This way I can play much better.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 13, 2021, 04:23:31 pm
Well I have a t300rs which is belt driven have no such problem
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 13, 2021, 11:13:41 pm
In San Francisco Rush if I am driving in a straight line on regular pavement with no one around me and I just BARELY veer to the left or right and then correct back to the middle, I get a heavy grinding rumble in the wheel (g29). Is there a way to prevent this or at least lower it? I tried lowering max ffb to 25% and it helped but then when I crash into walls I barely feel the force feedback. I can’t recall if the arcade was that loud and forceful for almost going in a straight line.


Certainly in the arcade it was not like that (I remember well) because the FFB mechanism was by straps and not by gears. Even so, I believe that there is a possibility that the information in SF Rush's FFB may be wrong because in no other game do we have this gear shredding effect. I managed to alleviate this inconvenience considerably. I noticed that the looser the steering wheel, the more this effect becomes evident. In LGS I left the option of centering the spring at 100%, 361 degrees of rotation of the steering wheel marked. In FFB GUI I left Max Force at 60%. This way I can play much better.

Thanks man I will give this a shot! As long as I can just get it to feel just a little better I will be happy with it.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 13, 2021, 11:14:31 pm
Well I have a t300rs which is belt driven have no such problem
So you feel no force feedback at all when veering left and right? Or you just don’t feel it the same way?
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 14, 2021, 07:34:44 am
Another detail: The sensitivity of the steering wheel is 97%. It was the closest to the arcade that I have managed to get so far.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 14, 2021, 02:20:55 pm
In San Francisco Rush if I am driving in a straight line on regular pavement with no one around me and I just BARELY veer to the left or right and then correct back to the middle, I get a heavy grinding rumble in the wheel (g29). Is there a way to prevent this or at least lower it? I tried lowering max ffb to 25% and it helped but then when I crash into walls I barely feel the force feedback. I can’t recall if the arcade was that loud and forceful for almost going in a straight line.


Certainly in the arcade it was not like that (I remember well) because the FFB mechanism was by straps and not by gears. Even so, I believe that there is a possibility that the information in SF Rush's FFB may be wrong because in no other game do we have this gear shredding effect. I managed to alleviate this inconvenience considerably. I noticed that the looser the steering wheel, the more this effect becomes evident. In LGS I left the option of centering the spring at 100%, 361 degrees of rotation of the steering wheel marked. In FFB GUI I left Max Force at 60%. This way I can play much better.

This seemed to help and it reminds me of what I felt like the arcade felt like. I did also turn off damper and spring settings in the registry (apparently g27's LGS software allows you to turn those two extra settings off while the g29 LGS gui no longer gives you the option so you have to use the registry to do it) but I think these settings were the bulk of it. Thanks!
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 14, 2021, 02:59:56 pm
Interestingly I also have the G27 but I don't use it because its LGS does not allow creating multiple profiles for each game in the same emulator, as in the LGs of the G29.
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 22, 2021, 05:33:42 pm
hey everyone, I have a question on the FFB plugin for Sega Demul Initial D series. In the 1.9 release notes, it says support for Version Zero, 2 and 3 is added, however the folders inside the mail zip, are for versions 4 to 8. Is there something I may be missing??

Thanks in advance.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 22, 2021, 08:51:09 pm
They are under demul
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 23, 2021, 07:57:14 am
Thank you Boomslang. I should really pay attention lol.
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 25, 2021, 06:25:38 am
Back again with a weird question, hoping someone can answer it.

I would like to run 2 different Mame Exes from the root of my Mame folder, one being renamed for the sole purpose of running Hard and Race Driving only due to the different wheel settings on my Logitech profiler. Question is, will the FFB plugin still function if I use this method or is it best to setup another version of Mame in a different folder and setup the FFB plugin within the new folder, so it's treated separately. Hope that makes sense 🙂
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 25, 2021, 06:49:39 pm
You could do that. FFBPlugin just hooks whatever application is run from folder so would work that way fine
Title: Re: FFB Arcade Plugin
Post by: silvereagle on January 25, 2021, 07:24:08 pm
Thank you sir 🙂
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on January 25, 2021, 08:08:22 pm
I believe you have the G27, am I correct? Please tell us if it worked well this way. I need to collect information if I choose to use my G27 on the PC. During the short time of testing with the G27 I had to create a copy of the entire MAME for each game.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 26, 2021, 02:53:13 am
huh? lol

that seems very inefficient


Unless you are switching between mame games without closing down mame itself then there is no reason it wouldn't work fine
Title: Re: FFB Arcade Plugin
Post by: tommyinajar on February 07, 2021, 07:52:05 pm
The link from #1 post is missing, is there an alt dl location I missed?
Title: Re: FFB Arcade Plugin
Post by: xbrunox on February 09, 2021, 09:14:03 pm
Hi all Noone has problem with latest mame 0.228 and ffb plugin?
Title: Re: FFB Arcade Plugin
Post by: Koroth on February 12, 2021, 03:24:49 am
Hello all,

I have a question about the combination: FFB Arcade Plugin, MAME and a Gaming Frontend. I have FFB Arcade Plugin working directly in MAME. The games I tried all have force feedback. The problem is when I launch a game thru my frontend there's no force feedback. I added " -output windows " to the command-line, but it doesn't matter. It still does not work. I enabled logging, one time directly in MAME and one time when launched thru the frontend. When a game is launched directly in MAME the rom name gets passed to FFB Arcade Plugin, but when launched thru the command-line this does not happen.

Ace Driver: Victory Lap directly in MAME:

RomName = (null)
RunningFFB = (null)
RomName = victlapw
RunningFFB = NamcoFFBActive
got value:
0
got value:
0

When Launched thru the command-line:

RomName = (null)
RunningFFB = (null)

goes on until I exit the game.

Does someone know how I can solve this?
Title: Re: FFB Arcade Plugin
Post by: PL1 on February 12, 2021, 10:16:40 am
I added " -output windows " to the command-line
I thought that was usually done in mame.ini.   :dunno

If you haven't created a mame.ini file yet, run MAME one time with the -cc (create config) software switch.  i.e. "mame64.exe -cc"

Edit the mame.ini file with Notepad.
- The OSD OUTPUT OPTIONS section is near the middle of the file.
- Change "output                    auto" to "output                    windows".

Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows


Scott
Title: Re: FFB Arcade Plugin
Post by: Koroth on February 12, 2021, 11:12:48 am
I added " -output windows " to the command-line
I thought that was usually done in mame.ini.   :dunno

If you haven't created a mame.ini file yet, run MAME one time with the -cc (create config) software switch.  i.e. "mame64.exe -cc"

Edit the mame.ini file with Notepad.
- The OSD OUTPUT OPTIONS section is near the middle of the file.
- Change "output                    auto" to "output                    windows".

Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows


Scott

First, thank you for your help! But that is not the problem. I have everything running like it should in Mame (when a game is launched from mame64.exe, Mame's menu so to say). The problem is that the FFB Arcade Plugin does not work for me when a game is launched through the command-line. A .bat file for example. The problem is that, when first launching Mame and then the game through Mame's menu, the rom name is passed to FFB Arcade Plugin. And everything works correctly. But when a game is launched through the command-line (.bat file, CMD window, or script), mame64.exe does not pass the rom name to the FFB Arcade Plugin and thus FFB Arcade Plugin doesn't know what to do.

BTW.
I have "output windows" in my mame.ini. But it should not matter if you have a parameter in an .ini file or you pass the same parameter via the command-line. The end result should be the same. But I tried if it would make a difference anyway.

*Edit*
Just some more information. I have no problems with other emulators (like Supermodel, Model 2 Emulator and TeknoParrot) and FFB Arcade Plugin when games are launched through the command-line. Only Mame.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 12, 2021, 03:08:07 pm
I think sometimes with these newer mame and how people have stuff setup it does a setup per game from memory

couple other people had this where it seems the ini for the game overrides mame.ini in main folder

so they had to add

#
# OSD OUTPUT OPTIONS
#
output                    windows

into the game ini itself which goes somewhere
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 12, 2021, 03:43:40 pm
Hi all Noone has problem with latest mame 0.228 and ffb plugin?

Hi

I just tested mame 0.228 here (64bit) and works fine with FFB Arcade Plugin
Title: Re: FFB Arcade Plugin
Post by: Koroth on February 12, 2021, 04:42:51 pm
I think sometimes with these newer mame and how people have stuff setup it does a setup per game from memory

couple other people had this where it seems the ini for the game overrides mame.ini in main folder

so they had to add

#
# OSD OUTPUT OPTIONS
#
output                    windows

into the game ini itself which goes somewhere

Thank you for your comment and I do appreciate your hard work with the FFB Arcade Plugin! I do use Mame 0.227, so that is a recent version. Sadly your advice about "game ini's" did not work. I do not use per game ini's. I even added: -inipath D:\Mame as a command-line parameter but to no avail.
Then I did a fresh install of Mame 0.228. Created mame.ini with "output windows" and copied the FFB Arcade Plugin to the Mame folder and configured FFB Arcade Plugin. Opened Mame and configured path to roms and bios. Launched Ace Driver: Victory Lap in Mame with FFB support ---> Success. Then created .bat file with: start "" D:\Mame\mame64.exe "D:\LaunchBox\Games\Arcade Classics\victlapw.zip"   ---> Sadly did not work with FFB support. I can here a sound that FFB Arcade Plugin has hooked, it is just that mame does not pass the rom name to FFB Arcade Plugin when launched thru the command-line. As I previously mentionted, I have all my games (p.c. and emulated) in a frontend. And frontends launch games through command-line.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 12, 2021, 04:52:33 pm
well I just downloaded and ran mame 0.228 without any issues at all and i use command lines to run all my games with mame

my command line is "start /b mame64.exe sfrush -w -joystick_deadzone 0 -nvram_directory nvram1" etc for all games and remove the -w if you don't want windowed, never had issues with mame with this and FFB Plugin


Problem is at your end somewhere
Title: Re: FFB Arcade Plugin
Post by: PL1 on February 12, 2021, 05:35:38 pm
I think sometimes with these newer mame and how people have stuff setup it does a setup per game from memory

couple other people had this where it seems the ini for the game overrides mame.ini in main folder

so they had to add

#
# OSD OUTPUT OPTIONS
#
output                    windows

into the game ini itself which goes somewhere
I thought it might be a later .ini (horizontal.ini, game.ini, etc.) overriding the mame.ini setting, but that wouldn't explain why the FFB plugin works when launching a game from MAME's UI menu, but not from command line because either way MAME should be using all of the same .ini files in the same order of priority.

That leaves the possibility of something wierd like spaces in the directory path causing the command line to be parsed differently than the UI menu command.

For example, if the plugins path was "C:\My Emulators\mame\plugins\" the space between "My" and "Emulators" might result in different parsing if one method used the absolute path "C:\My Emulators\mame\plugins\" and the other method used the relative path "..\mame\plugins\".
--------------
Koroth -- I know it isn't likely, but have you checked all of the .ini files, including the ones in the "..\ini\presets\" folder, for an "OSD OUTPUT OPTIONS" section that might override mame.ini?

Also, please try launching sfrush the same way that Boomslang did to see if FFB in that game works OK for you like it does for him. (same game with same command line ==> less variables, better "apples to apples" comparison)
- There's a small chance that the issue is specific to Victory Lap.


Scott
Title: Re: FFB Arcade Plugin
Post by: Koroth on February 12, 2021, 06:21:50 pm
I deleted all preset and example ini's because I don't use them anyway. No change.
I put my .bat file in the Mame folder so I don't have to use paths with quotes. No change.
I tried a short command-line and a version with more variables. No change.
I tried copying Boomslangs bat file. No change.
I launched sfrush. No change.
I tried a fresh install of Mame and my existing one. No change.
Everything workes directly in Mame, but not from command-line. I have been at it for months now, but I can't figure out what is wrong. So I am ready to let it go. I even created a script that launches the games directly from mame's menus and that works quit reliably.
I want to thank you both, PL1 and Boomslang for your time and comments!
Title: Re: FFB Arcade Plugin
Post by: 2huwman on February 13, 2021, 04:27:06 am
Just in case it helps anyone - I had a problem with the MAME 225 ini. I created the ini and added

#
# OSD OUTPUT OPTIONS
#
output                    windows

at the end, but didnt get any FFB. But I noticed that higher up the ini there was

#
# OSD OUTPUT OPTIONS
#
output                    auto

so I deleted that section and everything worked.

Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 16, 2021, 02:27:59 pm
Does anyone play games with rumble triggers?

I just added support to FFB Plugin but not sure how to implement on racing games etc

Any feedback please?
Title: Re: FFB Arcade Plugin
Post by: garhol on February 22, 2021, 02:55:38 pm
Hi Koroth,

I just stumbled across this and it looks like my situation about half an hour ago. FFB working in mame when ran from the ui but not from the command line.
If it's the same as mine then it's not picking up the ini file / flag when you're booting mame from the command line but it is picking it up when booting through the ui.

The simplest check is to open a command prompt and head to your mame directory then
Code: [Select]
mame64.exe -output windows vr
This is assuming you have virtual rally setup and working with ffb. Note: No .zip extension to be added on the rom.
Straight in the command line, no batch files yet.

If that works then it indicates that the ini file which Mame is loading for the ui isn't being loaded for the command line.
Next step is to add the ini file.
Code: [Select]
mame64.exe -inipath c:\path\to\mame\folder -output windows vrAdd the absolute path to the ini file's containing directory, no filename needed. This assumes that the ini file has "output windows" set in it.

Assuming you still have ffb at this point, drop the -output windows from the command. If the ffb is still working (bear in mind that it can be a little sporadic if you are continually starting and stopping stuff) then all is good. If not then it's time to look into the path to the ini file and make sure it's setup correctly.

Next step would be to try a shortcut. Create a shortcut to the mame64 exe, right click and hit properties, surround the path to the exe in double quotes " then add on the full path the ini folder as above. No idea why but without the quotes around the path it works consistently for me.

Give it a bash and see if it behaves any better. I think I had the best part of an hour digging through and trying to figure out what the difference was between the UI and the command line and taking the steps above seemed to solve the problem.

I deleted all preset and example ini's because I don't use them anyway. No change.
I put my .bat file in the Mame folder so I don't have to use paths with quotes. No change.
I tried a short command-line and a version with more variables. No change.
I tried copying Boomslangs bat file. No change.
I launched sfrush. No change.
I tried a fresh install of Mame and my existing one. No change.
Everything workes directly in Mame, but not from command-line. I have been at it for months now, but I can't figure out what is wrong. So I am ready to let it go. I even created a script that launches the games directly from mame's menus and that works quit reliably.
I want to thank you both, PL1 and Boomslang for your time and comments!
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on February 22, 2021, 05:29:45 pm
How hard would it be to change the FFB code for San Francisco Rush/SFRush The Rock to not have force feedback for minor left/right corrections like how SF Rush 2049 has no FFB during that at all? Rush is the only game that has this super annoying grinding in the gears if you barely veer left and then right (and vice versa). Now that I have had time to play with it, I prefer a 15% centering spring on my g29 in LGS but I am finding that I have to put the centering spring at 100% and the FFB plugin at 60% max force (and possibly Feedback Length at 10000) before it is even remotely playable. Otherwise the car becomes a swerving mess. This is immediately fixed by turning off FFB or playing Rush 2049 with FFB. Surely the real arcade is nothing like this and this is a bug?
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on February 23, 2021, 12:34:09 pm
I also use the G29. It took me a long time to fix this error in SFRush and SFRush The Rock. In the LGS app enter the values:
- Sensitivity = 32
- Degrees = 270
- Centering force = 100
Now go to the FFB app and put:
Global Force Max = 36
Force Spring Effect = on 95

For SF Rush 2049 put:
- Sensitivity = 32
- Degrees = 270
- Centering force = 95
In the FFB app:
Global Force Max = 100
Force Spring Effect = off

It was the best I have achieved so far. Hope this helps.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on February 24, 2021, 02:20:38 pm
I also use the G29. It took me a long time to fix this error in SFRush and SFRush The Rock. In the LGS app enter the values:
- Sensitivity = 32
- Degrees = 270
- Centering force = 100
Now go to the FFB app and put:
Global Force Max = 36
Force Spring Effect = on 95

For SF Rush 2049 put:
- Sensitivity = 32
- Degrees = 270
- Centering force = 95
In the FFB app:
Global Force Max = 100
Force Spring Effect = off

It was the best I have achieved so far. Hope this helps.

Thanks yeah this helps. This is probably going to be some of the best we can do. One downside to having centering force on 100 (and the FFB global force max lowered to 36) is that you do not really feel the force feedback when selecting courses/cars and you can still feel the grinding still in the minor left/right centering movements. It is still much better than default settings though. I will have to ask my friends if they are still bothered by it or if these settings fix it enough. I really wonder if someone who has a real SF Rush cabinet feels that force feedback since I am still wondering if that is a bug or if Boomslang can easily take away that since SF Rush 2049 (or every other racing game I have tried for that matter) has no such issue.

Do you feel force feedback when hitting other cars in Cruis'n USA or Cruisn World? I can only feel feedback when hitting walls. I saw someone else mentioned this earlier but I did not see anyone else respond if he was alone or a way to fix it.
Title: Re: FFB Arcade Plugin
Post by: sonik on February 26, 2021, 04:32:45 pm
Does anyone play games with rumble triggers?

I just added support to FFB Plugin but not sure how to implement on racing games etc

Any feedback please?

Rumble triggers as in a xbox one controller?
I have one but I don't play racing games with it. I can test with Forza if needed.
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on March 04, 2021, 06:29:06 pm
I also use the G29. It took me a long time to fix this error in SFRush and SFRush The Rock. In the LGS app enter the values:
- Sensitivity = 32
- Degrees = 270
- Centering force = 100
Now go to the FFB app and put:
Global Force Max = 36
Force Spring Effect = on 95

For SF Rush 2049 put:
- Sensitivity = 32
- Degrees = 270
- Centering force = 95
In the FFB app:
Global Force Max = 100
Force Spring Effect = off

It was the best I have achieved so far. Hope this helps.

Thanks yeah this helps. This is probably going to be some of the best we can do. One downside to having centering force on 100 (and the FFB global force max lowered to 36) is that you do not really feel the force feedback when selecting courses/cars and you can still feel the grinding still in the minor left/right centering movements. It is still much better than default settings though. I will have to ask my friends if they are still bothered by it or if these settings fix it enough. I really wonder if someone who has a real SF Rush cabinet feels that force feedback since I am still wondering if that is a bug or if Boomslang can easily take away that since SF Rush 2049 (or every other racing game I have tried for that matter) has no such issue.

Do you feel force feedback when hitting other cars in Cruis'n USA or Cruisn World? I can only feel feedback when hitting walls. I saw someone else mentioned this earlier but I did not see anyone else respond if he was alone or a way to fix it.


Sometimes the centering force of the spring gets in the way of force feedback, so a balance must be found. In Cruis'n USA and Cruisn World leave the spring force at 80%. I don't remember what it was like in the original arcade but at MAME the impact effects are rare and weak even though the FFB is at 100%.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on March 11, 2021, 02:21:11 pm
Something is wrong. I just tried with zero centering spring and I still feel zero feedback when hitting cars in Cruis'n USA or World. However, in this video, https://www.youtube.com/watch?v=5Ls4J134CNo
 this guy gets force feedback when peeling out at the start of a race in CruisnUSA and appears to possibly get it when hitting cars (but hard to tell for sure). I get no burn out feedback whatsoever. I only feel the click in menus and a small amount of feedback when going off road but hitting other cars does nothing. I tried every single setting. Hitting other cars is 95% of the feedback I would feel in the game if it worked so without that it is kind of pointless (and actually counterproductive since the ffb tightens up the steering during the race even if centering is at 0% whereas I prefer 15% centering for Cruis'n games).

Do I just need to really lower my expectations of Cruis'n/Rush or is something wrong?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 29, 2021, 11:44:38 pm
New FFB Arcade Plugin release.

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: 2huwman on March 30, 2021, 03:13:02 am
Thanks Boomslang, this is great. Any plans to do simulated FFB for Ridge Racer or Ridge Racer 2? I know Rave Racer has FFB, but I prefer various aspects of the first 2 games, and FFB would be great.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on March 31, 2021, 09:27:29 pm
Hello I am new in configuration Arcade games with a Race Wheel.
Got a HUGE collection of Arcade games already setup with my arcade stick and aimtrak Guns woth all kind of emulators.  :)

I have a problem. I installed Sega Rally 3 and use it with TeknoParrot and.
Set my Logitech G923 Xbox on 270 Degrees and the game runs great and got very good controls!

Now the problem! When I use FFB Arcade Plugin the force feedback works great BUT suddenly i need to steer my wheel way to far to make turns... and it just unplayble.
Somehow the FFB program changes the sensivity or Wheel Degrees ingame?? or something??? I don't know how to fix this issue... }
Can somebody helps me with this issue?  Thanks! For now I play the game without the FFB arcade plugin till I know how to solve this issue. With force feedback the game is cooler to play!

Update:
 I also have this problem with OTHER games like Daytona USA Championship! Without the FFB Arcade Plugin it works GREAT but when I use that plugin I can't steer anymore very well. Need to turn my whole wheel to steer... So somehow the application changes the steering wheel settings ingame!??

Can somebody please help me to tix this thanks!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 31, 2021, 11:17:27 pm
Hm FFB Plugin should make no change to sensitivity or wheel degrees, are you saying once you are playing the game it isnt at 270 degree rotation anymore?

Might be a logitech setting perhaps requiring it set to persistent profile @ 270 degree
 
Other thing to double check is that in ShellData folder and ShellData.ini of SR3 folder

you set SteeringLeft=0 and SteeringRight=255
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 10:42:41 am
Hm FFB Plugin should make no change to sensitivity or wheel degrees, are you saying once you are playing the game it isnt at 270 degree rotation anymore?

Might be a logitech setting perhaps requiring it set to persistent profile @ 270 degree
 
Other thing to double check is that in ShellData folder and ShellData.ini of SR3 folder

you set SteeringLeft=0 and SteeringRight=255

I will check it in a few hours! And I double checked the Logitech Application its set in 270 Degrees...
Also I have this problem with Daytona USA Champtionship! When I use the FFB Plugin it changes the WHEEL steering and it also make that game unplayeble.
Without FFB the game works perfect on 270 Degrees !!
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 01:03:35 pm
I've noticed this as well. Does it also happen when you use MAME?

For a workaround I set the default profile to 270 and within MAME I adjusted the sensitivity and dead zone on each game.

Maybe we need to identify the DLL, or exe the FFB program uses and add that to the Logitech profile for the game?
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 05:09:26 pm
Hm FFB Plugin should make no change to sensitivity or wheel degrees, are you saying once you are playing the game it isnt at 270 degree rotation anymore?

Might be a logitech setting perhaps requiring it set to persistent profile @ 270 degree
 
Other thing to double check is that in ShellData folder and ShellData.ini of SR3 folder

you set SteeringLeft=0 and SteeringRight=255

100% certain this is a BUG in the FFB!! When I use the plugin games my Steering wheel (even though it's 270 Degrees mode in the Logitech App) it plays in 900 degrees mode because I can Rotate My Wheel and normally in 270 Degrees it locks the wheel when you turn over the 270 Degrees with steering. I also removed an reinstalled Logitech Software but that didn't work.
This must be fixed... I have a Logitech G923 XBOX Wheel. For now I need to wait till this is fixed.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2021, 05:48:33 pm
This is not a bug in FFB Plugin.

We do NOTHING to control rotation of device. This software has been around more then 2+ years and you are the first people telling me this issue exists with no one else ever having this issue
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 06:18:19 pm
This is not a bug in FFB Plugin.

We do NOTHING to control rotation of device. This software has been around more then 2+ years and you are the first people telling me this issue exists with no one else ever having this issue

I am not lying and Krakatoa also has this problem if I am correc with MAME?
I am using Teknoparrot and Sega Rally 3 and Daytona 3 and both games have the same problem when I activate FFB I can't steer good.
My wheel goes back to 900 degrees instead of 270 degrees even though the software says 270 degrees. I am not kidding somehow the software makes it 900 again and overrules the 270 degrees from the Logitech Software... I am using G923 XBOX steering wheel. It is what it is unfortuantly  :'(
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 06:45:06 pm
I did some more testing and one thing I noticed as soon as I launch the FFBPluginGUI.exe (any game) all the Logitech settings stop working. I then have to close the go into G hub and select a new profile for it to return. Could it be that FFB talks directly to the wheel disabling/bypassing g hub profiles?
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 06:48:27 pm
Ok that explains why my wheel goes back to 900 degrees!!
Yes somehow the FFB software is interfering with the Logitech Software!??  :o

Btw what are the best settings of Sega Rally 3?
Mine are now:

AccelUp=39
AccelDown=211
BrakeUp=42
BrakeDown=206
SteeringLeft=0 (this was 14 changed it to 0 as said)
SteeringRight=255 (this was 254 changed it to 2555 as said)
FeedbackStrength=2
MotionBaseStrength=2
[Network]
CabinetID=2
Enabled=1
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 06:49:03 pm
I did some more testing and one thing I noticed as soon as I launch the FFBPluginGUI.exe (any game) all the Logitech settings stop working. I then have to close the go into G hub and select a new profile for it to return. Could it be that FFB talks directly to the wheel disabling/bypassing g hub profiles?

Ok that explains why my wheel goes back to 900 degrees!!
So somehow the FFB software is interfering with the Logitech Software!??  :o

Btw what are the best settings of Sega Rally 3?
Mine are now:

AccelUp=39
AccelDown=211
BrakeUp=42
BrakeDown=206
SteeringLeft=0 (this was 14 changed it to 0 as said)
SteeringRight=255 (this was 254 changed it to 2555 as said)
FeedbackStrength=2
MotionBaseStrength=2
[Network]
CabinetID=2
Enabled=1
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 06:55:01 pm
I'm not so sure its FFB as when I launch MAME without the plugin running its doing the same thing. If I had to guess I'm leaning towards G Hub as the issue

[CalibrationData]
AccelUp=39
AccelDown=211
BrakeUp=42
BrakeDown=206
SteeringLeft=0
SteeringRight=255
FeedbackStrength=2
MotionBaseStrength=2
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 07:35:52 pm
I used the Sega Rally FFB (not alternative) I tried everything  :banghead:
Tried reinstalling Logitech software. Tried it with a Profile tried it with the standard Logitech Profile (also tried set as Persistant in the Logitech Hub)
but unfortuantly somehow the FFB arcade plugin makes my wheel 900 degrees again even though in Logitech on all profiles it's set on 270 degrees.. you can feel it clearly because I can spin my wheel 900 degrees.
When I disable the FFB arcade plugin its back to 270 degrees so somehow the FFB arcade plugin is interfering and overruling the Logitech G Hub software that is 100% certain... Such a Shame because it feels so Good with FFB...
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 07:46:49 pm
I managed to get G hub to switch to the correct degrees and profile by alt tabbing within the game and selecting another profile within G hub, then going back t the correct one. Then alt tab back into the game and it sticks. Definitely not ideal from my driving cab  :cry:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2021, 07:56:23 pm
Good old ghub lol

I havent used ghub in awhile but you guys need to set persistent profile and do it correctly. This will then set profile to always use 270 degree

I know you seem to think this is a ffb plugin issue but its 100% a Driver issue.

Unfortunately for everyone... G-Hub is terrible
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 08:32:02 pm
UPDATE !! (I luckily got more Logitech wheels in my collection and tried others as well!)
Logitech G923 (XBOX Version) 270 degrees works but without FFB Arcade Plugin if you use it the wheel goed back to 900 degrees (even though Logitech Hub its on 270 degrees also persistant mode won't work)..
Logitech G923 (PS Version) 270 works flaweless with the Arcade FFB plug in and without
Logitech G920 no matter what I do with Teknoparrot 270 degrees won't work the game still uses 900 degrees with and without the FFB arcade plugin  (even though Logitech Hub its on 270 degrees also persistant mode won't work)..
Logitech G29 works flaweless with the Arcade FFB plug in and without

So this has something to to with the emulator Teknoparrot or Logitech G-Hub driver issues???
Conclusion: The XBox Wheels are not working correctly and you need to use a G29 or G923 (PS) wheel (or the older G25 / G27)
 
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 08:40:07 pm
Can you try some MAME games as well?

I have a g920 and I agree persistent profile doesn’t work.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 08:59:01 pm
Can you try some MAME games as well?

I have a g920 and I agree persistent profile doesn’t work.

Something somehow the XBOX Wheels G920 and G923 (XBOX version) give me problems with emulation.
XBOX G920 give me the most problems because even without the FFB Arcade Plugin the emulator games won't work 270 degrees only 900... even persistant 270 and main profile 270 won't work... Good lord I am happy I got the G29 and G923 (PS version) they both work flaweless and no issues.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2021, 09:00:27 pm
It isn't teknoparrot issue (im dev there)

are you saying it completely ignores even a persistent profile, or that it runs the persistent profile but still reverts to 900 degrees?

Either way im pretty certain this will be Logitech and the god awful g-hub software striking again
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 09:04:07 pm
It isn't teknoparrot issue (im dev there)

are you saying it completely ignores even a persistent profile, or that it runs the persistent profile but still reverts to 900 degrees?

Either way im pretty certain this will be Logitech and the god awful g-hub software striking again

G923 XBOX VErsion 270 Degrees works but when you USE Arcade Plugin emulator it switch back to 900 degrees... and overurles the 270 degrees in the Logitech HUb (it runs on persistant mode 270 degrees but it ignores it and you can turn the wheel 900 degrees..)
G920 (XBOX wheel) 270 degrees won't work at all with emulation... the wheel keeps 900 degrees...
The G29 (PS wheel) and the G929 (PS version) works FLAWELESS !!
So this is an XBOX wheel issue lol!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 01, 2021, 09:10:39 pm
are you 100% sure you are setting persistent profile correctly

it used to have a dumb way you had to do it or it would not actually work even if persitent was selected.

From memory you had to set persistent profile then save it too
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 01, 2021, 09:21:15 pm
I hope we can figure it out, I’ve built my cab using a 929 and it would suck to have to swap.

I did read on another forum that windows 10 install an Xbox steering wheel driver that can cause issues. Maybe removing that will help.

https://forum.sector3studios.com/index.php?threads/logitech-g920-possibly-all-g-wheels-automatic-rotation-fix.8724/




Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 09:34:37 pm
are you 100% sure you are setting persistent profile correctly

it used to have a dumb way you had to do it or it would not actually work even if persitent was selected.

From memory you had to set persistent profile then save it too

I just set it as persisted and Logitech Hub keeps on that mode and thats the way it saves it.
But anyways I will use my G923 (PS) version and I am happy cheers :) for my PC and for 2 players mode with some PC games I use my G29.
The Xbox wheels will only used from now on only on my XBOX Series X consoles.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 09:35:51 pm
I hope we can figure it out, I’ve built my cab using a 929 and it would suck to have to swap.

I did read on another forum that windows 10 install an Xbox steering wheel driver that can cause issues. Maybe removing that will help.

https://forum.sector3studios.com/index.php?threads/logitech-g920-possibly-all-g-wheels-automatic-rotation-fix.8724/

It's some sort of Driver Issue that is for sure!! I hope you know a solution and if you found it please post it here.
I just will use from now on only my G29 and G923 (PS version) on the PC.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 01, 2021, 09:50:18 pm
I hope we can figure it out, I’ve built my cab using a 929 and it would suck to have to swap.

I did read on another forum that windows 10 install an Xbox steering wheel driver that can cause issues. Maybe removing that will help.

https://forum.sector3studios.com/index.php?threads/logitech-g920-possibly-all-g-wheels-automatic-rotation-fix.8724/

You mean 920 and not 929 i guess  8)
Anyways if you can't figure it out than I suggest to swap it with a G929 (PS version) or G29 (or G27).
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 02, 2021, 06:34:45 am
I’ve wasted to much time with this g920. I’ll be picking up a g923 pc/ps one on the way home from work.

Hopefully the mount points are the same so it doesn’t take too long to switch out.

Thanks all.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 02, 2021, 04:45:02 pm
I’ve wasted to much time with this g920. I’ll be picking up a g923 pc/ps one on the way home from work.

Hopefully the mount points are the same so it doesn’t take too long to switch out.

Thanks all.

I understand buddy good luck!
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 02, 2021, 07:15:36 pm
Switched it out just now for a G923, and the profile switching now works in G Hub. Man I wasted a whole month trying to figure out why it kept losing profiles.

There needs to be a big sign on this forum saying "DO NOT BUY THE XBOX VERSION OF WHEELS" as they *(*(*(&*(&8 suck.

thanks, for testing and pointing me in right direction. And thanks to Boomslang for an awesome FFB plugin.



Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 06, 2021, 06:53:53 pm
Switched it out just now for a G923, and the profile switching now works in G Hub. Man I wasted a whole month trying to figure out why it kept losing profiles.

There needs to be a big sign on this forum saying "DO NOT BUY THE XBOX VERSION OF WHEELS" as they *(*(*(&*(&8 suck.

thanks, for testing and pointing me in right direction. And thanks to Boomslang for an awesome FFB plugin.

No problem and indeed spread the word to avoid the XBOX wheels!!
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 06, 2021, 08:23:24 pm
I am Using the latest Teknoparrot 1.0.0.541 and put the files of FFB Out Run 2 Special Tours Deluxe Real (and also tried the custom)
Put them in the Jennifer folder but no luck and get even an error message.
My other games work FFB perfect on Teknoparrot and i Read on YouTube that more people have this issue??.
Is there something more special you need to do?

I start the game with the normal jennifer file in Full HD. The game runs perfect (i used the Nvidia Shader fix) but would be cool if it also had FFB.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 07, 2021, 01:33:46 am
New FFB Arcade Plugin release

https://github.com/Boomslangnz/FFBArcadePlugin/releases/
Title: Re: FFB Arcade Plugin
Post by: baritonomarchetto on April 07, 2021, 02:16:50 am
Keep this up!  :cheers:
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 07, 2021, 06:24:17 am
If anybody has an idea how to run Outrun on TeknoParrot with FFB let me know  8)
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 07, 2021, 06:24:59 am
New FFB Arcade Plugin release

https://github.com/Boomslangnz/FFBArcadePlugin/releases/

GREAT WORK KEEP IT UP THIS IS AWESOME !!!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 07, 2021, 04:34:48 pm
If anybody has an idea how to run Outrun on TeknoParrot with FFB let me know  8)

Open FFBPluginGUI.exe and go too ffb help

It will tell you how to run lindbergh games
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 08, 2021, 05:42:11 am
If anybody has an idea how to run Outrun on TeknoParrot with FFB let me know  8)

Open FFBPluginGUI.exe and go too ffb help

It will tell you how to run lindbergh games

Ofcourse I read that but it does not work. I get an error message.
See picture. And yes I put that OPENGL32.dll file in that location as the description says.
I used the normal Outrun 2 as the Custom Outrun 2 FFB Plugin. Both the same error message.

All Racing games the FFB works fantastic except for OutRun 2 on TeknoParrot.
You have a file called Jennifer that you need to run with TeknoParrot to start the game. But with FFB Plugin the game won't start at all.
If I remove the OPENGL32.dll in that Teknoparrot folder the game runs but without FFB...
Again no problem with all other racing games I used FFB pluging (many thanks for that!!) on 20+ racegames and all work great.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 08, 2021, 07:21:32 am
I also downloaded and used another Sega Lindbergh game and got the same problem with R-Tuned Ultimate Racing.
Somehow Teknoparrot (latest version) have problems with the OPENGL32.dll file so I cant use FFB on Sega Lindbergh Racing games unfortunately.
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 08, 2021, 07:36:56 am
Update:

Solved it!
I also needed to put sdl22.dll in the Teknoparrot Folder and overwrite it.
This was not what the description of FFB Plugin said but I tried that and now FFB works with Sega Lindbergh games and no error message!  :cheers:
Maybe best to put this also in the FFB Plugin discription Boomslang ?
Title: Re: FFB Arcade Plugin
Post by: Krakatoa on April 08, 2021, 12:27:31 pm
thanks for figuring it out. I was having the same issue.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 08, 2021, 02:43:39 pm
It is in lindbergh help page on FFBPluginGUI.exe as i added it on latest release
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 09, 2021, 08:23:16 pm
It is in lindbergh help page on FFBPluginGUI.exe as i added it on latest release

Ok  ;)
Title: Re: FFB Arcade Plugin
Post by: wild-child83 on April 09, 2021, 08:26:02 pm
thanks for figuring it out. I was having the same issue.

No Problem glad to help!

The I used the FFB Plugin on almost all emulators except for MAME it won't work too well... My wheel gets way to loose and the steering degrees change... (must be that annoying G Hub or driver issue??)
But that is not a big deal because Mame are very OLD games and i actually just like to play those without! For Outrun and Outrunners i play on 180 degrees lol otherwise I am not fast enough for that game.
Almost all other games I play on 270 Degrees!
Title: Re: FFB Arcade Plugin
Post by: fablog on April 12, 2021, 09:16:27 am
Hi Boomslang,

Thanks for this great Plugin  :applaud: Will you work on a Flycast (Retroarch) version in the future?

Thanks!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 12, 2021, 11:52:55 pm
what's that?
Title: Re: FFB Arcade Plugin
Post by: fablog on April 13, 2021, 10:23:31 pm
It's a Naomi/Dreamcast core for Retroarch.

Envoyé de mon LEX722 en utilisant Tapatalk

Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 14, 2021, 06:09:14 am
Storm Racer G FFB Plugin test version "A"

Teknoparrot exclusive force feedback!

Please place files into SRG "bin" folder and update to latest teknoparrot to use

Let me know any issues or necessary improvements required on this games FFB.

https://mega.nz/file/MAMljQDJ#e1hAeW8GzjnVd34wKD2GENR274ks2sj4MfXuEFoGalc
Title: Re: FFB Arcade Plugin
Post by: bandicoot on April 14, 2021, 11:26:09 am
One more time you did it :)
Try it tomorrow :applaud:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 15, 2021, 06:45:13 am
Storm Racer G FFB Plugin test version "B"

Teknoparrot exclusive force feedback!

Please place files into SRG "bin" folder and update to latest teknoparrot to use

- Added Minimum Constant Strength setting. 100 is default and recommended value but if you want to raise constant effect strength then lower value!

Let me know any issues or necessary improvements required on this games FFB.

https://mega.nz/file/cEk0WJZQ#lLJEMlne1Dcmj_JfOU-of_Bhbf72uICnx2TnPlwEdBk
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on April 15, 2021, 11:28:32 pm
Hey Boomslang -

Your plugin is awesome. There are just two things needed to make it just about perfect. Can you tell me if hitting other cars in the Cruis’n games should feel ffb and how hard it would be to take away minor car movement ffb in San Fran Rush (except SF 2049 which feels fantastic)? These are the last two remaining items I need to fix on the software side of my racing cabinet build.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 16, 2021, 02:15:09 am
Hey Boomslang -

Your plugin is awesome. There are just two things needed to make it just about perfect. Can you tell me if hitting other cars in the Cruis’n games should feel ffb and how hard it would be to take away minor car movement ffb in San Fran Rush (except SF 2049 which feels fantastic)? These are the last two remaining items I need to fix on the software side of my racing cabinet build.

minor car movement? I simply convert the force feedback values sent from game so if its sending values then its most likely correct to how it should respond. I just had a drive around on sfrush and feel no issues at all
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 16, 2021, 05:27:40 am
Storm Racer G FFB Plugin test version "C"

Teknoparrot exclusive force feedback!

Please place files into SRG "bin" folder and update to latest teknoparrot to use

"B" Improvements

- Added Minimum Constant Strength setting. 100 is default and recommended value but if you want to raise constant effect strength then lower value!

"C" Improvements

***PLEASE NOTE***
Due to modification of constant effect values, users will need to update to latest "C" version for FFB to work correctly with latest teknoparrot!

- Slight modification to constant effect values recieved
- Added optional checkbox to enable shake effects while racing (boosting,braking etc)
- Added optional checkbox to enable shake effects in menu (inserting coins, selecting tracks/car)
- Added optional checkbox to enable ground effects (driving on grass, rough terrain and rumble strips)
- Added optional choice to enable spring effect always or just when NOT racing or off
- Slider added to modify spring effect strength
- Sliders added to modify shake effect (strength and sine periods)
- Slider added to modify grass ground effect (strength and sine periods)
- Slider added to modify rough terrain effect (strength and sine periods)
- Slider added to modify rumble strip effect (strength and sine periods)

(Rumble users won't have to touch sine period settings, but strength setting will work)

Let me know any issues or necessary improvements required on this games FFB.

https://mega.nz/file/1IlCHCCR#PYTQtcx5YFXNFswtZ9aUw3p-F8I-vbPR5yY11wzVAI0
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on April 22, 2021, 10:58:20 pm
Hey Boomslang -

Your plugin is awesome. There are just two things needed to make it just about perfect. Can you tell me if hitting other cars in the Cruis’n games should feel ffb and how hard it would be to take away minor car movement ffb in San Fran Rush (except SF 2049 which feels fantastic)? These are the last two remaining items I need to fix on the software side of my racing cabinet build.

minor car movement? I simply convert the force feedback values sent from game so if its sending values then its most likely correct to how it should respond. I just had a drive around on sfrush and feel no issues at all

What steering wheel do you have? My g29 has a bad grinding noise when you veer slightly to the left (or right) and then veer back. Rush 2049 has no such issue at all but both Rush and Rush the Rock have it. No other games have it.

What about the cruisn series? Do car crashes cause force feedback for you bc they do not for me even with the one max setting to raise the ffb.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 23, 2021, 12:57:00 am
using T300RS here and no such grinding noise at all

Perhaps G29 struggles with the speed of movement on motor and the grinding noise is the gear driven ffb moving quickly . T300RS uses belt driven ffb


Crusn series is a strange one as ive debugged it and while I do read values correctly i believe the game itself sends strange ffb unlike any others. When hitting walls or other cars it sends a small strength force value which barely makes a movement on wheel.

I'm not sure how to make it perform better unless the output itself can be modified to give me different values somehow

Most games will send a powerful force in opposite direction eg hitting right wall would move wheel left with powerful force, crusn sends a very light force or so and its very random what value will be recieved so while I do feel a very slight "bump" effect or so its not that great
Title: Re: FFB Arcade Plugin
Post by: RetroFliper - Arcade on April 27, 2021, 04:04:51 am
SAN FRANCISCO RUSH THE ROCK

For those who use the G29.

LGS:
Sensitivity 33%
270 degrees
Spring centering 100%

FFB Plugin GUI:
Max Force 34
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 27, 2021, 04:08:22 am
New FFB Arcade Plugin release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: MotownC on April 27, 2021, 09:59:48 am
Awesome work as always! Thank you.
Title: Re: FFB Arcade Plugin
Post by: fablog on April 27, 2021, 12:46:17 pm
This grinding movement is what I get with Sonic all star racing. I had to deactivate the FFB. Anyways, great work Boomslang!

Envoyé de mon LEX722 en utilisant Tapatalk
Title: Re: FFB Arcade Plugin
Post by: gtavccat on May 05, 2021, 10:25:36 pm
Awesome work! I tried a lot of games and the results are very good :applaud:
But the FFB of initials D7 and 8 is very strange (I haven't tried other initials D)
When my car touched the runway, the FFB will be lock, It makes me hard to turn the steering wheel. :embarassed:
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 07, 2021, 07:29:42 am
Hi Boomslang, i've finally decided to jump onto the FFB wagon, but i'm having a little trouble :/


EDIT: oops, i think i had the damper set to 100% which cancelled everything else out. does that sound right? FFB in the test menu for IDZv2.11 seems to be working now. I still have a ton of testing to do, of course :)


Also, with the plugin present for Segatools IDZv2.11 , the serverbox won't open to connect to the AIME reader, it seems.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 09, 2021, 02:09:19 am
Finally re-done Battle Gear 4 Tuned Force Feedback which was always fairly underwhelming.

Hopefully better effects now, let me know plz

https://mega.nz/file/UclkUC6Q#-jbvjCMIajhISTVrX2MfVL_qLYHmkW_5pUfUHh1Y6r4
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 12, 2021, 07:19:52 am
Just wanted to say that the error with IDZero must have been me. Not sure what was going on there.

And to say that holy crap your plugin is amazing, Boomslang! I've never imagined anything so easy to use, its great!

I'm enjoying the BG4 package, but can't really give a valid response as i never tried the old one and i'm still very new to this, sorry :/
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 12, 2021, 02:44:26 pm
Just wanted to say that the error with IDZero must have been me. Not sure what was going on there.

And to say that holy crap your plugin is amazing, Boomslang! I've never imagined anything so easy to use, its great!

I'm enjoying the BG4 package, but can't really give a valid response as i never tried the old one and i'm still very new to this, sorry :/

Glad you are enjoying it
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 13, 2021, 06:30:29 am
Hm ok

so I just make shortcuts like I said and my commandlines always like supermodel.exe daytona2.zip -outputs=win

Copy everything inside and setup FFB as usual

I don't touch Supermodel.ini at all here

Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 13, 2021, 06:40:43 am
Your readme does say to disable FFB in supermodel itself so that the plugin can work. How do i do that when launching from commandline/batfile? Is it even enabled when using a frsh supermodel install?

I tried putting "-FFB=0" and "-force-feedback=0" into the commandline but they're not recognised, so i presume they don't work in the .ini either...

I've run out of ideas.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 13, 2021, 02:48:25 pm
Ill download latest and test when i have a chance tonight on fresh install to see steps i take
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 13, 2021, 06:54:43 pm
Ill download latest and test when i have a chance tonight on fresh install to see steps i take

That would be awesome, dude. Cheers very much.

(My earlier post get removed for linking to the French site. Sorry about that!)

EDIT: i have the plugin working for everything else* on my cabs, GrovvyMAME, different versions of TP, just not for supermodel :/

* save that it seems to kill the very, -very- tenuous network link you can get with M2emu STCC. STCC won't link at all for me now. I only have FFB on one cab right now, so when i get the second one set up i'll see if it evens out whatever is going on.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 14, 2021, 12:12:17 am
hm Don't see how it would mess with STCC network link at all

however I did just try latest Supermodel and still works here fine without any issue really

1) Downloaded Supermodel_0.3a-svn-862_Win64 from https://www.supermodel3.com/Download.html (https://www.supermodel3.com/Download.html)
2) Unzipped to folder
3) Copied roms to base folder (I didn't put in Roms folder)
4) Copied FFB Plugin Supermodel 64bit files to base folder
5) Set Up FFB and added device guid as required etc
6) Made shortcut to Supermodel.exe and renamed Daytona2 then made Command Supermodel.exe daytona2.zip -outputs=win
7) Double clicked shortcut and game loaded so had to goto test menu and change to single player to be able to play then went into race and FFB working fine

That is all the steps i made quickly now. I did not have to disable Supermodel's native FFB as its off by default
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 14, 2021, 03:24:39 am
ok, it works for Daytona2.zip. But it doesn't work for scud.zip? exact same folder, right afterward, just changing the shortcut to read scud.zip rather than daytona2.zip. And i can't get the FFB to work in the test menu (it works for Daytona 2 just fine, and i did set up scud race in the FFB GUI). The command window says the driveboard has been found. Does the version matter? Should FFB work for dayto2pe.zip? or another version of scud race?

Scud is the last game on my checklist, but overall I'm totally loving your work :) If i was going to donate a few bucks somewhere, where would you recommend?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 14, 2021, 08:10:27 am
ok, it works for Daytona2.zip. But it doesn't work for scud.zip? exact same folder, right afterward, just changing the shortcut to read scud.zip rather than daytona2.zip. And i can't get the FFB to work in the test menu (it works for Daytona 2 just fine, and i did set up scud race in the FFB GUI). The command window says the driveboard has been found. Does the version matter? Should FFB work for dayto2pe.zip? or another version of scud race?

Scud is the last game on my checklist, but overall I'm totally loving your work :) If i was going to donate a few bucks somewhere, where would you recommend?

Ah good catch, Supermodel devs have modified the name of the roms when loaded with outputs now so FFB was not working on Scud Race and Sega Rally 2 DX anymore, ive added the new names now so will post new release soon
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 14, 2021, 08:22:49 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 15, 2021, 12:12:43 am
Hah, that was a lot of go-round to get to the answer :) I'm kinda glad it wasn't me, but sorry for dragging you through it all. Seems to work just fine now.

So we're back to - omg, how easy is this plugin to use! It's amazing! :D


EDIT: as for STCC- it doesn't really work to begin with. A playable link can only be established by going into the test menu on both instances and exiting simultaneously. If you're lucky, maybe one in 3 times you get a smooth, non-stuttering link. And even then it will start to desync after a couple of races. If you sneeze at the wrong time it falls over.
Title: Re: FFB Arcade Plugin
Post by: eldiego on May 18, 2021, 06:47:50 pm
this plug in works in any wheels? because i am seeing to buy a generic wheel with ffb.
this is https://levelupworld.com/manuales-pdf/mnl_raceforce-gt.pdf
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 18, 2021, 11:59:34 pm
this plug in works in any wheels? because i am seeing to buy a generic wheel with ffb.
this is https://levelupworld.com/manuales-pdf/mnl_raceforce-gt.pdf

no idea really

It uses SDL2 for force feedback so afaik it should work with any windows capable ffb wheel
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 21, 2021, 08:12:16 am
Hi Boomslang. Me again :(  I'm having an issue with one of my cabs on Initial D 5. It works fine on the one not on the net, but the cab on the net says it can't open the window. The teknoparrot cmd window comes up with the dots, and then eventually says...

"Initialization complete"
"Freeglut (Teknobudige - Initial D 5 Export): failed to create a window (Teknobudgie - Initial D 5 Export)!"

If i remove the FFB files from the elf (game) directory, and also the opengl64.dll and replace the sdl2.dll with the old version, the games works fine again.

Same for MarioKart DX 1.10. No error msg but the steamchild.exe window closes itself after a moment. Removing the FFB files makes things work again (without FFB tho, of course)

(EDIT - this is not right. MKDX is fullscreen but fails.) As is I run these particular games in windowed mode. Other games i run fullscreen are unaffected (BG4tuned, Grid, GTI club, WMMT5). The recent windows update broke a few things for me, so it might be that?

I'm running TP as admin (you have to for MKDX anyway). amd I tried re-installing the complete VCRedist, just in case.

Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 22, 2021, 01:18:17 am
Hm

Not sure exactly cos they work fine here for me.

Try rename each one to winmm.dll and see if any different
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 22, 2021, 06:03:43 am
I think this might be related to the G25 wheel and the logitech drivers. There's another thread about the DFGT right below this, and i think it's a similar issue.

But, er, which file am i renaming to winmm.dll?

EDIT: ok, changing the name of the dinput8.dll to winmm.dll doesn't work for MKDX v1.10. Changing the name of SDL2.dll means i can't open the FFBGUI.exe, of course, and changing it after FFBGUI is set up gives an error - "Entry Point Not Found, the procedure entry point timeBeginPeriod could not be located in the dynamic link library C:\games\mkdx10\winmm.dll" then it says it can't find SDL2.dll and gives up.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 22, 2021, 05:11:19 pm
yeah I was just talking about dinput8.dll but Im not sure issue

Tried both here and no issues running fullscreen with ffb on both for me
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 22, 2021, 08:08:23 pm
I'll have to keep trying. I did remove the logitech software, drivers and device completely, but the FFB files alone will crash MKDX. It works on the cab next to it, which is an older build of Win10, same drivers, with a DFGT instead of a G25.

Hmm, i am downloading your FFB release from github, and dumping the files manually. Should i do it by telling TP to install the plugin instead?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 22, 2021, 09:32:49 pm
huh?

TP Doesn't install the plugin at all

good luck finding issue, please report once you work it out


thanks
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 22, 2021, 10:53:33 pm
in TP, under settings, where it says download the FFB plugin, it's just doing the same thing as manually dumping the files into the individual directories?

As a workaround, would your FFB plugin work for MKDX under jconfig?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 22, 2021, 11:02:43 pm
that link just takes you to website to download FFB Plugin

well yea it would but jconfig sucks :lol


Highly recommend trying to fix your issue with TP
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 23, 2021, 01:02:11 am
well yea it would but jconfig sucks :lol

It does? :D

I've been playing around some more and found out the error i was having with M2emu was due to too many joysticks. At least, when i removed a joystick from the system, i could remap the analog controls (whereas with four joysticks connected i could not). I then tried uninstalling ViGEmBus drivers as i wasn't using them anymore, but it didn't help anything.

I've tried uninstalling and resinstalling the DirectX SDK and all the visual C++ packages too, to no avail.

I will keep going and report back with any findings.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 24, 2021, 12:14:02 am
yeah ive been told this before.

I was gonna do something to fix it for users with multiple joysticks but been busy
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 24, 2021, 02:43:46 am
To be clear, my issues with M2emu and too many joysticks didn't go away when i removed the FFB files. They might have been there to begin with and not part of your FFB plugin. However, jconfig opens MKDX fine too, until i copy the FFB plugin files into the directory, and then the game just won't open same as with TP. The only other game i'm having trouble with is Initial D 5. And in both cases, the FFB exe in the directory will itself open fine and let me set a wheel and test it fine. But the games themselves don't open.

Overall, if I had to guess right now, i'd say it's the multiple joysticks causing the issue. I have one less joystick connected to the other cab on which everything works perfectly (that cab has one logitech DFGT, one zero-delay encoder and one virtual joystick).

I'd be keen to hear anything you uncover. Or to test more, or even to help, if you can think of a way to use my limited skillset :)

EDIT: hmmm, i wonder if HID guardian can help. Or even run from commandline...
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 25, 2021, 04:15:33 am
@buttersoft

sending you a pm as I want you to test something plz
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 31, 2021, 12:55:27 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: bimm25e on June 09, 2021, 04:15:09 pm
THANK YOU!!!! :applaud: :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:


Now for the tough stuff.  I just upgraded from a immersion touchsense wheel to a fanatec DD1.

I am trying to use the DD1 with the FFBplugin but its not working.  Anyone successfully using a fanatec DD1 and the FFBPlugin?



thanks again boomslang, its SO AWESOME what you've put together here.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 09, 2021, 11:36:18 pm
Usually just ensure you have wheel software/drivers installed and install visual runtime all in one pack
Title: Re: FFB Arcade Plugin
Post by: GCS on July 22, 2021, 04:59:18 pm
I have a chance to get a Logitech g923 wheel (their new one) for the same price as the g29 I just bought (yet to open).

Any reason not to get the 923 does the FFB plugin work the same for these 2 wheels - I assume yes.

Still not sure if I will have any issues with the 923 for MAME/TP/Supermodel etc.  I am guessing it would be the same as the g29.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on July 22, 2021, 11:30:15 pm
As far as i know it should work fine
Title: Re: FFB Arcade Plugin
Post by: sonik on July 25, 2021, 09:20:09 am
Hi was looking for a way to have FFB on emulated ps1 games. Seems like there's not a way to play those games without using a real ps1 with a Jogcon.
@Boomslang do you have any interest on implementing it for ps1 emulators? This would be amazing!
I think even the ps2 supports it in some games like the re-release of ridge racer on PS2's namCollection.
Title: Re: FFB Arcade Plugin
Post by: GCS on August 01, 2021, 04:49:36 pm
Can anyone give me an idea as to why Outrun 2 SPDX FFB is not working?

FFB working in Batman (still working on other games) but not O2.  Game runs fine and plays fine.

FYI using a G923 and have a profile setup for TP in the Ghub software.

I have used the GUI and test FFB there and it works fine.

TIA
Title: Re: FFB Arcade Plugin
Post by: buttersoft on August 01, 2021, 11:10:17 pm
Can anyone give me an idea as to why Outrun 2 SPDX FFB is not working?

Did you put the files in the right place - most games you just dump the files into the same folder as the game's exe, but Lindbergh games like OR2 have the files split. Some go in the game's elf folder, some go into the TP/TP folder. If you open the FFB GUI, and click the setup instrucitons on the bottom tile, it's in the notes.

Boomslang, those instructions there don't mention the fact you need to have ALL the files in the game exe/elf directory first, or the GUI won't open, and then you need to move the SDL2.DLL and openGL.dll files into TP/TP... (the same ones? Or is it ok to copy them to both places up front and leave them there?)

GCS, if it's not that, have you got everything working without using the logitech profiler? It might not know how to recognise the game, which is a linux-based elf executable running in some sort of wrapper or whatever. So maybe set the default profile to work for OR2 to test, or just don't use it at all. There's also the two version of the OR2 plugin, or real, one custom. And the feedback isn't huge - you have to go for a real excursion onto the shoulder to get much FFB, i find.
Title: Re: FFB Arcade Plugin
Post by: swollenmadman on August 04, 2021, 08:13:01 am
Any updates for Demul F355 specifically the Deluxe 3 monitor version?  Finally got the clutch, and H pattern shifter to work using a G29. And just need force feedback.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on August 06, 2021, 02:45:45 am
Any updates for Demul F355 specifically the Deluxe 3 monitor version?  Finally got the clutch, and H pattern shifter to work using a G29. And just need force feedback.

I Don't think i was able to find any ffb at all when I looked ages ago. Perhaps requires ffb board or such emulated to recieve values
Title: Re: FFB Arcade Plugin
Post by: swollenmadman on August 07, 2021, 05:53:20 pm
See the post below this one for the drive board, this is the I/O board.
Title: Re: FFB Arcade Plugin
Post by: swollenmadman on August 07, 2021, 06:33:45 pm
Nevermind found the drive board. Why does it look like my Daytona USA 2 one? Edit: different part numbers.

Eprom is different too. DipSW have a different color as well.

BTW I have a F355 Challenge 2 DLX
Title: Re: FFB Arcade Plugin
Post by: swollenmadman on August 08, 2021, 11:41:42 am
If anyone needs to find it, here a couple shots to see where is hidden.
Title: Re: FFB Arcade Plugin
Post by: sonik on September 04, 2021, 09:51:46 am
Hi Boomslang,
I'm trying Rave Racer with FFB.
With machine setting as Standard FFB works as expected.
With machine setting as Deluxe the FFB is strange. With wheel centered it's ok. But as I start to move it to one side the FFB will strongly pull the wheel to the same side.
Is this a known bug? For now I will just use Standard cabinet. But Deluxe is cool as it have H shifter.
Title: Re: FFB Arcade Plugin
Post by: isamu on September 16, 2021, 10:59:49 am
Hi Boomslang,
I'm trying Rave Racer with FFB.
With machine setting as Standard FFB works as expected.
With machine setting as Deluxe the FFB is strange. With wheel centered it's ok. But as I start to move it to one side the FFB will strongly pull the wheel to the same side.
Is this a known bug? For now I will just use Standard cabinet. But Deluxe is cool as it have H shifter.

yes that's normal, I believe you have to use the "alternate FFB" within the FFB plugin settings. But what's more fascinating, is that you mentioned the FFB works well if you set the cabinet to standard. I've never play the game under the standard cabinet setting. I'm going to have to try that and see how it feels. How does it feel on your wheel when playing in standard mode? Any odd or unusual wheel behavior?
Title: Re: FFB Arcade Plugin
Post by: sonik on September 18, 2021, 09:56:36 am
How does it feel on your wheel when playing in standard mode? Any odd or unusual wheel behavior?

Seems normal to me.
At least I can play. It was very difficult to play with Deluxe.
I will try with alt ffb settings.

On another topic, I've been testing FFB with a Jogcon. Already got it working with some FFB Effects :)
https://youtu.be/AOBTsn7mnWg
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 18, 2021, 03:48:40 pm
How does it feel on your wheel when playing in standard mode? Any odd or unusual wheel behavior?

Seems normal to me.
At least I can play. It was very difficult to play with Deluxe.
I will try with alt ffb settings.

On another topic, I've been testing FFB with a Jogcon. Already got it working with some FFB Effects :)
https://youtu.be/AOBTsn7mnWg

Thats cool!  :applaud:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 24, 2021, 09:17:38 pm
Hi Boomslang,
I'm trying Rave Racer with FFB.
With machine setting as Standard FFB works as expected.
With machine setting as Deluxe the FFB is strange. With wheel centered it's ok. But as I start to move it to one side the FFB will strongly pull the wheel to the same side.
Is this a known bug? For now I will just use Standard cabinet. But Deluxe is cool as it have H shifter.

Hi I took a look and im little confused but think mame maybe has reversed the ffb for deluxe. You just need to change FFB Plugin settings so for Alternative FFB you would set AlternativeMaxForceLeft=100 & AlternativeMaxForceRight = -100 etc
Title: Re: FFB Arcade Plugin
Post by: sonik on September 26, 2021, 05:56:16 pm
Thanks! I will try it.

Got my Jogcon working with some games and FFB plugin... Then fried my arduino :(
@Boomslang how mame and the arcade games send commands to the various kinds of wheels? It's just motors right? Might be easier for me to just redirect the motor command to the joystick and not use FFB commands.

Edit: Got a quick hack on the ffb plugin to send commands directly to the arduino via serial com port and it will drive the jogcon :)
Boomslang do you happen to have an jogcon and an arduino?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on October 05, 2021, 05:10:52 pm
Thanks! I will try it.

Got my Jogcon working with some games and FFB plugin... Then fried my arduino :(
@Boomslang how mame and the arcade games send commands to the various kinds of wheels? It's just motors right? Might be easier for me to just redirect the motor command to the joystick and not use FFB commands.

Edit: Got a quick hack on the ffb plugin to send commands directly to the arduino via serial com port and it will drive the jogcon :)
Boomslang do you happen to have an jogcon and an arduino?

Nah i dont.

Other then ffb plugin itself you could maybe look at using Output Blaster to send outputs etc but im not sure how that works with arduino either
Title: Re: FFB Arcade Plugin
Post by: sonik on October 05, 2021, 10:26:11 pm
Output Blaster? Never heard of it.

I send to the arduino the direction and strength in a single byte via serial com.
Added the call in FFBplugin's "TriggerConstantEffect" method.

Code: [Select]
void TriggerConstantEffect(int direction, double strength)
{
//Jogcon serial
if (JogconSerialPort != 0)
{
byte jogconMode = (direction == 1) ? 0x20 : 0x10; //CCW or CW
byte jogconForce = ConvertPercentToJogcon(strength); //jogcon range is 0 to 15
byte jogconMotorLevelAndMode = (byte)(jogconMode | (jogconForce &= 0x0F));
byte toSerial[1] = { jogconMotorLevelAndMode };
WriteToSerial(toSerial);
}

I don't think there will be many users for this but would you be interested in supporting this on the ffb plugin?
I can also keep and fork for your repo with this added feature.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on October 06, 2021, 01:55:32 am
well sure, its open source for a reason  :)

More then happy for users to add features or improvements

https://github.com/Boomslangnz/OutputBlaster

Output Blaster is above, its easy to add certain things (such as FFB) too but would require arduino to recieve the values

Another user did add network support but ive never tried it
Title: Re: FFB Arcade Plugin
Post by: buttersoft on October 06, 2021, 06:40:23 am
Errr, Boomslang, not to rush you, just curious... I just set up WMMT5DX+, and was wondering about an FFB plugin for it. I did try the WMMT5 plugin seeing as the executables have the same name, but no dice. It doesn't rely on turning the stering motor on in the test menu in game, does it? I did try that, and the game just times out and says the steering board is not connected.

If i'm doing something wrong i'm happy to try again :)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on October 06, 2021, 10:02:27 pm
No you dont have to enable anything

Ensure you are using the correct plugin

There is one for WMMT5, another for WMMT5DX and another for WMMT5DX+

All different games
Title: Re: FFB Arcade Plugin
Post by: buttersoft on October 07, 2021, 01:27:33 am
Thank you for the reply. I can't find anything on the FFB thread on the french forum save to check the github release -  https://github.com/Boomslangnz/FFBArcadePlugin/releases. I must be dumb or something, but i can't find anything besides WMMT5, WMMT6 and WMMT6R in the 2.0.0.9 and 2.0.0.8 releases, and there's no subfolders under those.

I note the last release is May, but there are newer files in the main repo from August and September that mention WMMT5DX+... So, do i need to compile them for myself? Any guides out there for doing that?

(Also, out of interest, what's the difference between the OR2SPSDX Real and Custom plugins?)
Title: Re: FFB Arcade Plugin
Post by: Boomslang on October 07, 2021, 02:34:29 am
Thank you for the reply. I can't find anything on the FFB thread on the french forum save to check the github release -  https://github.com/Boomslangnz/FFBArcadePlugin/releases. I must be dumb or something, but i can't find anything besides WMMT5, WMMT6 and WMMT6R in the 2.0.0.9 and 2.0.0.8 releases, and there's no subfolders under those.

I note the last release is May, but there are newer files in the main repo from August and September that mention WMMT5DX+... So, do i need to compile them for myself? Any guides out there for doing that?

(Also, out of interest, what's the difference between the OR2SPSDX Real and Custom plugins?)

Oh i havent made new release in awhile. Have just been posting them in teknoparrot discord under Booms Lounge Downloads channel

Will have to sort out a new release sometime
Title: Re: FFB Arcade Plugin
Post by: buttersoft on October 07, 2021, 03:36:52 am
Thank you for the reply. I can't find anything on the FFB thread on the french forum save to check the github release -  https://github.com/Boomslangnz/FFBArcadePlugin/releases. I must be dumb or something, but i can't find anything besides WMMT5, WMMT6 and WMMT6R in the 2.0.0.9 and 2.0.0.8 releases, and there's no subfolders under those.

I note the last release is May, but there are newer files in the main repo from August and September that mention WMMT5DX+... So, do i need to compile them for myself? Any guides out there for doing that?

(Also, out of interest, what's the difference between the OR2SPSDX Real and Custom plugins?)

Oh i havent made new release in awhile. Have just been posting them in teknoparrot discord under Booms Lounge Downloads channel

Will have to sort out a new release sometime

Ahhh, makes sense. Can't get to everything. Even as someone on the fringes myself, i'm in awe of the amount you've been doing for the community ;)

I'll drop by the disc and grab stuff. Thanks again for the help!

EDIT: Done and done. Cheers again. I'm such an old phogey i tend to forget about this newflangled discord you kids are using :D
Title: Re: FFB Arcade Plugin
Post by: sonik on October 24, 2021, 11:59:14 am
Hi @Boomslang,

I've finally got some time to publish my code. Please take a look at my fork:
https://github.com/sonik-br/FFBArcadePluginJogCon
Arduino sketch is included.

My Arduino died so I can't make any improvements to this project right now :(

And the JogCon proved to NOT be an good controller anyway.
It will disable it's motors if there's no button state change for some time.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 13, 2021, 07:32:18 am
Hey, guys! I can't enable FFB plugin on Supermodel. I followed Boomslang's instructions and it didn't work. I need to know what I'm doing wrong. Can someone make a tutorial please? I had no problems on Model2, Teknoparrot and MAME, but on Supermodel it seems to be impossible.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on November 13, 2021, 09:17:56 pm
Just a guess, but are both Supermodel and FFB versions up to date?

Hey, guys! I can't enable FFB plugin on Supermodel. I followed Boomslang's instructions and it didn't work. I need to know what I'm doing wrong. Can someone make a tutorial please? I had no problems on Model2, Teknoparrot and MAME, but on Supermodel it seems to be impossible.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 14, 2021, 06:51:49 am
I tested it on several versions of Supermodel, using the latest version of the FFB plugin.
Title: Re: FFB Arcade Plugin
Post by: Sky25es on November 14, 2021, 03:50:48 pm
Have you tried to disable the force feedback option in the supermodel config/ini file ? If I remember correctly, you have to do that to make the Ffb plugin work.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 14, 2021, 05:28:30 pm
Yes of course! I followed all the steps informed by Boomslang, but it doesn't work. If anyone has succeeded, I ask them to please post a tutorial. I don't know what I'm doing wrong.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on November 14, 2021, 08:02:13 pm
Yes of course! I followed all the steps informed by Boomslang, but it doesn't work. If anyone has succeeded, I ask them to please post a tutorial. I don't know what I'm doing wrong.

From Boomslang's post one page back...
Quote
1) Downloaded Supermodel_0.3a-svn-862_Win64 from https://www.supermodel3.com/Download.html
2) Unzipped to folder
3) Copied roms to base folder (I didn't put in Roms folder)
4) Copied FFB Plugin Supermodel 64bit files to base folder
5) Set Up FFB and added device guid as required etc
6) Made shortcut to Supermodel.exe and renamed Daytona2 then made Command Supermodel.exe daytona2.zip -outputs=win
7) Double clicked shortcut and game loaded so had to goto test menu and change to single player to be able to play then went into race and FFB working fine

If you're going to try a fresh install, make sure to remove everything, don't leave any files at all.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 15, 2021, 03:53:43 pm
Dude, thanks a lot! I saw the older Boomslang tips but not the one on the last page. In the latter I managed to identify the error: I wasn't keeping the rooms in the base folder but in the "Roms" folder. I finally managed to do a decent FFB setup for Daytona 2 and Scud Race. I just think it's a shame not to have the option of "Spring Centralization Force" as it has for MAME. Thanks Buttersoft, for the help. Thank you Boomslang for the amazing work made available to everyone for free.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 15, 2021, 10:42:49 pm
Sorry for the late reply, Ive been very busy with life recently. Thanks everyone for helping him solve his issue

Is there any changes / fixes you would like made to FFB Plugin for next release?
Title: Re: FFB Arcade Plugin
Post by: buttersoft on November 16, 2021, 03:50:07 am
Sorry for the late reply, Ive been very busy with life recently. Thanks everyone for helping him solve his issue

Is there any changes / fixes you would like made to FFB Plugin for next release?

Nothing, it's awesome :) You'd have the scoop on where TP is going next tho, so...?

I would like to know what the difference is between OR2SPSDX Real and Custom is. I thought i remembered you posting about it in here, but i can't find the info again.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 16, 2021, 05:50:41 am
Sorry for the late reply, Ive been very busy with life recently. Thanks everyone for helping him solve his issue

Is there any changes / fixes you would like made to FFB Plugin for next release?



If possible, that all games receive the "Force Spring Effect" option.
Title: Re: FFB Arcade Plugin
Post by: thefox on November 27, 2021, 05:57:58 pm
I could not get the FFB plugin to work with my Logitech G920. The test just returned a "controller does not support haptics" error.

After 2 very frustrating weeks of fiddling, I discovered that FFB does not seem compatible with logitech's "G-Hub" software.

Deleted G-Hub and installed the older "Logitech Gaming Software". Set up a profile in there - and now it seems to be working great. Hope this helps someone else.

(Edit: Hmm. Yeah, maybe it was a driver issue. Also, to get the G920 pedals working properly, I had to enter the TP main settings, then tick all 4 boxes underneath "Direct Input Wheel Settings" (Full axis gas and full ax brake, plus Reverse axis gas and brake)).
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 28, 2021, 12:32:41 am
Hm nah it works fine with g-hub

However Logitech drivers are so bad that we constantly have issues with them. But glad ou managed to get it working
Title: Re: FFB Arcade Plugin
Post by: thefox on November 28, 2021, 07:18:03 am
I would like to know what the difference is between OR2SPSDX Real and Custom is. I thought i remembered you posting about it in here, but i can't find the info again.

I just spotted an answer to this on a different site. From what i can work out, the 'custom' is just user defined settings, and the 'Real' is setup as an approximation of the more authentic FFB.

If it helps, I have been playing around with both on my G920 wheel, and I think I find the "Real" better - the collisons are bit harsher, and the alignment/rumble on the grass and sand seems better. Only small gripe on 'Real' at the mo is I find the rumble effect lasts just a fraction longer after the car has left the surface that triggers it.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 05, 2021, 10:52:57 pm
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: buttersoft on December 06, 2021, 06:47:30 pm
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases

Cheers!
Title: Re: FFB Arcade Plugin
Post by: fablog on December 06, 2021, 08:01:49 pm
Thanks Boomslang!

Envoyé de mon LEX722 en utilisant Tapatalk

Title: Re: FFB Arcade Plugin
Post by: Super-Becker on December 07, 2021, 08:31:27 am
Thank you very much Boomslang! Can't add "Force Spring Effect" option in Scud Race and Daytona 2 games? For me it's really missing.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 11, 2021, 07:12:22 pm
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases

Thank you very much Boomslang! Can't add "Force Spring Effect" option in Scud Race and Daytona 2 games? For me it's really missing.

will add next release
Title: Re: FFB Arcade Plugin
Post by: Empo on December 28, 2021, 02:58:02 pm
Thanks for your work!!  :applaud:
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on December 31, 2021, 06:30:18 am
Hey gang, quick question. I tried out Batman in Teknoparrot the other day for the first time using my wheel and the FFB Plugin - wow what a difference it makes compared to playing with a pad like I was previously. There's a bit in one of the Joker missions though where you need to use the keyboard numberpad to input a code. When I played with an Xbox 360 pad this worked without issue, I just used my keyboard and input the code. Now that I've swapped over to a wheel, the keystrokes don't register and I can't complete the mission. Is this some kind of an Xinput Vs Dinput issue? Has anyone got a workaround? Cheers in advance.
Title: Re: FFB Arcade Plugin
Post by: LMD on December 31, 2021, 12:45:19 pm
RUMBLE NOT WORKING WITH OUTRUN 2 SP SDX & XBOX CONTROLLERS

Hello All,

Having trouble getting rumble to work with Xbox S/X controllers with this plugin.  The rumble test works within FFBPluginGUI.exe but no rumble within the game.

- Controller batteries are brand new
- OS is Windows 10 x64
- Latest TeknoParrot and FFBPluginGUI from Github
- Rumble works with the same controller within the PC version of OutRun 2006 Coast 2 Coast FXT
- I have also tried other Xbox One X controllers
- The Device GUID is set to the correct controller within FFBPluginGUI.exe and Xinput is set within TeknoParrot.
- I have installed all the Visual C runtimes
- GPU is Nvidia

I have a strong feeling that this is user error with where I am copying the 6 FFBPlugin files!  At the moment all 6 files are in Jennifer folder.  I have read the readme files within the FFBPluginGUI but if If I copy opengl32.dll to TeknoParrot/TeknoParrot (where all the dll's are located) then the game will NOT start. The game will start with just SDL2.dll in TeknoParrot/TeknoParrot folder.

The instructions say that SDL2.dll and Opengl32.dll needs to be in the Teknoparrot/TeknoParrot folder but if I do this then FFBPluginGUI.exe will not run this needs to be in the Jennifer folder.

Can someone shed some light on this as I am now totally out of ideas.

Many thanks in advance.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on December 31, 2021, 08:25:09 pm
Hm yes opengl32.dll needs to be in teknoparrot/teknoparrot folder

Strange that its causing game to not load, always worked fine for me and others

Perhaps try rename it to winmm.dll and see if any different but not sure if budgieloader will hook it then
Title: Re: FFB Arcade Plugin
Post by: buttersoft on January 01, 2022, 02:32:44 am
I had issues with the FFB plugin and a particular joystick encoder that was also connected to that PC. With the FFB files setup right, some games would crash. Removing that joystick encoder was the fix. LMD, do you have any other devices connected?
Title: Re: FFB Arcade Plugin
Post by: LMD on January 01, 2022, 07:36:20 am
Hm yes opengl32.dll needs to be in teknoparrot/teknoparrot folder

Strange that its causing game to not load, always worked fine for me and others

Perhaps try rename it to winmm.dll and see if any different but not sure if budgieloader will hook it then

Happy New Year All! Many thanks Boomslang.  Renaming opengl32.dll to winmm.dll did the trick.  Rumble now working - extremely happy :)

Out of curiosity, what does this exactly tell you about the root cause?
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on January 02, 2022, 01:00:44 pm
Hey gang, quick question. I tried out Batman in Teknoparrot the other day for the first time using my wheel and the FFB Plugin - wow what a difference it makes compared to playing with a pad like I was previously. There's a bit in one of the Joker missions though where you need to use the keyboard numberpad to input a code. When I played with an Xbox 360 pad this worked without issue, I just used my keyboard and input the code. Now that I've swapped over to a wheel, the keystrokes don't register and I can't complete the mission. Is this some kind of an Xinput Vs Dinput issue? Has anyone got a workaround? Cheers in advance.

Lads...?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 02, 2022, 05:53:10 pm
Hey gang, quick question. I tried out Batman in Teknoparrot the other day for the first time using my wheel and the FFB Plugin - wow what a difference it makes compared to playing with a pad like I was previously. There's a bit in one of the Joker missions though where you need to use the keyboard numberpad to input a code. When I played with an Xbox 360 pad this worked without issue, I just used my keyboard and input the code. Now that I've swapped over to a wheel, the keystrokes don't register and I can't complete the mission. Is this some kind of an Xinput Vs Dinput issue? Has anyone got a workaround? Cheers in advance.

Lads...?

Hm no im not sure. Never heard this issue
Title: Re: FFB Arcade Plugin
Post by: holtzboy on January 09, 2022, 11:13:05 pm
I am having a heck of a time trying to get this to work with my Fanatec setup and Rush the Rock and/or Rush 2049 in MAMEUI64. I have the Fanatec GT DD Pro package which is basically the CSL DD wheel base and CSL pedals. I have installed all of the runtimes, dragged and dropped the MAME 64 bit files to my MAMEUI64 directory, ran the FFB program and set it up. The Fanatec wheel is listed twice, I have to pick the second one in the FFB Arcade Plugin's Force Feedback Test menu in order to make the wheel move, which it does just fine. I went to my device manager and disabled the first Fanatec Wheel line item to force only one instance in the FFB program but that didn't do the trick.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 10, 2022, 12:07:45 am
Hm someone added some code to allow for the 2 x devices that fanatec show

Shouldnt have to disable anything
Title: Re: FFB Arcade Plugin
Post by: holtzboy on January 10, 2022, 10:46:40 pm
I feel like I am missing something super obvious but I have read the readme and followed two different guides to make sure I am doing everything correctly. I will keep messing around with it and try some different mame games.

EDIT - It was indeed something I missed. First I didn't create the Mame.ini file in the root folder. That still didn't work but I saw a comment on one of DarthMarino's Youtube videos where someone had to modify the game's ini file to set the OSD output to Windows instead of auto. I changed that in the sfrush2049.ini file and now it works perfectly.
Title: Re: FFB Arcade Plugin
Post by: nyshotgun05 on January 13, 2022, 01:31:42 am
Hey , I've just found out HOTD: Scarlet Dawn works on Teknoparrot and I'm loving it. Is there any news on FFB with that game? Thank you so much for your hard work, Boomslang :notworthy:
Title: Re: FFB Arcade Plugin
Post by: johndough247 on January 16, 2022, 01:25:08 am
I'm back again after a year trying again...not sure what's going wrong but I can't get this FFB plugin to work with any version of MAME (trying to get Virtua Racing running). I've tried 181, 221 and 238 (all 64 bit) with no success. It works perfectly with with M2emulator (tested with Sega Rally and Daytona) so it's not the wheel or windows. I have the latest visual runtime files installed as suggested on discord, I'm using the latest version of the FFB plugin (2.0.0.11) and the FFB test program works EXCEPT it crashes on the 8th test every time without fail. To be clear: If I go to FFB test, select my wheel and click constant left (or any signal test) it works, until I try for the 8th time, at which point it crashes to desktop (MAME) or it just stops working until restarted (m2emulator). I've also changed the mame.ini setting to windows and changed the cabinet to upright.

When I try starting MAME with my wheel selected in the FFB plugin, it hooks (makes the sound) but crashes after 2-3 seconds. If I choose any other device for FFB ( or no device), MAME loads without a problem. The last thing the logfile returns before the MAME crash is:

disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...

I'm using a direct drive wheel (not Fanatec but VRS) and it works with everything else I've ever tried, only MAME crashes with FFB enabled. I've even done a Windows fresh start reinstall a few months back but that hasn't helped, same issues as before.
Title: Re: FFB Arcade Plugin
Post by: xbrunox on January 16, 2022, 05:32:49 am
In mame.ini have u set output=windows?
Title: Re: FFB Arcade Plugin
Post by: johndough247 on January 16, 2022, 07:33:25 am
In mame.ini have u set output=windows?

yes, I said that in my original post:

I've also changed the mame.ini setting to windows and changed the cabinet to upright.
Title: Re: FFB Arcade Plugin
Post by: lord_raiden_128 on January 25, 2022, 01:03:52 pm
That still didn't work but I saw a comment on one of DarthMarino's Youtube videos where someone had to modify the game's ini file to set the OSD output to Windows instead of auto. I changed that in the sfrush2049.ini file and now it works perfectly.

Thanks this worked for me.
Title: Re: FFB Arcade Plugin
Post by: matamian on February 15, 2022, 02:37:14 pm
Hey guys. I just installed latest version of Mame and the FFB plugin. I downloaded a few games that support FFB (rave racer, san fran rush and a few others). For some reason only San Francisco rush seems to have FFB working. I went into the service menu and enabled force, so I'm not sure why it's not giving me any force feedback in that or any other games besides Rush.

Also I have model 2 running with daytona and sega rally. Both have working FFB but the wheel deadzone seems to be way too big in daytona. Anyone have any insight on what I can do to reduce the deadzone?

Thanks!
Title: Re: FFB Arcade Plugin
Post by: matamian on February 16, 2022, 08:21:05 am
Just an update. I got a bunch of games working but the only ones that don't seems to work are the namco games. Rave racer has the FFB option in dip switches set to on so I'm not sure why it's not working.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on February 16, 2022, 05:01:13 pm
Rave racer has the FFB option in dip switches set to on so I'm not sure why it's not working.

I couldn't get FFB working on Rave Racer either. I had presumed it was because i was using John Bennet's build of MAME to link tow cabinets, but maybe it's just broken ATM. Anyone got FFB working for Raver Racer?
Title: Re: FFB Arcade Plugin
Post by: lord_raiden_128 on February 17, 2022, 04:25:39 am
Rave Racer works fine here.
Title: Re: FFB Arcade Plugin
Post by: matamian on February 17, 2022, 09:08:20 am
Rave racer has the FFB option in dip switches set to on so I'm not sure why it's not working.

I couldn't get FFB working on Rave Racer either. I had presumed it was because i was using John Bennet's build of MAME to link tow cabinets, but maybe it's just broken ATM. Anyone got FFB working for Raver Racer?

Honestly not sure what it is. It seems that the "force spring effect" applies to rave racer but I don't get any other type of feedback from that game or other namco games that show that they're supported by the plugin. Maybe we need a specific rom version of these games? Also I am using the latest release of Mame.

I'm using a thrustmaster wheel which I think is worth noting because I have to set my plugin to alternate FFB in order for games like sanfran rush to work properly. I did try the namco games with alt FFB off as well but that didn't work either. Not sure what else to try.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 17, 2022, 11:38:01 am
I also have this problem that appeared in the latest versions of MAME, because before it worked perfectly.
Title: Re: FFB Arcade Plugin
Post by: matamian on February 17, 2022, 03:59:58 pm
I'll try running an older mame and see what happens.
Title: Re: FFB Arcade Plugin
Post by: matamian on February 18, 2022, 07:18:05 am
I tried a few different versions of mame from the past year or so but my results are the same, unfortunately. The force spring effect applies to Namco games but I don't get any other type of ffb. 

Also another weird issue. I'll have games fully working with ffb but then they'll just stop working. I think it happens when I'm just jumping around between games in mame. Restarting my pc works and or deleting the nvram for the game sometimes works. Honestly can't pinpoint the cause or solution but this all happens without touching any of the settings within the plug-in.
Title: Re: FFB Arcade Plugin
Post by: Sky25es on February 18, 2022, 10:25:04 am
Have you set the option "outputs" to "windows" in mame.ini?
Dou you have other software that might interfere with the ffb plugin running at the same time (mamehooker, ledblinky etc..)
You can also try to generate a new mame.ini (don't forget about the outputs = windows setting and make a backup of your current ini).
Title: Re: FFB Arcade Plugin
Post by: matamian on February 18, 2022, 11:12:51 am
Have you set the option "outputs" to "windows" in mame.ini?
Dou you have other software that might interfere with the ffb plugin running at the same time (mamehooker, ledblinky etc..)
You can also try to generate a new mame.ini (don't forget about the outputs = windows setting and make a backup of your current ini).

Yes, I do have the output in the ini set to windows. I'll check through it again because I read earlier in this thread that someone had the output line in the ini 2 times and it caused issues, I'm going to look into that. I don't have anything else running with mame, though. I'll try regenerating an ini as well to see if it helps.
Title: Re: FFB Arcade Plugin
Post by: matamian on February 19, 2022, 12:48:12 pm
Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?
Title: Re: FFB Arcade Plugin
Post by: RTR_Alcatraz on February 19, 2022, 01:09:15 pm
I see that San Francisco Rush is compatible but I dont see a folder for that game in the plugin v2.0.0.11. Where do I grab the ini files for this game specifically?
Title: Re: FFB Arcade Plugin
Post by: matamian on February 19, 2022, 03:45:53 pm
You just put the contents of the mam64 or 32 folder in your mame folder. It's included in that.
Title: Re: FFB Arcade Plugin
Post by: RTR_Alcatraz on February 20, 2022, 01:33:15 am
Thank you plug-in is working amazing now
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 20, 2022, 09:36:13 am
Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?


Yes. In order not to bug the FFB, you must exit MAME every time you select another game.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 22, 2022, 01:47:22 am
Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?

https://mega.nz/file/sJtSBbjS#V2e_ZtTWeCrJI3cBqaCkwUEokJHRRfWLTAwxabLFiB4

try this, should work with latest mame
Title: Re: FFB Arcade Plugin
Post by: vandale on February 22, 2022, 04:09:17 am
Hm nah it works fine with g-hub

However Logitech drivers are so bad that we constantly have issues with them. But glad ou managed to get it working

Hi. I'm on my 9th twin arcade cabinet conversion and g920/g29 have never worked for me with g-hub and your plugin, win 7, 10, 32bit/64bit etc. I've tried them all. Yes the old logitech software works fine with your plugin but that introduces other bugs like the rotational degrees not saving on cold boot and I have to create scripts to force the logitech service to crash and restart to get the degrees back otherwise all the games steering goes out of calibration. Logitech drivers are just so bad!!
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 22, 2022, 09:30:16 am
I have the Thrustmaster T300 and the Logitech G29. The FFB bug caused by not exiting MAME when switching games happens with both steering wheels. The steering wheel is not centered, it pulls to the left or right to the extreme. The G29 has other types of bugs (not related to FFB or MAME) that the T300 does not: Every time I start windows I have to go to "USB game controllers" and manually calibrate the wheel, otherwise the G29 does not center properly on any emulator or game. Even so, I prefer the G29 app because it allows you to customize and save specific profiles for each game, which is not possible with the T300.
Title: Re: FFB Arcade Plugin
Post by: RTR_Alcatraz on February 22, 2022, 11:35:09 am
Are there any options for force feedback for Star Wars pod racer?
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 22, 2022, 06:42:40 pm
Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?



I switched back to MAME 237 and almost everything works fine, except with Dirt Dash which doesn't accept the throttle command. I don't remember the last version of MAME to run this game well.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on February 22, 2022, 08:31:31 pm
Hi. I'm on my 9th twin arcade cabinet conversion and g920/g29 have never worked for me with g-hub and your plugin, win 7, 10, 32bit/64bit etc. I've tried them all. Yes the old logitech software works fine with your plugin but that introduces other bugs like the rotational degrees not saving on cold boot and I have to create scripts to force the logitech service to crash and restart to get the degrees back otherwise all the games steering goes out of calibration. Logitech drivers are just so bad!!

Hah, same. I'm using G25's tho. Thankfully i found a way to get the degrees changed with a batfile, though it does involve opening and then taskkill-ing the profiler to get the changes to take.

Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?



https://mega.nz/file/sJtSBbjS#V2e_ZtTWeCrJI3cBqaCkwUEokJHRRfWLTAwxabLFiB4

try this, should work with latest mame

Cheers, Boomslang!
Title: Re: FFB Arcade Plugin
Post by: Boomslang on February 22, 2022, 10:07:42 pm
I have the Thrustmaster T300 and the Logitech G29. The FFB bug caused by not exiting MAME when switching games happens with both steering wheels. The steering wheel is not centered, it pulls to the left or right to the extreme. The G29 has other types of bugs (not related to FFB or MAME) that the T300 does not: Every time I start windows I have to go to "USB game controllers" and manually calibrate the wheel, otherwise the G29 does not center properly on any emulator or game. Even so, I prefer the G29 app because it allows you to customize and save specific profiles for each game, which is not possible with the T300.

what FFB bug? you mean you have to close game each time before re-opening? not really a bug, plugin just designed to work that way

I always run via bat files here
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 23, 2022, 09:58:01 am
I have the Thrustmaster T300 and the Logitech G29. The FFB bug caused by not exiting MAME when switching games happens with both steering wheels. The steering wheel is not centered, it pulls to the left or right to the extreme. The G29 has other types of bugs (not related to FFB or MAME) that the T300 does not: Every time I start windows I have to go to "USB game controllers" and manually calibrate the wheel, otherwise the G29 does not center properly on any emulator or game. Even so, I prefer the G29 app because it allows you to customize and save specific profiles for each game, which is not possible with the T300.

what FFB bug? you mean you have to close game each time before re-opening? not really a bug, plugin just designed to work that way

I always run via bat files here



It's not that! I meant that, in MAME, when changing the game, it is not enough to close the game and open another one. It is also necessary to close MAME, reopen MAME and open another game. If I don't do it that way I'll have problems with the FFB. It doesn't work or it works buggy. Understood?
Title: Re: FFB Arcade Plugin
Post by: buttersoft on February 23, 2022, 07:21:30 pm
It's not that! I meant that, in MAME, when changing the game, it is not enough to close the game and open another one. It is also necessary to close MAME, reopen MAME and open another game. If I don't do it that way I'll have problems with the FFB. It doesn't work or it works buggy. Understood?

I think that's what he meant. That's what most of us are doing, if using driving cabs, or even just a frontend. You don't load MAME and then pick a game, you set it up so your frontend loads MAME (or any other emulator) directly into a game with the right options, or loads a batfile that does that, then closes the whole thing on command, goes back to the frontend, and starts over for the next game. The more games/emulators/tweaks your system has, the easier it becomes to load everything you want at the time, then close it all, and start clean for the next game.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on February 23, 2022, 08:55:45 pm
It's not that! I meant that, in MAME, when changing the game, it is not enough to close the game and open another one. It is also necessary to close MAME, reopen MAME and open another game. If I don't do it that way I'll have problems with the FFB. It doesn't work or it works buggy. Understood?

I think that's what he meant. That's what most of us are doing, if using driving cabs, or even just a frontend. You don't load MAME and then pick a game, you set it up so your frontend loads MAME (or any other emulator) directly into a game with the right options, or loads a batfile that does that, then closes the whole thing on command, goes back to the frontend, and starts over for the next game. The more games/emulators/tweaks your system has, the easier it becomes to load everything you want at the time, then close it all, and start clean for the next game.



I think I'm late on this question! I know how the frontend works but I don't have the knowledge to configure one. So I change the games manually anyway.
Title: Re: FFB Arcade Plugin
Post by: psxmicha on March 06, 2022, 05:23:05 pm
can someone give me step by step tutorial for outrun 2 on teknoparrot please? I have the Thrustmaster T300 RS GT and it doesn't matter where I copy the files I can't ---smurfin--- get it to work. I'm trying since 3 hours now, tried so many different ways.

help would be really really appreciated
Title: Re: FFB Arcade Plugin
Post by: buttersoft on March 06, 2022, 09:27:46 pm
can someone give me step by step tutorial for outrun 2 on teknoparrot please?

Assuming your wheel works fine with other games from the FFB plugin pack...

Unpack the whole FFB OR2 Real or Custom archive into your game folder OR2/jennifer. Run the FFB plugin GUI and select your wheel, edit any settings etc. Use the plugin to test your wheel FFB. Then take the Opengl32.dll and SDL2.dll files from the same OR2/jennifer directory and copy them into the Teknoparrot/Teknoparrot directory. (try copying first, and if that doesn't work then try removing the ones in OR2/jennifer). (Also, I'd make a backup copy of sdl2.dll that's already in the TP/TP directory, just in case). Now load the game as normal.

FFB for all the Lindbergh games works that same way. So ID5, and... IDK what else.

EDIT: sorry, i had one wrong file listed above, should be ok now...
Title: Re: FFB Arcade Plugin
Post by: psxmicha on March 07, 2022, 03:54:58 am
that's exactly what I did/tried! But when I start the game it crashes immediately :-\ Teknoparrot opens the console window but after 2-3 seconds it just closes

FFB works fine with Sega Rally 3 and other games i've tested
Title: Re: FFB Arcade Plugin
Post by: buttersoft on March 07, 2022, 06:15:31 am
One page back, boomslang talks about renaming Opengl32.dll, i think it s. And my post just after that describes a problem i had as well.
Title: Re: FFB Arcade Plugin
Post by: psxmicha on March 07, 2022, 11:07:45 am
oh ffs it finally works! thx a lot man!

force feedback feels weird though

anyone here with the Trustmaster T300 Rs who can recommend some settings?
Title: Re: FFB Arcade Plugin
Post by: Frogbull on March 13, 2022, 03:19:35 pm
Thanks a lot Boomslang for your awesome work ! :notworthy:
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on March 14, 2022, 03:23:20 pm
oh ffs it finally works! thx a lot man!

force feedback feels weird though

anyone here with the Trustmaster T300 Rs who can recommend some settings?



In the T300 app leave 270 degrees of steering wheel rotation if it's for old games. In the FFB GUI app choose "Alternative FFB". As for the FFB values, it depends on each game.
Title: Re: FFB Arcade Plugin
Post by: psxmicha on March 16, 2022, 03:21:54 pm


As for the FFB values, it depends on each game.

yes you're right :) I meant especially for Outrun 2 :)
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on March 19, 2022, 01:04:35 am


As for the FFB values, it depends on each game.

yes you're right :) I meant especially for Outrun 2 :)


In the FFB GUI, I leave "Max Force Left" at -80 and "Max Force Right" at 80. In the T300 app I leave 270 Degrees for the steering wheel and other default values.
Title: Re: FFB Arcade Plugin
Post by: vandale on March 30, 2022, 02:26:46 am
Hi Boomslang, I've just finished a major upgraded on my personal twin cabinet and installed 50+ twin linked racing games and just want to say that your FFB plugin is awesome and makes the games far more immersive than just a centering spring. Thanks heaps.  :notworthy:

Im looking forward to the next update, fingers crossed it includes Ridge Racer 2 and Rave Racer  :cheers:
Title: Re: FFB Arcade Plugin
Post by: mrcrowley666 on March 30, 2022, 05:29:20 pm
Hi I recently got a Thrustmaster t248 and have been playing around with Teknoparrot, starting with mario kart arcade dx where FFB works. I am unable to get it working on any of the other games though. I've tried Sega rally 3, Sonic & sega all stars racing and wacky races, plus few others. None of them work with the ffb plugin. I copied the files to the game folders, did the configuration etc. The test shows my ffb works but once in the game nothing. I'm thinking my wheel must not be supported but how to explain why ffb works with MK arcade but none of the others.
Any ideas??
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 30, 2022, 08:39:13 pm
Hi Boomslang, I've just finished a major upgraded on my personal twin cabinet and installed 50+ twin linked racing games and just want to say that your FFB plugin is awesome and makes the games far more immersive than just a centering spring. Thanks heaps.  :notworthy:

Im looking forward to the next update, fingers crossed it includes Ridge Racer 2 and Rave Racer  :cheers:

Rave racer is already done. Ridge Racer 2 will never be done as it did not have FFB

Rave Racer needs to have ffb enabled in test menu
Title: Re: FFB Arcade Plugin
Post by: vandale on March 31, 2022, 04:15:52 am
Im so stupid i was looking in the root directory and forgot all the mame games are in the sub menu.

Question: Does mame have to be named something specific to work or can I leave the rave mame hack named as released?

Thanks
Title: Re: FFB Arcade Plugin
Post by: mrcrowley666 on March 31, 2022, 11:48:31 am
Ok ffb isn't working on mkadx. Is it just that my t248 isn't supported then?
EDIT: I just found out I get feedbacks if I tick the option "General - Enable Outputs" in TeknoParrot UI Only works for mario kart though.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on March 31, 2022, 07:39:51 pm
Im so stupid i was looking in the root directory and forgot all the mame games are in the sub menu.

Question: Does mame have to be named something specific to work or can I leave the rave mame hack named as released?

Thanks

Vandale, you're running this over network using John Bennett's build, i presume? Do you have FFB working? For the life of me i can't make it happen. I've set the FFB motor on in the test menus, but nothing happens. Should anything happen when i turn the FFB test mode on? I see numbers change, but there's no force behind it. There's not another option in another menu i need to go into or something?

I'd love to hear if you get it working, and how!
Title: Re: FFB Arcade Plugin
Post by: vandale on March 31, 2022, 11:48:18 pm
Hi, no it doesn't work with the rave linked mame version. Works in normal mame in single player mode. Doesn't work in linked mame, single or twin mode. Ive tried naming it mame64 and also double checked mame.ini OSD settings and in game test menu FF enabled etc. Im guessing the link mame version has different hooks  :dunno
Title: Re: FFB Arcade Plugin
Post by: vandale on April 01, 2022, 01:24:15 am
Got everything working. I did a fresh install of the mame build from October 2021, made a new ini and everything works great. Ace driver, rave racer and etc now all have FFB. For some reason those Namco racers won't work with ffb in the latest build of mame.

Also ffb will not work if I leave a game in mame and start another game. I have to fully close out mame between each game selection otherwise the plug-in will not work. Not really a big deal considering my goal is to have a front end running to select games but dies anyone else experience this?

https://mega.nz/file/sJtSBbjS#V2e_ZtTWeCrJI3cBqaCkwUEokJHRRfWLTAwxabLFiB4

try this, should work with latest mame

I used this for Rave Racer link version and it works intermittently, approx 2 in every 5 boots.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on April 01, 2022, 06:06:08 am
I'm not even getting that far :/ I figured it was just me though - i've wasted more than enough of Boomslang's valuable time, so i'm happy to wait and see what happens.
Title: Re: FFB Arcade Plugin
Post by: vandale on April 02, 2022, 10:42:41 pm
Hi Boomslang.

I've just installed Sega Racing Classic in my twin, running Nvidia fix and link is working well however the FFB doesnt work. It tests fine in the FFb setup menu, device ID selected etc, placed in the SRC root directory, Ive tried the 2 different SRC versions in your FFB pack, same issue on both linked units. Strange because I have it working fine on many other games. Im using TP to boot.

Is there something Im missing?

Thanks
Title: Re: FFB Arcade Plugin
Post by: vandale on April 11, 2022, 07:24:01 pm
Hi Boomslang.

I've just installed Sega Racing Classic in my twin, running Nvidia fix and link is working well however the FFB doesnt work. It tests fine in the FFb setup menu, device ID selected etc, placed in the SRC root directory, Ive tried the 2 different SRC versions in your FFB pack, same issue on both linked units. Strange because I have it working fine on many other games. Im using TP to boot.

Is there something Im missing?

Thanks

Nevermind, I figured it out. Me and my covid infected brain was trying to use the Daytona Championship plugin not the SRC plugin, all working now. Thanks
Title: Re: FFB Arcade Plugin
Post by: lee_stow on April 24, 2022, 12:25:31 am
I have a cabinet setup with njz3 vjoy ffb software.  And I'm using boomslangz ffb plugin.  When I play Dirty Driving, it works fantastic, unless I choose one of the mirrored tracks.  Then, it seems to have reversed the ffb feel.  Such as, it pulls right when it should pull left, and vice versa.  Anyone else have this issue?  Could this be a ffb plugin problem, or nj3z software problem?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 24, 2022, 05:22:53 am
Hm ive never heard that one before.

I dont know much about nzj3 software but wouldnt be difficult to fix in FFB Plugin source code otherwise
Title: Re: FFB Arcade Plugin
Post by: lee_stow on April 24, 2022, 11:50:02 pm
I would love it if this could be fixed.  If there is anything I can do to give more info to help track down the problem, then please just ask.  This is one of my favorite games and would love it if we can get it to work fully.
Title: Re: FFB Arcade Plugin
Post by: lee_stow on April 24, 2022, 11:51:42 pm
I also have seen someone on YouTube using the ffb plugin for Rush 2049 special edition(not the regular edition), but I can't get it to work.  The regular 2049 works great but not special edition.
Title: Re: FFB Arcade Plugin
Post by: mrcrowley666 on April 25, 2022, 11:49:33 am
Please support Thrustmaster T248 wheel thanks
Title: Re: FFB Arcade Plugin
Post by: lee_stow on April 25, 2022, 10:09:33 pm
I checked with njz3 over on Gamoover forum.  He said that his software shouldn't be causing the issue.  Just wanted to give you an update on that front.
Title: Re: FFB Arcade Plugin
Post by: njz3 on April 26, 2022, 05:39:24 am
@lee_stow: my software only translate direct input ffb commands (like constant force coming from Boomslang's FFB plugin) to your motor, but does not perform any computation based on the game state.
For Dirty Driving, could it be that the value read at the current address in the process memory in the FFB plugin is wrong when the circuit is reversed?


Title: Re: FFB Arcade Plugin
Post by: Boomslang on April 26, 2022, 11:42:14 pm
yeah ill check it out sometime soonish. It seems a bit weird the values would reverse with mirrored tracks but who knows lol
Title: Re: FFB Arcade Plugin
Post by: Toasty833 on April 28, 2022, 08:30:39 am
I used this plugin with my old DFGT and it worked great. But I've recently upgraded to an MMos based direct drive wheel, which works fine in other games, but it doesn't play nice with this plugin for some reason. When I hit an effect, that effect seems to just be sticky, and stay on forever unless it's replaced with another one. Like if I run over the grass I get some vibration in my wheel, but when I go back on the track, it persists. This continues to happen even if I quit the game, my wheel will retain the effects until I re-open the GUI, and go to the FFB test option which seems to cancel out the effects. Anyone manage to get something like this to work? I tried a few different settings for the PWM speed but they didn't seem to do anything.

Edit: Switching from mmos to VNM solved the problem, if anyone runs into this in the future that's the way to fix it. Plugin works great now.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on May 18, 2022, 01:57:15 am
I checked with njz3 over on Gamoover forum.  He said that his software shouldn't be causing the issue.  Just wanted to give you an update on that front.

Sorry for the delay, I looked at this today and you're right and FFB was reversed on flipped tracks lol

here is new version which should fix this for ya

Thanks for letting me know
Title: Re: FFB Arcade Plugin
Post by: lee_stow on May 28, 2022, 02:47:35 am
That's Greta!  Thanks!  You said here it is?  Where is it.  On your GitHub?  Do I have to compile it?

Edit:. Nevermind.  I'm blind.  Lol
Title: Re: FFB Arcade Plugin
Post by: lee_stow on May 29, 2022, 08:05:31 pm
Boomslang:

Also, is it possible to use your plugin on SF Rush 2049 special edition?  I know it works on the regular Rush 2049, but I can't seem to get it to work with the special edition.  I saw a YouTube video from a few years ago using your plugin with the special edition but it is no longer listed in the GUI.  Any help would be appreciated!  I have a rush 2049 special edition cabinet that I have converted with A PWM2Happ board and njz3 software, and I really wanna get this game working since it was the original game in the cab.

Thanks!
Title: Re: FFB Arcade Plugin
Post by: anchounio on June 03, 2022, 08:20:26 am
It seems Rave Racer is no longer working with FFB Plugin. The game was renamed in MAME from raveracw to raverace since version 0.242,  two months ago.
Same happens with Ace Driver, changed from acedrvrw to acedrive.
Same happens with Ace Driver: Victory Lap, changed from victlapw to victlap
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 03, 2022, 10:14:27 am
Oh damn

Yeah i use rom name to run ffb for specific game. Ill have to tweak

Thanks
Title: Re: FFB Arcade Plugin
Post by: anchounio on June 03, 2022, 11:17:28 am
Check mameinfo file cause in some cases there have been a redump or change of the file, not just a changename
I think Ace Driver Victory Lap is a change of the rom
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 08, 2022, 03:45:03 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: anchounio on June 08, 2022, 11:42:10 am
Cool !!!
Thank you very much!
It now supports flycast :)

By the way, Ace Driver 1 and 2 and not included in the "Supported Games" list in FFBPluginReadme.txt

It would be great if the list was ordered by emulators.... I've I've ordered it and and included Ace Driver 1 and 2

Am i missing something ?

***SUPPORTED GAMES***

MAME:

-Ace Driver
-Ace Driver: Victory Lap
-Alien 3
-Afterburner II
-Beast Busters
-California Speed
-Chase Bombers
-Cisco Heat
-Crusn'USA
-Crusn' World
-Daytona USA
-F-1 Grand Prix Star
-F-1 Grand Prix Star II
-Ghoul Panic
-Gun Buster
-Hard Drivin'
-Hyperdrive
-Laser Ghost
-Outrun
-Mechanized Attack
-OffRoad Challenge
-Operation Thunderbolt
-Operation Wolf
-Outrunners
-Point Blank 2
-Power Drift
-Race Drivin'
-Rail Chase
-Rave Racer (TURN ON FEEDBACK STEERING IN GAME SETTINGS OR YOU WILL NOT RECIEVE FORCE FEEDBACK)
-Revolution X
-San Francisco Rush
-San Francisco Rush The Rock
-San Francisco Rush 2049
-Sega Rally Championship
-Sega Touring Car Championship
-Super Chase - Criminal Termination
-Super GT 24h
-Space gun
-Terminator 2
-Turbo Outrun
-Turkey Shoot
-Under Fire
-Vapor TRX
-Virtua Racing (CHANGE TO UPRIGHT CABINET)


MODEL 2 EMULATOR:

-Daytona USA
-Indy 500
-Over Rev
-Sega Rally Championship
-Sega Touring Car Championship
-Super GT 24h


SUPERMODEL3:

-Daytona USA 2 - Power Edition
-Daytona USA 2 - Battle on the Edge
-Dirt Devils
-Emergency Call Ambulance
-LeMans 24
-Scud Race
-Scud Race Plus
-Sega Rally 2


DEMUL:

-ATV Track
-Initial D Arcade Stage
-Initial D Arcade Stage 2
-Initial D Arcade Stage 3
-Faster Than Speed
-Maximum Speed
-Smashing Drive


FLYCAST:

-Initial D Arcade Stage
-Initial D Arcade Stage 2
-Initial D Arcade Stage 3


PC STEAM

-Crazy Taxi (Steam)


TEKNOPARROT:

-Alien Extermination
-Afterburner Climax
-Batman (2013)
-Battle Gear 4 Tuned (Japan version v2.07)
-ChaseHQ 2
-Daytona Championship USA
-Daytona Championship USA New Season Edition
-Dead Heat
-Dirty Drivin
-Ford Racing
-Golden Gun
-GRID
-GTI Club Supermini Festa
-House of the dead 4
-Initial D Arcade Stage 4
-Initial D Arcade Stage 4 Japan
-Initial D Arcade Stage 5
-Initial D Arcade Stage 6
-Initial D Arcade Stage 7
-Initial D Arcade Stage 8
-Initial D Arcade Stage Zero
-KO Drive
-Let's Go Island
-Let's Go Island 3D
-Machstorm
-Mario Kart GP DX
-Nascar Racing
-Outrun 2 Special Tours Deluxe
-Pokken Tournament
-Rambo
-Road Fighters 3D
-R-Tuned : Ultimate Street Racing
-Sega Racing Classic
-Sega Rally 3
-Sega World Drivers Championship 2018
-SnoCross
-Sonic & Sega All Stars Racing
-Storm Racer G
-Transformers: Human Alliance
-Wacky Races
-Wangan Midnight Maximum Tune 3
-Wangan Midnight Maximum Tune 5
-Wangan Midnight Maximum Tune 5DX
-Wangan Midnight Maximum Tune 5DX+
-Wangan Midnight Maximum Tune 6
-Wangan Midnight Maximum Tune 6R
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 08, 2022, 02:46:53 pm
Ah very cool

Ill update readme

Thanks!
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on June 09, 2022, 08:58:24 pm
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases



Thanks a lot man! The forced spring effect didn't come to Daytona2, Scud Race & LeMans, in the Supermodel.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 10, 2022, 12:00:35 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases



Thanks a lot man! The forced spring effect didn't come to Daytona2, Scud Race & LeMans, in the Supermodel.

oops sorry
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 10, 2022, 07:23:40 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: lee_stow on June 16, 2022, 11:21:56 pm
Sorry to bother, but was wondering if you saw my last post about rush 2049 special edition?  Does your plugin work with that version of the game?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 17, 2022, 05:11:54 am
Uh sorry im not sure right now. Ill check it out tomorrow hopefully

Maybe i just missed adding the rom name or such, assuming it has outputs working like others do
Title: Re: FFB Arcade Plugin
Post by: lee_stow on June 17, 2022, 12:22:26 pm
Thank you.  I really appreciate it and appreciate you.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 17, 2022, 05:46:39 pm
Thank you.  I really appreciate it and appreciate you.

tested it and it works fine with latest FFB Plugin version and latest Mame here
Title: Re: FFB Arcade Plugin
Post by: lee_stow on June 17, 2022, 09:46:15 pm
Great!  Thanks for your help!  I'll give it a shot.
Title: Re: FFB Arcade Plugin
Post by: MrJones2021 on June 18, 2022, 02:07:20 am
I've been waiting for someone to complete the Hard Drivin' / Race Drivin' FFB support and it's awesome!  Well done guys!!!

I'm running a Simxperience Accuforce direct drive wheel - I'm planning on using it in a cab to make a replica as the force feedback should be strong enough to replicate that of the original cabinet.

However, there's an issue with the wheel.

It seems to run force twice in the same direction.  So for example, if you oscillate you end up rotating twice in the same direction.  This causes all sorts of funny problems.  The third time, it seems to go the other way.

In the test screen i get this without fail every time.

Setting up the wheel in game causes a lot of issues.  I've tried just about every setting and increased and decreased everything but to no avail.

Anyone got any ideas what i'm doing wrong?  Or is this just a case of these direct drive wheels not being compatible?  I could go out and buy a G27/G29/G920 or similar but it won't be as authentic that way.

Thanks heaps guys and keep up the great work!

-Paul

Yeah try alternative ffb

Direct drive wheels are compatible and indeed work fine

Hey all, just wanted to re-visit this.  I've left the idea on ice - got busy, i'm sure you all know how it is. 

I still have the same problem - whether i choose alternative or standard.

I've also re-installed windows a couple of times since, reinstalled drivers etc.

Today I downloaded the latest plugin update 2.0.0.13 - no change.

The behaviour I am having is:

If I open FFBGui and go into the test section, choose the device, check Alternative FFB (or not, either produces the same output), Click "Constant Pull Left" then I get a rotation of my wheel right.  If I click it again, I get left.  Then if I click left again I get left.  If i click left again, i'll get another left.  If I click Constant Pull Right, I'll get a right, and then if i click Constant Pull RIght again I'll get a left.  Then click Constant Pull Right again I'll get a right.  Then click Constant Pull Left and I'll get a right.  Then click Constant Pull Left and I'll get a left.  It's kind of like it inverts every other time, except on a double of the same way.

As this behaviour has not changed over all this time, I feel I can rule out other software on my PC.  The wheel works flawlessly with any other piece of software I throw at it.

Any ideas of what I could try to adjust this behaviour?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 18, 2022, 06:04:09 am
hm no im not sure at all. Ive never encountered this at all with any wheel and ive got or tried and ive got Logitech G27, Logitech G29, Thrustmaster T300RS, Fanatec GT2 and OSW Direct Drive wheel plus many many other users over years have never said this issue.

Is the same issue occuring once in actual games though? and your tests are using FFBPluginGUI.exe and FFB Test?

The FFB Test is set at the same strength level each press

do you have any coding experience at all? You could then play around with the settings directly in visual studio and find what fixes it

Title: Re: FFB Arcade Plugin
Post by: dgrace on June 21, 2022, 01:13:16 pm
Hey Boomslang. I hope all is well. Thank you so much for this plugin. I recently purchased a g29 and it makes the experience that much more fun. Quick question. I started testing the wheel in Demul and keep getting the "IDirectInputDevice8 CreateEffect FAILED" error, which I believe is caused whenever you have a racing wheel installed. After doing some digging, it appears your plugin 2.1 update should have fixed it (if I read the update notes correctly). I've installed the latest plugin in my demul directory and the force feedback does work (i.e. for games like ATV) but unfortunately the error remains. I've tested in Demul version 111117, 180816 & 180428 and no go. Any suggestions are greatly appreciated. Thank you

Update: Sorry, I didn't realize that specific settings was in the MISC. section. This worked great thanks a bunch.

Side note: Any chance in the future on getting FFB support for Clubkart Europeon, 18 Wheeler, Wild Riders, and Ferrarri F355? Thanks
Title: Re: FFB Arcade Plugin
Post by: dgrace on June 21, 2022, 08:38:08 pm
Struggling to get FFB working in Tokyo Cop. I have the FFB files placed in F:\Teknoparrot\tokyocop-gaelco-3d\tokyocop (Gaelco 3D)\home\joc2001\joc2001\salidas
Is that where they need to be saved? Thanks
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 22, 2022, 02:40:56 pm
No.

Its a linux game so like always you need to install plugin differently for them.

Opengl32 and sdl2.dll goes to TeknoParrot folder inside main TeknoParrot folder. Will have Budgieloader.exe in there. Everything else goes to elf folder except opengl32.dll. You will also need sdl2.dll in elf folder too (so both places)
Title: Re: FFB Arcade Plugin
Post by: dgrace on June 25, 2022, 02:28:14 am
No.

Its a linux game so like always you need to install plugin differently for them.

Opengl32 and sdl2.dll goes to TeknoParrot folder inside main TeknoParrot folder. Will have Budgieloader.exe in there. Everything else goes to elf folder except opengl32.dll. You will also need sdl2.dll in elf folder too (so both places)

Thanks for clarifying. I'll test it out. Also, a side note FYI. For some weird reason, I can't get Virtua Racing MAME FFB to work. I tried it on the latest version, 243 & 239 and no go. All the other MAME games I tested worked. Just not Virtua Racing.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on June 25, 2022, 05:28:32 pm
Needs to be set as upright cab

All this information is in readme or ffb help on FFBPluginGUI.exe
Title: Re: FFB Arcade Plugin
Post by: dgrace on July 12, 2022, 06:29:20 pm
Anyone with a thrustmaster having issues with setting pedals and brake in demul. Using FFB plugin individual settings helped fix that for me. For example, I was having a lot of issues getting ATV track gas pedal to map properly within demul. So what I did was I removed all the internal Demul controller settings and just used Boomz's FFB settings. Just clicked on ATV Track game, then clicked on "Enable Input Support" "Reverse Pedal Axis" and "Auto Close PadDemul Error" check boxes,, mapped the buttons right there under "Device 1 Select Inputs", and boom. Worked great. A big thanks to Boomslangz.
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on July 23, 2022, 02:12:39 am
Edit: Deleted all files and set up everything again from scratch and the problem seemed to go away.

-----------

Potential issue with ffbplugin on flycast. At least this is happening on my system:

Once the ffbplugin files have been copied over to the flycast folder you seem to lose the ability to use an xinput controller.

The emulator no longer detects any button presses. Delete the files and everything goes back to normal.

I tested this with both an Xbox Series X and an Xbox One S controller, non Xbox controllers still work fine.
Title: Re: FFB Arcade Plugin
Post by: holmes on July 23, 2022, 03:12:59 am
Hi,
I have exactly the same problem with Flycast. As soon as I put the ffb plugin files in the Flycast directory, my gamepad controls do not work. If I remove them, they come back. I haven't solved the issue yet.
Title: Re: FFB Arcade Plugin
Post by: TacticalChaos on August 04, 2022, 03:50:00 pm
So what is the recommended mame version we know this plugin works best with currently?
Title: Re: FFB Arcade Plugin
Post by: jfs9999 on August 11, 2022, 03:36:47 am
Tested some games with the last  FFB plugin  and logitech driving GT:

Tokyo cop : FFb not working
Initial D7 : No rumble when hitting wall, car etc...

Can you confirm on your side ?
Title: Re: FFB Arcade Plugin
Post by: buttersoft on August 11, 2022, 07:21:28 am
So what is the recommended mame version we know this plugin works best with currently?

Newer is better, but anything around 0.240 should work fine if you have to roll back, i think.
Title: Re: FFB Arcade Plugin
Post by: jfs9999 on August 13, 2022, 05:22:26 am
No gas or brake in Initial D5 with ffb pluginf + logitech GT
Title: Re: FFB Arcade Plugin
Post by: buttersoft on August 14, 2022, 01:10:12 am
I've used that exact combo, so it's probably something on your end - which is not to say something obvious. ID% controls work fine without the plugin? Do you have other joysticks or controllers plugged into the system?
Title: Re: FFB Arcade Plugin
Post by: jfs9999 on August 14, 2022, 05:06:28 am
update : Id5 gas/ brake are working only if the logitech profiler windows setup is opened...Strange.

Can you tell me if you have shake/rumble with the initial D games when hitting wall or car etc.... thanks
Title: Re: FFB Arcade Plugin
Post by: buttersoft on August 14, 2022, 05:43:35 am
update : Id5 gas/ brake are working only if the logitech profiler windows setup is opened...Strange.

Can you tell me if you have shake/rumble with the initial D games when hitting wall or car etc.... thanks

I have FFB when hitting a wall, in ID5 and 6 at least. Haven't tested 4,7,8. The effect isn't huge though, sometimes i find it's easiest to let go of the wheel and see if it moves by itself.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on August 25, 2022, 06:22:26 pm
Just an observation, not a criticism: In Scud Race, the Native FFB of the Supermodel emulator is completely different from the one provided by the FFB Plugin. Interestingly, the native FFB is better because it is present in the selection of cars and tracks, when writing the name, and especially (having as a major differential) in drifts. It's a shame it doesn't have an adjustment, because it's very strong.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on August 25, 2022, 11:05:33 pm
Just an observation, not a criticism: In Scud Race, the Native FFB of the Supermodel emulator is completely different from the one provided by the FFB Plugin. Interestingly, the native FFB is better because it is present in the selection of cars and tracks, when writing the name, and especially (having as a major differential) in drifts. It's a shame it doesn't have an adjustment, because it's very strong.

How do you get the native FFB working?
Title: Re: FFB Arcade Plugin
Post by: holmes on August 26, 2022, 07:53:15 am
Quote
How do you get the native FFB working?

By selecting the option in Supermodel.ini.
Code: [Select]
ForceFeedback =1
XInputConstForceThreshold = 30
XInputConstForceMax = 100
XInputVibrateMax = 100
InputSystem = xinput

As you can see, the strength of the effects can be also adjusted. The commands depend on the suitable API for your controller (SDL, DirectInput, Xinput, Raw). Everything is explained in the help section of the supermodel site.
https://www.supermodel3.com/Help.html (https://www.supermodel3.com/Help.html)
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on August 26, 2022, 10:47:21 am
Quote
How do you get the native FFB working?

By selecting the option in Supermodel.ini.
Code: [Select]
ForceFeedback =1
XInputConstForceThreshold = 30
XInputConstForceMax = 100
XInputVibrateMax = 100
InputSystem = xinput

As you can see, the strength of the effects can be also adjusted. The commands depend on the suitable API for your controller (SDL, DirectInput, Xinput, Raw). Everything is explained in the help section of the supermodel site.
https://www.supermodel3.com/Help.html (https://www.supermodel3.com/Help.html)


1 - For those who use the FFB Plugin, it is not enough to activate the native FFB in the ini file or in the UI app. You must disable the "-outputs=win" function, otherwise it will continue reading the FFB plugin.

2 - These Xinput options don't appear in my ini file. It appeared in an old version of the emulator, but if changed it made no difference to the steering wheel.
Title: Re: FFB Arcade Plugin
Post by: holmes on August 26, 2022, 11:34:05 am
I have not checked recently however I am pretty sure changing these values did change the force strength, at least in the past. This would seem weird to me that this feature has been removed. Maybe it is worth asking at Supermodel3 forum?
I suggest to stop discussing this topic in this particular thread since it is off-topic .
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on August 26, 2022, 12:22:53 pm
I have not checked recently however I am pretty sure changing these values did change the force strength, at least in the past. This would seem weird to me that this feature has been removed. Maybe it is worth asking at Supermodel3 forum?
I suggest to stop discussing this topic in this particular thread since it is off-topic .


If the subject is related to the FFB plugin, I see no problem in commenting here, unless you delve into a specific subject that has nothing to do with the plugin. We still haven't lost the main focus as it is a valid comparative observation to the FFB plugin. Some moderator please correct me if I'm wrong.
Title: Re: FFB Arcade Plugin
Post by: isamu on August 26, 2022, 04:41:04 pm
Quote
How do you get the native FFB working?

By selecting the option in Supermodel.ini.
Code: [Select]
ForceFeedback =1
XInputConstForceThreshold = 30
XInputConstForceMax = 100
XInputVibrateMax = 100
InputSystem = xinput

As you can see, the strength of the effects can be also adjusted. The commands depend on the suitable API for your controller (SDL, DirectInput, Xinput, Raw). Everything is explained in the help section of the supermodel site.
https://www.supermodel3.com/Help.html (https://www.supermodel3.com/Help.html)


1 - For those who use the FFB Plugin, it is not enough to activate the native FFB in the ini file or in the UI app. You must disable the "-outputs=win" function, otherwise it will continue reading the FFB plugin.

2 - These Xinput options don't appear in my ini file. It appeared in an old version of the emulator, but if changed it made no difference to the steering wheel.

You have to manually add those lines to the supermodel.ini file. However....I followed those steps and I still can't get native ffb working on my DInput ffb wheel. Has the option to use it been eliminated?
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on August 26, 2022, 06:03:46 pm
You have to manually add those lines to the supermodel.ini file. However....I followed those steps and I still can't get native ffb working on my DInput ffb wheel. Has the option to use it been eliminated?
[/quote]

Native FFB option continues in current ini file, can also be activated by app UI. As far as I know "xinput" refers to an official Microsoft Joystick, maybe that's why it didn't work for me when I changed these values. I will add it manually as soon as possible and test it, although I doubt it will work with a Logitech or Thrustmaster wheel as they are classified as "dinput".
Title: Re: FFB Arcade Plugin
Post by: matamian on September 14, 2022, 10:50:08 pm
Hey guys, I know this issue has been brought up before but I don't remember what I did to fix it a while back.

I just updated to the newest version of FFB plugin. I replaced my old plugin files in my mame folder and everything works great when launched from the mame UI. Unfortunately when I try to run anything mame related from my bigbox/launchbox frontend, the force feedback doesn't work. It worked perfectly prior to me updating to the newest plugin. Other emulators like model 2 and supermodel work fine when booted through bigbox/launchbox.

I know I ran into this issue once before but I have no idea what I did to correct it. Nothing within my mame folder was changed aside from replacing the old plugin files with the new ones. I didn't change the ini or anything. It was working perfectly just a few hours ago before I did this.

Anyone have any insight on what could be the issue?
Title: Re: FFB Arcade Plugin
Post by: holmes on September 15, 2022, 12:27:14 am
FFB plugin relies on the ROM name to detect the game. These names change with Mame ROM sets. Is your rom set a recent one? It may be the source of your problem.
Title: Re: FFB Arcade Plugin
Post by: holmes on September 15, 2022, 12:39:24 am
[quote author=Super-Becker l
Native FFB option continues in current ini file, can also be activated by app UI. As far as I know "xinput" refers to an official Microsoft Joystick, maybe that's why it didn't work for me when I changed these values. I will add it manually as soon as possible and test it, although I doubt it will work with a Logitech or Thrustmaster wheel as they are classified as "dinput".
[/quote]
I have not tested this in recent years. However the principle was to select the API corresponding to your control (SDL, xinput or dinput) through a command line option or in the conf file and to use the command from the correct API. So there should be also commands such as DinputconstForceMax and SdlconstforceMax. In the example I gave a few posts ago, just replace the xinput words by dinput.
Title: Re: FFB Arcade Plugin
Post by: matamian on September 15, 2022, 05:49:12 am
FFB plugin relies on the ROM name to detect the game. These names change with Mame ROM sets. Is your rom set a recent one? It may be the source of your problem.

Its an older set from what i remember from my initial setup. I've had it set up since back in February. It still works perfectly as long as I use the mame UI to launch the game. The issue is that nothing has force feedback when I launch anything in mame through bigbox or launchbox.

Launching through bigbox and launchbox with ffb worked perfectly fine for me up until last night. I decided to update to the latest version of ffb plugin, dropped it in my mame folder and replaced the old version. Now when I use my frontend to boot anything in mame, I get no ffb at all. I boot from mame ui and I get ffb. That only thing that I changed was the version of ffb plugin.

I do remember running into this issue back in February. I fixed it but I totally forgot what did the trick, it's been a while lol.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on September 15, 2022, 06:40:45 am
What Holmes is saying is that the FFB plugin relies on the rom names. If mame changes those, or even changes them somewhere in it's lookup tables without changing the zipfile name, the FFB plugin needs to change along with it. So if you're using an older romset, and the names have changed, along with a newer version of the FFB plugin, it won't work. Happened with supermodel a while back, and for sure it must have happened with MAME too at some point.
Title: Re: FFB Arcade Plugin
Post by: matamian on September 15, 2022, 08:36:48 am
What Holmes is saying is that the FFB plugin relies on the rom names. If mame changes those, or even changes them somewhere in it's lookup tables without changing the zipfile name, the FFB plugin needs to change along with it. So if you're using an older romset, and the names have changed, along with a newer version of the FFB plugin, it won't work. Happened with supermodel a while back, and for sure it must have happened with MAME too at some point.

I'll look into the names but if that was the problem wouldn't it not work at all? As of now it all works flawlessly when I run from mames interface.

I'll download some roms from a newer romset to go with the new release to see if that works out. 

Title: Re: FFB Arcade Plugin
Post by: matamian on September 15, 2022, 09:19:12 am
Another question, sorry and I greatly appreciate the help.

Should I go ahead and get the latest version of mame along with the latest romset and do a fresh install with the latest ffb plugin? Is there a particular version of mame that the plugin will work best with?
Title: Re: FFB Arcade Plugin
Post by: buttersoft on September 15, 2022, 06:26:20 pm
It should all be up to date, there shouldn't be any problems. In practice there are always hurdles, but that's the hobby :)

I have had a similar problem with the FFB plugin with Flycast ID3:
Quote
[I couldn't] use a batfile. Weird one, but FFB fails for me that way... [Had to] create a shortcut with the “c:\path\to\flycast\flycast.exe C:\path\to\flycast\roms\initdv3e.zip” line as the target... [Could] then load the shortcut from a batfile and it works fine. Must be something to do with how the arguments are being passed?

Can't remember if i had to have everything load as admin, but i recon try that first, then try something like the quote above.
Title: Re: FFB Arcade Plugin
Post by: matamian on September 15, 2022, 10:23:53 pm
It should all be up to date, there shouldn't be any problems. In practice there are always hurdles, but that's the hobby :)

I have had a similar problem with the FFB plugin with Flycast ID3:
Quote
[I couldn't] use a batfile. Weird one, but FFB fails for me that way... [Had to] create a shortcut with the “c:\path\to\flycast\flycast.exe C:\path\to\flycast\roms\initdv3e.zip” line as the target... [Could] then load the shortcut from a batfile and it works fine. Must be something to do with how the arguments are being passed?

Can't remember if i had to have everything load as admin, but i recon try that first, then try something like the quote above.

Did a fresh install of the latest mame, new rom set and new ffb plugin. Everything is working now with bigbox. Thank you!

Quick question.  Is there a way to apply the force spring setting to games that don't have force feedback? Like ridge racer and etc.
Title: Re: FFB Arcade Plugin
Post by: matamian on September 27, 2022, 03:29:07 pm
Hey guys, back with another question. Really tried to figure it out on my own.

FFB plugin with outrun 2 in teknoparrot. I cannot get FFB working at all. I put the FFB plugin in the "jennifer" folder and set it up as I usually do but I get no FFB. I read in setup help to copy the opengl32.dll and sdl2.dll files from the plugin into the teknoparrot subfolder (also called teknoparrot) A lot of people said this worked for them. My issue is that when I do put the opengl32.dll in that folder, outrun 2 will no longer boot. Once I remove the file it boots without issue.

Visual runtime is also up to date.

Anyone have any advice regarding this?
 
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 28, 2022, 01:46:26 am
Hey guys, back with another question. Really tried to figure it out on my own.

FFB plugin with outrun 2 in teknoparrot. I cannot get FFB working at all. I put the FFB plugin in the "jennifer" folder and set it up as I usually do but I get no FFB. I read in setup help to copy the opengl32.dll and sdl2.dll files from the plugin into the teknoparrot subfolder (also called teknoparrot) A lot of people said this worked for them. My issue is that when I do put the opengl32.dll in that folder, outrun 2 will no longer boot. Once I remove the file it boots without issue.

Visual runtime is also up to date.

Anyone have any advice regarding this?

rename opengl32.dll to winmm.dll and try
Title: Re: FFB Arcade Plugin
Post by: matamian on September 28, 2022, 08:26:11 am
That did the trick. Thank you for all your hard work. Amazing plugin.
Title: Re: FFB Arcade Plugin
Post by: connormmii on October 19, 2022, 08:20:54 pm
It should all be up to date, there shouldn't be any problems. In practice there are always hurdles, but that's the hobby :)

I have had a similar problem with the FFB plugin with Flycast ID3:
Quote
[I couldn't] use a batfile. Weird one, but FFB fails for me that way... [Had to] create a shortcut with the “c:\path\to\flycast\flycast.exe C:\path\to\flycast\roms\initdv3e.zip” line as the target... [Could] then load the shortcut from a batfile and it works fine. Must be something to do with how the arguments are being passed?

Can't remember if i had to have everything load as admin, but i recon try that first, then try something like the quote above.

Did a fresh install of the latest mame, new rom set and new ffb plugin. Everything is working now with bigbox. Thank you!

Quick question.  Is there a way to apply the force spring setting to games that don't have force feedback? Like ridge racer and etc.

I use Logitech game profiler to set the spring strength then make sure the check box that says "ALLOW GAME TO CHANGE SETTINGS" is ticked as this then allows MAME to override the Logitech settings if FFB is enable for the particular game. I used it predominantly for World Rally 1 & 2 as I prefer the stronger spring setting in that game but use it for the SF Rush games as the FFB plugin does not work for me in those games as the wheel jerks far too much regardless of settings in the plugin (Wasted 3 hours last night trying to get it to work but couldn't)
Title: Re: FFB Arcade Plugin
Post by: anchounio on October 22, 2022, 02:39:45 am
According to a recent discovery in mame testers, the game Hot Chase had wheel FFB. It can be activated in the dip settings.
https://mametesters.org/view.php?id=8460

Any chance to make it work through FFB plugin?
Title: Re: FFB Arcade Plugin
Post by: a5608498 on November 12, 2022, 10:02:51 pm
Hi, any chance to make the mame plugin works on retroarch mame core?

And Im using wiimote for some gun games. Transformers is way too hard on rumble and lowering level does nothing on wiimote.

Alien extermination has a much better implementation, not constant rumble, just a little paused. Any way to have the same kind of rumble on transformers?

And lastly will be great to have ffb support on hotd scarlett dawn.

Thanks for this plugin  :applaud:
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 19, 2022, 02:15:01 am
According to a recent discovery in mame testers, the game Hot Chase had wheel FFB. It can be activated in the dip settings.
https://mametesters.org/view.php?id=8460

Any chance to make it work through FFB plugin?

Sorry for delay in answering,I took a look but no they haven't added the motor outputs to mame at all even after enabling  :(

I also made a new FFB Plugin Release couple days ago

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on November 24, 2022, 03:52:50 pm
My original FFB tutorial got taken down because of a bollocks DMCA copyright claim from Bandai ---smurfing--- Namco Japan, because of 2 minutes of Wangan Midnight footage I used right at the end of it. I've contested it, but I don't think I'm ever getting this vide back (F'n annoying as it'd just got past 10,000 views), so I've made a new version. If you used my original video to help get the FFB plugin setup, could you please do me a solid one by leaving a comment or a like on this new version to try and help it gain a bit of traction with the YT algorhythm gods. If you do and we ever meet in person I'll buy you a beer! Cheers  :cheers:

https://youtu.be/mo3qEnX4oDM
Title: Re: FFB Arcade Plugin
Post by: isamu on November 25, 2022, 06:17:23 am
Great vid! Yeah youtube is just all kinds of fuckery now a days. Pure totalitarianism censorship going on there. Its getting out of hand  :badmood: :banghead: :soapbox:
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on November 25, 2022, 11:21:14 am
Yeah, it's just friggin' ridiculous. If I contest it, the person that's claimed the content has to provide proof they're taking legal action against the alleged copyright infringer (i.e. me) within 10 days or the content should be restored and the strike removed. This clearly hasn't happened, but YouTube are just keeping my old video tied up in this ongoing copyright claim limbo, and not responding to any of my emails, because I'm small fry and Scamco are a big business.
Title: Re: FFB Arcade Plugin
Post by: anchounio on November 25, 2022, 11:56:39 am
According to a recent discovery in mame testers, the game Hot Chase had wheel FFB. It can be activated in the dip settings.
https://mametesters.org/view.php?id=8460

Any chance to make it work through FFB plugin?

Sorry for delay in answering,I took a look but no they haven't added the motor outputs to mame at all even after enabling  :(

I also made a new FFB Plugin Release couple days ago

https://github.com/Boomslangnz/FFBArcadePlugin/releases

Thanks for your work :)
Title: Re: FFB Arcade Plugin
Post by: buttersoft on November 25, 2022, 06:25:27 pm
Yeah, it's just friggin' ridiculous. If I contest it, the person that's claimed the content has to provide proof they're taking legal action against the alleged copyright infringer (i.e. me) within 10 days or the content should be restored and the strike removed. This clearly hasn't happened, but YouTube are just keeping my old video tied up in this ongoing copyright claim limbo, and not responding to any of my emails, because I'm small fry and Scamco are a big business.

Oh, hush. You owe me a beer :)

I do feel this issue is a symptom of us moving toward a much less open and less democratic future, sadly. So many tiny reminders.
Title: Re: FFB Arcade Plugin
Post by: Zebidee on November 25, 2022, 10:06:34 pm
Yeah, it's just friggin' ridiculous. If I contest it, the person that's claimed the content has to provide proof they're taking legal action against the alleged copyright infringer (i.e. me) within 10 days or the content should be restored and the strike removed. This clearly hasn't happened, but YouTube are just keeping my old video tied up in this ongoing copyright claim limbo, and not responding to any of my emails, because I'm small fry and Scamco are a big business.

Oh, hush. You owe me a beer :)

I do feel this issue is a symptom of us moving toward a much less open and less democratic future, sadly. So many tiny reminders.


This is all true, and ultimately where we are headed. On the other hand, just imagine if Elon Musk owned YT - there would be no real content moderation at all, because he'd rationalise that he owes a lot of people a lot of money, and it is too expensive to employ people to do that stuff.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on November 29, 2022, 02:35:35 pm
Sorted!
Title: Re: FFB Arcade Plugin
Post by: sushko on December 03, 2022, 10:42:16 pm
Hi I hope this is not bad thing to ask but can someone add support for Chase H.Q. I just installed FFB and love it. I love Chace HQ and would really appreciate some FFB. Thanks for the awesome work.
Title: Re: FFB Arcade Plugin
Post by: RFSViera on December 05, 2022, 07:53:34 pm
i have G923, add files to right folders, add wheel to FF setup, FF Test Sine works,  wen enter in game nothing happens, any idea?
Im testing in daytona and SR3
Read from a guy disconnect usb sound and worked, but not for me, i tryed disconnect LGHUB but no lucky to.

updating this strange thing , i jump and start testing in MAME, out run and outrunners start with hard wheel, after get out track touch grain wheel soft and all works, if i try F1,  as Tekno nothing happens and hard wheel, its to heavy to drive
Tks
Title: Re: FFB Arcade Plugin
Post by: jayc001 on December 07, 2022, 07:02:32 am
Does anyone have any advice of FFB not working on Logitech G920 wheels when changing between games? I have a cabinet set up running Bigbox FE and when changing between games (most Teknoparrot and Supermodel) the FFB stops working and the wheel loses it's self centering. Sometimes it's OK but more ften than not a game change screws it.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on December 07, 2022, 09:15:37 am
Every time you change the game you have to restart the emulator. The problem will disappear.
Title: Re: FFB Arcade Plugin
Post by: patrickfx1 on December 07, 2022, 10:10:34 pm
Anyone can explain me the FFB OPTION in some game where we see LEFT and RIGHT MIN and MAX FORCE.
Is that mean would like to have a difffent force feedback depending you turn left versus right ? Sound odd a little !

Example in game OFF ROAD CHALLENGE.  Got some difficulty to get the FFB correct.

As a bonus question.  Any feeds somewhere where it summarize some default setting for all (or some game) ?  The exercice of try, exit, retry, exit, exit... is tedious.  Please don't tell me it is part of the fun. I give enough :) Or maybe detailed explaination of options. would help.
Title: Re: FFB Arcade Plugin
Post by: waldo34 on December 14, 2022, 03:14:01 pm
Every time you change the game you have to restart the emulator. The problem will disappear.

With that in mind as I start a multi cabinet build is there a recommended front end to use to ensure the restart of the emulator?
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on December 14, 2022, 08:11:45 pm
Anyone can explain me the FFB OPTION in some game where we see LEFT and RIGHT MIN and MAX FORCE.
Is that mean would like to have a difffent force feedback depending you turn left versus right ? Sound odd a little !

Example in game OFF ROAD CHALLENGE.  Got some difficulty to get the FFB correct.

As a bonus question.  Any feeds somewhere where it summarize some default setting for all (or some game) ?  The exercice of try, exit, retry, exit, exit... is tedious.  Please don't tell me it is part of the fun. I give enough :) Or maybe detailed explaination of options. would help.



The same strength values chosen in "FFBPluginGUI" may be different depending on which steering wheel you use. In G29 for example most (not all) games use Max Force = 40. In Thustmaster T300 the values are always above that, around 60.
Title: Re: FFB Arcade Plugin
Post by: hawkeyez88 on December 29, 2022, 10:17:23 pm
Are there any logs to look at? Using the G920 after 10 or so minutes FFB goes away and my wheel goes limp. Tried in Batman TP and Outrun TP and Mario TP. Restarting the machine brings everything back to normal, for around 10 minutes.
Title: Re: FFB Arcade Plugin
Post by: jmne on January 04, 2023, 11:55:43 am
I cant get this to work with my G29, i've tried LGHUB and LGS but i keep getting the 'warning:controller does not support' message in the FFB test. It recognizes and rumbles my DS3 controller. Any ideas?

EDIT: So i did a complete wipe of program and drivers re-installed the latest LGHUB tried the latest 2.x FFB version still nothing, tried 1.17a and that version is working in FFB test.

Had a quick try of Sega Rally 3 TP and was working but car was reversing whilst not pressing accelerator.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on January 04, 2023, 05:18:07 pm
Had a quick try of Sega Rally 3 TP and was working but car was reversing whilst not pressing accelerator.

Can't speak as to the rest, but that SR3 prob is often to do with the pedals being pressed while the game loads, which sort of inverts the axes. If you genuinely aren't pressing the pedals, you can change the settings for steering, accel and brake in one of the files under c:\SR3\sega\ShellData\. The axes go from 0-255, and might need a little threshold at each end if your pedals don't quite make it all the way (esp the lower end, in this case). You can see the numbers on the windows joystick screens, from memory.

As in, if your axis is set to read 0-255 in the game, but your pedals run 11-239 in raw numbers (because calibration is never perfect), you want to set the game to read 20-226 or thereabouts. That means when the pedal gets to 225 the game is giving full throttle. And at lower than 20 the game sees no input.

EDIT: unless the pedals have inverted themselves somewhere, in which case just tell TP to reverse them :)
Title: Re: FFB Arcade Plugin
Post by: jmne on January 06, 2023, 12:07:40 pm
Had a quick try of Sega Rally 3 TP and was working but car was reversing whilst not pressing accelerator.

Can't speak as to the rest, but that SR3 prob is often to do with the pedals being pressed while the game loads, which sort of inverts the axes. If you genuinely aren't pressing the pedals, you can change the settings for steering, accel and brake in one of the files under c:\SR3\sega\ShellData\. The axes go from 0-255, and might need a little threshold at each end if your pedals don't quite make it all the way (esp the lower end, in this case). You can see the numbers on the windows joystick screens, from memory.

As in, if your axis is set to read 0-255 in the game, but your pedals run 11-239 in raw numbers (because calibration is never perfect), you want to set the game to read 20-226 or thereabouts. That means when the pedal gets to 225 the game is giving full throttle. And at lower than 20 the game sees no input.

EDIT: unless the pedals have inverted themselves somewhere, in which case just tell TP to reverse them :)


Thanks for the tips, i was messing with Supermodel and the pedals were reversed there, had to change them to 'NEG' in the INI. (the auto-config doesnt always work). Will have another go ar SR3 later.
Title: Re: FFB Arcade Plugin
Post by: karoloydi on January 18, 2023, 01:53:53 am
Hi,
I have exactly the same problem with Flycast. As soon as I put the ffb plugin files in the Flycast directory, my gamepad controls do not work. If I remove them, they come back. I haven't solved the issue yet.

Same here. I am using xbox360 controller. As soon as I copy the files in the flycast folder, the controller stops working. Same with my G920 wheel.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 23, 2023, 05:14:21 pm
According to a recent discovery in mame testers, the game Hot Chase had wheel FFB. It can be activated in the dip settings.
https://mametesters.org/view.php?id=8460

Any chance to make it work through FFB plugin?

Sorry for delay in answering,I took a look but no they haven't added the motor outputs to mame at all even after enabling  :(

I also made a new FFB Plugin Release couple days ago

https://github.com/Boomslangnz/FFBArcadePlugin/releases

This is an awesome plugin. Would you be able to make it work for the custom Mame needed for Rave Racer linked play shown here? I validated I can get ffb with regular Mame and Rave Racer through the service menu but the same steps do not work with the custom Mame exe he has. 

http://forum.arcadecontrols.com/index.php/topic,165638.0.html
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 24, 2023, 03:04:13 am
Hi

I just took a look and it works perfectly fine here. Copied FFBPlugin MAME64 files to folder, ensured MAME.ini had

#
# OSD OUTPUT OPTIONS
#
output                    windows

and then enabled Steering Feedback in test menu and had working Force Feedback  ;D

I also did a bat file which was just

start /b jb_build64.exe raveracw -w -joystick_deadzone 0 -nvram_directory nvram1

Hope that helps
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 25, 2023, 04:05:21 pm
Hi

I just took a look and it works perfectly fine here. Copied FFBPlugin MAME64 files to folder, ensured MAME.ini had

#
# OSD OUTPUT OPTIONS
#
output                    windows

and then enabled Steering Feedback in test menu and had working Force Feedback  ;D

I also did a bat file which was just

start /b jb_build64.exe raveracw -w -joystick_deadzone 0 -nvram_directory nvram1

Hope that helps

Hmm so you are right with 1 player mode. I was able to get ffb to work when creating a .bat file with your code. However, when running the two player linked mode code below that is in a bat file, it has no FFB for either player even though its the same folders (besides cfg2 and nvram2 for 2nd player) and even with the service menu ffb enabled via the dip switch and cleanly exited with tab. Any idea why that would be?


--The 2 player code with no FFB
start /b jb_build64.exe raveracw -w -cfg_directory cfg -nvram_directory nvram1 -comm_localport 15111 -comm_remoteport 15112 -comm_localhost 0.0.0.0 -comm_remotehost 127.0.0.1
start /b jb_build64.exe raveracw -w -cfg_directory cfg2 -nvram_directory nvram2 -comm_localport 15112 -comm_remoteport 15111 -comm_localhost 0.0.0.0 -comm_remotehost 127.0.0.1


--Your 1 player code that works with FFB
start /b jb_build64.exe raveracw -w -joystick_deadzone 0 -nvram_directory nvram1
Title: Re: FFB Arcade Plugin
Post by: Boomslang on January 26, 2023, 02:37:42 am
I can't really help without either trying to setup my own lan or remote desktop in and find solution that way

Since Rave Racer doesn't support FFB Outputs, I have to perform a pattern scan on bootup to find the FFB address.

Perhaps when playing LAN the pattern changes a little, enough so there is no match
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on January 26, 2023, 08:40:20 am
I can't really help without either trying to setup my own lan or remote desktop in and find solution that way

Since Rave Racer doesn't support FFB Outputs, I have to perform a pattern scan on bootup to find the FFB address.

Perhaps when playing LAN the pattern changes a little, enough so there is no match
Understood. Just to clarify, if you put that code in a single bat file and use it on the Rave Racer custom Mame folder, it will work on the same pc without any config at all. All the folders and everything already exist. You just have to hit enter to enter both games and the game speeds up after hitting enter on both. I have not yet tried separate PCs. Is there a tool you used to look for the addresses? Not sure I will be able to research my way to a solution with that info or not but at least as a quick start.
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on February 07, 2023, 07:10:10 am
I can't really help without either trying to setup my own lan or remote desktop in and find solution that way

Since Rave Racer doesn't support FFB Outputs, I have to perform a pattern scan on bootup to find the FFB address.

Perhaps when playing LAN the pattern changes a little, enough so there is no match
Is this something you could add to a future version?
Title: Re: FFB Arcade Plugin
Post by: IGOT80 on March 01, 2023, 10:53:36 pm
Boomslang: THANK you so much for this software.

I have a question/feature request that I haven't seen asked:

In the Demul FFB config for control override, when setting axis for wheels and pedals, is there a way to set up two different analog devices for player 1?

I have a cabinet with a Logitech wheel but the original cabinet pedals are connected to the PC with an A-Pac. In the Demul FFB menu for a game like Initial D, it only allows me to set the analog axis for one device. The funny thing is, it will READ the pedals from the A-Pac, but still assign that axis to the Logitech wheel device. (I initially set the Logitech wheel as device 1 and the A-Pac pedals as device 2).

So it ends up as:
Wheel: Device 1 axis 0
gas: Device 1 axis 0 (should be device 2 axis 0)
brake: Device 1 axis 1 (should be device 2 axis 1)

So in-game turning the wheel right makes the car go right and presses the gas, and vice versa.

Again thank you for the hard work.

Edit: Going to try Flycast tomorrow, maybe it's a non-issue there
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 02, 2023, 02:26:28 am
yeah you can do input support up to 2 devices i think

NEW RELEASE

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 05, 2023, 12:27:54 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases

Been looking forward to adding Club Kart for along time
Title: Re: FFB Arcade Plugin
Post by: xbrunox on March 05, 2023, 02:44:18 pm
Hi boom. I've a g29. Is normal that in club kart I've no effect when I'm on the grass or when I hit a wall?
Title: Re: FFB Arcade Plugin
Post by: hiryu69mx on March 05, 2023, 04:44:47 pm
thanks Boomslang for the new release!, the initial d games feels a lot better in teknoparrot, but in 18 wheeler and king of route 66 in flycast i cant make it to work, also i tried initial d games and faster than speed and the work good in flycast.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on March 05, 2023, 06:45:09 pm
Apparently has to be deluxe versions of game, won’t work with upright etc
Title: Re: FFB Arcade Plugin
Post by: jonnycorporate on March 12, 2023, 09:59:14 am
Hi Boom, if you read this... I just tested out 2.0.0.23 and could only get FFB working in flycast by swapping winmm.dll from an old version of the plugin.

I used 2.0.0.15 and it started working again immediately.
Title: Re: FFB Arcade Plugin
Post by: totoplay on March 22, 2023, 02:25:38 pm
Hello,

Logitech G920

Force feedback thru FFB Arcade Plugin works perfectly (all games) up to version 2.0.0.10.

All newest versions do not work at all even with fresh install (WIN10 or WIN11) and all Visual Runtime Files from link provided in FFBPluginReadme.txt

On this recent installation, versions prior to 2.0.0.11. work. Force Feedback is available with PC racing games and Model 2&3 (without FFBPlugin).

I've had this problem for months and I was waiting for someone to have the same bug with SDL2.dll but it does not happen.

As I can't find the solution, any ideas?

Title: Re: FFB Arcade Plugin
Post by: buttersoft on March 22, 2023, 06:23:21 pm
... any ideas?

Are you running every single program as admin, ffb config, TP, games, etc? That one worked for me recently.
Title: Re: FFB Arcade Plugin
Post by: totoplay on March 23, 2023, 04:35:51 am
... any ideas?

Are you running every single program as admin, ffb config, TP, games, etc? That one worked for me recently.

Thanks for your help, yes I do.
Force feedback Test from FFBPluginGUI.exe (as admin) fails and it always works with older versions.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on March 23, 2023, 06:54:56 am
Force feedback Test from FFBPluginGUI.exe (as admin) fails and it always works with older versions.

That's certainly something you should report to Boom. Are you on the discord?
Title: Re: FFB Arcade Plugin
Post by: Fursphere on March 23, 2023, 09:21:09 am
Not sure if its related or not, but I had two recent KB patches on Windows 11 straight up break Burnout Paradise Remastered (EA Games version, not Steam).   I had to uninstall those updates for the game to work again. 

So you might try uninstalling any recent KB updates (which can be a pain) to see if the program starts working again.  I've been debating at reaching out to my contacts inside Microsoft to see if I can get any additional insight. 
Title: Re: FFB Arcade Plugin
Post by: totoplay on March 23, 2023, 10:52:04 am
Windows 10 or 11 reinstalled with nothing else except Logitech G HUB > ALL versions work
Now I have to go step by step and try every single time to see when bug occurs...

Thanks again for your help!
Title: Re: FFB Arcade Plugin
Post by: penfoldcrumbs on May 07, 2023, 07:27:37 am
Hi,

Great work on the plugin.

Am experiencing the same issue as others have mentioned with Mame, the plugin works from the Mame UI, everytime, but at best, works once per boot of the machine (rarely) from the command line. as others have mentioned, the ffb plugin hooks but doesn't see the rom name.

Now I can't see this being an issue with the plugin, nor Mame to be honest, as for the majority of people it seems, running from the command line works for them.

Changing the output to network btw, Rave Racer picks up the ffb fine, Hard Drivin\Outrun etc provide ffb to the wheel, but not in line with the game, I presume because the plugin still doesn't know which game is running and is just processing the raw values.

Anyway, have tried everything mentioned in these pages and more, still can't get it to work from the command line. Will live with booting Mame UI for these games unless somebody has any ideas I have not yet tried.

Have tried, setting output to windows, both in the mame ini and on the command line, checked for extra instances of the output entries in other .inis, fresh installs of both mame and the plugin, fresh instances of the roms, various directory locations, bat files, running as admin.

I do have another instance of ffb plugin in my DaytonaUSA game folder but from my understanding that should not matter as the plugin just hooks into the running executable in the same folder it is in so you can have as many copies of the plugin as you like if they are in different folders.

Anyway, out of ideas now, hoping someone here can provide insight into what might be the cause on my system so I can remove that step of launching the Mame UI first instead of directly from LaunchBox.

Cheers
Title: Re: FFB Arcade Plugin
Post by: buttersoft on May 07, 2023, 06:48:31 pm
Hmm, as an experiment with permissions and ennvironment and such, have you tried having Launchbox open a batfile with the command line embedded in that? And if that doesn't work, create a shortcut to the batch file and launch from that (as admin, if needed)

So, create a text file called mamegame.txt, edit it something like below, and change the name to .bat

Quote
@echo off
cls
cd C:\games\mame
start mame.exe romname

The romname does not need .zip, and your ini file for that game should be set up with everything (esp. to output to windows). If all your games use the same config just configure mame.ini. Any further commandline arguments can be added after romname if needed, e.g. -skip_gameinfo
Title: Re: FFB Arcade Plugin
Post by: penfoldcrumbs on May 08, 2023, 06:47:02 am
Hey @buttersoft, thanks for the suggestion but no change. I do appreciate the help though.

As mentioned, -output network is the only way I can get consistent, albeit incorrect, ffb every time from the command line. I know this is not the way to go but worth noting?

If I get the time I may try debugging the plugin source to see if I can figure out what is going on, otherwise will keep my fingers crossed for a future release of either Mame or the FFB plugin that works from the command line on my system/environment.

Thanks again!
Title: Re: FFB Arcade Plugin
Post by: penfoldcrumbs on May 08, 2023, 02:55:18 pm
Just tried playing around with Supermodel, works flawlessly with the ffb plugin from the command line every time so going to have some fun with that to take the edge off not getting Mame working nicely!

Out of interest, what version of Mame are you all using? I am currently testing with 253, did try a few older ones too.
Title: Re: FFB Arcade Plugin
Post by: MrThunderwing on May 10, 2023, 04:06:12 pm
Just tried playing around with Supermodel, works flawlessly with the ffb plugin from the command line every time so going to have some fun with that to take the edge off not getting Mame working nicely!

Out of interest, what version of Mame are you all using? I am currently testing with 253, did try a few older ones too.

As someone who was a big Danger Mouse fan as a kid, I like your forum username!
Title: Re: FFB Arcade Plugin
Post by: a5608498 on May 12, 2023, 07:18:41 am
Any chance to add hodt scarlett dawn?  ;D
Title: Re: FFB Arcade Plugin
Post by: isamu on May 12, 2023, 07:26:14 pm
Are any of you guys having issues with Rave Racer? The FFB is there, but my wheel is now pulling *away* from center, opposite of what it's supposed to feel like. So then I tried it with Alternative FFB enabled, and the wheel just pulls only to the left. If I recall correctly the game was working perfectly before with normal settings(non Alternative FFB). Using the latest version of the plugin. Any ideas?
Title: Re: FFB Arcade Plugin
Post by: followthislogic on May 15, 2023, 12:51:22 pm
I've been comparing Initial D v3 in Flycast against DEMUL and the feel of the FFB is very different.  Not talking about bumps against the wall but the pull of the wheel.  DEMUL feels pretty much like it should, usually a fairly constant pull to the center, and it seems to change with the game (swtching directions in-game changes the pull direction).  The pull in Flycast seems to be more erratic.  I've played with the Feedback Length and it seems to correlate... with a long Feedback Length like 5000 - which is what DEMUL seems to be set to - I get a pull in one direction for about 5 seconds, regardless of anything changing in-game.  Setting that shorter, like to 500 or 250, means I get shorter pulses of feedback pull, but much of the time there's hardly any pull at all, it feels very loose.  This makes it a bit hard to drive properly when you're putting a certain amount of strength on the wheel, then it lets go mid-turn.

I seem to be using plugin 2.0.0.14 in DEMUL and 2.0.0.31 in Flycast with the latest nightly build (5/14).  I assume my settings in Flycast are correct as I do get feedback, just feels different.

Hopefully that made sense and I'd be willing to provide any info, logs, etc if necessary.  And I hope I don't come off as complaining - I really appreciate what you do for the community and just want to help make the product better.  DEMUL is okay and all, but Flycast is superior in pretty much every way, especially the fact that networking actually works.  I hope to someday set up my own twin cab based on Flycast and this would be a key piece of that.
Title: Re: FFB Arcade Plugin
Post by: dgrace on August 06, 2023, 12:33:57 am
Love this plugin
Title: Re: FFB Arcade Plugin
Post by: sonik on August 09, 2023, 10:28:15 am
Anyone got the plugin working under linux (using wine)?
I'm trying to get Model 2/3 working on steamOS. The emulators runs. But ffb plugin does not work, no log at all. Cant launch the GUI too.
Title: Re: FFB Arcade Plugin
Post by: Billkwando on August 25, 2023, 06:51:41 pm
Is there any way to make the wheel spin back faster after turning in Initial D (8, in my case), when you want the car to go straight? I find I have to manually wind my G29 back because it just kinda weakly meanders back on its own, especially with 540 rotation. Thanks!!!  :D

Just in case this helps clarify, lol:
https://www.youtube.com/watch?v=wLbs8kBXgrw
Title: Re: FFB Arcade Plugin
Post by: isamu on August 25, 2023, 07:23:07 pm
Is there any way to make the wheel spin back faster after turning in Initial D (8, in my case), when you want the car to go straight? I find I have to manually wind my G29 back because it just kinda weakly meanders back on its own, especially with 540 rotation. Thanks!!!  :D

Just in case this helps clarify, lol:
https://www.youtube.com/watch?v=wLbs8kBXgrw

To be brutally honest, I hate to tell you this bro, but you're not going to make your G29 achieve fast turning like how it is in the arcade. The only to way to gain an actual 1:1 arcade wheel experience is to upgrade and purchase a DD wheel. The G29 is an old style gear driven wheel and can only spin around so fast before running into speed limitations because of the gears. Many people have upgraded from those old Logitech wheels to a newer DD wheel and have never been happier. Get a DD wheel. It's TOTALLY worth it mate. You will be more than happy you did and you WILL feel like you're on the arcade cab once you do! :cheers:

Fortunately, they've come down TREMENDOUSLY in price over the last year. In fact Moza *JUST* released a new low-entry DD wheel for cheap!

https://mozaracing.com/product/r5-bundle

Title: Re: FFB Arcade Plugin
Post by: Billkwando on August 25, 2023, 08:02:18 pm
I hear what you're saying, but I would be happy if it spun as fast as it does when it self calibrates when you plug it in, lol. It's not even going that fast. Also, I just dropped $200 on this wheel (and $50 on the shifter) on Prime day and $600 on a GT Omega Titan cockpit, so buying another wheel isn't exactly on my to-do list.  :P

Edit: I wouldn't call $500 (with no clutch pedal or shifter, at that) "cheap", exactly.  ::) Not Frex money tho hahahahah
Title: Re: FFB Arcade Plugin
Post by: isamu on August 27, 2023, 08:32:04 pm
Haha I hear ya. If you just spent that money on a wheel then yeah, doesn't make sense to go spending again on another one.

Yeah $500 may seem expensive, but it's way cheaper than what DD wheels used to cost. I spent $4K USD on my Bodnar 7 years ago lol. Don't regret it one bit though it's great.
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on September 07, 2023, 11:17:00 am
Hey guys. I recently updated my computer and OS to Windows 11. My G920 was a pain to set up again for some reason but it is working. For some reason FFB will not work at all. I have tested a lot of games and with the exception of Windows games that have force feedback in the game, this will not work. When I use the GUI and select my wheel to test, nothing happens, but it also does detect the wheel in the app. Any ideas?
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on September 07, 2023, 03:44:54 pm
I have two tips:
1 - Never use the G-Hub but the LGS;
2 - There is a specific version of LGS that does not cause problems with the FFB Plugin. I'm at work now and when I get home I'll look at you.
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on September 07, 2023, 03:54:58 pm
I did make sure G-Hub was uninstalled. Here is the odd thing. I have 2 versions of mame on my computer. The older one has an old version of FFB and that actually works. But the newest version I just downloaded does not work on MAME 249 or any other game.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on September 07, 2023, 10:19:50 pm
Use LGS version 9.02.65 x64 and see if that works.
Title: Re: FFB Arcade Plugin
Post by: kicking1980 on September 08, 2023, 08:36:14 am
Will I need to uninstall the older version first?
Title: Re: FFB Arcade Plugin
Post by: Boomslang on September 11, 2023, 03:23:02 am
New FFB Arcade Plugin Release

https://github.com/Boomslangnz/FFBArcadePlugin/releases
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on September 12, 2023, 08:58:47 am
Thanks Boomslang! I will test with the latest Logitech Gaming Software driver on the G29.


*EDIT:
I did the test on Windows 10, using the G29 steering wheel: The new FFB plugin update "v2.0.0.34" proved to be incompatible with the latest version of the Logitech Gaming Software driver "9.04.49_x64", but it works perfectly in the " 9.02.65_x64". In any case, I am very grateful.

kicking1980: To install an old version of the LGS driver you need to uninstall the current driver.
Title: Re: FFB Arcade Plugin
Post by: totoplay on September 13, 2023, 04:40:09 am
Logitech G920: Force Feedback is OK again, as far as I am concerned it wasn't working since v2.0.0.11 with 3 PCs
Tested with latest Windows 10&11 and latest GHUB (2023.7.448769)

THANK YOU VERY MUCH!!!
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on October 26, 2023, 01:07:12 am
Only in California Speed does force feedback not work for me since MAME version 0.258. In MAME 0.257 backwards works normally. I've tried everything. Does anyone have the same problem? Can anyone help? I will be grateful.
Title: Re: FFB Arcade Plugin
Post by: metalgearcol on October 27, 2023, 11:14:23 am
Hi all, I am having trouble getting my T300RS working with the plugin with Teknoparrot.  Specifically OR2SP and SR3.  I seem to have tried everything from ensuring the files are in the correct location to using it in alternate mode but nothing happens when in game.  It does however work as expected in the test tool! Could any provide me with any pointers? Thanks in advance for your help.
Title: Re: FFB Arcade Plugin
Post by: holmes on October 27, 2023, 04:08:27 pm
In the set-up UI, you can request the generation of a log file to check what happens in the game. Otherwise, also in the set-up UI, there is a help section which gives precise indication on where to place the files. A common mistake for OR2SP is to place the files in Teknoparrot instead of Teknoparrot/Teknoparrot.
Title: Re: FFB Arcade Plugin
Post by: metalgearcol on October 28, 2023, 07:25:25 am
Thanks - I will take another look at this tonight.  Fingers crossed!
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 22, 2023, 01:18:54 pm
There is something wrong with San Francisco Rush's FFB (Extreme Racing and The Rock), as it is not the same as what we find in the arcade. In MAME we can feel discomfort in FFB, a kind of "sandy" or "grainy" effect, which does not exist in the original arcade. Is it possible to correct or cancel this effect? Boomslangnz, I hope you see this message and can respond, I will be very grateful.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 25, 2023, 05:59:41 am
explain better please

also, i cant seem to steer in latest mame on any of the sfrush games? it works fine in menu choosing car and track etc but once ingame car doesn't respond at all??

I thought it was MAME doing something dumb but then i tried rave racer and that worked fine
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 25, 2023, 08:29:09 am
In fact I always suspected that this "sandy" effect shouldn't be there, but I could only be sure now that I have an original arcade. In the track selection menu everything works well but during the race, with the car moving, we can clearly feel this "sandy" effect especially in movements close to the steering wheel centering. Leave the maximum FFB strength at 100% to better highlight this effect.

Speaking of Rave Racer, strangely the FFB in this game tends to throw the force outwards, making it difficult to center the steering wheel even when we set the optional "Centering Force" to maximum. I'm not sure if it's like that in the arcade.

EDIT: In the most recent MAME (0.260) I only had problems with California Speed, which has no FFB. I make it clear that I have a small collection of games with FFB support, but I will post feedback on the ones I have, as long as it is not a hassle. I would like to once again congratulate you and thank you for this incredible work and for always interacting with us and responding to us. Thank you to you and your team.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 25, 2023, 04:12:21 pm
there's nothing i can do, im simply recieving the values as game sends them, i would say the "sandy" effect you call it, is modern wheel picking up the small details that older hardware would not have recieved the same

Ive heard this before saying like SFRush 2049 works way better, and yet they use the same exact code at my end
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 25, 2023, 05:16:42 pm
https://mega.nz/file/AQ8EiBYY#qbkmzh04k_gwPj39p9HlJfqOOOy9k6uyfclN1Gc2arM

any MAME, Supermodel or Flycast FFB Plugin users? Ive made some tweaks for a few games here and just looking to ensure it works for all etc

FFB should be a little more accurate now on these games as it performs effects only when game sends it, previously i took the last state it sent, but if they stopped sending value then wheel would continue performing effect based on last value it recieved :(

anyway i didn't move all game code for now but it should work for some
Title: Re: FFB Arcade Plugin
Post by: buttersoft on November 25, 2023, 08:20:26 pm
Argh, i would test, but in the middle of kitchen renos so my setup is buried in boxes and furniture right now
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 26, 2023, 11:08:06 am
there's nothing i can do, im simply recieving the values as game sends them, i would say the "sandy" effect you call it, is modern wheel picking up the small details that older hardware would not have recieved the same

Ive heard this before saying like SFRush 2049 works way better, and yet they use the same exact code at my end


I keep thinking there is something wrong, due to the huge difference. Maybe it's a problem with the emulation, because although the game runs much better in MAME than in the arcade itself, some things are different, such as the lighting of the tunnel on the second track, the calibration of the steering wheel when starting the game (for me, it never is completed effectively in both the T300 and the G29), etc. Perhaps some information is being sent incorrectly to the FFB plugin. Thank you very much for the answer, Boomslang.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 26, 2023, 11:18:41 am
https://mega.nz/file/AQ8EiBYY#qbkmzh04k_gwPj39p9HlJfqOOOy9k6uyfclN1Gc2arM

any MAME, Supermodel or Flycast FFB Plugin users? Ive made some tweaks for a few games here and just looking to ensure it works for all etc

FFB should be a little more accurate now on these games as it performs effects only when game sends it, previously i took the last state it sent, but if they stopped sending value then wheel would continue performing effect based on last value it recieved :(

anyway i didn't move all game code for now but it should work for some


Is this plugin the same as version 2.0.0.37, another version or is it exclusive? I don't use Flycast, but MAME and Supermodel do. In which games do you want the test to be carried out? I know that Supermodel does not send the correct information to the plugin, as Scud Race's FFB is incomplete in relation to what is native to Supermodel (we have already commented on this here).
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on November 26, 2023, 10:56:56 pm
In fact I always suspected that this "sandy" effect shouldn't be there, but I could only be sure now that I have an original arcade. In the track selection menu everything works well but during the race, with the car moving, we can clearly feel this "sandy" effect especially in movements close to the steering wheel centering. Leave the maximum FFB strength at 100% to better highlight this effect.

Speaking of Rave Racer, strangely the FFB in this game tends to throw the force outwards, making it difficult to center the steering wheel even when we set the optional "Centering Force" to maximum. I'm not sure if it's like that in the arcade.

EDIT: In the most recent MAME (0.260) I only had problems with California Speed, which has no FFB. I make it clear that I have a small collection of games with FFB support, but I will post feedback on the ones I have, as long as it is not a hassle. I would like to once again congratulate you and thank you for this incredible work and for always interacting with us and responding to us. Thank you to you and your team.

I am glad I am not the only one who notices this. Something about SF Rush and the Rush the Rock ffb is off. I had to turn it off unfortunately it makes the game not very enjoyable. This video shows how the middle of the wheel has a loud clanking sound when starting one direction and moving the other. The arcade does not have that. I waited until I have a 2nd wheel in case it was faulty but I have three racing cabinets and they all do that so not just that one wheel. Rush 2049 is perfection for ffb so it is odd. I wonder if the new ffb version helps it though.

https://youtu.be/ZKrMgSz3Hw4?feature=shared
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on November 27, 2023, 08:48:38 pm
@super-becker - does your edit mean that Rush ffb works in the latest version of Mame or are you referring to Rave Racer? California Speed ffb works great for me.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 28, 2023, 03:12:52 pm
FFB from SFRush and Rave Racer work on MAME 0.260. The last time California Speed's FFB worked for me was in MAME0.257. If it works for you, something must be outdated for me, but I don't know what it is.
Title: Re: FFB Arcade Plugin
Post by: Super-Becker on November 28, 2023, 06:51:04 pm
https://mega.nz/file/AQ8EiBYY#qbkmzh04k_gwPj39p9HlJfqOOOy9k6uyfclN1Gc2arM

any MAME, Supermodel or Flycast FFB Plugin users? Ive made some tweaks for a few games here and just looking to ensure it works for all etc

FFB should be a little more accurate now on these games as it performs effects only when game sends it, previously i took the last state it sent, but if they stopped sending value then wheel would continue performing effect based on last value it recieved :(

anyway i didn't move all game code for now but it should work for some


As for this plugin:
 
California Speed - The FFB worked in MAME 0.260 and 0.261 on the T300 and G29 flywheels.

Scud Race (Supermodel) - I thought it would look like the Supermodel's native FFB but it didn't. I also tested with the T300 and G29.

SFRush - On the T300 steering wheel, the FFB is corrected and working perfectly, in MAME 0.261, without "sandy" effects, including with maximum strength of 100% (it's the closest thing to the original arcade).
In G29 the sandy effects eased but unfortunately they are still bad.

I tested only with these games. I don't think I would know how to differentiate the others because I hardly play them. Congratulations on the work, Boomslang. Thank you very much. I would be happy to give back in some way.
Title: Re: FFB Arcade Plugin
Post by: Boomslang on November 29, 2023, 01:01:19 am
yes because the MAME devs changed the name of FFB output for some reason on California Speed

I corrected it for that test release
Title: Re: FFB Arcade Plugin
Post by: jorgenjl2 on December 03, 2023, 07:00:21 pm
I tried Rush and the Rock with the latest Mame (.261), latest game, and latest ffb plugin but it is still the same even with 35% max ffb. If there was a way to remove the left and right 15 degrees center it would maybe be fine. So like Boomslang said it must be something the g29 picks up on that the arcade does not. Very odd that Rush 2049 and Cali Speed (and every other game) work perfectly. So it is what it is. Everything else is great.

Actually I guess the only one outstanding I need to try is Crusn USA/World. Does anyone have that working? If you crash into another car head on or another racer does it have ffb? I don’t recall seeing ffb in the arcade but mine. For Crusn World a couple years ago I remember I had to enable a setting to feel the ffb (max force or something) but it didn’t seem to work correctly but if someone can confirm it works now I will have to give it another shot.
Title: Re: FFB Arcade Plugin
Post by: Drakkorcia on December 19, 2023, 03:44:23 pm
Recommended settings anyone? Still getting used to this plugin and the wheel settings themselves.
Title: Re: FFB Arcade Plugin
Post by: buttersoft on December 25, 2023, 05:52:49 am
Err, was this the post asking about flycast through Retroarch and you've edited it to nothing? I seem to remember that there is some sort of permissions issue with Flycast and the FFB plugin. First, make sure everything is set to run-as-admin. If thta fails, try turning things back to normal user one at a time.

If that fails, try launching flycast different way or adding another layer. So, if retroarch is launching a shortcut, have it launch a batfile that launches the shortcut. And run everything as admin if in doubt.

Title: Re: FFB Arcade Plugin
Post by: Darklight on January 06, 2024, 03:55:30 pm
Hello!
First off, this is amazing! I have San Fransisco Rush 2049 Special Edition running through mame with this and it is almost flawless!

So the feedback is good except every 2 seconds or so the power seems to cut out for a split second. It almost feels like hitting a rock in the road. You can feel it on longer turns and in the menu.
Any idea how to fix this?
Title: Re: FFB Arcade Plugin
Post by: Darklight on February 10, 2024, 11:21:04 pm
Just an update on this particular problem

I re downloaded both mame and FFB plugin. Then changed the mame.ini file to say Windows instead of auto. And everything is PERFECT!
Title: Re: FFB Arcade Plugin
Post by: scoodidabop on February 26, 2024, 11:49:13 am
Before I comb the entire thread is there any examples of MAME crashing with this plugin?

When I open FFB GUI and select no input in the dropdown menu MAME runs fine. If I select my wheel in the dropdown then MAME crashes. Event viewer says it's a pid.dll error. Mame also works if the dinput8.dll isn't copied into the directory, so I'm getting the idea this is some kind of hardware ID issue?  Tried with MAME 262 and 254.

The plugin works fine with Teknoparrot so I know it's working with my wheel.

edit;
I'm having the same problem as @johndough247 back on page 21. MAME crashes when hooked and the test program crashes after about 8 tests. I tried older FFB plugins on older MAME versions (1.8ffb on 229mame) and the same problem occurs. I also tried renaming the dinput8.dll to the other cheeky things suggested in the "spring effect" update on github (opengl32, xinput1_3, dinput) and that didn't improve the situation.  Like johndough I have a direct drive wheel and the plugin is working great with Demul, M2, TP etc...  Really strange! I added the dinput file and my mame folder to virus exception as well, in case windows was blocking it. pid.dll error is still showing up in event viewer, if I launch via command line I get this:

Exception at EIP=00007ff8aec8266e (register_frame_ctor+0xa5817fee): ACCESS VIOLATION
While attempting to read memory at 000000281b010010
-----------------------------------------------------
RAX=000000281b00ffd8 RBX=00000000ffffffff RCX=000000001b33f7d0 RDX=0000000000000000
RSI=000000001b33f7d0 RDI=000000001b010000 RBP=0000000011dbee40 RSP=0000000011dbedf0
 R8=0000000000000000  R9=0000000040000000 R10=0000000000000000 R11=0000000000000000
R12=0000000000000001 R13=00000000000f0034 R14=00000000000003ff R15=0000000040000000
-----------------------------------------------------
Stack crawl:
  0000000011dbee70: 00007ff8aec8266e (DllCanUnloadNow+0x0d8e)
  0000000011dbef00: 00007ff8aec840b2 (DllCanUnloadNow+0x27d2)
  0000000011dbf080: 00007ff8aec84a9c (DllCanUnloadNow+0x31bc)
  0000000011dbf0e0: 00007ff88c9242c5 (GetdfDIJoystick+0xa105)
  0000000011dbf120: 00007ff88c9291ef (DllGetClassObject+0x3ebf)
  0000000011dbf150: 00007ff88c928a89 (DllGetClassObject+0x3759)
  0000000011dbf1a0: 00007ff88c9202e0 (GetdfDIJoystick+0x6120)
  0000000011dbf200: 000000006c834f50 (SDL_DYNAPI_entry+0xd5130)
  0000000011dbf250: 000000006c8359cb (SDL_DYNAPI_entry+0xd5bab)
  0000000011dbf2a0: 000000006c76788f (SDL_DYNAPI_entry+0x7a6f)
  0000000011dbfc90: 00007ff897bc7495 (GetdfDIJoystick+0x1405)
  0000000011dbff20: 00007ff897bc642b (GetdfDIJoystick+0x039b)
  0000000011dbff50: 00007ff8c1747614 (BaseThreadInitThunk+0x0014)
  0000000011dbffd0: 00007ff8c29a26f1 (RtlUserThreadStart+0x0021)


last edit;
Similar to MAME, Flycast crashes as well with the plugin installed and wheel selected in the GUI.
Title: Re: FFB Arcade Plugin
Post by: scoodidabop on March 06, 2024, 10:35:47 am
Through googling I came across some wild man over on steam playing Dirt with FFB issues and a dll error. He moved immpid.dll (not exactly my pid.dll issue, but oh well) from syswow64 to system32. This seemed to help his situation. Moving the pid.dll from the 64 bit to the 32 bit location did not help my situation. I did notice that the pid.dll error showing up in event viewer is from the system32 folder though, NOT the syswow64 folder. I have 64bit mame installed with the respective 64bit ffb.

Everyhing's working with:
Demul, Model 2, all Tekno games

It's not working with:
Supermodel3 (that's ok, the native FFB works fine), Flycast, and MAME

Other attempted shenanigans included installing the 32bit version of the plugin in MAME, then swapping just the mame64.dll into the folder, then combinations of these things with different pid.dll copies in different folders. At this point I have to throw my hands up. It's odd that it works so well with some things and not at all with others, hoping Boomslang comes to the rescue so I can finally play Virtua Racing properly!
Title: Re: FFB Arcade Plugin
Post by: scoodidabop on March 14, 2024, 02:40:44 pm
So I found an older copy of 32 MAME, ver 216 (which was the newest 32bit version I could find) and the 32bit MAME FFB plugin works great there!  So the last thing I'm trying to fix is flycast and from the looks of it it's using the mame64 plugin so I guess I need to wait on a solution there.

edit; well, everything in MAME works in 32bit except Virtua Racing. You can feel the centering soften when Virtua Racing loads (in my experience this indicates that force feedback has hooked and should work) but nothing happens in game. Changed to UPRIGHT as indicated in the readme. Also tried other things in the service menu like other regions and screen types and cabinet types. Still nada. Updated the roms as well, still nothing. Although maybe I should try other roms again, if the comm board rom or whatever was updated at some point then maybe it wouldn't communicate with the plugin appropriately?
Title: Re: FFB Arcade Plugin
Post by: MotownC on March 16, 2024, 01:45:46 pm
For Virtua Racing, I believe you need to go in service menu and change to 'Upright Cabinet'.
Title: Re: FFB Arcade Plugin
Post by: scoodidabop on March 18, 2024, 09:20:41 am
Read my full post, I did indeed try that.

I do have an update though since I got it working. Perhaps using the newest version of the FFB plugin was letting me down with the older MAME in Virtua Racing.  I did a little more digging and found that there's a fella still compiling new versions of mame for 32bit, you can find them here: https://www.progettosnaps.net/mameui/

Updated to a newer version of mame32 (I think I grabbed .252) and along with the most current version of the MAME32 FFB Plugin Virtua Racing is working!  So, not the most direct solution but hey it all works now.  The last piece of the puzzle for me is Flycast, but if it's using only mame64 I don't think there's much hope for getting that going on my setup.