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Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Wed Jan 16, 2013 12:54 pm
by Jiterdomer
The Virtua Formula machines are still in Joypolis, right? Cause I wanna see it when I'm going to Tokyo about a year or two. Any plans to see it on Joypolis? (Sorry for being off topic)

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Wed Jan 16, 2013 1:49 pm
by Arbee
Groomery wrote:Here is a video of my Virtua Fighter 1 PCB. Im Playing some matches! Compare that to mame and you vill see many
bugs compare to the original. http://www.youtube.com/watch?v=EXuiW2Z92XM


I'm sure it's an oversight that you haven't reported any of these "many bugs" to MAME Testers :)

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Wed Jan 16, 2013 2:19 pm
by MrThunderwing
nuexzz.. wrote:playing with a memory editor I could enter binding mode. 8-)

"COLOR FESTIVAL"

Image

Image

Image

Image

Image


Great work Mr. nuexzz sir! Feels like this is a step in the right direction towards eventually getting networking integrated in Supermodel.

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Thu Jan 17, 2013 7:15 pm
by Jiterdomer
MrThunderwing wrote:
nuexzz.. wrote:playing with a memory editor I could enter binding mode. 8-)

"COLOR FESTIVAL"

Image

Image

Image

Image

Image


Great work Mr. nuexzz sir! Feels like this is a step in the right direction towards eventually getting networking integrated in Supermodel.


Don't worry about it, I already talked to SailorSat on MAME and said that he's going to work on the network emulation on this emu pretty soon after he's done with Model 1, 2, and System32 for MAME.

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Sun Jan 20, 2013 6:31 am
by MrThunderwing
Jiterdomer wrote: Don't worry about it, I already talked to SailorSat on MAME and said that he's going to work on the network emulation on this emu pretty soon after he's done with Model 1, 2, and System32 for MAME.


Cool, good to know. When you say this guy's going to look at Model 2 link-up was that just a typo? Because model 2 link-up's been well established as part of Model 2 emulator for quite some time already.

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Sun Jan 20, 2013 11:38 pm
by Boomslangnz
perhaps he plans on trying to improve the network code or something?

cos the network over daytona usa is a little average, still very playable but not perfect.

We tried over a 1gb network switch etc and its still not perfect

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Mon Jan 21, 2013 4:03 am
by nuexzz..
Boomslangnz wrote:perhaps he plans on trying to improve the network code or something?

cos the network over daytona usa is a little average, still very playable but not perfect.

We tried over a 1gb network switch etc and its still not perfect


On the local machine greatly reduces the latency.

Code: Select all
[Network]
FrameSync=1
RxPort=7001
NextIP=127.0.0.1
NextPort=8001

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Sun Jan 27, 2013 1:20 pm
by MrThunderwing
I don't know if this is something that everyone knows about or not (so I thought I'd mention it here), but I realised in the latest WIP build of Supermodel 0.3 (rev270) that using the '-input-system=dinput -force-feedback' command makes the vibration function work on my official PS3 dualshock pad for the roms that support force feedback. This is in conjunction with a programme called DS3 tool to make an official dualshock 3 PS3 pad work on a PC. I'm pretty sure up until this build it was only the Xbox 360 pad and steering wheels that supported FFB and vibration effects (but I could be wrong; I was using a third party PS3 pad up until recently ((when it broke -cheap piece of crap -)) or a wheel which also supports all the vibration functions).

Anyhoo, just thought it was worth a mention.

nuexzz.. wrote:
Boomslangnz wrote:perhaps he plans on trying to improve the network code or something?

cos the network over daytona usa is a little average, still very playable but not perfect.

We tried over a 1gb network switch etc and its still not perfect


On the local machine greatly reduces the latency.

Code: Select all
[Network]
FrameSync=1
RxPort=7001
NextIP=127.0.0.1
NextPort=8001


Can you elaborate on that a bit please nuexzz? Do you just need to add in the 'FrameSync=1' part or do you need to set the RxPort and NextPort up that way as well?

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Tue Jan 29, 2013 7:24 am
by nuexzz..
@MrThunderwing if my friend also reduces lag this car (only works on lan pc or local) online game locks the demand.

Folder1
Code: Select all
[Network]               
FrameSync=1
RxPort=7001
NextIP=127.0.0.1
NextPort=8001



Folder2
Code: Select all
[Network]               
FrameSync=1
RxPort=8001
NextIP=127.0.0.1
NextPort=7001

Re: The Official Supermodel Work-in-Progress Thread

PostPosted: Tue Jan 29, 2013 11:49 pm
by krsjoker
I know im a little late for the party but i have just downloaded the latest 0.3a wip and wow i am very impressed with the smoothness and dynamic lighting and with no more slowdowns in advance and expert coarse!!

this is simply incredible work! looks like Bart might actuly beat sega to bringing all us sega arcade racing fans what we have been waiting for!

very good work guys,this is amazing! :)