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Started by Toasty833 - Last post by greymatr

I've got a new DemulShooter mod to test. This adds offscreen reload along the borders like the AHK does.

So to use it, again paste the exe files into DemulShooter v12.2 ( https://github.com/argonlefou/DemulShooter/releases/tag/v12.2 ) use DemulShooter_GUI.exe etc.
and run the command line like e.g.:

demulshooter -target=chihiro -rom=vcop3 -usesinglemouse -offx=20 -offy=30

This means that the first left 20 pixels and the last right 20 pixels will change the left click (shoot) to right click (reload).
And the top 30 pixels and bottom 30 pixels will do the same. A value a 0 will have no reload effect or leaving either -offx or -offy from the commandline.

I've put the changes again in a txt file in a directory should it need to be changed with a new version of DemulShooter.

I don't think the -ForceScalingX=4/3 option would affect anything for the reload. I tried to use it but seemed like it was more inaccurate for me when I did. But then I don't have a calibrated Virtual Desktop going. I'm using it more like a mouse atm.

I also didn't realise I could run the game in 4:3 res, I was using 16:9. So I found that there is the two options, change the video mode res or turn on/off Maintain Aspect Ratio but any combo I tried didn't seem to need the ForceScalingX option.

If it's a problem then let me know. Hopefully this means you won't need to run the AHK script with DS


Started by geecab - Last post by Yolo_Swaggins

The 3rd and 4th roms* in the mainpcb:maincpu on street drivin' are the test menu roms that are both interleaved so technically it's 1 rom.

Started by geecab - Last post by Yolo_Swaggins

Hi Yolo!

Thought I'd post my hack of the  hd68k_wr2_write() to read steering wheel force feedback. If you're interested, just replace the existing hd68k_wr2_write()  function with this one, and when holding the 'F' key in-game you can see the feedback trying to do its thing. Something that is pretty cool is watching the attract mode and viewing the force feedback, you can see how the game is trying to rotate the wheel when it hits the corners (You do need to enable the Steering During Attract Mode option for that though, I explain how to do that in the massive comment in the function).

Code: [Select]
void harddriv_state::hd68k_wr2_write(offs_t offset, uint16_t data)
{
    /*
    Observations
    ============

    The 'data' repeats every 4 times this function is called.
    Offset always seems to be zero.
    Combining the 1st and 3rd byte of data gives you the steering
    wheel force feedback.

    When the game does not want to rotate the wheel in any direction,
    0xE000 is read.

    When the game wants the wheel to rotate clockwise, you see this:
        0xE000 increment to 0xE01F,
        then jumps to 0xE100 which increments to 0xE11F,
        then jumps to 0xE200 which increments to 0xE21F,
        then jumps to 0xE300 which increments to 0xE31F,
        etc...

    When the game wants the wheel to rotate anticlockwise, you see this:
        0xE000 jumps to 0xFF1F which decrements to 0xFF00,
        then jumps to 0xFE1F which decrements to 0xFE00,
        then jumps to 0xFD1F which decrements to 0xFD00,
        then jumps to 0xFC1F which decrements to 0xFC00,
        etc...

    Bits 0 to 7 never go above 32 (0x1f). Thus Bits 5 to 7 are unused.

    If bits 12 to 15 are 0xE this indicates the game is trying to turn
    the wheel clockwise. If they are 0xF, it is trying to turn the
    wheel anticlockwise.

    Shifting bits 8 to 11 right 3 places, gives you a value that
    increments/decrements logically.

    Testing
    =======

    In service mode, view the OPERATOR SCREENS and go to the 2nd page
    where there are 2 interesting options:
        Steering During Attract Mode
        Steering Wheel Force

    When Steering During Attract Mode is enabled, when you watch the
    attract mode, you'll see the the m_wheel_force change value as the
    game attempts to move the steering wheel while the car is moving around
    the track.

    When Steering Wheel Force is set to 'Very light' you'll see
    m_wheel_force in the range -70 to 70. When set to 'Stiff' you'll see
    m_wheel_force in the range -127 to 127.
    */

    static unsigned int static_count = 0;
    static uint8_t static_data[4];

    //printf("wr2 offset=%04X data=%04X\n", offset, data);

    //Store the data in this array (Must be a better way to do read this stuff...)
    static_data[static_count] = data;
    static_count++;
    if (static_count > 3)
    {
        uint16_t force_combined, force_shifted;
        int m_wheel_force;

        static_count = 0;

        //Combine the force (1st and 3rd byte)
        force_combined = ((static_data[2]<<8)&0xff00) | (static_data[0]&0x00ff);

        //Shift the force so that it logically increments/decrements
        force_shifted = (((force_combined)>>3)&0x01f0) | (force_combined&0xf01f);

        //Use the force
        if ((force_shifted&0xf000) == 0xe000)
        {
            m_wheel_force = int(force_shifted&0x0fff);          //Clockwise force (+ive number)
        }
        else
        {
            m_wheel_force = int(force_shifted&0x0fff) - 511;    //Anticlockwise force (-ive number)
        }


        if (machine().input().code_pressed(KEYCODE_F))
        {
            popmessage("wr2 wheel=0x%04X force=%d", m_hdc68k_last_wheel, m_wheel_force);
        }
    }
}

:)


Very cool and great work! If force feedback could become a native thing in mame for these games it would make life a lot easier as when i tried the force feedback plugin thats out there i never figured out how to get it to work for these games. Obviously i was doing something wrong on my end. I just found out that Race Drivin Panorama has the extra stock car track from Street Drivin' so i was thinking maybe i could swap the roms from that version into the Street Drivin' hardware driver in mame and get to play with the gear shifter and have the less glitchy audio and maybe run faster?  I almost had the Race Drivin' compact working on that hardware but some of the files were not compatible. I did manage to get the Race Drivin logo and credits to appear. I wish they never gave up on this game and made more of them with the same graphics style.

Started by bonesai26 - Last post by RandyT

Sure, what you said is correct, but using 3.3V at the spinner is worth a try

Probably not.  The typical IR LED operates at 1.7v (with many operating below this value).  The voltage differential between 5v and 3.3v (1.7v), with the resistor intended for 5v operation, is the same as the forward voltage of the LED, essentially nullifying everything which would allow it to function if given only 3.3v.

Started by Toasty833 - Last post by greymatr

Edit: This may be irrelevant now, see next post

Does the AHK script always send a left click first with DS and does it still do it after converting to v1? I'm not sure about the right click failures. It may be possible to write the same functionality into DS but I'll have to investigate how the clicks work. As I only figured out the position and the line I changed made both work

Started by Toasty833 - Last post by Toasty833

Hey, great stuff. Works perfectly with my gun. Well, there was one issue, and it's that CXBX seems to have the same 16:9 offset thing going on. I found mention of a command line option that would fix this for DS, but it didn't work anymore. Checking the code, it turns out that -ForceXratio has been changed to -ForceScalingX at some point in the last year, so running DS with -ForceScalingX=4/3, everything lines up.

Game works good, although I think my AHK script conflicts slightly with DS, I had some occasional right click failures and using my off-screen reload caused a left click to be sent first. I also started using launchbox and found that it didn't support AHK 2.0, so I changed the off-screen script to match v1 instead so launchbox can auto run and close AHK on emulator exit. And finally, I tried out Dolphin, which works fine.

7   Main Forum / Re: JUKEBOX 2024on Today at 07:58:00 am

Started by Momo24 - Last post by Momo24

ok Daywane, if I have any information I will send you a pm.
Jill

8   Merit/JVL Touchscreen / PIN not found.on Today at 06:51:24 am

Started by Tibere - Last post by Tibere

I bought a VORTEX JVL TOUCH MATE (iTOUCH 9) ;D .

I wanted to change some settings, but I need a PIN and where I bought it is a recycling store and no one knows the old PIN  :'( .

Is there a universal PIN so I can change settings?

Please if anyone can tell me the PIN code I would be very grateful.
 ;D
Thank you very much and sorry for my bad English.

Started by yamatetsu - Last post by bobbyb13

Love the Hagar one!  This is such cool work.
I think it might be hard for anyone who doesn't engage in a subtractive art like this to appreciate it fully.

This lesson you are talking about I learned shaping surfboards.

Once you take it off, it is gone, and you can't put it back to take another shot at it.

When people ask I always refer to it as foam sculpture.

I'm always impressed with these sort of 'one shot's skills. That is, the type of skills where one mistake and you either throw it away or live with it.

Heh. Funny that you should mention that, because this actually is the second shot. The first one went so bad that I threw it away.
Oddly enough, I'm pretty relaxed about this kind of project, because this hobby taught me that with patience, much practice and perseverance ... Murphy's Law is still out to get me. I have to pull off a flawless victory yet, so knowing that something will probably go wrong, I'm not that stressed out when it happens.
I have also learned not to be a bloody perfectionist all the time, because if I settle for good/very good, I'm getting more things done.

Started by flybynight - Last post by Super-Becker

For me, the FFB is working perfectly. I'm using two PCs, one with the Thrustmaster T300 and the other with the Logitech G29. I'm using the FFB plugin version 2.0.0.33 (I recommend it because this version didn't present any problems for me until MAME 0.257). You must activate FFB in the game's service menu. On both PCs you must also press tab > machine configuration > cabinet > Twin. Restart the game and it should work.

I'm having a lot of fun. Thank you very much John Bennett! Is there any update to link Ace Driver?
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