> Well, m2emu works fine enough with up to 4 fast PCs and Gigabit Ethernet. > Without FrameSync (i guess that's default anyway) Daytona and SegaRally work fine > with 3 Units. > With FrameSync enabled i got a stable link between 4 units working (more may be > possible though). > > "FrameSync=1" in m2network.ini does the trick. Most noticable if you kill the Master > Unit - The slaves freeze.
I had no idea there was a framesync option, I certainly didn't see it in the ini anyway. I guess that would sort that out then, Daytona/Rally worked but were pretty choppy
> I've commited lamp outputs for "all other games" a while ago. > Virtua Racing seems to work in a different way. The IO port is the same but the lamps > are getting transmitted in blocks of like 16 bytes each XORed together get you the > actual output. > I have yet to find a reliable logic for that. Got two, first one works "ingame", > second one works in "attract". But not both
This actually doesn't surprise me at all. Every model 2 game uses a single byte for lamps and that's it, yet Daytona seems to behave the same way you describe here, output values look fine in the test menu but fall silent ingame. I actually can't find any values ingame that look useful for that but then I'm probably looking for the wrong thing. XOR tables are a little beyond me. I'd assume this means Daytona's network would work at least in a very similar if not identical way to VR/Wing War though. What address are these outputs at for VR? Might help me figure out the outputs for Daytona.
I'll be following this with keen interest. It seems something cool is around the corner
If MAME doesn't have anything in place to allow network I/O maybe a helper app similar to MAME hooker could help out until it does?