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Author Topic: Sega Monaco GP 1979/1980 - My Remake  (Read 197347 times)

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geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #400 on: June 17, 2024, 05:48:48 am »
Hi Geecab!

 1.Yes indeed I have modified the value of the option-Menu_Contrast and we see much better the dashboard widgets

 2. yes for the first time you configure the resizing of the dashboard the secondary frame is displayed at the same time you have to reboot the game

and for the new photos of the Monaco GP which shines with these new colors for me I really like !!!! ;)  thank you

 :)

Great stuff GPForverer2024!

I've fixed the speedo and secondary bezel resize issue. I've also changed the scoreboard bezels that get packaged with the new ones above. I'll put together a new debug release soon (Need to try and figure out xfassa's steering issue now) :)

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #401 on: June 17, 2024, 06:19:52 am »
Geecab,

Sorry for the delayed response.   I am just catching up on all the responses/posts from the last few weeks.   Looks like there may be some fixes for my issue.   I will give it a try tonight.   Before I read any of these posts,  I made/posted a few videos of my cabinet and teleport issue.   I will report back soon after trying done of the recommendations.   Thanks!!!

https://youtu.be/jrE81-RN8zo?si=v9JZ9Me2s6dEE2Iq

Hi xfassa!

Thanks for the videos, your Monaco GP cabinet looks great! But yes, shame about the steering issue. Very weird and I'm a bit baffled.

It isn't the same issue as the puddle steering issue I fixed recently. I can see you are using v1.5.0D5 so that would have the puddle steering issue fix in it anyway.

Unfortunately, I can't recreate what you are seeing yet, but I suspect it might be something to do with the way I occasionally re-position the mouse pointer (which is hidden when you play the game). I reset it to centre when it moves beyond the limits of the game window. Maybe you are seeing lots of resets due to your spinner's sensitivity. I'm just thinking out loud.

Can you post your configuration for the game instance. Can you also let me know what operating system you are using and the make/specs of the mini PC you are using . Also, I couldn't see very clearly from you video, but have you got a mouse and/or keyboard connected to you mini PC when you play the game?).

I'll do some more investigating :)

GPForverer2024

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #402 on: June 17, 2024, 01:02:21 pm »
Hi GEECAB

I made 2 short videos with the D7 version  :)

Happy viewing FYI I didn't play well maybe the stress of being filmed lol ;D

https://youtube.com/shorts/AjvrURPjnlo



geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #403 on: June 18, 2024, 03:14:45 am »
Hi GEECAB

I made 2 short videos with the D7 version  :)

Happy viewing FYI I didn't play well maybe the stress of being filmed lol ;D

https://youtube.com/shorts/AjvrURPjnlo



Nice work GPForverer2024!!

Thanks so much for posting these. Really like the way you've styled the cabinet side art, great job!!  :applaud:

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #404 on: June 18, 2024, 06:22:58 pm »
Hi GPForverer2024 & xfassa!

I've put together another debug version.

@GPForverer2024 - Hopefully t fixes everything you mentioned recently (Speedo needle range, secondary bezel resize & scoreboard bezel lettering improvement).

@xfassa - A bit of a shot in the dark, but I've made a speculative fix to way I reset the mouse movement. It plays exactly the same for me, I'm hoping it might made a difference for you.

The 32bit package - v1.5.0D8:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

:)

Extract from the release notes:

v1.5.0D8 (18-06-2024)

 - Limit speedo gauge needle to appropriate range.

 - Fix secondary bezel resize issue after exiting in-game editor.

 - Scoreboard bezels 'Monaco GP' lettering now have less glow and less red tint.

 - Speculative fix for steering 'teleport' issue when using mouse.
« Last Edit: August 08, 2024, 07:09:46 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #405 on: June 19, 2024, 09:02:42 pm »
Geecab - SUCCESS!!!!!  The latest version resolved the issue.  I played several games with no teleporting.  I will continue evaluate and let you know if anything changes.  Thank you sooooooo much for all your efffort.  :-)

Unrelated, I do have one last observation (can't remember if I mentioned this in the past).  From what I remember, the original arcade immediately changed terrain colors (to blue) once extended play started.  It appears this version changes terrain color (to blue) only after extended play begins AND the current terrain section completes.  Is it possible to replicate the transition used by the original arcade?  If this is not possible, no worries.  The game is awesome as it stands.  I just wanted to share that observation.

Again, your time and effort are greatly appreciated.  I would happily contribute if you take donations.  :-)


geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #406 on: June 20, 2024, 12:12:36 pm »
Wow, fantastic news xfassa! I'll keep my fingers crossed a little longer while you continue to test, but things sound good to me so far!

>>From what I remember, the original arcade immediately changed terrain colors (to blue) once extended play started.  It appears this version changes terrain color (to blue) only after extended play begins AND the current terrain section completes.  Is it possible to replicate the transition used by the original arcade?

Good spot! You are absolutely right, its an immediate switch over! I'm all for making the Classic Monaco GP and Pro Monaco GP game modes as authentic as possible so will definitely change this (Expect another debug version soon). Going to watch a few more youtube videos of it being played so I get the sequence correct.

Again, your time and effort are greatly appreciated.  I would happily contribute if you take donations.

Very kind of you regarding donations, but honestly its my pleasure. Just really happy yourself and others are enjoying the remake, bringing back their Monaco GP memories :)
« Last Edit: June 20, 2024, 01:58:02 pm by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #407 on: June 20, 2024, 09:45:41 pm »
Geecab - Everything continues to work great.  As a sanity check, I played a few games on the previous versions.  As expected, they all had teleporting issues.  Whatever you changed in the latest version definitely did the trick.  Thanks again.  :-)

GPForverer2024

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #408 on: June 21, 2024, 02:25:54 am »
Hi GEECAB!

 as usual, nice work, the D8 version for me is great,

 the BEZEL of the SCORES is much better in color, personally I love it!

The rev counters are impeccable

I am happy that you like my Monaco GP furniture :)

 You are amazing bravo!! :applaud: :applaud:

Ali

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #409 on: June 27, 2024, 06:40:26 am »
Many thanks Geecab!!
Great work in the 1.5.0 version!

It's no really important... only a minor cosmectical issue...
In my 2 computer screens (desktop & laptop!) there is a little bad positioning of glasses of the 2 lateral arcade machines (3 arcades mode)...
But in the vídeos I can't see it...

https://img.eselt.de/img/15655198_pVr6o38Ih2xHYgK1/ad.jpg

Best regards...



geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #410 on: June 28, 2024, 04:27:36 am »
@GPForverer2024 and @xfassa

Excellent stuff chaps! Thanks for the posts!! Hopefully, I'm not to far away from the next debug release. The normal play -> extended play switchover thing is a bit tricky but its getting there. Also, I noticed that depending on where your time runs out on the normal play (Grey) roads influences the point where you start on the extended play (Blue) roads. For example, sometimes you'll see the Blue road with gravel patches on *before* the bridge, sometimes *after* the bridge. I worked out the sequence now, I'll explain a bit better when I've implemented it all :)

@Ali

Hi again! Thanks for trying v1.5.0, glad you like it. Unfortunately, the link to your image doesn't work for me? What's the name of the configuration that you are having problems with?

:)

Ali

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #411 on: June 29, 2024, 04:31:07 pm »
Hi Geecab!!
Im using 1920 x 1080!
The problem with glasses appear on the beginning and the endings of horizontal screen (on the left of left arcade, Moon Patrol, and on the right of the right, Command)...

Best regards!
« Last Edit: June 30, 2024, 03:28:47 am by Ali »

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #412 on: July 05, 2024, 01:53:05 pm »
Hi All!

I've put together another debug version. Hopefully, we are getting close to an actual v1.5.1 release!

@xfassa - I've added the immediate Normal play to Extended play road switchover thing.

@Ali - Hopefully, the default configurations fit the screen a little better now.

The game package - v1.5.0D9:

****EDIT: This version is now obsolete, please see initial post (on page 1) for download links to latest and obsolete versions****

Extract from the release notes:

v1.5.0D9 (05-07-2024)

 - For Classic Monaco GP and Pro Monaco GP game modes, ensure Normal Play
   (Grey roads) to Extended Play (Navy blue roads) switch over happens
   immediately when the timer expires (and you have enough points).

 - More precise artwork placement when self generating the default set of
   configurations.

:)
« Last Edit: August 08, 2024, 07:10:22 am by geecab »

xfassa

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #413 on: July 07, 2024, 09:12:24 am »
GEECAB - Thank you for the update!  The game instantly transitions to the bonus conditions when the timer hits zero.  Absolutely perfect, thank you sooooooo much.  :-)

Ali

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #414 on: July 08, 2024, 09:01:17 pm »
...
@Ali - Hopefully, the default configurations fit the screen a little better now.
...

 - More precise artwork placement when self generating the default set of
   configurations.
:)

Many thanks Geecab!!
Superb work!!

Are you forgetting to update you 1st post?
(Or only not posting Debug versions)?
Maybe, are there people checking only the 1st, since you wrote some time ago:
"Each time I make a new version, I will update this post so that it contains a link to the latest version of the game :)

-=Latest Version=-
Monaco GP Remake v1.4.6 for Windows... ...
"

Best Regards, Ali

Ali

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #415 on: July 08, 2024, 09:02:06 pm »
...
@Ali - Hopefully, the default configurations fit the screen a little better now.
...

 - More precise artwork placement when self generating the default set of
   configurations.
:)

Many thanks Geecab!!
Superb work!!

Are you forgetting to update you 1st post?
(Or only not posting Debug versions)?
Maybe, are there people checking only the 1st, since you wrote some time ago:
"Each time I make a new version, I will update this post so that it contains a link to the latest version of the game :)

-=Latest Version=-
Monaco GP Remake v1.4.6 for Windows... ...
"

Best Regards, Ali

geecab

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #416 on: July 10, 2024, 06:18:48 am »
Excellent stuff xfassa and Ali! Thanks for the feedback!

@Ali - Whoops, good spot, I should have updated the 1st post with v1.5.0 but got side tracked with bug fixing. I won't update it just now as I'd rather people hang on for the v1.5.1 release. And yes, I won't update the 1st post with debug versions, only full releases.

I'm going to play test v1.5.0D9 a bit more myself before releasing v1.5.1. I may tweak the difficulty levels across the game modes and make them more consistent. I think the difficulty level for the Classic Monaco GP and Pro Monaco GP is about right, but the Pursuit and Stunt game modes for me are a bit easy... This weekend, I'll put v1.5.0D9 in my cabinet (That uses a spinner / mouse hack) and decide if things need to be tweaked after that. Hopefully, in a about a week I'll be ready to do a v1.5.1 release, unless you guys find any more bugs that is :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #417 on: July 18, 2024, 09:09:17 am »
Hi all!

Thought I'd write a quick update as I've noticed a few issues when running the game on my cabinet. Just a few loose ends to sort out....

- [DONE] When steering with mouse/spinner, when entering your name for the hiscore table, the cursor used to select a letter moves too fast.
- [DONE] When steering with mouse/spinner, it is possible to 'teleport' just after leaving the starting grid and after leaving the boathouse.
- [DONE] In debug mode, the car/boat wrongly takes damage.
- [DONE] The stunt park game mode is too easy because the amount time awarded at the checkpoints was never getting reduced for subsequent laps.
- [DONE] Ability to reset hiscores without using the in-game editor (Or deleting the hiscores file). To reset the hiscores, hold down the 'R' key (which is configurable) for 10 seconds during the attract mode. A countdown appears after which you hear the explosion sound to indicate the reset is complete.
- [DONE] When overtake bonuses are being awarded at the end of a Pro game, allow player to press start or accelerator to hurry this along.
- [DONE] The Stunt game had incorrect sign during the one of the boat sections.
- [DONE] On the Pursuit/Stunt games, picking up a spanner (which awards you a few extra seconds as well as fixing any damage) just after your time had run out did not allow you to continue for those few extra seconds.
- [TODO] More play testing. Almost done.
:)
« Last Edit: July 23, 2024, 05:04:12 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #418 on: August 07, 2024, 06:33:18 am »
Hi All!

Monaco GP Remake (v1.5.1) for windows is ready download from my google drive. The Linux and Raspberry Pi packages will be available soon.

Monaco GP Remake v1.5.1 for Windows (Download via My Google Drive)
Please read the release notes HERE.

The release notes should explain everything there is to know about using Monaco GP Remake and all its new features. It should be as easy as:

 1. Downloaded the game package and unzip it into a folder of your choice.
 2. Double click on 'gui_launcher.exe'.
 3. Choose a configuration and click the “Start” button to play.

Default keys are LeftArrow = Steer left, RightArrow = Steer Right, A = Accelerate, S = Gear, 5 or 6 = Insert Coin, 1 = Start Button, TAB = In game configuration editor, R = Reset hiscores (Hold for 10 seconds during attract mode).

Note. No arcade ROMs are required, and all of the arcade background artwork I created (As seen in the teaser trailers) should work straight off the bat.

Extract from the release notes version history:

v1.5.1 (04-08-2024)

 - Added 'ADDITIONAL_TIME' to the GAMEPLAY configuration options. If the game
   proves too difficult, give yourself a little extra time initially and at
   checkpoints (The track file can also be modified for the same effect).
 - Added 'KEY_RESET_HISCORES' to the CONTROL configuration options. You are
   now able to reset hiscores without deleting the hiscores file. To reset the
   hiscores, hold down the reset hiscores key ('R' by default) for 10 seconds
   during the attract mode. A countdown appears after which you hear the
   explosion sound to indicate the reset is complete.
 - When steering with mouse/spinner and entering your name for the hiscore
   table, the cursor used to select a letter moved too fast.
 - When steering with mouse/spinner, it was possible to 'teleport' just after
   leaving the starting grid and after leaving the boathouse.
 - In debug mode, the car/boat wrongly took damage.
 - When overtake bonuses are being awarded at the end of a Pro game, the player
   may press start or accelerator to hurry this along.
 - The Stunt game had incorrect sign during the one of the boat sections.
 - On the Pursuit/Stunt games, picking up a spanner (which awards you a few
   extra seconds as well as fixing any damage) just after your time had run
   out was not allow you to continue for those few extra seconds.
 - Added 270 degree wheel / analog joystick steering curve diagram to docs.
 - The readme.txt found in the 'track' directory includes descriptions of
   RoadChanges and TrackEvents seen in *.trk files.
 - For Classic Monaco GP and Pro Monaco GP game modes, ensure Normal Play
   (Grey roads) to Extended Play (Navy blue roads) switch over happens
   immediately when the timer expires (and you have enough points).
 - More precise artwork placement when self generating the default set of
   configurations.
 - Fix secondary bezel resize issue after exiting in-game editor.
 - Scoreboard bezels 'Monaco GP' lettering now have less glow and less red tint.
 - Fix for steering 'teleport' issue when using mouse (xfassa).
 - New scoreboard import/export configurations added.
 - Added dashboard indicator artworks for when driving on night, on ice, when
   the engine damaged and when out of gas.
 - Added a speedo gauge artwork.
 - Ability to set 2 bezels artworks: A Primary Bezel (Showing, say, a bezel
   image with its blacklight on), and a secondary bezel (Showing, say, a bezel
   image with its backlight off).
 - A new 'bezel mode' option that configures how the game should switch between
   bezels (Either, Switch from one to the other when in-play without flicker,
   or with one flicker, or with two flickers etc...).
 - Police chase artwork lights now work on import mode.
 - Fixed Pro score LEDs not working when running the Stunt and Pursuit Modes.
 - Fixed the revcounter so that you don't have to have it enabled on the
   export mode to be able to see it on the import mode.
 - Make skidding on ice skid more like the arcade.
   By default, skidding will only start when the steer threshold is reached.
   Once started, the car will skid indefinitely (Until the car slows right
   down, or crashes, or drives onto a normal road). I decided not to set a
   finite skid time as default because, since I working on this, I have seen
   youtube videos of arcade machines where the skid never times out. I suspect
   the arcade machine I watched originally (that did have a finite skid time)
   may have had a board fault. The default ice skid settings are now:-
       ice_skid_trigger_speed     30
       ice_skid_trigger_steer     20
       ice_skid_intensity         50
       ice_skid_time_active       5000
       ice_skid_time_decay        0
 - Fix revcounter bug when running import mode at a low refresh rate.
 - New refresh_rate option added Helps reduce CPU usage.
 - New chequered_road_brightness option added.
 - Add new curve, deadzone and range steering options for limited rotation
   wheels.
 - In-game editor now scrolls long descriptions. Improve wording of some
   config options.
 - Fix brief 'teleport' after driving over a puddle bug.

Enjoy! 😊
« Last Edit: August 08, 2024, 03:38:28 pm by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #419 on: August 09, 2024, 09:33:50 am »
hello geecab!

I have just tested version 1.5.1 and of course everything works perfectly, a real treat!!!

what can I say other than a big thank you for this magnificent REMAKE and this great work!!

For your information, don't forget for what uses 2 screens to lower the refresh rate to 25 (for my part)


GEECAB The best!  :applaud: :applaud: :applaud:

 :) THANKS

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #420 on: August 09, 2024, 01:45:26 pm »
Excellent stuff GPForverer2024!!

Great to hear you're happy with v1.5.1, and thanks for your help ironing out those bugs with all the debug builds you've tested!


>>don't forget for what uses 2 screens to lower the refresh rate to 25 (for my part)

Yes indeed, I was in 2 minds whether to make the default refresh_rate 25 for the import configurations, but I just left everything at 50 in the end. However, I have wrote a 'worked example'  for dual screen support in the release notes, and in that example I do use a refresh_rate of 25 and make a point of explaining why. Hopefully, if users trying out dual screen support and read the release notes, it should be pretty clear what to do should they start noticing CPU performance issues :)
« Last Edit: August 11, 2024, 05:28:00 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #421 on: August 10, 2024, 05:56:48 am »
Hi GEECAB!

Yes, you were right, it's all in the release notes.

I have a little idea to improve the arcade version!

 Do you think it would be possible to add a real flashing light as soon as you hear the police or fire siren it comes on??? That would be great!!!!

Maybe by activating it via a button? I don't know, I'm not a programmer, to my great sadness... but I would very much like to be able to add a real flashing light to our terminal What do you think?

I want to be your tester

 Here is a link to the flashing light

https://www.pincab.eu/gyrophares-pincab/44-gyrophare-12v-bleu.html

 see you soon GEECAB! ;)


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #422 on: August 10, 2024, 06:33:55 am »
HI GEECAB !!

I found this I don't know if it can be useful for you?



 ;)


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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #423 on: August 11, 2024, 05:27:00 am »
Hi GPForverer2024!

Cool idea! I think it might almost be possible with v1.5.1 'as is', but it might mean you will need to learn a little about programming in C++.

In the MGPr package you should find "scoreboard_reader.exe". The source code and Visual Studio C++ project file for the scoreboard_reader.exe you'll find for this in the 'utils' directory (So you could, if you wanted to, download a free version of Visual Studio C++, open the project file (scoreboard_reader.vcproj) and compile yourself a scoreboard_reader.exe).

Anyway, scoreboard_reader.exe, is a very simple application that when you run it, it reads the shared memory of a running MGPr instance that is configured for export mode. The scoreboard_reader.exe just reads the shared memory every second and prints it as text in a command line window. Try it by running, say, MGPr with the 800x600_pursuit_export_scoreboard.cfg and whilst its running double click on scoreboard_reader.exe.

You'll see a whole bunch of stuff gets printed (The scores, car speed, time, speed, gear shift position etc...). You'll see "Police" printed which is 1 when you are being chased, 0 otherwise.

So, you could modify the scoreboard_reader.cpp source code, so that if Police changes for 0 to 1 you send the usb command to turn your flashing light on, and when Police changes from 1 to 0 you send the usb command to turn the flashing light off. I can always help modify the scoreboard_reader.cpp for you should you get stuck.

Unfortunately, at the moment, MGPr doesn't export anything to let you know when there is a FireTruck on screen, but that shouldn't too tricky for me to add.

Does that make any sense?

:)
« Last Edit: August 11, 2024, 05:31:28 am by geecab »

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #424 on: August 11, 2024, 09:29:08 am »
Hi GEECAB!

 I'm glad you like my idea

yes it makes sense!!

 I'll try to learn the basics in C++   

I ordered the material as soon as I receive it I will get back to you (about 10 days)

 I'm very excited about the idea of adding a rotating beacon

I hope to succeed in any case   ???

See you soon

 Thank you GEECAB    ;)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #425 on: August 13, 2024, 05:05:00 am »
Excellent stuff GPForverer2024! I'm pretty confident we'll get this going, looking forward to you getting the parts! :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #426 on: August 20, 2024, 11:02:27 am »
Hi GEECAB!

I received the equipment,
So I followed the tutorial in the video above and all the commands via PowerShell work manually to activate or deactivate the relay

 now I modified the scoreboard_reader.cpp file as you told me with a C++ editor and I added this script at the end from line 235 and it doesn't work I know there is an error in the script but I don't know what as I am

a beginner in C++

Here is the end of the script I added:

if (police=1)
{
    [Byte[]] $powerOn  = 0xA0,0x01,0x01,0xA2
    [Byte[]] $powerOff = 0xA0,0x01,0x00,0xA1
    $usbrelay = new-Object System.IO.Ports.SerialPort COM3,9600,None,8,one
    $usbrelay.Open()
    $usbrelay.Write($powerOn),0,$powerOn.Count)
    $usbrelay.Close()
}
#endif

if (police=0)
{
        [Byte[]] $powerOn = 0xA0,0x01,0x01,0xA2
        [Byte[]] $powerOff = 0xA0,0x01,0x00,0xA1
        $usbrelay = new-Object System.IO.Ports.SerialPort COM3,9600,None,8,one
        $usbrelay.Open()
        $usbrelay.Write($powerOff),0,$powerOff.Count)
        $usbrelay.Close()
}
#endif



Can't wait to read you back

Thank you GEECAB !!! ;)



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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #427 on: August 20, 2024, 03:06:15 pm »
Hi GEECAB!

I received the equipment,
So I followed the tutorial in the video above and all the commands via PowerShell work manually to activate or deactivate the relay

 now I modified the scoreboard_reader.cpp file as you told me with a C++ editor and I added this script at the end from line 235 and it doesn't work I know there is an error in the script but I don't know what as I am

a beginner in C++

Here is the end of the script I added:

if (police=1)
{
    [Byte[]] $powerOn  = 0xA0,0x01,0x01,0xA2
    [Byte[]] $powerOff = 0xA0,0x01,0x00,0xA1
    $usbrelay = new-Object System.IO.Ports.SerialPort COM3,9600,None,8,one
    $usbrelay.Open()
    $usbrelay.Write($powerOn),0,$powerOn.Count)
    $usbrelay.Close()
}
#endif

if (police=0)
{
        [Byte[]] $powerOn = 0xA0,0x01,0x01,0xA2
        [Byte[]] $powerOff = 0xA0,0x01,0x00,0xA1
        $usbrelay = new-Object System.IO.Ports.SerialPort COM3,9600,None,8,one
        $usbrelay.Open()
        $usbrelay.Write($powerOff),0,$powerOff.Count)
        $usbrelay.Close()
}
#endif



Can't wait to read you back

Thank you GEECAB !!! ;)

Hi GPForverer2024!

I think I understand how your relay works with your powershell commands. As we want to control your relay with the C++ program, we need to talk to it "the C++ way" (Which is a bit tricky, especially as this is your first ever C++ program lol!). Give me a few days, I've done something similar before with an Arduino, I'll write some code for you and hopefully get us started :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #428 on: August 23, 2024, 04:37:00 am »
Hi GPForverer2024!

I wrote a program called "scoreboard_to_serial", that I think might do the job (Talks to Serial Port COM3, and writes relay power on or off data to COM3 when police cars are on or off the screen). Hopefully you'll be able to follow most of what is going in the 'main' function (See scoreboard_to_serial.cpp).

I've zipped up source code and the executable I built.  I've also included the Visual Studio project file if you fancy building it / editing it yourself: 

https://drive.google.com/file/d/1MRyH8U3os-mGbW1cczWWWntHctn6jgZO/view?usp=sharing

If it doesn't work, can you run the exe from command line and let me know what the errors say.

If it does work, that's cool, I'll make that modification to the MGPr so that the 'police' element also changes when a FireTruck/Rescue vehicle is on screen.

:)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #429 on: August 24, 2024, 02:35:46 am »
Hi GEECAB!

You are incredible! It works !!!!!!!    :applaud: :applaud: :applaud:

 it's crazy what you manage to do, I'm FAN  ;)

 otherwise yes it would be nice to be able to distinguish the police and the firefighters, I'm going to buy another card but with 2 relays when do you think?

 really THANK YOU GEECAB!  :applaud: :applaud: :applaud:

 Looking forward to hearing from you!

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #430 on: August 24, 2024, 08:45:18 am »
Wow! Can't believe it worked straight off the bat, excellent stuff GPForverer2024!

>>I'm going to buy another card but with 2 relays when do you think?

Cool! and if you decide later that you didn't like the "One light spins for firetrucks, and the other light spins for police" thing, then you/we could always modify scoreboard_to_serial.cpp to run in a mode where it makes both lights spin at the same time for police & firefrucks maybe? There could be a command line argument that scoreboard_to_serial.exe looks for to put it in the desired mode?

:)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #431 on: August 25, 2024, 04:39:41 am »
Hi GEECAB!

 yes yes I confirm that it worked the first time!! a remarkable job GEECAB BRAVO!! :applaud:

 otherwise finally I bought a new card with 4 relays!

 because in the idea it would be good that we can choose which relay does what?

 1 relay = police flashing light
 2 relays = firefighter flashing lights
 3 relays = vibrating motor shaker for the steering wheel (when the car passes over puddles and also over the blue ice road)
 4 relays = I don't know yet

 I was inspired by Pincab's toys

 I ordered the shaker too for testing

 here is the link of the relay card in there is info at the bottom of the page for the config if it can help you with your C++ script

https://www.aliexpress.com/item/1005003992496644.html?spm=a2g0o.detail.pcDetailBottomMoreOtherSeller.61.49e1OgMBOgMBJd&gps-id=pcDetailBottomMoreOtherSeller&scm=1007.40050.354490.0&scm_id=1007.40050.354490.0&scm-url=1007.40050.354490.0&pvid=1762b301-b225-4518-85dc-d2e4fc5ea09c&_t=gps-id%3ApcDetailBottomMoreOtherSeller%2Cscm-url%3A1007.40050.354490.0%2Cpvid%3A1762b301-b225-4518-85dc-d2e4fc5ea09c%2Ctpp_buckets%3A668%232846%238110%231995&pdp_npi=4%40dis%21EUR%216.95%214.03%21%21%217.55%214.38%21%402103854617245742206191105e148f%2112000027669023747%21rec%21ES%21%21ABX&utparam-url=scene%3ApcDetailBottomMoreOtherSeller%7Cquery_from%3A&gatewayAdapt=glo2fra

 I can't wait to test all this!

I'll make you a new video

I don't know what you think?

Looking forward to reading you soon and once again a big thank you GEECAB!!    ;)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #432 on: August 28, 2024, 05:42:30 am »
Hi GPForverer2024!

That should all be fine, I think it should be pretty straight forward to modify the code to support several relays. I'll write you some code in a few days to get you started.

I might have a look into how difficult it would be to trigger force feedback / rumble effects direct to your g29 wheel at some point. There is some support for this already in Allegro, but its appears to be an at experimental stage of development, and it is not supported on XP. It would be quite nice if I could make the scoreboard_to_serial.exe talk direct to you g29 wheel. There is a force feedback plugin written by a user named 'Boomslang' discussed here https://forum.arcadecontrols.com/index.php?topic=157734.0, might ask some questions on that thread, maybe they'd like to support MGPr or I can somehow talk to their plugin :)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #433 on: August 28, 2024, 10:47:11 am »
Hi GEECAB!

 Many thanks for the new script which will have the possibility to manage 4 relays!

I just came across a small bug with scoreboard_to_serial.exe
Let me explain:

when I did the 1st try, I connected the usbrelay on my PC (personal) and I launched MGPR import then export and scoreboard_to_serial.exe and there everything works it detects my USBRELAY well and it works!!

then I connected my USBRELAY to my Arcade Terminal, the PC detects my USBRELAY but in COM5 so I modified the scoreboard_to_serial.cpp file and changed the com3 to com5 And when I launch the

scoreboard_to_serial.exe file the window opens and closes immediately without me being able to read anything. I have the impression that it can't find it while in my device manager it is well configured

 I don't know what to do?  :'(
 
Otherwise for the vibration flywheel, my flywheel doesn't have a G29, it's a flywheel (270°)made with an arduino board

Follow on a tutorial on YouTube

 I bought a small 12V shaker that will be triggered with a relay when the car passes over a puddle or blue ice It's a small flat motor that I'll fix behind the steering wheel support board and that will give me the

 vibrations on the steering wheel certainly not as a force feedback but simple vibrations

 I hope I was accurate lol Looking forward to reading you soon!! ;)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #434 on: August 28, 2024, 12:24:40 pm »
Hi GPForverer2024!

Oh that's a shame, it was all going so well!

Rather than double clicking on scoreboard_to_serial.exe, can you run it from command line. it should print some error messages when it fails and you should see them if you run it from command line. Hopefully that'll give us an idea of what is going on.

Also, just want to make sure, after you've edited the scoreboard_to_serial.cpp file, you are compiling a new exe with Visual Studio?

>>my flywheel doesn't have a G29, it's a flywheel (270°)made with an arduino board
Ah sorry, getting you confused with another user lol!

:)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #435 on: August 29, 2024, 05:53:50 pm »
Hi GEECAB

I'm really sorry

 but could you tell me how to run the file on the command line?

 And how do I compile the file?

Now I'm lost, sorry. :'(

Thank you

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #436 on: August 30, 2024, 03:25:50 am »
Hi GEECAB!

good news!! I found the solution

 I was in device manager and change the USBrelay COM5 port to COM3 port so that I don't modify your scoreboard_to_serial.cpp file and it works!!!!

you can't know what it feels like to see the flashing light turn in the middle of a game of MGPR it's great!!!


 on the other hand when the flashing light is triggered the steering wheel no longer responds left or right until the flashing light goes off and the steering wheel responds well in MGPR

 Can't wait to read you


Thank you very much ;)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #437 on: August 30, 2024, 09:26:16 am »
Hi GPForverer2024!


>>but could you tell me how to run the file on the command line?

Ah sorry, should have been a bit more specific. I mean run it in a windows "Command Prompt" window. Press the Windows key + R, and a Run command box should appear.  Type cmd in the Run command box and click OK. A Command Prompt window should appear. From within the Command Prompt window, if you then change directory to where the scoreboard_to_serial.exe is stored (For example, cd c:\downloads\scoreboard_to_serial<enter>) and then run it by typing scoreboard_to_serial.exe<enter>.


And how do I compile the file?

Ok, might be a bit of a steep learning curve ahead. I think it is perhaps worth it in the long run, you'll be able to tweak how your relays react to the MGPr changes as you wish (Without having to wait for me to build you something) :)

To create the exe, I recommend downloading and installing "Visual Studio with C++  (Community 2022)", its free, here's the link https://visualstudio.microsoft.com/vs/features/cplusplus/. I'd install it on your PC (Personal) machine, not your arcade machine.

Once installed, you should be able to start "Visual Studio 2022",  click on the "Open a Project File" option and select the c:\downloads\scoreboard_to_serial\windows\scoreboard_to_serial.vcprog file. Visual Studio will then say something about it needs to do a one-way upgrade to scoreboard_to_serial.vcprog, converting it to a .vcxprog file (Which is absolutely fine, just agree to it (Its because I made the vcproj using an old version of Visual Studio), it'll also say it needs create a solution file (.sln) which is fine too. Once the project has loaded, click 'Build' on top menu bar and then click on 'Build Solution'. Then wait a few seconds, and hopefully an exe will get built (You should find it in c:\downloads\scoreboard_to_serial\windows\Debug\ directory).


on the other hand when the flashing light is triggered the steering wheel no longer responds left or right until the flashing light goes off and the steering wheel responds well in MGPR

Hm, sounds like the there was good reason windows decided your relay should use COM5, probably because your wheel is using COM3 so you now have a bit of a conflict...

Let me know how you get on with the Visual Studio thing. If you don't have any joy, I could build you a scoreboard_to_serial.exe that asks you what com port it should use when it first starts up...

:)

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #438 on: August 30, 2024, 10:49:38 am »
Hi GEECAB!

 I was able to build the new scoreboard_to_serial.exe file by following your top recommendations! I was able to change to COM 5 and it works!

 On the other hand, always the same problem, the steering wheel moves more left and right as soon as the flashing light comes on!

 I think you're right, there's a material conflict!!

I even like to change the COM port to 12 and always the same

 For information I noticed that my usbrelay in the device manager had the same name as my flywheel, there is just the COM port that changes, namely:
 
USB-SERIAL CH340(com4)
 USB-SERIAL CH340(com5)

com4 is my steering wheel and com5 usbrelay

 Do you have any idea why my steering wheel doesn't react when the flashing light comes on?

 thank you for your feedback

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Re: Sega Monaco GP 1979/1980 - My Remake
« Reply #439 on: August 30, 2024, 11:45:34 am »
Hi GPForverer2024!

Well done for getting the exe built, you are now a C++ programmer! :)

But yes, seems to be a conflict with having multiple ch340 devices :/


Can you let me know a few things...

1. Is your Arcade machine running windows 11 ?

2. What version of Windows is running on you PC (personal) ?

3. When you view the Properties of the "USB-SERIAL CH340" devices in Device Manager, in the "Driver" tab, what Driver Version is reported (Should be something like "3.5.2019.1")

4. When you view the Properties of the "USB-SERIAL CH340" devices in Device Manager, in the "Events" tab, what does the first line of the 'Information' window read (Should be something like "Device USB\VID_1A86&PID_7523\5&2b1d7621&0&1 was configured").

5. Also, on the relay device itself, can you read what is written on the little black chip (You might see something like "WCH CH340G") ?

:)
« Last Edit: August 30, 2024, 12:18:16 pm by geecab »