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Sega Monaco GP 1979/1980 - My Remake

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geecab:
Hm, it has to be a problem with scoreboard_to_revcounter.exe not being able to see the shared memory that mgpr.exe creates.

Lets forget about scoreboard_to_revcounter.exe for a moment...

Can you run the dualscreen_pro_monaco_gp.bat file. That should automatically start an instance of mgpr.exe in export mode (for which you'll see a window with the game running in) an instance of mgpr.exe in import mode (for which you'll see a window with scoreboard information in). If these 2 instances run ok (I.e. you can play the game in one window, and see your scores and revcounter change in the other window), we know the shared memory is being exported ok.

GPForverer2024:
Hi Geecab!

You were right.

I followed your advice by first launching the dual screen.
It didn't work.

After several searches, it was Windows that was blocking the application (for your information, all these new tests were done on another PC, not the one with my console).

Once the dual screen was launched, I manually launched my scoreboard rev counter .bat file with the following configuration:

scoreboard_to_revcounter .exe 10 game 8 8000 600

And to my great joy!!!! It works, wow!!!!

Great Geecab.   :applaud:

 Thank you, thank you, thank you!!

After several tests, only cylinder 8 works best.

However, the only drawback is that the needle rises too quickly, and when the car crashes, there's a delay before the needle returns to zero.

 Otherwise, congratulations, Geecab, once again, what an incredible job!

Looking forward to hearing from you soon.
 :)

geecab:
Excellent stuff GPForverer2024!

Congratulations regarding your electronic skills, so happy you've got it working!!

>>However, the only drawback is that the needle rises too quickly

Interesting. It sounds like your revcounter needle response time is much faster than mine. I can add an option to scoreboard_to_revcounter, so you choose a percentage that effects how much we 'dampen' the needle response time. Shouldn't be too tricky to do. I had to do that for the game's graphical revcounter because its needle response was obviously instantaneous (and looked like its was snapping to positions at first).


>>and when the car crashes, there's a delay before the needle returns to zero.

This is interesting too. I'm guessing the type of crash you are talking about is one where your car hits something and goes into spin, rather than one where you hit something and explode?

Do you see the same thing happen with the game's graphical revcounter (Or perhaps its not as noticeable with that because of the way I've dampened its needle response)?

:)

GPForverer2024:
Hi Geecab!
Yes, it would be a good idea to add an option for the needle speed.

And yes, there is a latency for the accident involving the car spinning out.
not easy to see with the graphic outline on the second screen for me it works correctly

 Quick question: what's the purpose of the last number in the rev counter file (150, 600, etc.) for the configuration?

Thank you very much.

GPForverer2024:
Geecab for info I sent you a private message

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