> > Glad to hear you are still working on it! I hope the comm pcb tells you something. > > > > BTW, have you looked at lamp outputs for daytona at all? I have a feeling it's > > similar to virtua racing how it works but I'm not that clear how you have done > that. > > Is it writing it's value back to itself in the same memory space or is it offset > one > > way or the other? These two games seem to have a lot in common and it's the only > > model 2 game I can't get lamp outputs for (aside from the test menu, they seem to > > work there?). > > > lua code is 09CF1730 With this you can create a script that left "watching" your > memory and every editor ves values change signal to send out usb. > > just an idea more
@RetroRepair: Virtua Racing was pretty simple after all - there are Memory writes to 0xC0000F, one bit per Lamp - we got that already. Now comes the magic - WingWar (and other Model-1 games) just write there, but Virtua Racing reads from there too. However we didn't handle those reads and returned 0xFF so VR though all lamps are lit.
That memory location for Daytona seems basically right, but I doubt is actually is.
Sega Rally writes its Lamp state to 0x01c0000a, but that can't be mapped in M2Emus LUA engine