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fooling with m2emu network

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vertex:

--- Quote from: buttersoft on August 15, 2025, 05:04:54 am ---
--- Quote from: Endprodukt on August 14, 2025, 04:10:09 pm ---Do you have further information if they made it work? I'm fighting with the same problem of no state change in m2emu.

--- End quote ---

No, i have not set up FFBBlaster yet! And TBH i'm not sure it's meant to cover M2emu, but maybe it is?

I do, however, have outputs working fine with FFBplugin and Outputblaster. All my files for those two elements, and my complete scripts directory from the m2emu folder, are attached. Using these with the 1.1c update by sailorsat gets me working outputs in mamehooker.

MY setup is mostly aimed at STCC as that game is my fav, so you might need to try the different DLL files in there and see. The one with ronames in the title will give individual rom ini's in mamehooker, not just the generic m2emu.ini or whatever it is that covers all roms.

--- End quote ---

Using your m2emu files and the Sailorsat version, Mamehooker works, but when I exit, sometimes the lights stay on. I have to close Mamehooker and restart it. This doesn't happen with Mame. Is there a specific reason for this? Or is there a way to fix it?
mamehooker keeps listening to m2emu outputs, but exiting it doesn't delete the information and sometimes the lights stay on.

buttersoft:

--- Quote from: vertex on September 16, 2025, 11:00:48 am ---when I exit, sometimes the lights stay on. I have to close Mamehooker and restart it. This doesn't happen with Mame. Is there a specific reason for this? Or is there a way to fix it?

--- End quote ---

Firstly, glad to hear you got it working :)

Secondly, sometimes the lights stay on. I imagine it's because when you exit, the game never sends a message to your arduino or whatever turn off the output. Happens to me with most games. MAME must have a close protocol that sends a 0 or something. And Mamehooker must do so on startup, or just re-initialise the arduino or something.

If you really needed to do something about it, you could write an autohotkey script that fires each time you close a problem game, and closes and re-opens mamehooker... That would be the simplest way i can think of to do it. Or maybe your frontend could do it for you, IDK.

dekkit:

--- Quote from: SailorSat on March 23, 2014, 08:33:09 am ---
what my "m2lagfix"-tool does

* check status of header; the tool won't do anything until status-2 is reached.
* received frames get buffered, sent to the emulator and (if enabled) a copy is sent to the "control tower"
* if the emulator does NOT respond within 64ms, the buffered frame will be sent to the emulator again.
* double-frames sent by the emulator will be split to get rid of "lost" frames.
* if no frame gets received in 256ms, we have a network stall. (nothing will be done)each event gets noted in a log file. no response in 64ms = LAG; double frames = DOUBLE; network stall = STALL


--- End quote ---

Hi Sailorsat - apologies for digging up an old post but I've been going thru the code of the m2lag fix and just want to check if the version on the GitHub is the latest version of your vb code? 

I couldn't see anything in the code the handles the double frames condition (or writes something  to the log when it sees a double). Also the value for the stall condition seems different to your post (128ms vs 256ms unless I read it wrong)?

Do you recommend using the Throttle=1 line in the ini if using lagfix on all cars/ emulator instances? 

 I'm thinking it might be inadvertently causing some glitching in my setup which has lagfix running on each car

Eg when throttle = 1
 car 1 - emulator doesnt send a packet in 128ms, so lagfix detects a throttle and sends a dummy packet for car 2.
Car 2 - meanwhile lagfix on car 2 also realises it didnt receive a packet in 64ms (the LAG condition), so lagfix also creates it's own dummy packet  and sends it to the car 2 emulator
Car 1 - meanwhile car 1 emulator now sends a new 'real' UDP packet which lagfix then immediately sends to car 2.

If I've read the code correctly, is it possible that the car 2 emulator could receive a burst of 3x UDP packets in quick succession (possibly with conflicting information) when throttle =1 and each car has its own instance of lagfix?

Source code for lagfix link: https://github.com/SailorSat/m2lagfix

Lagfix is a smart workaround, many thanks for sharing the source code

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