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, It will never be 100% accurate &
in some cases eg Mario Kart GP DX, Pokken Tournament and Battle Gear 4. Effects were created entirely from scratch
so are not using any real force feedback values

 

--Credits--

 

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

 

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

 

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

 

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

 

--Supported Games--

 

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

 

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

 

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

 

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

 

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

 

-Initial D4 [opengl32.dll into Teknoparrot folder]

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

--How to use--

 

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

ini file contains settings to adjust for each game

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

FeedbackLength= **Length of a feedback command**

 

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

 

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

 

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

 

Download

https://mega.nz/#!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 itís working with my g920 via xboxce. When I try to run daytona launcher after disabling ff in xboxce and copying your dlls to the game folder, I get the mouse pointer move off screen but the game doesnít boot and in task manager itís sitting there using 35% cpu. If I delete dinput8.dll then it boots and works fine albeit no ffb.
(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 whatís 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. Itís 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
Donít worry I got it working. I was putting the guid in with the - rather than just the txt string.

Working sweet now

Boomslang you are a genius!!!!


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

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

Have you put the plugins in the game folder?

Thanks



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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 itís random, sometimes it never happens and other times with a minute or two.

I am using your plugin for sr3 and no drama.

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

Any luck with the mouse pointer hiding away?

Cheers


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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 itís 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 donít seem to like being loaded with your ffb dll. Once removed the game no longer hangs and all my controls etc work with your ffb

Thanks again


Sent from my iPhone using Tapatalk
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 uiÖ 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

Ö.. 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 30-50į 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. Iíve successfully got this installed for sega rally 3 in teknoparrot and the latest daytona however I canít get it to work with outrun in teknoparrot. The game works fine but I canít get it to beep on hook or create a log file or provide ffb.

Iíve 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. Canít 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. Canít 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:
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:
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
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!