prototype games and littles changes (games.xml)

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prototype games and littles changes (games.xml)

Postby Spindizzi » Thu Jan 03, 2019 2:51 am

Hi
This is my updated games.xml file and little code change for the game prototype

Need approbation from the devs of course
I hope I don't forget anything (or make mistake)


change log

games.xml changes

add new proto dirtdvlsg, lostwsgo, srally2p (not working, need patch), srally2pa (not working, need patch)

add ffb to dirtdvls, dirtdvlsa, dirtdvlsj, dirtdvlsg, eca, ecap, ecau, ecaj
they use the same rom from scud race, so you need to update and add "epr-19338a.bin" inside your rom set (take it from scud race rom set for example)

trying to add ffb to lemans24
normally it uses "epr-18261.ic9" (can be found in stcc rom set for example) from model 2 driveboard hardware but not working at this time (troubles with ffb commands)
but for test purpose because this is not the real emulation, you can easily replace this rom by "epr-19338a.bin" from scud race
you need to update and add "epr-18261.ic9" and/or "epr-19338a.bin" inside your rom set and edit games.xml to suit your choice
I suspect M2 driveboard hardware to be the first revision of the M3 drive board hardware (same irq, same memory mapping/address, same commands ....), this is why we can easily switch them in Supermodel

add mpegboard to srally2x
you must add epr-20641.2, mpr-20637.57, mpr-20637.58, mpr-20637.59, mpr-20637.60 from srally2 rom set

modify patches for swtrilgya, swtrilgyp
prevent theses games to be slow (based on Bart's Patch on swtrilgy)

----------

model3.cpp code change

add lostwsgo exception for invert gun axis
add fvipero in exception hack timing
add von2o, dirtdvlsg exception to use old pci id
add srally2x in exception hack timing (it needs also to set ppc frequency=100 in ini file or in command line) to get the game full speed

++
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Re: prototype games and littles changes (games.xml)

Postby Bart » Thu Jan 03, 2019 6:47 pm

Thanks! I have a few questions, though:

1. What's this about axis inversion for lostwsgo? Is it also needed if input type "gun1" and "gun2" are used rather than analog_gun1? I've been getting some emails from folks who I think are affected by this change, namely those who tried to use two mice and RawInput.
2. Not a big fan of hard-coded timing changes. I'm not sure we should leave this in and would be fine with having the game broken. It would be nice to have the change at least documented in a comment. But I'm open to suggestions.

I think that for the Lost World axis change the PCI ID thing, rather than having exceptions hard-coded into Model3.cpp, maybe we should think about how to expand the XML definition to define it there?

For now, can you post a Games.xml that we can commit, and then I can help with the other changes (expanding the XML definition).
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Re: prototype games and littles changes (games.xml)

Postby Spindizzi » Fri Jan 04, 2019 1:31 am

Hi,

So I confirm the invert axis is needed for lostwsgo, the 1st time I launched the proto, mouse was inverted, looking for code and Inside model3.cpp there is a notice about that for lostwsga, just add this for lostwsgo. I've tested with gun1 instead analog_gun1 : same.
I've not tested with rawinput and 2 mices, may be differents results

I'm totally agree, these timing hacks must be commented, may be adding a command line (timinghack on, timinghack off) for that ?
Personnaly, before adding patch for swtrilgya and swtrilgyp, I used timing hack to prevent these games to be slow, now no need for them

I will check if changing pci id, lostwrld has the same trouble, and I agree if many games need exception, why not add these to the xml file

I join the full games.xml, certainly easier to look at the overall changes
++

edit :
checked lostwsgo with rawinput with one mouse, with analog_gun1 (sensor gun detected) and/or gun1 (vr cop gun detected): same, always need to invert axis
hum, speaking about invert axis, this is not really invert axis, if I remember well (this mod was made one month ago), it inverts axis between the 2 players (axis X P1 move axis X P1 and axis Y P1 move axis Y P2) or something like that. this is not related to axis X move -X or other
not sure how to check for pci id ...
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Re: prototype games and littles changes (games.xml)

Postby Ian » Fri Jan 04, 2019 3:30 am

If you've ever played lost world on a real arcade machine (it's one of the few I've tried on a real machine), the controls are inverted. It made the game almost unplayable for me ..
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Re: prototype games and littles changes (games.xml)

Postby Spindizzi » Sat Jan 05, 2019 1:19 am

I don't understand why they inverted the controls, it seems to be really unplayable :roll:
Is it originally a cabinet with crt and a mirror Inside (like time crisis) ? In this case even if there are no switches to invert picture on pcb, the deflective coils can be inverted directly on crt (may be the cause of inverted axis on real cab)
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Re: prototype games and littles changes (games.xml)

Postby Ian » Sat Jan 05, 2019 6:43 am

It uses a joystick and inverted with controls especially for flight games are not uncommon at all

Image

But personally for me I really struggle with inverted controls
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Re: prototype games and littles changes (games.xml)

Postby sonic32 » Sat Jan 05, 2019 7:27 am

Hello

It would be great to add these games, great work (Spindizzi). Thank you :P
It will be a great gift for all ..

  All The classic version of Jurassic Park uses 45 degrees mirror

https://www.youtube.com/watch?v=GbrnU-S54jw

--------------------------------------------------------------------

Only the Deluxe version does not use the mirror
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Re: prototype games and littles changes (games.xml)

Postby Bart » Sun Jan 06, 2019 4:48 pm

I don't recall the axis being inverted when using lightguns in Lost World. Was there a different cabinet type that used mounted guns instead? It would make sense there.

I'm not sure what the best solution here is. I actually think that modifying Games.xml is a bad idea for inverting axes. It's a good idea for things like PCI IDs. The correct solution would be to have the Input system load control overrides on a per-game basis. That way, one could add inverted axes for e.g. Lost World only.

Re: Lost World specifically, we can probably punt on this because the game should probably go back to emulating light guns rather than analog guns (I think this change was only made because people wanted to see the cursor). I'll try to take a look at this issue later in the week. I'm flying out east for a family event and will have time to mess around with this on the long flight. In the meantime, I'll look over the Games.xml.

Spindizzi: do you want repo access so you can commit the file once I've looked it over? I'm technically not supposed to be committing any code to open source projects anymore.
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Re: prototype games and littles changes (games.xml)

Postby Bart » Mon Jan 07, 2019 12:38 am

Question for Spindizzi:

Do these games (eca, etc.) actually use the Scud Race ROM for the drive board? Has this been confirmed and is this how MAME now expects the ROM sets to look?

Or, is it simply that this ROM was found to work with these games.
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Re: prototype games and littles changes (games.xml)

Postby Spindizzi » Tue Jan 08, 2019 12:49 am

looking around, As Sonic32 (thx for info) said, it seems there are 2 cabinets for lost world (1 with Mirror, 1 without) All with light gun, I have only the manual with Mirror and apparently this one is based on ir leds, I suppose the other (without Mirror) is based on light gun that read the crt beam.
Ian, you confuse me, with the one you played with joystick ! I can't find information on it

About driveboard rom, I based myself on the pdf file I sent you months ago. no other informations on it. Only owner, dumper, repairer could confirm. I can't remember his name but a forum user here is a model 3 part seller (or more generally arcade), he lives in UK, he could give more informations

if you think created me an access to the repo is good for the project, why not, as long as you keep an eye on the change I could commit
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